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Reconstruction.GetCurrentWorldToVolumeTransform Method

Get current internal world-to-volume transform.

Note: A right handed coordinate system is used, with the origin of the volume (i.e. voxel 0,0,0) at the top left of the front plane of the cube. Similar to bitmap images with top left origin, +X is to the right, +Y down, and +Z is now forward from origin into the reconstruction volume.

The default transform is a combination of translation in X,Y to locate the world origin at the center of the front face of the reconstruction volume cube (with the camera looking onto the volume along +Z), and scaling by the voxelsPerMeter reconstruction parameter to convert from world coordinate system to volume voxel indices.

Syntax

public:
Matrix4x4 GetCurrentWorldToVolumeTransform()
public Matrix4x4 GetCurrentWorldToVolumeTransform ()
var matrix4x4 = reconstruction.getCurrentWorldToVolumeTransform();

Return value

Type: Matrix4x4
The current world to volume transform. This is a similarity transformation that converts world coordinates to volume coordinates.

Requirements

Namespace: Microsoft.Kinect.Fusion

Metadata: microsoft.kinect.fusion.winmd

See also

Reference

Reconstruction Class
Microsoft.Kinect.Fusion Namespace