/// <summary> /// XNAMatrixToMatrix4 converts a XNA Matrix object holding Joint Orientation to a Kinect Matrix4. /// Matrix is initialized to zeros, and the joint orientation only holds a 3x3 rotation matrix. /// </summary> /// <param name="mat">An XNA Matrix object to be converted to a Kinect Matrix4.</param> /// <returns>Returns a Kinect Matrix4.</returns> public static Microsoft.Kinect.Matrix4 XNAMatrixToMatrix4(Matrix mat) { Microsoft.Kinect.Matrix4 converted = new Microsoft.Kinect.Matrix4(); converted.M11 = mat.M11; converted.M12 = mat.M12; converted.M13 = mat.M13; converted.M21 = mat.M21; converted.M22 = mat.M22; converted.M23 = mat.M23; converted.M31 = mat.M31; converted.M32 = mat.M32; converted.M33 = mat.M33; converted.M44 = mat.M44; return(converted); }
/// <summary> /// Matrix4ToXNAMatrix converts a Matrix4 object holding Joint Orientation to an XNA Matrix. /// Matrix is initialized to zeros, and the joint orientation only holds a 3x3 rotation matrix. /// </summary> /// <param name="mat">A Matrix4 object to be converted to an XNA Matrix.</param> /// <returns>Returns an XNA Matrix.</returns> public static Matrix Matrix4ToXNAMatrix(Microsoft.Kinect.Matrix4 mat) { Matrix converted = new Matrix(); converted.M11 = mat.M11; converted.M12 = mat.M12; converted.M13 = mat.M13; converted.M21 = mat.M21; converted.M22 = mat.M22; converted.M23 = mat.M23; converted.M31 = mat.M31; converted.M32 = mat.M32; converted.M33 = mat.M33; converted.M44 = mat.M44; return(converted); }
/// <summary> /// XNAMatrixToMatrix4 converts a XNA Matrix object holding Joint Orientation to a Kinect Matrix4. /// Matrix is initialized to zeros, and the joint orientation only holds a 3x3 rotation matrix. /// </summary> /// <param name="mat">An XNA Matrix object to be converted to a Kinect Matrix4.</param> /// <returns>Returns a Kinect Matrix4.</returns> public static Microsoft.Kinect.Matrix4 XNAMatrixToMatrix4(Matrix mat) { Microsoft.Kinect.Matrix4 converted = new Microsoft.Kinect.Matrix4(); converted.M11 = mat.M11; converted.M12 = mat.M12; converted.M13 = mat.M13; converted.M21 = mat.M21; converted.M22 = mat.M22; converted.M23 = mat.M23; converted.M31 = mat.M31; converted.M32 = mat.M32; converted.M33 = mat.M33; converted.M44 = mat.M44; return converted; }