Open mhusinsky opened 2 years ago
I might have been a little quick with putting this here as PR, but would like to spark a discussion.
Simplification I just updated this slightly as the patch could be simplified by removing a rotation which I believe is unnecessary (when applied, it needs to be undone like in the "Calculate a camera position using Aruco" help patch).
Before: (Note that the two rotations ("Important" and "Rotate around world origin") are actually 2 sequential rotations around 180° and therefore cancel each other out).
After:
Name Change The name ExtrinsicsToViewMatrix makes sense when applying the Matrix to the camera. When applying it to a scene object, it might be confusing. I therefore changed it to the more general ExtrinsicsToMatrix . Another freedom I took was to create two versions of this node, one called ExtrinsicsToMatrix (CV) and one called ExtrinsicsToMatrix (CV to Stride). The latter one does perform a conversion to Stride coordinate convention (180° rotation around X-axis), while the first does not. This is because there might be cases where one wants to stay in CV space to perform multiple operations and only wants to move to Stride in the end.
Naming and usefulness is up for discussion...
Hello @mhusinsky,
Thanks for this!
I finally had the time to give it a closer look and it is all making sense so far, tests included.
My only two concerns are:
Cheers.
can be useful when no conversion to Stride-space is wanted.