How to obtain extrinsic matrix from ARKit camera?
I want to convert the pixel coordinate into real world coordinate. And I found that the ARKit API provide a function in ARCamera
call viewMatrix()
Returns a transform matrix for converting from world space to camera
space
It this function can obtain extrinsic matrix for the camera?
ios swift camera augmented-reality arkit
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I want to convert the pixel coordinate into real world coordinate. And I found that the ARKit API provide a function in ARCamera
call viewMatrix()
Returns a transform matrix for converting from world space to camera
space
It this function can obtain extrinsic matrix for the camera?
ios swift camera augmented-reality arkit
add a comment |
I want to convert the pixel coordinate into real world coordinate. And I found that the ARKit API provide a function in ARCamera
call viewMatrix()
Returns a transform matrix for converting from world space to camera
space
It this function can obtain extrinsic matrix for the camera?
ios swift camera augmented-reality arkit
I want to convert the pixel coordinate into real world coordinate. And I found that the ARKit API provide a function in ARCamera
call viewMatrix()
Returns a transform matrix for converting from world space to camera
space
It this function can obtain extrinsic matrix for the camera?
ios swift camera augmented-reality arkit
ios swift camera augmented-reality arkit
edited Dec 31 '18 at 6:23
PinkeshGjr
2,06521530
2,06521530
asked Dec 31 '18 at 4:13
SinLokSinLok
1661211
1661211
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1 Answer
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This may help:
self.sceneView.session.currentFrame?.camera.transform
The position and orientation of the camera in world coordinate space.
.transform
documentation
You can directly extract the eulerAngles
from this, but will have to parse the translation yourself.
How come you manually want to project pixels into world positions? (The transform alone isn't going to help you there obviously).
It is because I want to create the object into far away position. hitTest method only allow me to create the object inside detected feature point area. Do you have any suggestion to implement far away object creation?
– SinLok
Jan 10 at 0:19
add a comment |
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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
This may help:
self.sceneView.session.currentFrame?.camera.transform
The position and orientation of the camera in world coordinate space.
.transform
documentation
You can directly extract the eulerAngles
from this, but will have to parse the translation yourself.
How come you manually want to project pixels into world positions? (The transform alone isn't going to help you there obviously).
It is because I want to create the object into far away position. hitTest method only allow me to create the object inside detected feature point area. Do you have any suggestion to implement far away object creation?
– SinLok
Jan 10 at 0:19
add a comment |
This may help:
self.sceneView.session.currentFrame?.camera.transform
The position and orientation of the camera in world coordinate space.
.transform
documentation
You can directly extract the eulerAngles
from this, but will have to parse the translation yourself.
How come you manually want to project pixels into world positions? (The transform alone isn't going to help you there obviously).
It is because I want to create the object into far away position. hitTest method only allow me to create the object inside detected feature point area. Do you have any suggestion to implement far away object creation?
– SinLok
Jan 10 at 0:19
add a comment |
This may help:
self.sceneView.session.currentFrame?.camera.transform
The position and orientation of the camera in world coordinate space.
.transform
documentation
You can directly extract the eulerAngles
from this, but will have to parse the translation yourself.
How come you manually want to project pixels into world positions? (The transform alone isn't going to help you there obviously).
This may help:
self.sceneView.session.currentFrame?.camera.transform
The position and orientation of the camera in world coordinate space.
.transform
documentation
You can directly extract the eulerAngles
from this, but will have to parse the translation yourself.
How come you manually want to project pixels into world positions? (The transform alone isn't going to help you there obviously).
answered Jan 10 at 0:11
JordanJordan
357313
357313
It is because I want to create the object into far away position. hitTest method only allow me to create the object inside detected feature point area. Do you have any suggestion to implement far away object creation?
– SinLok
Jan 10 at 0:19
add a comment |
It is because I want to create the object into far away position. hitTest method only allow me to create the object inside detected feature point area. Do you have any suggestion to implement far away object creation?
– SinLok
Jan 10 at 0:19
It is because I want to create the object into far away position. hitTest method only allow me to create the object inside detected feature point area. Do you have any suggestion to implement far away object creation?
– SinLok
Jan 10 at 0:19
It is because I want to create the object into far away position. hitTest method only allow me to create the object inside detected feature point area. Do you have any suggestion to implement far away object creation?
– SinLok
Jan 10 at 0:19
add a comment |
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