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| We might need to convert rotation matrix to quaternion depend on your project needs after we get data from theCaptury in matrix format.There i present two ways to convert there two. | We might need to convert rotation matrix to quaternion depend on your project needs after we get data from theCaptury in matrix format.There i present two ways to convert there two. | ||
| Convert quaternion to 4×4 Rotation matrix.<br> | *Convert quaternion to 4×4 Rotation matrix.<br> | ||
|   <source lang="csharp"> |   <source lang="csharp"> | ||
| Quaternion q = Quaternion.LookRotation(new Vector3(0,0.5,1));    | Quaternion q = Quaternion.LookRotation(new Vector3(0,0.5,1));    | ||
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| </source> | </source> | ||
| Convert  4×4 Rotation matrix to quaternion.<br> | *Convert  4×4 Rotation matrix to quaternion.<br> | ||
|   <source lang="csharp"> |   <source lang="csharp"> | ||
| Matrix4x4 rot = new Matrix4x4();    | Matrix4x4 rot = new Matrix4x4();    | ||
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| Quaternion newQ = Quaternion.LookRotation(new Vector3(vz.x,vz.y,vz.z),new Vector3(vy.x,vy.y,vy.z));    | Quaternion newQ = Quaternion.LookRotation(new Vector3(vz.x,vz.y,vz.z),new Vector3(vy.x,vy.y,vy.z));    | ||
| </source> | </source> | ||
| *Other conversion | |||
| [http://www.euclideanspace.com/maths/geometry/rotations/conversions/eulerToQuaternion/index.htm Euler to Quaternion]<br> | |||
| [http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/index.htm Quaternion To Euler]<br> | |||
| [http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm AngleAxis to Quaternion]<br> | |||
| [http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm Quaternion to AngleAxis]<br> | |||
| == Cover the OSC syntax and how to get nodes as matrix / vector, absolute and relative == | == Cover the OSC syntax and how to get nodes as matrix / vector, absolute and relative == | ||
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| <br style=“clear:both”> | <br style=“clear:both”> | ||
| You can use transform.localPosition to get position of the transform relative to the parent transform. | *You can use transform.localPosition to get position of the transform relative to the parent transform. | ||
| == How to create objects in Unity and arrange them so they represent the nodes == | == How to create objects in Unity and arrange them so they represent the nodes == | ||
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