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ARCamera.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEngine.XR.iOS
{
public struct ARCamera
{
/**
The transformation matrix that defines the camera's rotation and translation in world coordinates.
*/
public Matrix4x4 worldTransform;
/**
The camera's orientation defined as Euler angles.
@dicussion The order of components in this vector matches the axes of rotation:
1. Pitch (the x component) is the rotation about the node's x-axis (in radians)
2. Yaw (the y component) is the rotation about the node's y-axis (in radians)
3. Roll (the z component) is the rotation about the node's z-axis (in radians)
ARKit applies these rotations in the reverse order of the components:
1. first roll
2. then yaw
3. then pitch
*/
public Vector3 eulerAngles;
public ARTrackingQuality trackingQuality;
/**
The camera intrinsics.
@discussion The matrix has the following contents:
fx 0 px
0 fy py
0 0 1
fx and fy are the focal length in pixels.
px and py are the coordinates of the principal point in pixels.
The origin is at the center of the upper-left pixel.
*/
public Vector3 intrinsics_row1;
public Vector3 intrinsics_row2;
public Vector3 intrinsics_row3;
public ARSize imageResolution;
}
}