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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.
- //-----------------------------------------------------------------------------
- #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
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