Exemplo n.º 1
0
 private static Quaternion ConvertKinectQ(K4AdotNet.Quaternion q)
 {
     // Kinect coordinate system for rotations seems to be
     // left-handed Y+ up, Z+ towards camera
     // So apply 180 rotation around Y to align with Unity coords (Z away from camera)
     return(Quaternion.AngleAxis(180, Vector3.up) * new Quaternion(q.X, q.Y, q.Z, q.W));
 }
Exemplo n.º 2
0
 private static Quaternion ConvertKinectQ(K4AdotNet.Quaternion q)
 {
     // Convert to Unity coordinates (right-handed Y down to left-handed Y up)
     // https://docs.microsoft.com/en-us/azure/Kinect-dk/coordinate-systems
     // https://gamedev.stackexchange.com/questions/157946/converting-a-quaternion-in-a-right-to-left-handed-coordinate-system
     return(new Quaternion(-q.X, q.Y, -q.Z, q.W));
 }