mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
49 lines
2.2 KiB
C++
49 lines
2.2 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 _LEAPMOTIONUTIL_H_
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#define _LEAPMOTIONUTIL_H_
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#include "math/mPoint3.h"
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#include "math/mMatrix.h"
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#include "Leap.h"
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namespace LeapMotionUtil
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{
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/// Convert from a Leap Motion position to a Torque 3D position
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void convertPosition(const Leap::Vector& inPosition, F32& x, F32& y, F32& z);
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/// Convert from a Leap Motion position to a Torque 3D Point3F
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void convertPosition(const Leap::Vector& inPosition, Point3F& outPosition);
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/// Convert a Leap Motion hand's rotation to a Torque 3D matrix
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void convertHandRotation(const Leap::Hand& hand, MatrixF& outRotation);
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/// Calcualte a hand's rotation as if it were a thumb stick axis
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void calculateHandAxisRotation(const MatrixF& handRotation, const F32& maxHandAxisRadius, Point2F& outRotation);
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/// Convert a Leap Motion pointable's rotation to a Torque 3D matrix
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void convertPointableRotation(const Leap::Pointable& pointable, MatrixF& outRotation);
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}
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#endif
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