我正在编写一个iOS应用程序,它使用自定义几何体在SceneKit中渲染一个pointcloud。 This post让我在那里非常有帮助(虽然我把它翻译成了Objective-C),就像DavidRönnqvist的书中使用SceneKit的3D图形一样(参见自定义几何图章章节)。代码工作得很好,但是我想让点数渲染得更大 - 目前点数非常小。
根据OpenGL文档,您可以通过调用glPointSize()
来完成此操作。根据我的理解,SceneKit是建立在OpenGL之上的,所以我希望有一种方法来访问这个函数或者使用SceneKit做同等的事情。任何建议将不胜感激!
我的代码如下。我还在bitbucket access here上发布了一个小示例应用程序。
// set the number of points
NSUInteger numPoints = 10000;
// set the max distance points
int randomPosUL = 2;
int scaleFactor = 10000; // because I want decimal points
// but am getting random values using arc4random_uniform
PointcloudVertex pointcloudVertices[numPoints];
for (NSUInteger i = 0; i < numPoints; i++) {
PointcloudVertex vertex;
float x = (float)(arc4random_uniform(randomPosUL * 2 * scaleFactor));
float y = (float)(arc4random_uniform(randomPosUL * 2 * scaleFactor));
float z = (float)(arc4random_uniform(randomPosUL * 2 * scaleFactor));
vertex.x = (x - randomPosUL * scaleFactor) / scaleFactor;
vertex.y = (y - randomPosUL * scaleFactor) / scaleFactor;
vertex.z = (z - randomPosUL * scaleFactor) / scaleFactor;
vertex.r = arc4random_uniform(255) / 255.0;
vertex.g = arc4random_uniform(255) / 255.0;
vertex.b = arc4random_uniform(255) / 255.0;
pointcloudVertices[i] = vertex;
// NSLog(@"adding vertex #%lu with position - x: %.3f y: %.3f z: %.3f | color - r:%.3f g: %.3f b: %.3f",
// (long unsigned)i,
// vertex.x,
// vertex.y,
// vertex.z,
// vertex.r,
// vertex.g,
// vertex.b);
}
// convert array to point cloud data (position and color)
NSData *pointcloudData = [NSData dataWithBytes:&pointcloudVertices length:sizeof(pointcloudVertices)];
// create vertex source
SCNGeometrySource *vertexSource = [SCNGeometrySource geometrySourceWithData:pointcloudData
semantic:SCNGeometrySourceSemanticVertex
vectorCount:numPoints
floatComponents:YES
componentsPerVector:3
bytesPerComponent:sizeof(float)
dataOffset:0
dataStride:sizeof(PointcloudVertex)];
// create color source
SCNGeometrySource *colorSource = [SCNGeometrySource geometrySourceWithData:pointcloudData
semantic:SCNGeometrySourceSemanticColor
vectorCount:numPoints
floatComponents:YES
componentsPerVector:3
bytesPerComponent:sizeof(float)
dataOffset:sizeof(float) * 3
dataStride:sizeof(PointcloudVertex)];
// create element
SCNGeometryElement *element = [SCNGeometryElement geometryElementWithData:nil
primitiveType:SCNGeometryPrimitiveTypePoint
primitiveCount:numPoints
bytesPerIndex:sizeof(int)];
// create geometry
SCNGeometry *pointcloudGeometry = [SCNGeometry geometryWithSources:@[ vertexSource, colorSource ] elements:@[ element]];
// add pointcloud to scene
SCNNode *pointcloudNode = [SCNNode nodeWithGeometry:pointcloudGeometry];
[self.myView.scene.rootNode addChildNode:pointcloudNode];
答案 0 :(得分:1)
我正在寻找自己在ios中渲染点云,并通过“vade”在twitter上找到解决方案,并想到我在这里将其发布给其他人:
ProTip:SceneKit着色器修改器非常有用:
mat.shaderModifiers = @{SCNShaderModifierEntryPointGeometry : @"gl_PointSize = 16.0;"};