Position recording timestamp
Position unit
Position accuracy
Position accuracy
Position accuracy
Extract the orientation from the pose
Orientation
Extract the 3d position from the pose
3D position
Get the position probability
Probability between 0 and 1
Position probability
Use vector.applyMatrix4( matrix ) instead.
Computes determinant of this matrix. Based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
Use .copyPosition() instead.
Use .toArray() instead.
Sets the values of this matrix from the provided array or array-like.
the source array or array-like.
Optional
offset: number(optional) offset into the array-like. Default is 0.
Use .invert() instead.
Creates a frustum matrix.
Creates a perspective projection matrix.
Sets this matrix as rotation transform around axis by angle radians. Based on http://www.gamedev.net/reference/articles/article1199.asp.
Rotation axis.
Use vector.applyMatrix4( matrix ) instead.
Use vector.applyMatrix4( matrix ) instead.
Use Vector3.transformDirection( matrix ) instead.
Sets all fields of this matrix.
Use .makeRotationFromQuaternion() instead.
Returns an array with the values of this matrix, or copies them into the provided array.
The created or provided array.
Optional
array: number[](optional) array to store the matrix to. If this is not provided, a new array will be created.
Optional
offset: number(optional) optional offset into the array.
Optional
array: Matrix4TupleOptional
offset: 0Copies he values of this matrix into the provided array-like.
The provided array-like.
Optional
array: ArrayLike<number>array-like to store the matrix to.
Optional
offset: number(optional) optional offset into the array-like.
Static
fromCreate a matrix from array
Matrix4
Array
Static
fromStatic
fromCreate a pose from a position
Output pose
3D position
Static
rotationCreate a rotation matrix from euler angles
Rotation matrix
Vector
Angle
Static
rotationCreate a rotation matrix from euler angles
Rotation matrix
Euler angles
Static
rotationCreate a rotation matrix from quaternion
Rotation matrix
Quaternion
Static
round
Position and orientation.
In computer vision and robotics, a typical task is to identify specific objects in an image and to determine each object's position and orientation relative to some coordinate system. This information can then be used, for example, to allow a robot to manipulate an object or to avoid moving into the object. The combination of position and orientation is referred to as the pose of an object, even though this concept is sometimes used only to describe the orientation. Exterior orientation and translation are also used as synonyms of pose.
See
https://en.wikipedia.org/wiki/Pose_(computer_vision)