# LeapMotionUtil

Engine/source/platform/input/leapMotion/leapMotionUtil.cpp

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## Public Functions

```void
```
```calculateHandAxisRotation(const MatrixF & handRotation, const F32 & maxHandAxisRadius, Point2F & outRotation)
```

Calcualte a hand's rotation as if it were a thumb stick axis.

```void
```
```convertHandRotation(const Leap::Hand & hand, MatrixF & outRotation)
```

Convert a Leap Motion hand's rotation to a Torque 3D matrix.

```void
```
```convertPointableRotation(const Leap::Pointable & pointable, MatrixF & outRotation)
```

Convert a Leap Motion pointable's rotation to a Torque 3D matrix.

```void
```
```convertPosition(const Leap::Vector & inPosition, F32 & x, F32 & y, F32 & z)
```

Convert from a Leap Motion position to a Torque 3D position.

```void
```
```convertPosition(const Leap::Vector & inPosition, Point3F & outPosition)
```

Convert from a Leap Motion position to a Torque 3D Point3F.

## Public Functions

```calculateHandAxisRotation(const MatrixF & handRotation, const F32 & maxHandAxisRadius, Point2F & outRotation)
```

Calcualte a hand's rotation as if it were a thumb stick axis.

```convertHandRotation(const Leap::Hand & hand, MatrixF & outRotation)
```

Convert a Leap Motion hand's rotation to a Torque 3D matrix.

```convertPointableRotation(const Leap::Pointable & pointable, MatrixF & outRotation)
```

Convert a Leap Motion pointable's rotation to a Torque 3D matrix.

```convertPosition(const Leap::Vector & inPosition, F32 & x, F32 & y, F32 & z)
```

Convert from a Leap Motion position to a Torque 3D position.

```convertPosition(const Leap::Vector & inPosition, Point3F & outPosition)
```

Convert from a Leap Motion position to a Torque 3D Point3F.