-
Notifications
You must be signed in to change notification settings - Fork 70
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Bug : Body::getFloorTransform() inaccurate? #76
Comments
Here's a quick fix that's working for me.
will submit a pull request tomorrow with the update |
@tyhenry - thank you for researching this! |
Oh yeah, good point! I'm on 0.9.8... haven't switched to glm yet |
if you want to create a new branch from the 0.9.0 tag, I could PR that one for the legacy syntax |
I can't seem to draw the floor plane accurately, either manually drawing it myself using the floor transform matrix or by using the drawWorld() method.
The floor transform matrix is definitely shifted from the identity matrix, but clearly not compensating for the angle of my Kinect (which is about 7 ft high on a shelf and fully tilted ~35 deg?). The plane also bisects my 3D scene rather than sitting at the floor.
KinectStudio shows the correct floor in 3D mode so it's not the SDK's floorClipPlane values that are the issue. I'm guessing it's the math in Body::getFloorTransform(), but it's been a while since I took a math class...
However, I found this great step by step guide (stack exchange answer) for using the floorClipPlane to create a matrix (where origin is closest point on plane to Kinect, e.g. directly under the device on floor):
http://gamedev.stackexchange.com/a/80489
and the Wolfram plane page is somewhat helpful too http://mathworld.wolfram.com/Plane.html
just wondering if there's a quicker fix for this I'm missing
The text was updated successfully, but these errors were encountered: