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Leap Motion input device support
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109
Engine/source/platform/input/leapMotion/leapMotionUtil.cpp
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109
Engine/source/platform/input/leapMotion/leapMotionUtil.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/input/leapMotion/leapMotionUtil.h"
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namespace LeapMotionUtil
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{
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void convertPosition(const Leap::Vector& inPosition, F32& x, F32& y, F32& z)
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{
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// Convert to Torque coordinates. The conversion is:
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//
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// Motion Torque
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// x y z --> x -z y
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x = inPosition.x; // x = x
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y = -inPosition.z; // y = -z
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z = inPosition.y; // z = y;
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}
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void convertPosition(const Leap::Vector& inPosition, Point3F& outPosition)
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{
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// Convert to Torque coordinates. The conversion is:
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//
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// Motion Torque
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// x y z --> x -z y
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outPosition.x = inPosition.x; // x = x
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outPosition.y = -inPosition.z; // y = -z
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outPosition.z = inPosition.y; // z = y;
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}
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void convertHandRotation(const Leap::Hand& hand, MatrixF& outRotation)
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{
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// We need to convert from Motion coordinates to
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// Torque coordinates. The conversion is:
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//
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// Motion Torque
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// a b c a b c a -c b
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// d e f --> -g -h -i --> -g i -h
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// g h i d e f d -f e
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const Leap::Vector& handToFingers = hand.direction();
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Leap::Vector handFront = -handToFingers;
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const Leap::Vector& handDown = hand.palmNormal();
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Leap::Vector handUp = -handDown;
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Leap::Vector handRight = handUp.cross(handFront);
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outRotation.setColumn(0, Point4F( handRight.x, -handRight.z, handRight.y, 0.0f));
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outRotation.setColumn(1, Point4F( -handFront.x, handFront.z, -handFront.y, 0.0f));
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outRotation.setColumn(2, Point4F( handUp.x, -handUp.z, handUp.y, 0.0f));
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outRotation.setPosition(Point3F::Zero);
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}
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void calculateHandAxisRotation(const MatrixF& handRotation, const F32& maxHandAxisRadius, Point2F& outRotation)
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{
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const VectorF& controllerUp = handRotation.getUpVector();
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outRotation.x = controllerUp.x;
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outRotation.y = controllerUp.y;
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// Limit the axis angle to that given to us
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if(outRotation.len() > maxHandAxisRadius)
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{
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outRotation.normalize(maxHandAxisRadius);
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}
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// Renormalize to the range of 0..1
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if(maxHandAxisRadius != 0.0f)
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{
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outRotation /= maxHandAxisRadius;
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}
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}
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void convertPointableRotation(const Leap::Pointable& pointable, MatrixF& outRotation)
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{
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// We need to convert from Motion coordinates to
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// Torque coordinates. The conversion is:
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//
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// Motion Torque
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// a b c a b c a -c b
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// d e f --> -g -h -i --> -g i -h
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// g h i d e f d -f e
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Leap::Vector pointableFront = -pointable.direction();
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Leap::Vector pointableRight = Leap::Vector::up().cross(pointableFront);
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Leap::Vector pointableUp = pointableFront.cross(pointableRight);
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outRotation.setColumn(0, Point4F( pointableRight.x, -pointableRight.z, pointableRight.y, 0.0f));
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outRotation.setColumn(1, Point4F( -pointableFront.x, pointableFront.z, -pointableFront.y, 0.0f));
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outRotation.setColumn(2, Point4F( pointableUp.x, -pointableUp.z, pointableUp.y, 0.0f));
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outRotation.setPosition(Point3F::Zero);
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}
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}
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