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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "platform/input/razerHydra/razerHydraUtil.h"
- namespace RazerHydraUtil
- {
- enum Components
- {
- X = 0,
- Y = 1,
- Z = 2,
- };
- void convertPosition(const F32 inPosition[3], F32& x, F32& y, F32& z)
- {
- // Convert to Torque coordinates. The conversion is:
- //
- // Motion Torque
- // x y z --> x -z y
- x = inPosition[X]; // x = x
- y = -inPosition[Z]; // y = -z
- z = inPosition[Y]; // z = y;
- }
- void convertPosition(const F32 inPosition[3], Point3F& outPosition)
- {
- // Convert to Torque coordinates. The conversion is:
- //
- // Motion Torque
- // x y z --> x -z y
- outPosition.x = inPosition[X]; // x = x
- outPosition.y = -inPosition[Z]; // y = -z
- outPosition.z = inPosition[Y]; // z = y;
- }
- void convertRotation(const F32 inRotMat[3][3], MatrixF& outRotation)
- {
- // Set rotation. We need to convert from sixense coordinates to
- // Torque coordinates. The conversion is:
- //
- // Sixense Torque
- // a b c a b c a -c b
- // d e f --> -g -h -i --> -g i -h
- // g h i d e f d -f e
- outRotation.setColumn(0, Point4F( inRotMat[0][0], -inRotMat[0][2], inRotMat[0][1], 0.0f));
- outRotation.setColumn(1, Point4F(-inRotMat[2][0], inRotMat[2][2], -inRotMat[2][1], 0.0f));
- outRotation.setColumn(2, Point4F( inRotMat[1][0], -inRotMat[1][2], inRotMat[1][1], 0.0f));
- outRotation.setPosition(Point3F::Zero);
- }
- void calculateAxisRotation(const MatrixF& inRotation, const F32& maxAxisRadius, Point2F& outRotation)
- {
- const VectorF& controllerUp = inRotation.getUpVector();
- Point2F axis(0,0);
- axis.x = controllerUp.x;
- axis.y = controllerUp.y;
- // Limit the axis angle to that given to us
- if(axis.len() > maxAxisRadius)
- {
- axis.normalize(maxAxisRadius);
- }
- // Renormalize to the range of 0..1
- if(maxAxisRadius != 0.0f)
- {
- axis /= maxAxisRadius;
- }
- outRotation.x = axis.x;
- outRotation.y = axis.y;
- }
- }
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