mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 21:24:46 +00:00
228 lines
7 KiB
C++
228 lines
7 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 _LEAPMOTIONFRAME_H_
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#define _LEAPMOTIONFRAME_H_
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#include "console/simObject.h"
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#include "math/mPoint3.h"
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#include "math/mMatrix.h"
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#include "math/mQuat.h"
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#include "Leap.h"
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class LeapMotionFrame : public SimObject
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{
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typedef SimObject Parent;
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public:
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enum PointableType
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{
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PT_UNKNOWN = -1,
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PT_FINGER = 0,
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PT_TOOL,
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};
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protected:
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static U32 smNextInternalFrameId;
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// Frame
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bool mFrameValid;
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U64 mFrameId;
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U64 mFrameTimeStamp;
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// Torque 3D frame information
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U32 mFrameInternalId;
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S32 mFrameSimTime;
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S32 mFrameRealTime;
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// Hands
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U32 mHandCount;
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Vector<bool> mHandValid;
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Vector<S32> mHandId;
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Vector<Point3F> mHandRawPos;
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Vector<Point3I> mHandPos;
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Vector<MatrixF> mHandRot;
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Vector<QuatF> mHandRotQuat;
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Vector<Point2F> mHandRotAxis;
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Vector<U32> mHandPointablesCount;
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// Pointables
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U32 mPointableCount;
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Vector<bool> mPointableValid;
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Vector<S32> mPointableId;
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Vector<S32> mPointableHandIndex;
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Vector<PointableType> mPointableType;
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Vector<Point3F> mPointableRawPos;
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Vector<Point3I> mPointablePos;
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Vector<MatrixF> mPointableRot;
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Vector<QuatF> mPointableRotQuat;
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Vector<F32> mPointableLength;
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Vector<F32> mPointableWidth;
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protected:
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void copyFromFrameHands(const Leap::HandList& hands, const F32& maxHandAxisRadius);
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void copyFromFramePointables(const Leap::PointableList& pointables);
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public:
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LeapMotionFrame();
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virtual ~LeapMotionFrame();
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static void initPersistFields();
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virtual bool onAdd();
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virtual void onRemove();
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void clear();
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/// Copy a Leap Frame into our data structures
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void copyFromFrame(const Leap::Frame& frame, const F32& maxHandAxisRadius);
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// Frame
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bool isFrameValid() const { return mFrameValid; }
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U32 getFrameInternalId() const { return mFrameInternalId; }
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S32 getFrameSimTime() const { return mFrameSimTime; }
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S32 getFrameRealTime() const { return mFrameRealTime; }
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// Hands
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U32 getHandCount() const { return mHandCount; }
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bool getHandValid(U32 index) const;
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S32 getHandId(U32 index) const;
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const Point3F& getHandRawPos(U32 index) const;
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const Point3I& getHandPos(U32 index) const;
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const MatrixF& getHandRot(U32 index) const;
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const QuatF& getHandRotQuat(U32 index) const;
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const Point2F& getHandRotAxis(U32 index) const;
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U32 getHandPointablesCount(U32 index) const;
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// Pointables
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U32 getPointablesCount() const { return mPointableCount; }
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bool getPointableValid(U32 index) const;
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S32 getPointableId(U32 index) const;
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S32 getPointableHandIndex(U32 index) const;
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PointableType getPointableType(U32 index) const;
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const Point3F& getPointableRawPos(U32 index) const;
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const Point3I& getPointablePos(U32 index) const;
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const MatrixF& getPointableRot(U32 index) const;
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const QuatF& getPointableRotQuat(U32 index) const;
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F32 getPointableLength(U32 index) const;
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F32 getPointableWidth(U32 index) const;
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DECLARE_CONOBJECT(LeapMotionFrame);
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};
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typedef LeapMotionFrame::PointableType LeapMotionFramePointableType;
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DefineEnumType( LeapMotionFramePointableType );
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//-----------------------------------------------------------------------------
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inline bool LeapMotionFrame::getHandValid(U32 index) const
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{
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return (index < mHandCount && mHandValid[index]);
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}
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inline S32 LeapMotionFrame::getHandId(U32 index) const
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{
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return (index >= mHandCount) ? -1 : mHandId[index];
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}
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inline const Point3F& LeapMotionFrame::getHandRawPos(U32 index) const
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{
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return (index >= mHandCount) ? Point3F::Zero : mHandRawPos[index];
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}
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inline const Point3I& LeapMotionFrame::getHandPos(U32 index) const
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{
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return (index >= mHandCount) ? Point3I::Zero : mHandPos[index];
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}
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inline const MatrixF& LeapMotionFrame::getHandRot(U32 index) const
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{
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return (index >= mHandCount) ? MatrixF::Identity : mHandRot[index];
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}
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inline const QuatF& LeapMotionFrame::getHandRotQuat(U32 index) const
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{
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return (index >= mHandCount) ? QuatF::Identity : mHandRotQuat[index];
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}
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inline const Point2F& LeapMotionFrame::getHandRotAxis(U32 index) const
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{
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return (index >= mHandCount) ? Point2F::Zero : mHandRotAxis[index];
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}
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inline U32 LeapMotionFrame::getHandPointablesCount(U32 index) const
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{
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return (index >= mHandCount) ? 0 : mHandPointablesCount[index];
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}
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inline bool LeapMotionFrame::getPointableValid(U32 index) const
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{
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return (index < mPointableCount && mPointableValid[index]);
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}
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inline S32 LeapMotionFrame::getPointableId(U32 index) const
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{
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return (index >= mPointableCount) ? -1 : mPointableId[index];
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}
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inline S32 LeapMotionFrame::getPointableHandIndex(U32 index) const
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{
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return (index >= mPointableCount) ? -1 : mPointableHandIndex[index];
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}
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inline LeapMotionFrame::PointableType LeapMotionFrame::getPointableType(U32 index) const
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{
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return (index >= mPointableCount) ? PT_UNKNOWN : mPointableType[index];
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}
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inline const Point3F& LeapMotionFrame::getPointableRawPos(U32 index) const
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{
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return (index >= mPointableCount) ? Point3F::Zero : mPointableRawPos[index];
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}
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inline const Point3I& LeapMotionFrame::getPointablePos(U32 index) const
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{
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return (index >= mPointableCount) ? Point3I::Zero : mPointablePos[index];
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}
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inline const MatrixF& LeapMotionFrame::getPointableRot(U32 index) const
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{
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return (index >= mPointableCount) ? MatrixF::Identity : mPointableRot[index];
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}
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inline const QuatF& LeapMotionFrame::getPointableRotQuat(U32 index) const
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{
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return (index >= mPointableCount) ? QuatF::Identity : mPointableRotQuat[index];
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}
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inline F32 LeapMotionFrame::getPointableLength(U32 index) const
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{
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return (index >= mPointableCount) ? 0.0f : mPointableLength[index];
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}
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inline F32 LeapMotionFrame::getPointableWidth(U32 index) const
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{
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return (index >= mPointableCount) ? 0.0f : mPointableWidth[index];
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}
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#endif // _LEAPMOTIONFRAME_H_
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