I am working on an Augmented Reality project using ARCore. Coordinate system of ARCore changes every time you launch the application making the initial position as origin. I have 5 points in another coordinate system and i can find 4 of these positions in Unity world space using ARCore Augmented Image. These points have different values in my other coordinate system of course. I have to find position of a 5th point in Unity world space using its position in other coordinate system.
I have followed this tutorial to achieve this. But since Unity does not support 3x3 matrices i used Accord.NET framework. Using the tutorial and Accord matrices i can calculate a 3x3 Rotation
matrix and a Translation
vector.
However, when i tried to apply this to my 5th point using TestObject.transform.Translate(AccordtoUnity(Translation),Space.World)
i am having trouble. When the initial 4 objects and reference objects are at same orientation my translation works perfect. However, when my reference objects are rotated this translation does not work. This makes sense of course since i have only done a translation. My question is how can i apply rotation and translation to my 5th point. Or is there a way to convert my 3x3 rotation matrix and translation to Unity 4x4Matrix
since then i can use Matrix4x4.MultiplyPoint3x4
. Or is it possible to convert my 3x3 rotation matrix to a Quaternion
which let me use4x4Matrix.SetTRS
. I am a bit confused about this conversion because 4x4Matrix
includes scaling as well but i am not doing any scaling.
I would be happy if someone can give me some hint or offer a better approach to find a way to find 5th point. Thanks!
EDIT:
I actually solved the problem based on Daveloper's answer. I constructed a Unity 4x4 matrix like this:
[ R00 R01 R02 T.x ]
[ R10 R11 R12 T.y ]
[ R20 R21 R22 T.z ]
[ 0 0 0 1 ]
I tested this creating primitive objects in Unity and apply translation and rotation using the matrix above like this:
TestObject.transform.position = TransformationMatrix.MultiplyPoint3x4(TestObject.transform.position);
TestObject.transform.rotation *= Quaternion.LookRotation(TransformationMatrix.GetColumn(2), TransformationMatrix.GetColumn(1));