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Why is the Airsim camera yaw angle negative of Unity quadrotor pose yaw?
Include context on what you are trying to achieve
I am using the C++ Image API, particularly the simGetImages API. My quadrotor in Unity has a yaw angle of +45 degrees. However, when I view the RGB, depth, and semantic segmentation frames, they are in exactly -1*Unity yaw angle that I set for my quadrotor. Is this because Airsim uses the NED coordinate system, but Unity uses DirectX convention (left-handed Y-up)? I have included images below to explain my question.
My quadrotor in Unity is at 45 degrees yaw angle, and the camera viewframe is also shown:
However, when I start the simulation and view the RGB, depth, and semantic segmentation frames from Airsim, the camera is showing the viewpoint from exactly -45 degrees:
Include details of what you already did to find answers
Question
Why is the Airsim camera yaw angle negative of Unity quadrotor pose yaw?
Include context on what you are trying to achieve
I am using the C++ Image API, particularly the
simGetImages
API. My quadrotor in Unity has a yaw angle of +45 degrees. However, when I view the RGB, depth, and semantic segmentation frames, they are in exactly -1*Unity yaw angle that I set for my quadrotor. Is this because Airsim uses the NED coordinate system, but Unity uses DirectX convention (left-handed Y-up)? I have included images below to explain my question.Context details
OS: Linux Ubuntu 18.04
Airsim: latest release
Python version: n/a
Unity editor version: 2021.3.31f1
My quadrotor in Unity is at 45 degrees yaw angle, and the camera viewframe is also shown:


However, when I start the simulation and view the RGB, depth, and semantic segmentation frames from Airsim, the camera is showing the viewpoint from exactly -45 degrees:

Include details of what you already did to find answers
#1498
#2951
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