Assets/EasyAR/Scripts/csapi.cs
///<summary>
///Camera transform against world coordinate system. Camera coordinate system and world coordinate system are all right-handed. For the camera coordinate system, the origin is the optical center, x-right, y-up, and z in the direction of light going into camera. (The right and up, on mobile devices, is the right and up when the device is in the natural orientation.) For the world coordinate system, y is up (to the opposite of gravity). The data arrangement is row-major, not like OpenGL's column-major.
///</summary>
Camera transform against world coordinate system. Camera coordinate system and world coordinate system are all right-handed. For the camera coordinate system, the origin is the optical center, x-right, y-up, and z in the direction of light going into camera. (The right and up, on mobile devices, is the right and up when the device is in the natural orientation.) For the world coordinate system, y is up (to the opposite of gravity). The data arrangement is row-major, not like OpenGL's column-major.
Camera transform against world coordinate system . Camera coordinate system and world coordinate system are all right - handed . For the camera coordinate system the origin is the optical center x - right y - up and z in the direction of light going into camera . ( The right and up on mobile devices is the right and up when the device is in the natural orientation . ) For the world coordinate system y is up ( to the opposite of gravity ) . The data arrangement is row - major not like OpenGL ' s column - major .
public virtual Matrix44F transform()
        {
            using (var ar = new Detail.AutoRelease())
            {
                var _return_value_ = Detail.easyar_SurfaceTrackerResult_transform(cdata);
                return _return_value_;
            }
        }
public virtual Matrix44F transform ( ) { using ( var ar = new Detail . AutoRelease ( ) ) { var _return_value_ = Detail . easyar_SurfaceTrackerResult_transform ( cdata ) ; return _return_value_ ; } }
Camera transform against world coordinate system.
Camera transform against world coordinate system .