leapMotionUtil.h 2.2 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _LEAPMOTIONUTIL_H_
  23. #define _LEAPMOTIONUTIL_H_
  24. #include "math/mPoint3.h"
  25. #include "math/mMatrix.h"
  26. #include "Leap.h"
  27. namespace LeapMotionUtil
  28. {
  29. /// Convert from a Leap Motion position to a Torque 3D position
  30. void convertPosition(const Leap::Vector& inPosition, F32& x, F32& y, F32& z);
  31. /// Convert from a Leap Motion position to a Torque 3D Point3F
  32. void convertPosition(const Leap::Vector& inPosition, Point3F& outPosition);
  33. /// Convert a Leap Motion hand's rotation to a Torque 3D matrix
  34. void convertHandRotation(const Leap::Hand& hand, MatrixF& outRotation);
  35. /// Calcualte a hand's rotation as if it were a thumb stick axis
  36. void calculateHandAxisRotation(const MatrixF& handRotation, const F32& maxHandAxisRadius, Point2F& outRotation);
  37. /// Convert a Leap Motion pointable's rotation to a Torque 3D matrix
  38. void convertPointableRotation(const Leap::Pointable& pointable, MatrixF& outRotation);
  39. }
  40. #endif