Pcx-RosPointcloud2 is a fork of a Poinc Cloud library called Pcx by Keijiro Takahashi (https://github.com/keijiro/Pcx) for importing point cloud data which is constructed with right handed coordinate such as pointcloud2 in ROS. Use git submodule to include this repo to your Unity project. Only static importing is supported
Unity 2022.3.4f1
- Create a pointcloud database using rtabmap.
- Run
rtabmap-export
in your terminal to convert database to ply file. See here for options.
rtabmap-export [options] <database_path>.db
- Add this repository to your unity
Assets
file.
git submodule add -b master <url of this repositry>
-
Import
.ply
file in to your UnityAssets
folder. -
Select
.ply
file in Project window and changeCoordinateType
toRightHanded
in Inspector window.After you apply the change, the rotation of
.ply
file will be fixed.
You can select the coordinate type in the inspector window.
Pcx is a custom importer and renderer that allows for handling point cloud data in Unity.
- Unity 2019.4
Currently Pcx only supports PLY binary little-endian format.
The Pcx package uses the scoped registry feature to import dependent
packages. Please add the following sections to the package manifest file
(Packages/manifest.json
).
To the scopedRegistries
section:
{
"name": "Keijiro",
"url": "https://registry.npmjs.com",
"scopes": [ "jp.keijiro" ]
}
To the dependencies
section:
"jp.keijiro.pcx": "1.0.1"
After changes, the manifest file should look like below:
{
"scopedRegistries": [
{
"name": "Keijiro",
"url": "https://registry.npmjs.com",
"scopes": [ "jp.keijiro" ]
}
],
"dependencies": {
"jp.keijiro.pcx": "1.0.1",
...
There are three types of container for point clouds.
Points are to be contained in a Mesh
object. They can be rendered with the
standard MeshRenderer
component. It's recommended to use the custom shaders
included in Pcx (Point Cloud/Point
and Point Cloud/Disk
).
Points are to be contained in a PointCloudData
object, which uses
ComputeBuffer
to store point data. It can be rendered with using the
PointCloudRenderer
component.
Points are baked into Texture2D
objects that can be used as attribute maps
in Visual Effect Graph.
There are two types of rendering methods in Pcx.
Points are rendered as point primitives when using the Point Cloud/Point
shader.
The size of points can be adjusted by changing the material properties.
These size properties are only supported on some platforms; It may work with OpenGLCore and Metal, but never work with D3D11/12.
This method is also used when the point size is set to zero in
PointCloudRenderer
.
Points are rendered as small disks when using the Point Cloud/Disk
shader or
PointCloudRenderer
.
This method requires geometry shader support.
The point cloud files used in the examples of Pcx are created by authors listed below. These files are licensed under the Creative Commons Attribution license (CC BY 4.0). Please see the following original pages for further details.
-
richmond-azaelias.ply - Azaleas, Isabella Plantation, Richmond Park. Created by Thomas Flynn. https://sketchfab.com/models/188576acfe89480f90c38d9df9a4b19a
-
anthidium-forcipatum.ply - Anthidium forcipatum ♀ (Point Cloud). Created by Thomas Flynn. https://sketchfab.com/models/3493da15a8db4f34929fc38d9d0fcb2c
-
Guanyin.ply - Guanyin (Avalokitesvara). Created by Geoffrey Marchal. https://sketchfab.com/models/9db9a5dfb6744a5586dfcb96cb8a7dc5