//----------------------------------------------------------------------------- // 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/leapMotion/leapMotionUtil.h" namespace LeapMotionUtil { void convertPosition(const Leap::Vector& inPosition, 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 Leap::Vector& inPosition, 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 convertHandRotation(const Leap::Hand& hand, MatrixF& outRotation) { // We need to convert from Motion coordinates to // Torque coordinates. The conversion is: // // Motion 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 const Leap::Vector& handToFingers = hand.direction(); Leap::Vector handFront = -handToFingers; const Leap::Vector& handDown = hand.palmNormal(); Leap::Vector handUp = -handDown; Leap::Vector handRight = handUp.cross(handFront); outRotation.setColumn(0, Point4F( handRight.x, -handRight.z, handRight.y, 0.0f)); outRotation.setColumn(1, Point4F( -handFront.x, handFront.z, -handFront.y, 0.0f)); outRotation.setColumn(2, Point4F( handUp.x, -handUp.z, handUp.y, 0.0f)); outRotation.setPosition(Point3F::Zero); } void calculateHandAxisRotation(const MatrixF& handRotation, const F32& maxHandAxisRadius, Point2F& outRotation) { const VectorF& controllerUp = handRotation.getUpVector(); outRotation.x = controllerUp.x; outRotation.y = controllerUp.y; // Limit the axis angle to that given to us if(outRotation.len() > maxHandAxisRadius) { outRotation.normalize(maxHandAxisRadius); } // Renormalize to the range of 0..1 if(maxHandAxisRadius != 0.0f) { outRotation /= maxHandAxisRadius; } } void convertPointableRotation(const Leap::Pointable& pointable, MatrixF& outRotation) { // We need to convert from Motion coordinates to // Torque coordinates. The conversion is: // // Motion 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 Leap::Vector pointableFront = -pointable.direction(); Leap::Vector pointableRight = Leap::Vector::up().cross(pointableFront); Leap::Vector pointableUp = pointableFront.cross(pointableRight); outRotation.setColumn(0, Point4F( pointableRight.x, -pointableRight.z, pointableRight.y, 0.0f)); outRotation.setColumn(1, Point4F( -pointableFront.x, pointableFront.z, -pointableFront.y, 0.0f)); outRotation.setColumn(2, Point4F( pointableUp.x, -pointableUp.z, pointableUp.y, 0.0f)); outRotation.setPosition(Point3F::Zero); } }