unity 3维点平面拟合
时间: 2023-07-25 09:35:14 浏览: 46
在Unity中进行3D点平面拟合的方法可以分为以下几个步骤:
1. 收集点云数据:首先需要获取3D点云数据,可以通过Unity内置的一些组件或者第三方插件来收集。
2. 计算几何中心:找到点云数据的几何中心,可以通过求出所有点的平均值来实现。
3. 计算协方差矩阵:对于几何中心附近的点云数据,计算它们的协方差矩阵。
4. 求解特征向量:对协方差矩阵进行特征值分解,得到特征向量。
5. 获取法向量:选择特征值最小的特征向量作为平面法向量。
6. 生成平面:使用法向量和几何中心生成平面。
下面是一些示例代码:
```csharp
using UnityEngine;
using System.Collections.Generic;
public class PointCloudPlaneFitting : MonoBehaviour
{
public Transform[] pointCloud;
void Start()
{
Vector3 center = Vector3.zero;
foreach (Transform point in pointCloud)
{
center += point.position;
}
center /= pointCloud.Length;
Matrix4x4 covarianceMatrix = new Matrix4x4();
foreach (Transform point in pointCloud)
{
Vector3 deviation = point.position - center;
covarianceMatrix.m00 += deviation.x * deviation.x;
covarianceMatrix.m01 += deviation.x * deviation.y;
covarianceMatrix.m02 += deviation.x * deviation.z;
covarianceMatrix.m10 += deviation.y * deviation.x;
covarianceMatrix.m11 += deviation.y * deviation.y;
covarianceMatrix.m12 += deviation.y * deviation.z;
covarianceMatrix.m20 += deviation.z * deviation.x;
covarianceMatrix.m21 += deviation.z * deviation.y;
covarianceMatrix.m22 += deviation.z * deviation.z;
}
covarianceMatrix /= pointCloud.Length;
Vector3 eigenValues;
Matrix4x4 eigenVectors = Matrix4x4.identity;
Matrix4x4Utility.EigenDecompositionSymmetric(covarianceMatrix, out eigenValues, ref eigenVectors);
Vector3 normal = new Vector3(eigenVectors.m00, eigenVectors.m10, eigenVectors.m20);
Plane plane = new Plane(normal, center);
Debug.Log("Plane normal: " + plane.normal + ", Plane center: " + plane.center);
}
}
public static class Matrix4x4Utility
{
private const float epsilon = 0.00001f;
public static void EigenDecompositionSymmetric(Matrix4x4 matrix, out Vector3 eigenValues, ref Matrix4x4 eigenVectors)
{
eigenValues = Vector3.zero;
for (int i = 0; i < 100; i++)
{
float maxOffDiagonal = MaxOffDiagonal(matrix);
if (maxOffDiagonal < epsilon)
{
break;
}
int p = 0, q = 0;
FindLargestOffDiagonal(matrix, out p, out q);
float theta = ComputeRotationAngle(matrix, p, q);
float c = Mathf.Cos(theta);
float s = Mathf.Sin(theta);
matrix[p, p] = c * c * matrix[p, p] - 2 * s * c * matrix[p, q] + s * s * matrix[q, q];
matrix[q, q] = s * s * matrix[p, p] + 2 * s * c * matrix[p, q] + c * c * matrix[q, q];
matrix[p, q] = 0;
matrix[q, p] = 0;
for (int j = 0; j < 3; j++)
{
if (j != p && j != q)
{
float temp = c * matrix[p, j] - s * matrix[q, j];
matrix[p, j] = matrix[j, p] = temp;
temp = s * matrix[p, j] + c * matrix[q, j];
matrix[q, j] = matrix[j, q] = temp;
}
}
for (int j = 0; j < 3; j++)
{
float temp = c * eigenVectors[j, p] - s * eigenVectors[j, q];
eigenVectors[j, p] = eigenVectors[j, p] * c - eigenVectors[j, q] * s;
eigenVectors[j, q] = temp;
}
}
eigenValues.x = matrix[0, 0];
eigenValues.y = matrix[1, 1];
eigenValues.z = matrix[2, 2];
}
private static float MaxOffDiagonal(Matrix4x4 matrix)
{
float max = 0;
for (int i = 0; i < 3; i++)
{
for (int j = i + 1; j < 3; j++)
{
float absValue = Mathf.Abs(matrix[i, j]);
if (absValue > max)
{
max = absValue;
}
}
}
return max;
}
private static void FindLargestOffDiagonal(Matrix4x4 matrix, out int p, out int q)
{
p = 0;
q = 1;
float max = Mathf.Abs(matrix[p, q]);
for (int i = 0; i < 3; i++)
{
for (int j = i + 1; j < 3; j++)
{
float absValue = Mathf.Abs(matrix[i, j]);
if (absValue > max)
{
max = absValue;
p = i;
q = j;
}
}
}
}
private static float ComputeRotationAngle(Matrix4x4 matrix, int p, int q)
{
float theta = 0;
if (Mathf.Abs(matrix[p, p] - matrix[q, q]) < epsilon)
{
theta = Mathf.PI / 4;
}
else
{
theta = 0.5f * Mathf.Atan(2 * matrix[p, q] / (matrix[p, p] - matrix[q, q]));
}
return theta;
}
}
```
此代码将获取数组中的一组点,计算出它们的平面并将其输出到控制台中。请注意,此示例代码仅适用于Unity 3D点云数据,如果您的数据格式不同,则需要相应地修改代码。
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