Torque3D Documentation / _generateds / razerHydraUtil.h

razerHydraUtil.h

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

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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#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