Coordinate Systems
Overview
To effectively utilize the LOS API
, it is essential to have a comprehensive understanding of both the glasses' and the SDK's coordinate systems. This knowledge will enable you to accurately place AR elements on the glasses display, within your application.
Having a basic understanding of 3D concepts is crucial for using the Maverick SDK LOS infrastructure effectively.
Eye Coordinate System
This coordinate system helps you to place IArElement
relative to the glasses.
When wearing the glasses (without tilting your head):
- The x-axis points to your right
- The y-axis points upward
- The z-axis points toward you
World Coordinate System
This coordinate system helps you to place IArElement
relative to the world.
Our world coordinate system is ENU system based.
- The x-axis points to the east
- The y-axis points to the north
- The z-axis points upwards
Quaternion
The quaternion represents the orientation of the glasses in space and it helps us to simplify the conversion between Eye coordinate system and the World coordinate system.
In ArScreen
we have a member called quat
which is continuously updates to provide the current quaternion values.
Info
For more info about the quaternion click here.
Coordinate System Conventions
Eye to World
World to Eye
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