Torque3D Documentation / _generateds / razerHydraUtil.cpp

razerHydraUtil.cpp

Engine/source/platform/input/razerHydra/razerHydraUtil.cpp

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 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#include "platform/input/razerHydra/razerHydraUtil.h"
25
26namespace RazerHydraUtil
27{
28
29enum Components
30{
31   X = 0,
32   Y = 1,
33   Z = 2,
34};
35
36void convertPosition(const F32 inPosition[3], F32& x, F32& y, F32& z)
37{
38   // Convert to Torque coordinates.  The conversion is:
39   //
40   // Motion       Torque
41   // x y z   -->  x -z y
42   x = inPosition[X];    // x = x
43   y = -inPosition[Z];   // y = -z
44   z = inPosition[Y];    // z = y;
45}
46
47void convertPosition(const F32 inPosition[3], Point3F& outPosition)
48{
49   // Convert to Torque coordinates.  The conversion is:
50   //
51   // Motion       Torque
52   // x y z   -->  x -z y
53   outPosition.x = inPosition[X];    // x = x
54   outPosition.y = -inPosition[Z];   // y = -z
55   outPosition.z = inPosition[Y];    // z = y;
56}
57
58void convertRotation(const F32 inRotMat[3][3], MatrixF& outRotation)
59{
60   // Set rotation.  We need to convert from sixense coordinates to
61   // Torque coordinates.  The conversion is:
62   //
63   // Sixense                      Torque
64   // a b c         a  b  c        a -c  b
65   // d e f   -->  -g -h -i  -->  -g  i -h
66   // g h i         d  e  f        d -f  e
67   outRotation.setColumn(0, Point4F( inRotMat[0][0], -inRotMat[0][2],  inRotMat[0][1], 0.0f));
68   outRotation.setColumn(1, Point4F(-inRotMat[2][0],  inRotMat[2][2], -inRotMat[2][1], 0.0f));
69   outRotation.setColumn(2, Point4F( inRotMat[1][0], -inRotMat[1][2],  inRotMat[1][1], 0.0f));
70   outRotation.setPosition(Point3F::Zero);
71}
72
73void calculateAxisRotation(const MatrixF& inRotation, const F32& maxAxisRadius, Point2F& outRotation)
74{
75   const VectorF& controllerUp = inRotation.getUpVector();
76   Point2F axis(0,0);
77   axis.x = controllerUp.x;
78   axis.y = controllerUp.y;
79
80   // Limit the axis angle to that given to us
81   if(axis.len() > maxAxisRadius)
82   {
83      axis.normalize(maxAxisRadius);
84   }
85
86   // Renormalize to the range of 0..1
87   if(maxAxisRadius != 0.0f)
88   {
89      axis /= maxAxisRadius;
90   }
91
92   outRotation.x = axis.x;
93   outRotation.y = axis.y;
94}
95
96}
97