使用wpf 3D图形将3D模型显示为3D网格对象

时间:2014-02-08 04:45:53

标签: c# wpf kinect viewport3d

我正在使用3D C# .Net图形的Wpf平台上工作。 以下是代码流程:

1)我从kinect获取深度数据并将其赋予一个计算3d点的函数。

private void 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)我用相机参数和Kinect相机的深度数据计算了3D点

私有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点的正常信息的三角形集合,并将这些三角形赋予3D网格对象并使用viewport3D控件渲染3d网格对象

         private void viewModel(Point3DCollection points)

       {    
           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点的法线来获取三个3D点并将三维网格物体添加为三角形

 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”/&gt;

</Grid>

问题是我无法在Wpf Screen中显示3D模型。请问任何人都可以浏览整个代码吗?并让我明白我哪里出错了?并建议我纠正。 提前致谢

1 个答案:

答案 0 :(得分:1)

我已经在几周内尝试了WPF 3D,并且学到了一些难以理解的东西:) 我现在没有时间检查并尝试整个代码。但是我会尝试三件事:

  1. 我不确定相机的方向。它在(0,1,0), 使用矢量(-1,-1,-1)查找,这意味着它专注于中心 点(-1,0,-1)。这有点奇怪......尝试定位相机 进一步(取决于您的模型的规模),如(0,10,0)或甚至 进一步将其集中在(0,0,0)或你的中心点的任何地方 模特是:

    Camera1.Position = new Point3D(0,10,0);
    Camera1.LookDirection = new Point3D(0,0,0) - Camera1.Position;

  2. 同时删除定向灯(因为它使用法线,如果它们出错则不会显示任何内容)并尝试使用环境光。和你的     定向闪电与您的外观正好相反     方向(-1,-1,-1)和(1,1,1)。

  3. 尝试在三角形索引中交换点的顺序(WPF只渲染网格的一侧,因此模型可能在那里但在内部/外部) -     而不是0,1,2尝试0,2,1;

  4. 如果没有任何帮助,我会在回家后尝试您的代码。

    / 稍后编辑 / 在简单的三角形上编写你的代码并根据我的提示重写它并且它有效。如何清理代码有一些注释和两个提示:)

        private void viewModel(Point3DCollection points)
        {
            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; //close object will not be displayed with this option
            Camera1.FieldOfView = 10;   
            //Camera1.Position = new Point3D(0, 0, 1);
            //Camera1.LookDirection = new Vector3D(-1, -1, -1);
            Camera1.Position = new Point3D(0, 0, 10);
            Camera1.LookDirection = new Point3D(0, 0, 0) - Camera1.Position; //focus camera on real center of your model (0,0,0) in this case
            Camera1.UpDirection = new Vector3D(0, 1, 0);
            //you can use constructor to create Camera instead of assigning its properties like:
            //PerspectiveCamera Camera1 = new PerspectiveCamera(new Point3D(0,0,10), new Vector3D(0,0,-1), new Vector3D(0,1,0), 10);
    
    
            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 + 2], points[i + 1], points[i], tmesh, combinedvertices);                
                //I did swap order of vertexes you may try both options with your model               
            }
    
            msheet.Geometry = tmesh;
            msheet.Material = new DiffuseMaterial(new SolidColorBrush(Colors.White));
            //you can use constructor to create GeometryModel3D instead of assigning its properties like:
            //msheet = new GeometryModel3D(tmesh, new DiffuseMaterial(new SolidColorBrush(Colors.White)));             
    
            modelGroup.Children.Add(msheet);
            //use AMbientLIght instead of directional
            modelGroup.Children.Add(new AmbientLight(Colors.White));
    
            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);
        }
    

    我使用Points3DCollection作为参数(而不是Kinect输入):

        Point3DCollection points = new Point3DCollection();
        points.Add(new Point3D(0.5, 0, 0.5));
        points.Add(new Point3D(0.5, -0.5, -0.5));
        points.Add(new Point3D(-0.5, -0.1, -0.5));
        viewModel(points);