//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- #ifndef _LEAPMOTIONUTIL_H_ #define _LEAPMOTIONUTIL_H_ #include "math/mPoint3.h" #include "math/mMatrix.h" #include "Leap.h" namespace LeapMotionUtil { /// Convert from a Leap Motion position to a Torque 3D position void convertPosition(const Leap::Vector& inPosition, F32& x, F32& y, F32& z); /// Convert from a Leap Motion position to a Torque 3D Point3F void convertPosition(const Leap::Vector& inPosition, Point3F& outPosition); /// Convert a Leap Motion hand's rotation to a Torque 3D matrix void convertHandRotation(const Leap::Hand& hand, MatrixF& outRotation); /// Calcualte a hand's rotation as if it were a thumb stick axis void calculateHandAxisRotation(const MatrixF& handRotation, const F32& maxHandAxisRadius, Point2F& outRotation); /// Convert a Leap Motion pointable's rotation to a Torque 3D matrix void convertPointableRotation(const Leap::Pointable& pointable, MatrixF& outRotation); } #endif