I'm using ARKit and trying to get the position of the camera as a rotation and (x,y,z) coordinates in real world space. All I can manage to get is a matrix_float4x4
, which I don't really understand, and euler angles only show the rotation.
Here's what I currently have:
let transform = sceneView.session.currentFrame?.camera.transform
let eulerAngles = sceneView.session.currentFrame?.camera.eulerAngles
Here's the output I'm getting:
eulerAngles: float3(-0.694798, -0.0866041, -1.68845)
transform: __C.simd_float4x4(columns: (float4(-0.171935, -0.762872, 0.623269, 0.0), float4(0.982865, -0.0901692, 0.160767, 0.0), float4(-0.0664447, 0.640231, 0.765304, 0.0), float4(0.0, 0.0, 0.0, 1.0)))
Is there a way to convert the matrix_4x4
, or is there an easier way to get this information?
Thanks!
I'm using matrix_float4x4 extension for that:
extension matrix_float4x4 {
func position() -> SCNVector3 {
return SCNVector3(columns.3.x, columns.3.y, columns.3.z)
}
}
Using:
let position = transform.position()
Or you can convert position directly in code:
let position = SCNVector3(
transform.columns.3.x,
transform.columns.3.y,
transform.columns.3.z
)
A good way to figure this out is to learn about 4x4 matrices as they are really the basis for all 3D visualization and mathematics.
Some resources to get you started:
Two ways you can get the position of the camera:
By using the currentFrame property of session you can get the transform of the camera and then use that to get the position:
matrix_float4x4 cameraTransform = self.sceneView.session.currentFrame.camera.transform;
SCNVector3 cameraPosition = SCNVector3Make(cameraTransform.columns[3].x,
cameraTransform.columns[3].y, cameraTransform.columns[3].z);
Or get the position of the camera using the pointOfView property of the sceneView:
SCNVector3 cameraPosition = self.sceneView.pointOfView.worldPosition;
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