mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
139 lines
4.5 KiB
C++
139 lines
4.5 KiB
C++
//-----------------------------------------------------------------------------
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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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#ifndef _LEAPMOTIONDEVICE_H_
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#define _LEAPMOTIONDEVICE_H_
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#include "platform/input/IInputDevice.h"
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#include "platform/input/event.h"
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#include "platformWin32/platformWin32.h"
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#include "core/util/tSingleton.h"
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#include "math/mQuat.h"
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#include "platform/input/leapMotion/leapMotionConstants.h"
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#include "Leap.h"
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#define DEFAULT_MOTION_UNIT 0
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struct LeapMotionDeviceData;
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class LeapMotionDevice : public IInputDevice
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{
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protected:
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class MotionListener : public Leap::Listener
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{
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public:
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MotionListener() {}
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virtual ~MotionListener() {}
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virtual void onConnect (const Leap::Controller &controller);
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virtual void onDisconnect (const Leap::Controller &controller);
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};
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/// The connection to the Leap Motion
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Leap::Controller* mController;
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/// Our Leap Motion listener class
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MotionListener* mListener;
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/// Used with the LM listener object
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void* mActiveMutex;
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/// Is the Leap Motion active
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bool mActive;
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/// Buffer to store data Leap Motion data in a Torque friendly way
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LeapMotionDeviceData* mDataBuffer[2];
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/// Points to the buffers that holds the previously collected data
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LeapMotionDeviceData* mPrevData;
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protected:
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/// Build out the codes used for controller actions with the
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/// Input Event Manager
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void buildCodeTable();
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public:
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static bool smEnableDevice;
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// Indicates that events for each hand and pointable will be created
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static bool smGenerateIndividualEvents;
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// Indicates that we track hand IDs and will ensure that the same hand
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// will remain at the same index between frames.
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static bool smKeepHandIndexPersistent;
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// Indicates that we track pointable IDs and will ensure that the same
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// pointable will remain at the same index between frames.
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static bool smKeepPointableIndexPersistent;
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// Broadcast single hand rotation as axis
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static bool smGenerateSingleHandRotationAsAxisEvents;
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// The maximum hand angle when used as an axis event
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// as measured from a vector pointing straight up (in degrees)
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static F32 smMaximumHandAxisAngle;
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// Indicates that a whole frame event should be generated and frames
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// should be buffered.
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static bool smGenerateWholeFrameEvents;
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// Frame action codes
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static U32 LM_FRAMEVALIDDATA; // SI_BUTTON
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// Hand action codes
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static U32 LM_HAND[LeapMotionConstants::MaxHands]; // SI_POS
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static U32 LM_HANDROT[LeapMotionConstants::MaxHands]; // SI_ROT
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static U32 LM_HANDAXISX; // SI_AXIS
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static U32 LM_HANDAXISY;
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// Pointables action codes
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static U32 LM_HANDPOINTABLE[LeapMotionConstants::MaxHands][LeapMotionConstants::MaxPointablesPerHand]; // SI_POS
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static U32 LM_HANDPOINTABLEROT[LeapMotionConstants::MaxHands][LeapMotionConstants::MaxPointablesPerHand]; // SI_ROT
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// Whole frame
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static U32 LM_FRAME; // SI_INT
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public:
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LeapMotionDevice();
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~LeapMotionDevice();
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static void staticInit();
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bool enable();
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void disable();
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bool getActive();
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void setActive(bool state);
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bool process();
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public:
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// For ManagedSingleton.
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static const char* getSingletonName() { return "LeapMotionDevice"; }
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};
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/// Returns the LeapMotionDevice singleton.
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#define LEAPMOTIONDEV ManagedSingleton<LeapMotionDevice>::instance()
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#endif // _LEAPMOTIONDEVICE_H_
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