介绍
在unity中实现点云的效果可以丰富我们的场景,并且可以与kinect等rgbd相机结合,增加互动。
如果要在unity中实现点云的效果这里有两种方法,一种是用自带的粒子系统,将每个点云中的点对应于每个粒子,并把对应的坐标,颜色赋值给粒子。第二种是用游戏物体的MeshFilter组件,只渲染顶点而不Mesh,再重写shader,赋予每个顶点颜色。
每种方法各有利弊,下面是实现过程:
1. 利用Unity中的粒子系统
using UnityEngine;
using System.Collections;
using System.IO;
public class GetPointCloudFromTXT : MonoBehaviour
{
ParticleSystem particleSystem; // 整个粒子系统
ParticleSystem.Particle[] allParticles; // 所有粒子的集合
int pointCount; // 粒子数目
// Use this for initialization
void Start()
{
particleSystem = GetComponent<ParticleSystem>();
// 1. 读取数据
// 提前将点云存成txt文件放在Assert/StreamingAssets文件夹下,文本的每行代表一个点,由点的x,y,z,r,g,b六个float组成
string fileAddress = (Application.streamingAssetsPath + "/" + "jiao.txt");
FileInfo fInfo0 = new FileInfo(fileAddress);
//Debug.Log(fileAddress);
string s = "";
StreamReader r;
ArrayList arrayListXYZ = new ArrayList();
ArrayList arrayListRGB = new ArrayList();
if (fInfo0.Exists)
{
r = new StreamReader(fileAddress);
}
else
{
Debug.Log("NO THIS FILE!");
return;
}
// 将文本中的点云数据读入分别存到xyz数组和rgb数组中
while ((s = r.ReadLine()) != null)
{
string[] words = s.Split(" "[0]);
Vector3 xyz = new Vector3(float.Parse(words[0]), -float.Parse(words[1]), float.Parse(words[2]));
arrayListXYZ.Add(xyz);
Color colorRGB = new Color(float.Parse(words[3]) / 255.0f, float.Parse(words[4]) / 255.0f, float.Parse(words[5]) / 255.0f);
arrayListRGB.Add(colorRGB);
//Debug.Log(xyz.ToString() + "," + colorRGB.ToString());
}
// 2. 设置粒子系统
particleSystem.startSpeed = 0.0f; // 设置粒子的初始速度为0
particleSystem.startLifetime = 1000.0f; // 粒子的生命周期尽量长
// 3. 渲染出来(动态加载点云的时候再改这部分代码)
pointCount = arrayListRGB.Count;
allParticles = new ParticleSystem.Particle[pointCount];
particleSystem.maxParticles = pointCount; // 设置粒子系统粒子数的最大值
particleSystem.Emit(pointCount); // 发射pointCount个粒子
particleSystem.GetParticles(allParticles); // 获取当前还存活的粒子数,不能少的一步,但是不是很清楚为什么
for (int i = 0; i < pointCount; i++)
{
allParticles[i].position = (Vector3)arrayListXYZ[i]; // 设置每个点的位置
allParticles[i].startColor = (Color)arrayListRGB[i]; // 设置每个点的rgb
allParticles[i].startSize = 0.01f; // 设置点的大小,注意还要在unity界面上将粒子系统下面的Render模块中的Min/Max Particle Size改小--0.01差不多了
}
particleSystem.SetParticles(allParticles, pointCount); // 将点云载入粒子系统
}
}
2. 利用Mesh编写Shader
一次最多只能渲染出60000个点的模型所以要动态生成多个模型组合形成一个完整的点云
VertexColor.shader
Shader "Custom/VertexColor" {
SubShader {
Pass {
LOD 200
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct VertexInput {
float4 v : POSITION;
float4 color: COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float4 col : COLOR;
};
VertexOutput vert(VertexInput v) {
VertexOutput o;
o.pos = mul(UNITY_MATRIX_MVP, v.v);
o.col = v.color;
return o;
}
float4 frag(VertexOutput o) : COLOR {
return o.col;
}
ENDCG
}
}
}
using UnityEngine;
using System.Collections;
using System.IO;
public class DisplayPointCloudByGpu : MonoBehaviour
{
int numPoints = 60000;
void Start()
{
// 1. 读取数据
// 提前将点云存成txt文件放在Assert/StreamingAssets文件夹下,文本的每行代表一个点,由点的x,y,z,r,g,b六个float组成
string fileAddress = (Application.streamingAssetsPath + "/" + "test.txt");
FileInfo fInfo0 = new FileInfo(fileAddress);
//Debug.Log(fileAddress);
string s = "";
StreamReader r;
ArrayList arrayListXYZ = new ArrayList();
ArrayList arrayListRGB = new ArrayList();
if (fInfo0.Exists)
{
r = new StreamReader(fileAddress);
}
else
{
Debug.Log("NO THIS FILE!");
return;
}
// 将文本中的点云数据读入分别存到xyz数组和rgb数组中
while ((s = r.ReadLine()) != null)
{
string[] words = s.Split(" "[0]);
Vector3 xyz = new Vector3(float.Parse(words[0]), -float.Parse(words[1]), float.Parse(words[2]));
arrayListXYZ.Add(xyz);
Color colorRGB = new Color(float.Parse(words[3]) / 255.0f, float.Parse(words[4]) / 255.0f, float.Parse(words[5]) / 255.0f);
arrayListRGB.Add(colorRGB);
//Debug.Log(xyz.ToString() + "," + colorRGB.ToString());
}
// 2. 渲染
int num = arrayListRGB.Count;
int meshNum = num / numPoints;
int leftPointsNum = num % numPoints;
int i = 0;
for (; i < meshNum; i++)
{
GameObject obj = new GameObject();
obj.name = i.ToString();
obj.AddComponent<MeshFilter>();
obj.AddComponent<MeshRenderer>();
Mesh tempMesh = new Mesh();
CreateMesh(ref tempMesh, ref arrayListXYZ, ref arrayListRGB, i * numPoints, numPoints);
Material material = new Material(Shader.Find("Custom/VertexColor"));
obj.GetComponent<MeshFilter>().mesh = tempMesh;
obj.GetComponent<MeshRenderer>().material = material;
}
GameObject objLeft = new GameObject();
objLeft.name = i.ToString();
objLeft.transform.position = new Vector3(Random.Range(-10, 10), Random.Range(-10, 10), Random.Range(-10, 10));
objLeft.AddComponent<MeshFilter>();
objLeft.AddComponent<MeshRenderer>();
Mesh tempMeshLeft = new Mesh();
CreateMesh(ref tempMeshLeft, ref arrayListXYZ, ref arrayListRGB, i * numPoints, leftPointsNum);
Material materialLeft = new Material(Shader.Find("Custom/VertexColor"));
objLeft.GetComponent<MeshFilter>().mesh = tempMeshLeft;
objLeft.GetComponent<MeshRenderer>().material = materialLeft;
}
void CreateMesh(ref Mesh mesh, ref ArrayList arrayListXYZ, ref ArrayList arrayListRGB, int beginIndex, int pointsNum)
{
Vector3[] points = new Vector3[pointsNum];
Color[] colors = new Color[pointsNum];
int[] indecies = new int[pointsNum];
for (int i = 0; i < pointsNum; ++i)
{
points[i] = (Vector3)arrayListXYZ[beginIndex + i];
indecies[i] = i;
colors[i] = (Color)arrayListRGB[beginIndex + i];
}
mesh.vertices = points;
mesh.colors = colors;
mesh.SetIndices(indecies, MeshTopology.Points, 0);
}
}
总结
利用粒子系统可以模拟出点云的效果,并且可以调整点的大小和形状,但是点一多起来就很很难渲染。而利用Mesh直接画点,不能调整大小,但是可以流畅得显示很多点。