leap-motion 0.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- checksums.yaml +7 -0
- data/.gitignore +32 -0
- data/Gemfile +2 -0
- data/LICENSE.txt +1 -0
- data/README.rdoc +79 -0
- data/Rakefile +31 -0
- data/VERSION +1 -0
- data/ext/motion/LeapRuby.cpp +16054 -0
- data/ext/motion/LeapRuby.h +34 -0
- data/ext/motion/extconf.rb +26 -0
- data/ext/motion/swig/Leap.h +4566 -0
- data/ext/motion/swig/Leap.i +799 -0
- data/ext/motion/swig/LeapMath.h +1036 -0
- data/leap-motion.gemspec +28 -0
- data/lib/leap-motion.rb +1 -0
- data/lib/motion/libLeap.dylib +0 -0
- data/samples/test.rb +47 -0
- data/test/helper.rb +17 -0
- metadata +134 -0
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/******************************************************************************\
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* Copyright (C) 2012-2013 Leap Motion, Inc. All rights reserved. *
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* Leap Motion proprietary and confidential. Not for distribution. *
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* Use subject to the terms of the Leap Motion SDK Agreement available at *
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* https://developer.leapmotion.com/sdk_agreement, or another agreement *
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* between Leap Motion and you, your company or other organization. *
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\******************************************************************************/
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#if !defined(__LeapMath_h__)
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#define __LeapMath_h__
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#include <cmath>
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#include <iostream>
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#include <sstream>
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#include <float.h>
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namespace Leap {
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/**
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* The constant pi as a single precision floating point number.
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* @since 1.0
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*/
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static const float PI = 3.1415926536f;
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/**
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* The constant ratio to convert an angle measure from degrees to radians.
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* Multiply a value in degrees by this constant to convert to radians.
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* @since 1.0
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*/
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static const float DEG_TO_RAD = 0.0174532925f;
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/**
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* The constant ratio to convert an angle measure from radians to degrees.
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* Multiply a value in radians by this constant to convert to degrees.
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* @since 1.0
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*/
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static const float RAD_TO_DEG = 57.295779513f;
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/**
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* The Vector struct represents a three-component mathematical vector or point
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* such as a direction or position in three-dimensional space.
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*
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* The Leap Motion software employs a right-handed Cartesian coordinate system.
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* Values given are in units of real-world millimeters. The origin is centered
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* at the center of the Leap Motion Controller. The x- and z-axes lie in the horizontal
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* plane, with the x-axis running parallel to the long edge of the device.
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* The y-axis is vertical, with positive values increasing upwards (in contrast
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* to the downward orientation of most computer graphics coordinate systems).
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* The z-axis has positive values increasing away from the computer screen.
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*
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* \image html images/Leap_Axes.png
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* @since 1.0
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*/
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struct Vector {
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/**
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* Creates a new Vector with all components set to zero.
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* @since 1.0
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*/
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Vector() :
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x(0), y(0), z(0) {}
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/**
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* Creates a new Vector with the specified component values.
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*
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* \include Vector_Constructor_1.txt
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* @since 1.0
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*/
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Vector(float _x, float _y, float _z) :
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x(_x), y(_y), z(_z) {}
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/**
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* Copies the specified Vector.
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*
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* \include Vector_Constructor_2.txt
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* @since 1.0
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*/
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Vector(const Vector& vector) :
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x(vector.x), y(vector.y), z(vector.z) {}
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/**
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* The zero vector: (0, 0, 0)
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*
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* \include Vector_Zero.txt
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* @since 1.0
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*/
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static const Vector& zero() {
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static Vector s_zero(0, 0, 0);
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return s_zero;
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}
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/**
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* The x-axis unit vector: (1, 0, 0)
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*
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* \include Vector_XAxis.txt
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* @since 1.0
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*/
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static const Vector& xAxis() {
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static Vector s_xAxis(1, 0, 0);
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return s_xAxis;
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}
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/**
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* The y-axis unit vector: (0, 1, 0)
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*
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* \include Vector_YAxis.txt
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* @since 1.0
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*/
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static const Vector& yAxis() {
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static Vector s_yAxis(0, 1, 0);
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return s_yAxis;
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}
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/**
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* The z-axis unit vector: (0, 0, 1)
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*
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* \include Vector_ZAxis.txt
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* @since 1.0
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*/
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static const Vector& zAxis() {
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static Vector s_zAxis(0, 0, 1);
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return s_zAxis;
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}
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/**
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* The unit vector pointing left along the negative x-axis: (-1, 0, 0)
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*
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* \include Vector_Left.txt
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* @since 1.0
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*/
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static const Vector& left() {
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static Vector s_left(-1, 0, 0);
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return s_left;
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}
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/**
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* The unit vector pointing right along the positive x-axis: (1, 0, 0)
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*
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* \include Vector_Right.txt
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* @since 1.0
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*/
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static const Vector& right() {
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return xAxis();
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}
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/**
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* The unit vector pointing down along the negative y-axis: (0, -1, 0)
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*
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* \include Vector_Down.txt
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* @since 1.0
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*/
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static const Vector& down() {
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static Vector s_down(0, -1, 0);
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return s_down;
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}
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/**
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* The unit vector pointing up along the positive y-axis: (0, 1, 0)
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*
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* \include Vector_Up.txt
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* @since 1.0
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*/
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static const Vector& up() {
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return yAxis();
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}
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/**
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* The unit vector pointing forward along the negative z-axis: (0, 0, -1)
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*
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* \include Vector_Forward.txt
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* @since 1.0
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*/
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static const Vector& forward() {
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static Vector s_forward(0, 0, -1);
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return s_forward;
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}
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/**
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* The unit vector pointing backward along the positive z-axis: (0, 0, 1)
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*
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* \include Vector_Backward.txt
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* @since 1.0
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*/
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static const Vector& backward() {
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return zAxis();
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}
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/**
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* The magnitude, or length, of this vector.
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*
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* The magnitude is the L2 norm, or Euclidean distance between the origin and
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* the point represented by the (x, y, z) components of this Vector object.
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*
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* \include Vector_Magnitude.txt
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*
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* @returns The length of this vector.
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* @since 1.0
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*/
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float magnitude() const {
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return std::sqrt(x*x + y*y + z*z);
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}
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/**
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* The square of the magnitude, or length, of this vector.
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*
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* \include Vector_Magnitude_Squared.txt
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*
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* @returns The square of the length of this vector.
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* @since 1.0
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*/
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float magnitudeSquared() const {
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return x*x + y*y + z*z;
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}
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/**
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* The distance between the point represented by this Vector
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* object and a point represented by the specified Vector object.
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*
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* \include Vector_DistanceTo.txt
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*
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* @param other A Vector object.
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* @returns The distance from this point to the specified point.
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* @since 1.0
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*/
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float distanceTo(const Vector& other) const {
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return std::sqrt((x - other.x)*(x - other.x) +
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(y - other.y)*(y - other.y) +
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(z - other.z)*(z - other.z));
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}
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/**
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* The angle between this vector and the specified vector in radians.
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*
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* The angle is measured in the plane formed by the two vectors. The
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* angle returned is always the smaller of the two conjugate angles.
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* Thus <tt>A.angleTo(B) == B.angleTo(A)</tt> and is always a positive
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* value less than or equal to pi radians (180 degrees).
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*
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* If either vector has zero length, then this function returns zero.
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*
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* \image html images/Math_AngleTo.png
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*
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* \include Vector_AngleTo.txt
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*
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* @param other A Vector object.
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* @returns The angle between this vector and the specified vector in radians.
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* @since 1.0
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*/
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float angleTo(const Vector& other) const {
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float denom = this->magnitudeSquared() * other.magnitudeSquared();
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if (denom <= 0.0f) {
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return 0.0f;
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}
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return std::acos(this->dot(other) / std::sqrt(denom));
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}
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/**
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* The pitch angle in radians.
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*
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* Pitch is the angle between the negative z-axis and the projection of
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* the vector onto the y-z plane. In other words, pitch represents rotation
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* around the x-axis.
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* If the vector points upward, the returned angle is between 0 and pi radians
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* (180 degrees); if it points downward, the angle is between 0 and -pi radians.
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*
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* \image html images/Math_Pitch_Angle.png
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*
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* \include Vector_Pitch.txt
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*
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* @returns The angle of this vector above or below the horizon (x-z plane).
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* @since 1.0
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*/
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float pitch() const {
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return std::atan2(y, -z);
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}
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/**
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* The yaw angle in radians.
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*
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* Yaw is the angle between the negative z-axis and the projection of
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* the vector onto the x-z plane. In other words, yaw represents rotation
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* around the y-axis. If the vector points to the right of the negative z-axis,
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* then the returned angle is between 0 and pi radians (180 degrees);
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* if it points to the left, the angle is between 0 and -pi radians.
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*
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* \image html images/Math_Yaw_Angle.png
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*
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* \include Vector_Yaw.txt
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*
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* @returns The angle of this vector to the right or left of the negative z-axis.
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* @since 1.0
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*/
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float yaw() const {
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return std::atan2(x, -z);
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}
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/**
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* The roll angle in radians.
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*
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* Roll is the angle between the y-axis and the projection of
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* the vector onto the x-y plane. In other words, roll represents rotation
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* around the z-axis. If the vector points to the left of the y-axis,
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* then the returned angle is between 0 and pi radians (180 degrees);
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* if it points to the right, the angle is between 0 and -pi radians.
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*
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* \image html images/Math_Roll_Angle.png
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*
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* Use this function to get roll angle of the plane to which this vector is a
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* normal. For example, if this vector represents the normal to the palm,
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* then this function returns the tilt or roll of the palm plane compared
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* to the horizontal (x-z) plane.
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*
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* \include Vector_Roll.txt
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*
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* @returns The angle of this vector to the right or left of the y-axis.
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* @since 1.0
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*/
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float roll() const {
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return std::atan2(x, -y);
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}
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/**
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* The dot product of this vector with another vector.
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*
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* The dot product is the magnitude of the projection of this vector
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* onto the specified vector.
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*
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* \image html images/Math_Dot.png
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*
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* \include Vector_Dot.txt
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*
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* @param other A Vector object.
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* @returns The dot product of this vector and the specified vector.
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* @since 1.0
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*/
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float dot(const Vector& other) const {
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return (x * other.x) + (y * other.y) + (z * other.z);
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}
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/**
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* The cross product of this vector and the specified vector.
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*
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* The cross product is a vector orthogonal to both original vectors.
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* It has a magnitude equal to the area of a parallelogram having the
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* two vectors as sides. The direction of the returned vector is
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* determined by the right-hand rule. Thus <tt>A.cross(B) == -B.cross(A).</tt>
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*
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* \image html images/Math_Cross.png
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*
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* \include Vector_Cross.txt
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*
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* @param other A Vector object.
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* @returns The cross product of this vector and the specified vector.
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* @since 1.0
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*/
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Vector cross(const Vector& other) const {
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return Vector((y * other.z) - (z * other.y),
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(z * other.x) - (x * other.z),
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(x * other.y) - (y * other.x));
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}
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/**
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* A normalized copy of this vector.
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*
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* A normalized vector has the same direction as the original vector,
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* but with a length of one.
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*
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* \include Vector_Normalized.txt
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*
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* @returns A Vector object with a length of one, pointing in the same
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* direction as this Vector object.
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* @since 1.0
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*/
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Vector normalized() const {
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float denom = this->magnitudeSquared();
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if (denom <= 0.0f) {
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return Vector::zero();
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}
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denom = 1.0f / std::sqrt(denom);
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+
return Vector(x * denom, y * denom, z * denom);
|
371
|
+
}
|
372
|
+
|
373
|
+
/**
|
374
|
+
* A copy of this vector pointing in the opposite direction.
|
375
|
+
*
|
376
|
+
* \include Vector_Negate.txt
|
377
|
+
*
|
378
|
+
* @returns A Vector object with all components negated.
|
379
|
+
* @since 1.0
|
380
|
+
*/
|
381
|
+
Vector operator-() const {
|
382
|
+
return Vector(-x, -y, -z);
|
383
|
+
}
|
384
|
+
|
385
|
+
/**
|
386
|
+
* Add vectors component-wise.
|
387
|
+
*
|
388
|
+
* \include Vector_Plus.txt
|
389
|
+
* @since 1.0
|
390
|
+
*/
|
391
|
+
Vector operator+(const Vector& other) const {
|
392
|
+
return Vector(x + other.x, y + other.y, z + other.z);
|
393
|
+
}
|
394
|
+
|
395
|
+
/**
|
396
|
+
* Subtract vectors component-wise.
|
397
|
+
*
|
398
|
+
* \include Vector_Minus.txt
|
399
|
+
* @since 1.0
|
400
|
+
*/
|
401
|
+
Vector operator-(const Vector& other) const {
|
402
|
+
return Vector(x - other.x, y - other.y, z - other.z);
|
403
|
+
}
|
404
|
+
|
405
|
+
/**
|
406
|
+
* Multiply vector by a scalar.
|
407
|
+
*
|
408
|
+
* \include Vector_Times.txt
|
409
|
+
* @since 1.0
|
410
|
+
*/
|
411
|
+
Vector operator*(float scalar) const {
|
412
|
+
return Vector(x * scalar, y * scalar, z * scalar);
|
413
|
+
}
|
414
|
+
|
415
|
+
/**
|
416
|
+
* Divide vector by a scalar.
|
417
|
+
*
|
418
|
+
* \include Vector_Divide.txt
|
419
|
+
* @since 1.0
|
420
|
+
*/
|
421
|
+
Vector operator/(float scalar) const {
|
422
|
+
return Vector(x / scalar, y / scalar, z / scalar);
|
423
|
+
}
|
424
|
+
|
425
|
+
#if !defined(SWIG)
|
426
|
+
/**
|
427
|
+
* Multiply vector by a scalar on the left-hand side (C++ only).
|
428
|
+
*
|
429
|
+
* \include Vector_Left_Times.txt
|
430
|
+
* @since 1.0
|
431
|
+
*/
|
432
|
+
friend Vector operator*(float scalar, const Vector& vector) {
|
433
|
+
return Vector(vector.x * scalar, vector.y * scalar, vector.z * scalar);
|
434
|
+
}
|
435
|
+
#endif
|
436
|
+
|
437
|
+
/**
|
438
|
+
* Add vectors component-wise and assign the sum.
|
439
|
+
* @since 1.0
|
440
|
+
*/
|
441
|
+
Vector& operator+=(const Vector& other) {
|
442
|
+
x += other.x;
|
443
|
+
y += other.y;
|
444
|
+
z += other.z;
|
445
|
+
return *this;
|
446
|
+
}
|
447
|
+
|
448
|
+
/**
|
449
|
+
* Subtract vectors component-wise and assign the difference.
|
450
|
+
* @since 1.0
|
451
|
+
*/
|
452
|
+
Vector& operator-=(const Vector& other) {
|
453
|
+
x -= other.x;
|
454
|
+
y -= other.y;
|
455
|
+
z -= other.z;
|
456
|
+
return *this;
|
457
|
+
}
|
458
|
+
|
459
|
+
/**
|
460
|
+
* Multiply vector by a scalar and assign the product.
|
461
|
+
* @since 1.0
|
462
|
+
*/
|
463
|
+
Vector& operator*=(float scalar) {
|
464
|
+
x *= scalar;
|
465
|
+
y *= scalar;
|
466
|
+
z *= scalar;
|
467
|
+
return *this;
|
468
|
+
}
|
469
|
+
|
470
|
+
/**
|
471
|
+
* Divide vector by a scalar and assign the quotient.
|
472
|
+
* @since 1.0
|
473
|
+
*/
|
474
|
+
Vector& operator/=(float scalar) {
|
475
|
+
x /= scalar;
|
476
|
+
y /= scalar;
|
477
|
+
z /= scalar;
|
478
|
+
return *this;
|
479
|
+
}
|
480
|
+
|
481
|
+
/**
|
482
|
+
* Returns a string containing this vector in a human readable format: (x, y, z).
|
483
|
+
* @since 1.0
|
484
|
+
*/
|
485
|
+
std::string toString() const {
|
486
|
+
std::stringstream result;
|
487
|
+
result << "(" << x << ", " << y << ", " << z << ")";
|
488
|
+
return result.str();
|
489
|
+
}
|
490
|
+
/**
|
491
|
+
* Writes the vector to the output stream using a human readable format: (x, y, z).
|
492
|
+
* @since 1.0
|
493
|
+
*/
|
494
|
+
friend std::ostream& operator<<(std::ostream& out, const Vector& vector) {
|
495
|
+
return out << vector.toString();
|
496
|
+
}
|
497
|
+
|
498
|
+
/**
|
499
|
+
* Compare Vector equality component-wise.
|
500
|
+
*
|
501
|
+
* \include Vector_Equals.txt
|
502
|
+
* @since 1.0
|
503
|
+
*/
|
504
|
+
bool operator==(const Vector& other) const {
|
505
|
+
return x == other.x && y == other.y && z == other.z;
|
506
|
+
}
|
507
|
+
/**
|
508
|
+
* Compare Vector inequality component-wise.
|
509
|
+
*
|
510
|
+
* \include Vector_NotEqual.txt
|
511
|
+
* @since 1.0
|
512
|
+
*/
|
513
|
+
bool operator!=(const Vector& other) const {
|
514
|
+
return x != other.x || y != other.y || z != other.z;
|
515
|
+
}
|
516
|
+
|
517
|
+
/**
|
518
|
+
* Returns true if all of the vector's components are finite. If any
|
519
|
+
* component is NaN or infinite, then this returns false.
|
520
|
+
*
|
521
|
+
* \include Vector_IsValid.txt
|
522
|
+
* @since 1.0
|
523
|
+
*/
|
524
|
+
bool isValid() const {
|
525
|
+
return (x <= FLT_MAX && x >= -FLT_MAX) &&
|
526
|
+
(y <= FLT_MAX && y >= -FLT_MAX) &&
|
527
|
+
(z <= FLT_MAX && z >= -FLT_MAX);
|
528
|
+
}
|
529
|
+
|
530
|
+
/**
|
531
|
+
* Index vector components numerically.
|
532
|
+
* Index 0 is x, index 1 is y, and index 2 is z.
|
533
|
+
* @returns The x, y, or z component of this Vector, if the specified index
|
534
|
+
* value is at least 0 and at most 2; otherwise, returns zero.
|
535
|
+
*
|
536
|
+
* \include Vector_Index.txt
|
537
|
+
* @since 1.0
|
538
|
+
*/
|
539
|
+
float operator[](unsigned int index) const {
|
540
|
+
return index < 3 ? (&x)[index] : 0.0f;
|
541
|
+
}
|
542
|
+
|
543
|
+
/**
|
544
|
+
* Cast the vector to a float array.
|
545
|
+
*
|
546
|
+
* \include Vector_ToFloatPointer.txt
|
547
|
+
* @since 1.0
|
548
|
+
*/
|
549
|
+
const float* toFloatPointer() const {
|
550
|
+
return &x; /* Note: Assumes x, y, z are aligned in memory. */
|
551
|
+
}
|
552
|
+
|
553
|
+
/**
|
554
|
+
* Convert a Leap::Vector to another 3-component Vector type.
|
555
|
+
*
|
556
|
+
* The specified type must define a constructor that takes the x, y, and z
|
557
|
+
* components as separate parameters.
|
558
|
+
* @since 1.0
|
559
|
+
*/
|
560
|
+
template<typename Vector3Type>
|
561
|
+
const Vector3Type toVector3() const {
|
562
|
+
return Vector3Type(x, y, z);
|
563
|
+
}
|
564
|
+
|
565
|
+
/**
|
566
|
+
* Convert a Leap::Vector to another 4-component Vector type.
|
567
|
+
*
|
568
|
+
* The specified type must define a constructor that takes the x, y, z, and w
|
569
|
+
* components as separate parameters. (The homogeneous coordinate, w, is set
|
570
|
+
* to zero by default, but you should typically set it to one for vectors
|
571
|
+
* representing a position.)
|
572
|
+
* @since 1.0
|
573
|
+
*/
|
574
|
+
template<typename Vector4Type>
|
575
|
+
const Vector4Type toVector4(float w=0.0f) const {
|
576
|
+
return Vector4Type(x, y, z, w);
|
577
|
+
}
|
578
|
+
|
579
|
+
/**
|
580
|
+
* The horizontal component.
|
581
|
+
* @since 1.0
|
582
|
+
*/
|
583
|
+
float x;
|
584
|
+
/**
|
585
|
+
* The vertical component.
|
586
|
+
* @since 1.0
|
587
|
+
*/
|
588
|
+
float y;
|
589
|
+
/**
|
590
|
+
* The depth component.
|
591
|
+
* @since 1.0
|
592
|
+
*/
|
593
|
+
float z;
|
594
|
+
};
|
595
|
+
|
596
|
+
|
597
|
+
/**
|
598
|
+
* The FloatArray struct is used to allow the returning of native float arrays
|
599
|
+
* without requiring dynamic memory allocation. It represents a matrix
|
600
|
+
* with a size up to 4x4.
|
601
|
+
* @since 1.0
|
602
|
+
*/
|
603
|
+
struct FloatArray {
|
604
|
+
/**
|
605
|
+
* Access the elements of the float array exactly like a native array.
|
606
|
+
* @since 1.0
|
607
|
+
*/
|
608
|
+
float& operator[] (unsigned int index) {
|
609
|
+
return m_array[index];
|
610
|
+
}
|
611
|
+
|
612
|
+
/**
|
613
|
+
* Use the Float Array anywhere a float pointer can be used.
|
614
|
+
* @since 1.0
|
615
|
+
*/
|
616
|
+
operator float* () {
|
617
|
+
return m_array;
|
618
|
+
}
|
619
|
+
|
620
|
+
/**
|
621
|
+
* Use the Float Array anywhere a const float pointer can be used.
|
622
|
+
* @since 1.0
|
623
|
+
*/
|
624
|
+
operator const float* () const {
|
625
|
+
return m_array;
|
626
|
+
}
|
627
|
+
|
628
|
+
/**
|
629
|
+
* An array containing up to 16 entries of the matrix.
|
630
|
+
* @since 1.0
|
631
|
+
*/
|
632
|
+
float m_array[16];
|
633
|
+
};
|
634
|
+
|
635
|
+
/**
|
636
|
+
* The Matrix struct represents a transformation matrix.
|
637
|
+
*
|
638
|
+
* To use this struct to transform a Vector, construct a matrix containing the
|
639
|
+
* desired transformation and then use the Matrix::transformPoint() or
|
640
|
+
* Matrix::transformDirection() functions to apply the transform.
|
641
|
+
*
|
642
|
+
* Transforms can be combined by multiplying two or more transform matrices using
|
643
|
+
* the * operator.
|
644
|
+
* @since 1.0
|
645
|
+
*/
|
646
|
+
struct Matrix
|
647
|
+
{
|
648
|
+
/**
|
649
|
+
* Constructs an identity transformation matrix.
|
650
|
+
*
|
651
|
+
* \include Matrix_Matrix.txt
|
652
|
+
*
|
653
|
+
* @since 1.0
|
654
|
+
*/
|
655
|
+
Matrix() :
|
656
|
+
xBasis(1, 0, 0),
|
657
|
+
yBasis(0, 1, 0),
|
658
|
+
zBasis(0, 0, 1),
|
659
|
+
origin(0, 0, 0) {
|
660
|
+
}
|
661
|
+
|
662
|
+
/**
|
663
|
+
* Constructs a copy of the specified Matrix object.
|
664
|
+
*
|
665
|
+
* \include Matrix_Matrix_copy.txt
|
666
|
+
*
|
667
|
+
* @since 1.0
|
668
|
+
*/
|
669
|
+
Matrix(const Matrix& other) :
|
670
|
+
xBasis(other.xBasis),
|
671
|
+
yBasis(other.yBasis),
|
672
|
+
zBasis(other.zBasis),
|
673
|
+
origin(other.origin) {
|
674
|
+
}
|
675
|
+
|
676
|
+
/**
|
677
|
+
* Constructs a transformation matrix from the specified basis vectors.
|
678
|
+
*
|
679
|
+
* \include Matrix_Matrix_basis.txt
|
680
|
+
*
|
681
|
+
* @param _xBasis A Vector specifying rotation and scale factors for the x-axis.
|
682
|
+
* @param _yBasis A Vector specifying rotation and scale factors for the y-axis.
|
683
|
+
* @param _zBasis A Vector specifying rotation and scale factors for the z-axis.
|
684
|
+
* @since 1.0
|
685
|
+
*/
|
686
|
+
Matrix(const Vector& _xBasis, const Vector& _yBasis, const Vector& _zBasis) :
|
687
|
+
xBasis(_xBasis),
|
688
|
+
yBasis(_yBasis),
|
689
|
+
zBasis(_zBasis),
|
690
|
+
origin(0, 0, 0) {
|
691
|
+
}
|
692
|
+
|
693
|
+
/**
|
694
|
+
* Constructs a transformation matrix from the specified basis and translation vectors.
|
695
|
+
*
|
696
|
+
* \include Matrix_Matrix_basis_origin.txt
|
697
|
+
*
|
698
|
+
* @param _xBasis A Vector specifying rotation and scale factors for the x-axis.
|
699
|
+
* @param _yBasis A Vector specifying rotation and scale factors for the y-axis.
|
700
|
+
* @param _zBasis A Vector specifying rotation and scale factors for the z-axis.
|
701
|
+
* @param _origin A Vector specifying translation factors on all three axes.
|
702
|
+
* @since 1.0
|
703
|
+
*/
|
704
|
+
Matrix(const Vector& _xBasis, const Vector& _yBasis, const Vector& _zBasis, const Vector& _origin) :
|
705
|
+
xBasis(_xBasis),
|
706
|
+
yBasis(_yBasis),
|
707
|
+
zBasis(_zBasis),
|
708
|
+
origin(_origin) {
|
709
|
+
}
|
710
|
+
|
711
|
+
/**
|
712
|
+
* Constructs a transformation matrix specifying a rotation around the specified vector.
|
713
|
+
*
|
714
|
+
* \include Matrix_Matrix_rotation.txt
|
715
|
+
*
|
716
|
+
* @param axis A Vector specifying the axis of rotation.
|
717
|
+
* @param angleRadians The amount of rotation in radians.
|
718
|
+
* @since 1.0
|
719
|
+
*/
|
720
|
+
Matrix(const Vector& axis, float angleRadians) :
|
721
|
+
origin(0, 0, 0) {
|
722
|
+
setRotation(axis, angleRadians);
|
723
|
+
}
|
724
|
+
|
725
|
+
/**
|
726
|
+
* Constructs a transformation matrix specifying a rotation around the specified vector
|
727
|
+
* and a translation by the specified vector.
|
728
|
+
*
|
729
|
+
* \include Matrix_Matrix_rotation_translation.txt
|
730
|
+
*
|
731
|
+
* @param axis A Vector specifying the axis of rotation.
|
732
|
+
* @param angleRadians The angle of rotation in radians.
|
733
|
+
* @param translation A Vector representing the translation part of the transform.
|
734
|
+
* @since 1.0
|
735
|
+
*/
|
736
|
+
Matrix(const Vector& axis, float angleRadians, const Vector& translation)
|
737
|
+
: origin(translation) {
|
738
|
+
setRotation(axis, angleRadians);
|
739
|
+
}
|
740
|
+
|
741
|
+
/**
|
742
|
+
* Returns the identity matrix specifying no translation, rotation, and scale.
|
743
|
+
*
|
744
|
+
* \include Matrix_identity.txt
|
745
|
+
*
|
746
|
+
* @returns The identity matrix.
|
747
|
+
* @since 1.0
|
748
|
+
*/
|
749
|
+
static const Matrix& identity() {
|
750
|
+
static Matrix s_identity;
|
751
|
+
return s_identity;
|
752
|
+
}
|
753
|
+
|
754
|
+
/**
|
755
|
+
* Sets this transformation matrix to represent a rotation around the specified vector.
|
756
|
+
*
|
757
|
+
* \include Matrix_setRotation.txt
|
758
|
+
*
|
759
|
+
* This function erases any previous rotation and scale transforms applied
|
760
|
+
* to this matrix, but does not affect translation.
|
761
|
+
*
|
762
|
+
* @param axis A Vector specifying the axis of rotation.
|
763
|
+
* @param angleRadians The amount of rotation in radians.
|
764
|
+
* @since 1.0
|
765
|
+
*/
|
766
|
+
void setRotation(const Vector& axis, float angleRadians) {
|
767
|
+
const Vector n = axis.normalized();
|
768
|
+
const float s = std::sin(angleRadians);
|
769
|
+
const float c = std::cos(angleRadians);
|
770
|
+
const float C = (1-c);
|
771
|
+
|
772
|
+
xBasis = Vector(n[0]*n[0]*C + c, n[0]*n[1]*C - n[2]*s, n[0]*n[2]*C + n[1]*s);
|
773
|
+
yBasis = Vector(n[1]*n[0]*C + n[2]*s, n[1]*n[1]*C + c, n[1]*n[2]*C - n[0]*s);
|
774
|
+
zBasis = Vector(n[2]*n[0]*C - n[1]*s, n[2]*n[1]*C + n[0]*s, n[2]*n[2]*C + c );
|
775
|
+
}
|
776
|
+
|
777
|
+
/**
|
778
|
+
* Transforms a vector with this matrix by transforming its rotation,
|
779
|
+
* scale, and translation.
|
780
|
+
*
|
781
|
+
* \include Matrix_transformPoint.txt
|
782
|
+
*
|
783
|
+
* Translation is applied after rotation and scale.
|
784
|
+
*
|
785
|
+
* @param in The Vector to transform.
|
786
|
+
* @returns A new Vector representing the transformed original.
|
787
|
+
* @since 1.0
|
788
|
+
*/
|
789
|
+
Vector transformPoint(const Vector& in) const {
|
790
|
+
return xBasis*in.x + yBasis*in.y + zBasis*in.z + origin;
|
791
|
+
}
|
792
|
+
|
793
|
+
/**
|
794
|
+
* Transforms a vector with this matrix by transforming its rotation and
|
795
|
+
* scale only.
|
796
|
+
*
|
797
|
+
* \include Matrix_transformDirection.txt
|
798
|
+
*
|
799
|
+
* @param in The Vector to transform.
|
800
|
+
* @returns A new Vector representing the transformed original.
|
801
|
+
* @since 1.0
|
802
|
+
*/
|
803
|
+
Vector transformDirection(const Vector& in) const {
|
804
|
+
return xBasis*in.x + yBasis*in.y + zBasis*in.z;
|
805
|
+
}
|
806
|
+
|
807
|
+
/**
|
808
|
+
* Performs a matrix inverse if the matrix consists entirely of rigid
|
809
|
+
* transformations (translations and rotations). If the matrix is not rigid,
|
810
|
+
* this operation will not represent an inverse.
|
811
|
+
*
|
812
|
+
* \include Matrix_rigidInverse.txt
|
813
|
+
*
|
814
|
+
* Note that all matricies that are directly returned by the API are rigid.
|
815
|
+
*
|
816
|
+
* @returns The rigid inverse of the matrix.
|
817
|
+
* @since 1.0
|
818
|
+
*/
|
819
|
+
Matrix rigidInverse() const {
|
820
|
+
Matrix rotInverse = Matrix(Vector(xBasis[0], yBasis[0], zBasis[0]),
|
821
|
+
Vector(xBasis[1], yBasis[1], zBasis[1]),
|
822
|
+
Vector(xBasis[2], yBasis[2], zBasis[2]));
|
823
|
+
rotInverse.origin = rotInverse.transformDirection( -origin );
|
824
|
+
return rotInverse;
|
825
|
+
}
|
826
|
+
|
827
|
+
/**
|
828
|
+
* Multiply transform matrices.
|
829
|
+
*
|
830
|
+
* Combines two transformations into a single equivalent transformation.
|
831
|
+
*
|
832
|
+
* \include Matrix_operator_times.txt
|
833
|
+
*
|
834
|
+
* @param other A Matrix to multiply on the right hand side.
|
835
|
+
* @returns A new Matrix representing the transformation equivalent to
|
836
|
+
* applying the other transformation followed by this transformation.
|
837
|
+
* @since 1.0
|
838
|
+
*/
|
839
|
+
Matrix operator*(const Matrix& other) const {
|
840
|
+
return Matrix(transformDirection(other.xBasis),
|
841
|
+
transformDirection(other.yBasis),
|
842
|
+
transformDirection(other.zBasis),
|
843
|
+
transformPoint(other.origin));
|
844
|
+
}
|
845
|
+
|
846
|
+
/**
|
847
|
+
* Multiply transform matrices and assign the product.
|
848
|
+
*
|
849
|
+
* \include Matrix_operator_times_equal.txt
|
850
|
+
*
|
851
|
+
* @since 1.0
|
852
|
+
*/
|
853
|
+
Matrix& operator*=(const Matrix& other) {
|
854
|
+
return (*this) = (*this) * other;
|
855
|
+
}
|
856
|
+
|
857
|
+
/**
|
858
|
+
* Compare Matrix equality component-wise.
|
859
|
+
*
|
860
|
+
* \include Matrix_operator_equals.txt
|
861
|
+
*
|
862
|
+
* @since 1.0
|
863
|
+
*/
|
864
|
+
bool operator==(const Matrix& other) const {
|
865
|
+
return xBasis == other.xBasis &&
|
866
|
+
yBasis == other.yBasis &&
|
867
|
+
zBasis == other.zBasis &&
|
868
|
+
origin == other.origin;
|
869
|
+
}
|
870
|
+
/**
|
871
|
+
* Compare Matrix inequality component-wise.
|
872
|
+
*
|
873
|
+
* \include Matrix_operator_not_equals.txt
|
874
|
+
*
|
875
|
+
* @since 1.0
|
876
|
+
*/
|
877
|
+
bool operator!=(const Matrix& other) const {
|
878
|
+
return xBasis != other.xBasis ||
|
879
|
+
yBasis != other.yBasis ||
|
880
|
+
zBasis != other.zBasis ||
|
881
|
+
origin != other.origin;
|
882
|
+
}
|
883
|
+
|
884
|
+
/**
|
885
|
+
* Convert a Leap::Matrix object to another 3x3 matrix type.
|
886
|
+
*
|
887
|
+
* The new type must define a constructor function that takes each matrix
|
888
|
+
* element as a parameter in row-major order.
|
889
|
+
*
|
890
|
+
* Translation factors are discarded.
|
891
|
+
* @since 1.0
|
892
|
+
*/
|
893
|
+
template<typename Matrix3x3Type>
|
894
|
+
const Matrix3x3Type toMatrix3x3() const {
|
895
|
+
return Matrix3x3Type(xBasis.x, xBasis.y, xBasis.z,
|
896
|
+
yBasis.x, yBasis.y, yBasis.z,
|
897
|
+
zBasis.x, zBasis.y, zBasis.z);
|
898
|
+
}
|
899
|
+
|
900
|
+
/**
|
901
|
+
* Convert a Leap::Matrix object to another 4x4 matrix type.
|
902
|
+
*
|
903
|
+
* The new type must define a constructor function that takes each matrix
|
904
|
+
* element as a parameter in row-major order.
|
905
|
+
* @since 1.0
|
906
|
+
*/
|
907
|
+
template<typename Matrix4x4Type>
|
908
|
+
const Matrix4x4Type toMatrix4x4() const {
|
909
|
+
return Matrix4x4Type(xBasis.x, xBasis.y, xBasis.z, 0.0f,
|
910
|
+
yBasis.x, yBasis.y, yBasis.z, 0.0f,
|
911
|
+
zBasis.x, zBasis.y, zBasis.z, 0.0f,
|
912
|
+
origin.x, origin.y, origin.z, 1.0f);
|
913
|
+
}
|
914
|
+
|
915
|
+
/**
|
916
|
+
* Writes the 3x3 Matrix object to a 9 element row-major float or
|
917
|
+
* double array.
|
918
|
+
*
|
919
|
+
* Translation factors are discarded.
|
920
|
+
*
|
921
|
+
* Returns a pointer to the same data.
|
922
|
+
* @since 1.0
|
923
|
+
*/
|
924
|
+
template<typename T>
|
925
|
+
T* toArray3x3(T* output) const {
|
926
|
+
output[0] = xBasis.x; output[1] = xBasis.y; output[2] = xBasis.z;
|
927
|
+
output[3] = yBasis.x; output[4] = yBasis.y; output[5] = yBasis.z;
|
928
|
+
output[6] = zBasis.x; output[7] = zBasis.y; output[8] = zBasis.z;
|
929
|
+
return output;
|
930
|
+
}
|
931
|
+
|
932
|
+
/**
|
933
|
+
* Convert a 3x3 Matrix object to a 9 element row-major float array.
|
934
|
+
*
|
935
|
+
* Translation factors are discarded.
|
936
|
+
*
|
937
|
+
* \include Matrix_toArray3x3.txt
|
938
|
+
*
|
939
|
+
* Returns a FloatArray struct to avoid dynamic memory allocation.
|
940
|
+
* @since 1.0
|
941
|
+
*/
|
942
|
+
FloatArray toArray3x3() const {
|
943
|
+
FloatArray output;
|
944
|
+
toArray3x3((float*)output);
|
945
|
+
return output;
|
946
|
+
}
|
947
|
+
|
948
|
+
/**
|
949
|
+
* Writes the 4x4 Matrix object to a 16 element row-major float
|
950
|
+
* or double array.
|
951
|
+
*
|
952
|
+
* Returns a pointer to the same data.
|
953
|
+
* @since 1.0
|
954
|
+
*/
|
955
|
+
template<typename T>
|
956
|
+
T* toArray4x4(T* output) const {
|
957
|
+
output[0] = xBasis.x; output[1] = xBasis.y; output[2] = xBasis.z; output[3] = 0.0f;
|
958
|
+
output[4] = yBasis.x; output[5] = yBasis.y; output[6] = yBasis.z; output[7] = 0.0f;
|
959
|
+
output[8] = zBasis.x; output[9] = zBasis.y; output[10] = zBasis.z; output[11] = 0.0f;
|
960
|
+
output[12] = origin.x; output[13] = origin.y; output[14] = origin.z; output[15] = 1.0f;
|
961
|
+
return output;
|
962
|
+
}
|
963
|
+
|
964
|
+
/**
|
965
|
+
* Convert a 4x4 Matrix object to a 16 element row-major float array.
|
966
|
+
*
|
967
|
+
* \include Matrix_toArray4x4.txt
|
968
|
+
*
|
969
|
+
* Returns a FloatArray struct to avoid dynamic memory allocation.
|
970
|
+
* @since 1.0
|
971
|
+
*/
|
972
|
+
FloatArray toArray4x4() const {
|
973
|
+
FloatArray output;
|
974
|
+
toArray4x4((float*)output);
|
975
|
+
return output;
|
976
|
+
}
|
977
|
+
|
978
|
+
/**
|
979
|
+
* Write the matrix to a string in a human readable format.
|
980
|
+
* @since 1.0
|
981
|
+
*/
|
982
|
+
std::string toString() const {
|
983
|
+
std::stringstream result;
|
984
|
+
result << "xBasis:" << xBasis.toString() << " yBasis:" << yBasis.toString()
|
985
|
+
<< " zBasis:" << zBasis.toString() << " origin:" << origin.toString();
|
986
|
+
return result.str();
|
987
|
+
}
|
988
|
+
|
989
|
+
/**
|
990
|
+
* Write the matrix to an output stream in a human readable format.
|
991
|
+
*
|
992
|
+
* \include Matrix_operator_stream.txt
|
993
|
+
*
|
994
|
+
* @since 1.0
|
995
|
+
*/
|
996
|
+
friend std::ostream& operator<<(std::ostream& out, const Matrix& matrix) {
|
997
|
+
return out << matrix.toString();
|
998
|
+
}
|
999
|
+
|
1000
|
+
/**
|
1001
|
+
* The rotation and scale factors for the x-axis.
|
1002
|
+
*
|
1003
|
+
* \include Matrix_xBasis.txt
|
1004
|
+
*
|
1005
|
+
* @since 1.0
|
1006
|
+
*/
|
1007
|
+
Vector xBasis;
|
1008
|
+
/**
|
1009
|
+
* The rotation and scale factors for the y-axis.
|
1010
|
+
*
|
1011
|
+
* \include Matrix_yBasis.txt
|
1012
|
+
*
|
1013
|
+
* @since 1.0
|
1014
|
+
*/
|
1015
|
+
Vector yBasis;
|
1016
|
+
/**
|
1017
|
+
* The rotation and scale factors for the z-axis.
|
1018
|
+
*
|
1019
|
+
* \include Matrix_zBasis.txt
|
1020
|
+
*
|
1021
|
+
* @since 1.0
|
1022
|
+
*/
|
1023
|
+
Vector zBasis;
|
1024
|
+
/**
|
1025
|
+
* The translation factors for all three axes.
|
1026
|
+
*
|
1027
|
+
* \include Matrix_origin.txt
|
1028
|
+
*
|
1029
|
+
* @since 1.0
|
1030
|
+
*/
|
1031
|
+
Vector origin;
|
1032
|
+
};
|
1033
|
+
|
1034
|
+
}; // namespace Leap
|
1035
|
+
|
1036
|
+
#endif // __LeapMath_h__
|