将ARFaceAnchor从左手坐标系切换到右手坐标系 [英] Flip ARFaceAnchor from left-handed to right-handed coordinate system
问题描述
在通过打印faceAnchor.transform.columns.3
进行一些测试之后,在SO中进行挖掘: ARFaceAnchor有负Z位置?和Apple文档: ARFaceAnchor ,我意识到z轴实际上是翻转的,并且不是文档中的右手坐标系. ARFaceAnchor声明坐标:
After some testings by printing faceAnchor.transform.columns.3
, digging in SO: ARFaceAnchor have negative Z position? and Apple's documentation: ARFaceAnchor, I realized that the z axis is actually flipped and it is not the right-handed coordinate system as in the documentation. The ARFaceAnchor claims the coordinate:
x的正方向指向观看者的右侧(即脸部自己的左手),y的正方向指向上(相对于脸部本身,而不是世界),z的正方向则指向观看者的外侧.面对(面向观众)
the positive x direction points to the viewer’s right (that is, the face’s own left), the positive y direction points up (relative to the face itself, not to the world), and the positive z direction points outward from the face (toward the viewer)
萨拉斯瓦蒂(Sarasvati)对进行改造提出了建议:
Sarasvati has given a suggestion on doing the transformation:
func faceAnchorPoseToRHS(_ mat: float4x4) -> float4x4 {
let correctedPos = float4(x: mat.columns.3.x, y: mat.columns.3.y, z: -mat.columns.3.z, w: 1)
let quat = simd_quatf(mat)
let newQuat = simd_quatf(angle: -quat.angle, axis: float3(quat.axis.x, quat.axis.y, -quat.axis.z))
var newPose = float4x4(newQuat)
newPose.columns.3 = correctedPos
return newPose
}
基于Andy Fedoroff的更新:
Updates based on Andy Fedoroff:
extension ViewController: ARSCNViewDelegate {
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
guard let faceAnchor = anchor as? ARFaceAnchor else { return }
currentFaceAnchor = faceAnchor
if node.childNodes.isEmpty, let contentNode = selectedContentController.renderer(renderer, nodeFor: faceAnchor) {
node.addChildNode(contentNode)
}
selectedContentController.session = sceneView?.session
selectedContentController.sceneView = sceneView
}
/// - Tag: ARFaceGeometryUpdate
func renderer(_ renderer: SCNSceneRenderer, didUpdate node: SCNNode, for anchor: ARAnchor) {
guard anchor == currentFaceAnchor,
let contentNode = selectedContentController.contentNode,
contentNode.parent == node
else { return }
sceneView.session.currentFrame!.anchors.first!.transform
print(currentFaceAnchor!.transform.columns.3)
selectedContentController.session = sceneView?.session
selectedContentController.sceneView = sceneView
selectedContentController.renderer(renderer, didUpdate: contentNode, for: anchor)
}
}
但是,我打印了faceAnchor.transform.columns.3
,并使用True Depth相机获得了z负片.下面显示了x,y,z,w轴:
However, I printed faceAnchor.transform.columns.3
and obtained the z negative with True Depth camera. Below show x,y,z,w axis:
关于如何校正z轴的任何建议?预先谢谢你
Any suggestions on how to correct the z-axis? Thank you in advance
推荐答案
首先,让我们看看默认的矩阵值是什么.
At first, let's see what a default matrix values are.
这是具有默认值的Identity 4x4 matrix
.
如果您需要有关4x4 matrices
元素的其他信息,请阅读
If you need additional info on elements of 4x4 matrices
read this post.
// 0 1 2 3
┌ ┐
| 1 0 0 0 | x
| 0 1 0 0 | y
| 0 0 1 0 | z
| 0 0 0 1 |
└ ┘
要翻转实体的Z axis
和X axis
,以便将轴从面部"跟踪环境重定向到世界"跟踪环境,请使用以下形式的4x4 transform matrix
.
To flip entity's Z axis
and X axis
, in order to reorient axis from Face tracking environment to World tracking environment, use the following form of 4x4 transform matrix
.
// 0 1 2 3
┌ ┐
| -1 0 0 0 | x
| 0 1 0 0 | y
| 0 0 -1 0 | z
| 0 0 0 1 |
└ ┘
在4x4 transform matrices
中,旋转是 combination of scale and skew
.要选择右旋方向,顺时针(CW)或逆时针(CCW),对cos
表达式使用+
或-
.
In 4x4 transform matrices
rotation is a combination of scale and skew
. To choose a right rotation's direction, clockwise (CW) or counter-clockwise (CCW) use +
or -
for cos
expressions.
这是一个正Z旋转表达式(CCW).
Here's a positive Z rotation expression (CCW).
正数+cos(a)
:
┌ ┐
| cos -sin 0 0 |
| sin cos 0 0 |
| 0 0 1 0 |
| 0 0 0 1 |
└ ┘
这是一个负Z旋转表达式(CW).
And here's a negative Z rotation expression (CW).
负数-cos(a)
:
┌ ┐
|-cos -sin 0 0 |
| sin -cos 0 0 |
| 0 0 1 0 |
| 0 0 0 1 |
└ ┘
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