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

498 lines
16 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/leapMotionFrame.h"
#include "platform/input/leapMotion/leapMotionUtil.h"
#include "console/engineAPI.h"
#include "math/mAngAxis.h"
#include "math/mTransform.h"
U32 LeapMotionFrame::smNextInternalFrameId = 0;
IMPLEMENT_CONOBJECT(LeapMotionFrame);
ImplementEnumType( LeapMotionFramePointableType,
"Leap Motion pointable type.\n\n")
{ LeapMotionFrame::PT_UNKNOWN, "Unknown", "Unknown pointable type.\n" },
{ LeapMotionFrame::PT_FINGER, "Finger", "Finger pointable type.\n" },
{ LeapMotionFrame::PT_TOOL, "Tool", "Tool pointable type.\n" },
EndImplementEnumType;
LeapMotionFrame::LeapMotionFrame()
{
clear();
}
LeapMotionFrame::~LeapMotionFrame()
{
clear();
}
void LeapMotionFrame::initPersistFields()
{
Parent::initPersistFields();
}
bool LeapMotionFrame::onAdd()
{
if (!Parent::onAdd())
return false;
return true;
}
void LeapMotionFrame::onRemove()
{
Parent::onRemove();
}
void LeapMotionFrame::clear()
{
mFrameValid = false;
mHandCount = 0;
mHandValid.clear();
mHandId.clear();
mHandRawPos.clear();
mHandPos.clear();
mHandRot.clear();
mHandRotQuat.clear();
mHandRotAxis.clear();
mHandPointablesCount.clear();
mPointableCount = 0;
mPointableValid.clear();
mPointableId.clear();
mPointableHandIndex.clear();
mPointableType.clear();
mPointableRawPos.clear();
mPointablePos.clear();
mPointableRot.clear();
mPointableRotQuat.clear();
mPointableLength.clear();
mPointableWidth.clear();
}
void LeapMotionFrame::copyFromFrame(const Leap::Frame& frame, const F32& maxHandAxisRadius)
{
// This also resets all counters
clear();
// Retrieve frame information
mFrameValid = frame.isValid();
mFrameId = frame.id();
mFrameTimeStamp = frame.timestamp();
mFrameInternalId = smNextInternalFrameId;
++smNextInternalFrameId;
mFrameSimTime = Sim::getCurrentTime();
mFrameRealTime = Platform::getRealMilliseconds();
if(!mFrameValid)
{
return;
}
// Retrieve hand information
mHandCount = frame.hands().count();
if(mHandCount > 0)
{
copyFromFrameHands(frame.hands(), maxHandAxisRadius);
}
// Retrieve pointable information
mPointableCount = frame.pointables().count();
if(mPointableCount > 0)
{
copyFromFramePointables(frame.pointables());
}
}
void LeapMotionFrame::copyFromFrameHands(const Leap::HandList& hands, const F32& maxHandAxisRadius)
{
// Set up Vectors
mHandValid.increment(mHandCount);
mHandId.increment(mHandCount);
mHandRawPos.increment(mHandCount);
mHandPos.increment(mHandCount);
mHandRot.increment(mHandCount);
mHandRotQuat.increment(mHandCount);
mHandRotAxis.increment(mHandCount);
mHandPointablesCount.increment(mHandCount);
// Copy data
for(U32 i=0; i<mHandCount; ++i)
{
const Leap::Hand& hand = hands[i];
mHandValid[i] = hand.isValid();
mHandId[i] = hand.id();
// Position
LeapMotionUtil::convertPosition(hand.palmPosition(), mHandRawPos[i]);
mHandPos[i].x = (S32)mFloor(mHandRawPos[i].x);
mHandPos[i].y = (S32)mFloor(mHandRawPos[i].y);
mHandPos[i].z = (S32)mFloor(mHandRawPos[i].z);
// Rotation
LeapMotionUtil::convertHandRotation(hand, mHandRot[i]);
mHandRotQuat[i].set(mHandRot[i]);
// Thumb stick axis rotation
LeapMotionUtil::calculateHandAxisRotation(mHandRot[i], maxHandAxisRadius, mHandRotAxis[i]);
// Pointables
mHandPointablesCount[i] = hand.pointables().count();
}
}
void LeapMotionFrame::copyFromFramePointables(const Leap::PointableList& pointables)
{
// Set up Vectors
mPointableValid.increment(mPointableCount);
mPointableId.increment(mPointableCount);
mPointableHandIndex.increment(mPointableCount);
mPointableType.increment(mPointableCount);
mPointableRawPos.increment(mPointableCount);
mPointablePos.increment(mPointableCount);
mPointableRot.increment(mPointableCount);
mPointableRotQuat.increment(mPointableCount);
mPointableLength.increment(mPointableCount);
mPointableWidth.increment(mPointableCount);
// Copy data
for(U32 i=0; i<mPointableCount; ++i)
{
const Leap::Pointable& pointable = pointables[i];
mPointableValid[i] = pointable.isValid();
mPointableId[i] = pointable.id();
mPointableLength[i] = pointable.length();
mPointableWidth[i] = pointable.width();
mPointableType[i] = PT_UNKNOWN;
if(pointable.isFinger())
{
mPointableType[i] = PT_FINGER;
}
else if(pointable.isTool())
{
mPointableType[i] = PT_TOOL;
}
// Which hand, if any
const Leap::Hand& hand = pointable.hand();
if(hand.isValid())
{
bool found = false;
S32 handId = hand.id();
for(U32 j=0; j<mHandCount; ++j)
{
if(mHandId[j] == handId)
{
mPointableHandIndex[i] = j;
found = true;
break;
}
}
if(!found)
{
mPointableHandIndex[i] = -1;
}
}
else
{
mPointableHandIndex[i] = -1;
}
// Position
LeapMotionUtil::convertPosition(pointable.tipPosition(), mPointableRawPos[i]);
mPointablePos[i].x = (S32)mFloor(mPointableRawPos[i].x);
mPointablePos[i].y = (S32)mFloor(mPointableRawPos[i].y);
mPointablePos[i].z = (S32)mFloor(mPointableRawPos[i].z);
// Rotation
LeapMotionUtil::convertPointableRotation(pointable, mPointableRot[i]);
mPointableRotQuat[i].set(mPointableRot[i]);
}
}
//-----------------------------------------------------------------------------
DefineEngineMethod( LeapMotionFrame, isFrameValid, bool, ( ),,
"@brief Checks if this frame is valid.\n\n"
"@return True if the frame is valid.\n\n")
{
return object->isFrameValid();
}
DefineEngineMethod( LeapMotionFrame, getFrameInternalId, S32, ( ),,
"@brief Provides the internal ID for this frame.\n\n"
"@return Internal ID of this frame.\n\n")
{
return object->getFrameInternalId();
}
DefineEngineMethod( LeapMotionFrame, getFrameSimTime, S32, ( ),,
"@brief Get the sim time that this frame was generated.\n\n"
"@return Sim time of this frame in milliseconds.\n\n")
{
return object->getFrameSimTime();
}
DefineEngineMethod( LeapMotionFrame, getFrameRealTime, S32, ( ),,
"@brief Get the real time that this frame was generated.\n\n"
"@return Real time of this frame in milliseconds.\n\n")
{
return object->getFrameRealTime();
}
DefineEngineMethod( LeapMotionFrame, getHandCount, S32, ( ),,
"@brief Get the number of hands defined in this frame.\n\n"
"@return The number of defined hands.\n\n")
{
return object->getHandCount();
}
DefineEngineMethod( LeapMotionFrame, getHandValid, bool, ( S32 index ),,
"@brief Check if the requested hand is valid.\n\n"
"@param index The hand index to check.\n"
"@return True if the hand is valid.\n\n")
{
return object->getHandValid(index);
}
DefineEngineMethod( LeapMotionFrame, getHandId, S32, ( S32 index ),,
"@brief Get the ID of the requested hand.\n\n"
"@param index The hand index to check.\n"
"@return ID of the requested hand.\n\n")
{
return object->getHandId(index);
}
DefineEngineMethod( LeapMotionFrame, getHandRawPos, Point3F, ( S32 index ),,
"@brief Get the raw position of the requested hand.\n\n"
"The raw position is the hand's floating point position converted to "
"Torque 3D coordinates (in millimeters).\n"
"@param index The hand index to check.\n"
"@return Raw position of the requested hand.\n\n")
{
return object->getHandRawPos(index);
}
DefineEngineMethod( LeapMotionFrame, getHandPos, Point3I, ( S32 index ),,
"@brief Get the position of the requested hand.\n\n"
"The position is the hand's integer position converted to "
"Torque 3D coordinates (in millimeters).\n"
"@param index The hand index to check.\n"
"@return Integer position of the requested hand (in millimeters).\n\n")
{
return object->getHandPos(index);
}
DefineEngineMethod( LeapMotionFrame, getHandRot, AngAxisF, ( S32 index ),,
"@brief Get the rotation of the requested hand.\n\n"
"The Leap Motion hand rotation as converted into the Torque 3D"
"coordinate system.\n"
"@param index The hand index to check.\n"
"@return Rotation of the requested hand.\n\n")
{
AngAxisF aa(object->getHandRot(index));
return aa;
}
DefineEngineMethod( LeapMotionFrame, getHandRawTransform, TransformF, ( S32 index ),,
"@brief Get the raw transform of the requested hand.\n\n"
"@param index The hand index to check.\n"
"@return The raw position and rotation of the requested hand (in Torque 3D coordinates).\n\n")
{
const Point3F& pos = object->getHandRawPos(index);
const QuatF& qa = object->getHandRotQuat(index);
AngAxisF aa(qa);
aa.axis.normalize();
TransformF trans(pos, aa);
return trans;
}
DefineEngineMethod( LeapMotionFrame, getHandTransform, TransformF, ( S32 index ),,
"@brief Get the transform of the requested hand.\n\n"
"@param index The hand index to check.\n"
"@return The position and rotation of the requested hand (in Torque 3D coordinates).\n\n")
{
const Point3I& pos = object->getHandPos(index);
const QuatF& qa = object->getHandRotQuat(index);
AngAxisF aa(qa);
aa.axis.normalize();
TransformF trans;
trans.mPosition = Point3F(pos.x, pos.y, pos.z);
trans.mOrientation = aa;
return trans;
}
DefineEngineMethod( LeapMotionFrame, getHandRotAxis, Point2F, ( S32 index ),,
"@brief Get the axis rotation of the requested hand.\n\n"
"This is the axis rotation of the hand as if the hand were a gamepad thumb stick. "
"Imagine a stick coming out the top of the hand and tilting the hand front, back, "
"left and right controls that stick. The values returned along the x and y stick "
"axis are normalized from -1.0 to 1.0 with the maximum hand tilt angle for these "
"values as defined by $LeapMotion::MaximumHandAxisAngle.\n"
"@param index The hand index to check.\n"
"@return Axis rotation of the requested hand.\n\n"
"@see LeapMotion::MaximumHandAxisAngle\n")
{
return object->getHandRotAxis(index);
}
DefineEngineMethod( LeapMotionFrame, getHandPointablesCount, S32, ( S32 index ),,
"@brief Get the number of pointables associated with this hand.\n\n"
"@param index The hand index to check.\n"
"@return Number of pointables that belong with this hand.\n\n")
{
return object->getHandPointablesCount(index);
}
DefineEngineMethod( LeapMotionFrame, getPointablesCount, S32, ( ),,
"@brief Get the number of pointables defined in this frame.\n\n"
"@return The number of defined pointables.\n\n")
{
return object->getPointablesCount();
}
DefineEngineMethod( LeapMotionFrame, getPointableValid, bool, ( S32 index ),,
"@brief Check if the requested pointable is valid.\n\n"
"@param index The pointable index to check.\n"
"@return True if the pointable is valid.\n\n")
{
return object->getPointableValid(index);
}
DefineEngineMethod( LeapMotionFrame, getPointableId, S32, ( S32 index ),,
"@brief Get the ID of the requested pointable.\n\n"
"@param index The pointable index to check.\n"
"@return ID of the requested pointable.\n\n")
{
return object->getPointableId(index);
}
DefineEngineMethod( LeapMotionFrame, getPointableHandIndex, S32, ( S32 index ),,
"@brief Get the index of the hand that this pointable belongs to, if any.\n\n"
"@param index The pointable index to check.\n"
"@return Index of the hand this pointable belongs to, or -1 if there is no associated hand.\n\n")
{
return object->getPointableHandIndex(index);
}
DefineEngineMethod( LeapMotionFrame, getPointableType, LeapMotionFramePointableType, ( S32 index ),,
"@brief Get the type of the requested pointable.\n\n"
"@param index The pointable index to check.\n"
"@return Type of the requested pointable.\n\n")
{
return object->getPointableType(index);
}
DefineEngineMethod( LeapMotionFrame, getPointableRawPos, Point3F, ( S32 index ),,
"@brief Get the raw position of the requested pointable.\n\n"
"The raw position is the pointable's floating point position converted to "
"Torque 3D coordinates (in millimeters).\n"
"@param index The pointable index to check.\n"
"@return Raw position of the requested pointable.\n\n")
{
return object->getPointableRawPos(index);
}
DefineEngineMethod( LeapMotionFrame, getPointablePos, Point3I, ( S32 index ),,
"@brief Get the position of the requested pointable.\n\n"
"The position is the pointable's integer position converted to "
"Torque 3D coordinates (in millimeters).\n"
"@param index The pointable index to check.\n"
"@return Integer position of the requested pointable (in millimeters).\n\n")
{
return object->getPointablePos(index);
}
DefineEngineMethod( LeapMotionFrame, getPointableRot, AngAxisF, ( S32 index ),,
"@brief Get the rotation of the requested pointable.\n\n"
"The Leap Motion pointable rotation as converted into the Torque 3D"
"coordinate system.\n"
"@param index The pointable index to check.\n"
"@return Rotation of the requested pointable.\n\n")
{
AngAxisF aa(object->getPointableRot(index));
return aa;
}
DefineEngineMethod( LeapMotionFrame, getPointableRawTransform, TransformF, ( S32 index ),,
"@brief Get the raw transform of the requested pointable.\n\n"
"@param index The pointable index to check.\n"
"@return The raw position and rotation of the requested pointable (in Torque 3D coordinates).\n\n")
{
const Point3F& pos = object->getPointableRawPos(index);
const QuatF& qa = object->getPointableRotQuat(index);
AngAxisF aa(qa);
aa.axis.normalize();
TransformF trans(pos, aa);
return trans;
}
DefineEngineMethod( LeapMotionFrame, getPointableTransform, TransformF, ( S32 index ),,
"@brief Get the transform of the requested pointable.\n\n"
"@param index The pointable index to check.\n"
"@return The position and rotation of the requested pointable (in Torque 3D coordinates).\n\n")
{
const Point3I& pos = object->getPointablePos(index);
const QuatF& qa = object->getPointableRotQuat(index);
AngAxisF aa(qa);
aa.axis.normalize();
TransformF trans;
trans.mPosition = Point3F(pos.x, pos.y, pos.z);
trans.mOrientation = aa;
return trans;
}
DefineEngineMethod( LeapMotionFrame, getPointableLength, F32, ( S32 index ),,
"@brief Get the length of the requested pointable.\n\n"
"@param index The pointable index to check.\n"
"@return Length of the requested pointable (in millimeters).\n\n")
{
return object->getPointableLength(index);
}
DefineEngineMethod( LeapMotionFrame, getPointableWidth, F32, ( S32 index ),,
"@brief Get the width of the requested pointable.\n\n"
"@param index The pointable index to check.\n"
"@return Width of the requested pointable (in millimeters).\n\n")
{
return object->getPointableWidth(index);
}