razerHydraUtil.h
Engine/source/platform/input/razerHydra/razerHydraUtil.h
Namespaces:
namespace
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 _RAZERHYDRAUTIL_H_ 25#define _RAZERHYDRAUTIL_H_ 26 27#include "math/mPoint3.h" 28#include "math/mMatrix.h" 29 30namespace RazerHydraUtil 31{ 32 /// Convert from a Razer Hydra controller position to a Torque 3D position 33 void convertPosition(const F32 inPosition[3], F32& x, F32& y, F32& z); 34 35 /// Convert from a Razer Hydra controller position to a Torque 3D Point3F 36 void convertPosition(const F32 inPosition[3], Point3F& outPosition); 37 38 /// Convert a Razer Hydra controller's rotation to a Torque 3D matrix 39 void convertRotation(const F32 inRotMat[3][3], MatrixF& outRotation); 40 41 /// Calcualte a controller's rotation as if it were a thumb stick axis 42 void calculateAxisRotation(const MatrixF& inRotation, const F32& maxAxisRadius, Point2F& outRotation); 43} 44 45#endif // _RAZERHYDRAUTIL_H_ 46