123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109 |
- //-----------------------------------------------------------------------------
- // 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);
- }
- }
|