Torque3D/Engine/source/platform/input/leapMotion/leapMotionDevice.h
2013-01-23 14:38:13 -05:00

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