Torque3D/Engine/source/platform/input/razerHydra/razerHydraUtil.cpp
2013-02-21 17:20:09 -05:00

96 lines
3.2 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/razerHydra/razerHydraUtil.h"
namespace RazerHydraUtil
{
enum Components
{
X = 0,
Y = 1,
Z = 2,
};
void convertPosition(const F32 inPosition[3], 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 F32 inPosition[3], 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 convertRotation(const F32 inRotMat[3][3], MatrixF& outRotation)
{
// Set rotation. We need to convert from sixense coordinates to
// Torque coordinates. The conversion is:
//
// Sixense 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
outRotation.setColumn(0, Point4F( inRotMat[0][0], -inRotMat[0][2], inRotMat[0][1], 0.0f));
outRotation.setColumn(1, Point4F(-inRotMat[2][0], inRotMat[2][2], -inRotMat[2][1], 0.0f));
outRotation.setColumn(2, Point4F( inRotMat[1][0], -inRotMat[1][2], inRotMat[1][1], 0.0f));
outRotation.setPosition(Point3F::Zero);
}
void calculateAxisRotation(const MatrixF& inRotation, const F32& maxAxisRadius, Point2F& outRotation)
{
const VectorF& controllerUp = inRotation.getUpVector();
Point2F axis(0,0);
axis.x = controllerUp.x;
axis.y = controllerUp.y;
// Limit the axis angle to that given to us
if(axis.len() > maxAxisRadius)
{
axis.normalize(maxAxisRadius);
}
// Renormalize to the range of 0..1
if(maxAxisRadius != 0.0f)
{
axis /= maxAxisRadius;
}
outRotation.x = axis.x;
outRotation.y = axis.y;
}
}