我正在C# .Net
使用 3DWpf
图形的平台上工作。下面是代码流程:
1) 我从 kinect 获取深度数据并将其提供给一个计算 3d 点的函数。
私人无效 display3DView()
{
while(loop_run)
{
using ( DepthImageFrame depthFrame = sensor.DepthStream.OpenNextFrame(1000))
{
if (depthFrame == null) continue;
Point3DCollection PointCloud ;
depthFrame.CopyDepthImagePixelDataTo(this.depthImagePixels);
float[,] ImageArray = new float[320, 240];
short [ ,] depth = new short[240,320];
for (int i = 0; i < 240; i++)
{
for (int j = 0; j <320; j++)
{
depth[i,j]= depthImagePixels[j+i *320].Depth;
ImageArray[i,j] =(float)depth[i,j]/(float)1000;
}
}
PointCloud =Calculate_PointCloud(ImageArray);
viewModel(PointCloud);
}
}
}</i>
2)我用Kinect相机的相机参数和深度数据计算了3D点
私人 Point3DCollection Calculate_PointCloud(float[,] ImageArray) {
Point3DCollection PointCloud = new Point3DCollection();
float x_coodinate;``
float y_coordinate;
float z_coordinate;
float thresholdvalue = 2.0f;
for (int i = 0; i < 239; ++i)
{
for (int j = 0; j < 319; ++j)
{
if (Math.Abs(ImageArray[i, j] - ImageArray[i, j + 1]) < thresholdvalue && Math.Abs(ImageArray[i, j] - ImageArray[i + 1, j]) < thresholdvalue && Math.Abs(ImageArray[i, j + 1] - ImageArray[i + 1, j]) < thresholdvalue)
{
z_coordinate = ImageArray[i, j];
x_coodinate = ((j - this.PrincipalPointX) * z_coordinate) / FocalLengthX;
y_coordinate = ((i - this.PrincipalPointY) * z_coordinate) / FocalLengthY;
Point3D point1 = new Point3D(x_coodinate, y_coordinate, z_coordinate);
PointCloud.Add(point1);
z_coordinate = ImageArray[i, j + 1];
x_coodinate = (((j + 1) - this.PrincipalPointX) * z_coordinate) / FocalLengthX;
y_coordinate = ((i - this.PrincipalPointY) * z_coordinate) / FocalLengthY;
Point3D point2 = new Point3D(x_coodinate, y_coordinate, z_coordinate);
PointCloud.Add(point2);
z_coordinate = ImageArray[i + 1, j];
x_coodinate = ((j - this.PrincipalPointX) * z_coordinate) / FocalLengthX;
y_coordinate = (((i + 1) - this.PrincipalPointY) * z_coordinate) / FocalLengthY;
Point3D point3 = new Point3D(x_coodinate, y_coordinate, z_coordinate);
PointCloud.Add(point3);
}
}
}
return PointCloud;
}</i>
3)在这里,我转换为具有每个 3D 点的法线信息的三角形集,并将这些三角形提供给 3D 网格对象并使用 viewport3D 控件渲染 3d 网格对象
私人无效视图模型(Point3DCollection 点)
{
DirectionalLight DirLight1 = new DirectionalLight();
DirLight1.Color = Colors.White;
DirLight1.Direction = new Vector3D(1, 1, 1);
PerspectiveCamera Camera1 = new PerspectiveCamera();
Camera1.FarPlaneDistance = 8000;
Camera1.NearPlaneDistance = 100;
Camera1.FieldOfView = 10;
Camera1.Position = new Point3D(0, 0, 1);
Camera1.LookDirection = new Vector3D(-1, -1, -1);
Camera1.UpDirection = new Vector3D(0, 1, 0);
bool combinedvertices = true;
TriangleModel Triatomesh = new TriangleModel();
MeshGeometry3D tmesh = new MeshGeometry3D();
GeometryModel3D msheet = new GeometryModel3D();
Model3DGroup modelGroup = new Model3DGroup();
ModelVisual3D modelsVisual = new ModelVisual3D();
Viewport3D myViewport = new Viewport3D();
for(int i =0; i<points.Count; i+=3)
{
Triatomesh.addTriangleToMesh(points[i],points[i + 1], points[i + 2], tmesh, combinedvertices);
}
msheet.Geometry = tmesh;
msheet.Material = new DiffuseMaterial(new SolidColorBrush(Colors.White));
modelGroup.Children.Add(msheet);
modelGroup.Children.Add(DirLight1);
modelsVisual.Content = modelGroup;
myViewport.IsHitTestVisible = false;
myViewport.Camera = Camera1;
myViewport.Children.Add(modelsVisual);
canvas1.Children.Add(myViewport);
myViewport.Height = canvas1.Height;
myViewport.Width = canvas1.Width;
Canvas.SetTop(myViewport, 0);
Canvas.SetLeft(myViewport, 0);
} </i>
4)这是一个函数,它通过计算每个 3D 点的法线,将三个 3D 点作为三角形添加到 3D 网格对象中
public void addTriangleToMesh(Point3D p0, Point3D p1, Point3D p2,
MeshGeometry3D mesh, bool combine_vertices)
{
Vector3D normal = CalculateNormal(p0, p1, p2);
if (combine_vertices)
{
addPointCombined(p0, mesh, normal);
addPointCombined(p1, mesh, normal);
addPointCombined(p2, mesh, normal);
}
else
{
mesh.Positions.Add(p0);
mesh.Positions.Add(p1);
mesh.Positions.Add(p2);
//mesh.TriangleIndices.Add(mesh.TriangleIndices.Count);
// mesh.TriangleIndices.Add(mesh.TriangleIndices.Count);
// mesh.TriangleIndices.Add(mesh.TriangleIndices.Count);
mesh.Normals.Add(normal);
mesh.Normals.Add(normal);
mesh.Normals.Add(normal);
}
}
public Vector3D CalculateNormal(Point3D P0, Point3D P1, Point3D P2) //static
{
Vector3D v0 = new Vector3D(P1.X - P0.X, P1.Y - P0.Y, P1.Z - P0.Z);
Vector3D v1 = new Vector3D(P2.X - P1.X, P2.Y - P1.Y, P2.Z - P1.Z);
return Vector3D.CrossProduct(v0, v1);
}
public void addPointCombined(Point3D point, MeshGeometry3D mesh, Vector3D normal)
{
bool found = false;
int i = 0;
foreach (Point3D p in mesh.Positions)
{
if (p.Equals(point))
{
found = true;
mesh.TriangleIndices.Add(i);
mesh.Positions.Add(point);
mesh.Normals.Add(normal);
break;
}
i++;
}
if (!found)
{
mesh.Positions.Add(point);
mesh.TriangleIndices.Add(mesh.TriangleIndices.Count);
mesh.Normals.Add(normal);
}
}
5) 这是我的 XAML 代码
<Window x:Class="PointCloud3DView.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="PointCloud" Height="653" Width="993" Background="Black" Loaded="Window_Loaded">
<Grid Height="1130" Width="1626">
<Canvas Height="611" HorizontalAlignment="Left" Name="canvas1" VerticalAlignment="Top"
宽度=“967”背景=“黑色”/>
</Grid>
问题是我无法在 Wpf 屏幕中显示 3D 模型。请任何人都可以查看整个代码吗?让我明白我哪里出错了?以及建议我进行更正。提前致谢