mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
110 lines
4.2 KiB
C++
110 lines
4.2 KiB
C++
//-----------------------------------------------------------------------------
|
|
// Copyright (c) 2012 GarageGames, LLC
|
|
//
|
|
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
// of this software and associated documentation files (the "Software"), to
|
|
// deal in the Software without restriction, including without limitation the
|
|
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
|
// sell copies of the Software, and to permit persons to whom the Software is
|
|
// furnished to do so, subject to the following conditions:
|
|
//
|
|
// The above copyright notice and this permission notice shall be included in
|
|
// all copies or substantial portions of the Software.
|
|
//
|
|
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
|
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
|
// IN THE SOFTWARE.
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#include "platform/input/leapMotion/leapMotionUtil.h"
|
|
|
|
namespace LeapMotionUtil
|
|
{
|
|
|
|
void convertPosition(const Leap::Vector& inPosition, F32& x, F32& y, F32& z)
|
|
{
|
|
// Convert to Torque coordinates. The conversion is:
|
|
//
|
|
// Motion Torque
|
|
// x y z --> x -z y
|
|
x = inPosition.x; // x = x
|
|
y = -inPosition.z; // y = -z
|
|
z = inPosition.y; // z = y;
|
|
}
|
|
|
|
void convertPosition(const Leap::Vector& inPosition, Point3F& outPosition)
|
|
{
|
|
// Convert to Torque coordinates. The conversion is:
|
|
//
|
|
// Motion Torque
|
|
// x y z --> x -z y
|
|
outPosition.x = inPosition.x; // x = x
|
|
outPosition.y = -inPosition.z; // y = -z
|
|
outPosition.z = inPosition.y; // z = y;
|
|
}
|
|
|
|
void convertHandRotation(const Leap::Hand& hand, MatrixF& outRotation)
|
|
{
|
|
// We need to convert from Motion coordinates to
|
|
// Torque coordinates. The conversion is:
|
|
//
|
|
// Motion Torque
|
|
// a b c a b c a -c b
|
|
// d e f --> -g -h -i --> -g i -h
|
|
// g h i d e f d -f e
|
|
const Leap::Vector& handToFingers = hand.direction();
|
|
Leap::Vector handFront = -handToFingers;
|
|
const Leap::Vector& handDown = hand.palmNormal();
|
|
Leap::Vector handUp = -handDown;
|
|
Leap::Vector handRight = handUp.cross(handFront);
|
|
|
|
outRotation.setColumn(0, Point4F( handRight.x, -handRight.z, handRight.y, 0.0f));
|
|
outRotation.setColumn(1, Point4F( -handFront.x, handFront.z, -handFront.y, 0.0f));
|
|
outRotation.setColumn(2, Point4F( handUp.x, -handUp.z, handUp.y, 0.0f));
|
|
outRotation.setPosition(Point3F::Zero);
|
|
}
|
|
|
|
void calculateHandAxisRotation(const MatrixF& handRotation, const F32& maxHandAxisRadius, Point2F& outRotation)
|
|
{
|
|
const VectorF& controllerUp = handRotation.getUpVector();
|
|
outRotation.x = controllerUp.x;
|
|
outRotation.y = controllerUp.y;
|
|
|
|
// Limit the axis angle to that given to us
|
|
if(outRotation.len() > maxHandAxisRadius)
|
|
{
|
|
outRotation.normalize(maxHandAxisRadius);
|
|
}
|
|
|
|
// Renormalize to the range of 0..1
|
|
if(maxHandAxisRadius != 0.0f)
|
|
{
|
|
outRotation /= maxHandAxisRadius;
|
|
}
|
|
}
|
|
|
|
void convertPointableRotation(const Leap::Pointable& pointable, MatrixF& outRotation)
|
|
{
|
|
// We need to convert from Motion coordinates to
|
|
// Torque coordinates. The conversion is:
|
|
//
|
|
// Motion Torque
|
|
// a b c a b c a -c b
|
|
// d e f --> -g -h -i --> -g i -h
|
|
// g h i d e f d -f e
|
|
Leap::Vector pointableFront = -pointable.direction();
|
|
Leap::Vector pointableRight = Leap::Vector::up().cross(pointableFront);
|
|
Leap::Vector pointableUp = pointableFront.cross(pointableRight);
|
|
|
|
outRotation.setColumn(0, Point4F( pointableRight.x, -pointableRight.z, pointableRight.y, 0.0f));
|
|
outRotation.setColumn(1, Point4F( -pointableFront.x, pointableFront.z, -pointableFront.y, 0.0f));
|
|
outRotation.setColumn(2, Point4F( pointableUp.x, -pointableUp.z, pointableUp.y, 0.0f));
|
|
outRotation.setPosition(Point3F::Zero);
|
|
}
|
|
|
|
}
|