JointOrientation Structure

Describes a transformation that determines the reference frame that is attached to a joint.

Syntax

public value struct JointOrientation  

Requirements

Namespace: Windows.Kinect

Metadata: windows.winmd

Remarks

A joint orientation is a quaternion that describe a rotation from the camera’s reference frame to the local coordinate frame at a joint. The Y axis of the local coordinate frame at a joint passes along the line of the joint’s parent bone. The Z axis points along the joint normal. The X axis points along the binormal. Joint normals are defined as pointing away from the body when the player is standing, facing the camera, with the arms at the sides and the palms facing forward. This pose is called the rest state. In the rest state, normals for the left elbow, wrist, and hand joints point to the left. Correspondingly, normals for the right elbow, wrist, and hand joints point to the right. Normals point forward for all joints in the spine, hips, and shoulders. Binormals are computed by taking the cross product of the bone and the normal.

To get the normal of a joint, multiply the Orientation quaternion by a unit vector along the Z axis (0, 0, 1).

See also

Reference

JointOrientation Members

Windows.Kinect Namespace