leapMotionUtil.h
Engine/source/platform/input/leapMotion/leapMotionUtil.h
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Detailed Description
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2012 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#ifndef _LEAPMOTIONUTIL_H_ 25#define _LEAPMOTIONUTIL_H_ 26 27#include "math/mPoint3.h" 28#include "math/mMatrix.h" 29#include "Leap.h" 30 31namespace LeapMotionUtil 32{ 33 /// Convert from a Leap Motion position to a Torque 3D position 34 void convertPosition(const Leap::Vector& inPosition, F32& x, F32& y, F32& z); 35 36 /// Convert from a Leap Motion position to a Torque 3D Point3F 37 void convertPosition(const Leap::Vector& inPosition, Point3F& outPosition); 38 39 /// Convert a Leap Motion hand's rotation to a Torque 3D matrix 40 void convertHandRotation(const Leap::Hand& hand, MatrixF& outRotation); 41 42 /// Calcualte a hand's rotation as if it were a thumb stick axis 43 void calculateHandAxisRotation(const MatrixF& handRotation, const F32& maxHandAxisRadius, Point2F& outRotation); 44 45 /// Convert a Leap Motion pointable's rotation to a Torque 3D matrix 46 void convertPointableRotation(const Leap::Pointable& pointable, MatrixF& outRotation); 47} 48 49#endif 50