Esempio n. 1
0
void ULeapSwipeGesture::SetGesture(const Leap::SwipeGesture &Gesture)
{
	//Super
	ULeapGesture::SetGesture(Gesture);

	Private->Gesture = Gesture;

	Direction = ConvertLeapToUE(Private->Gesture.direction());
	Position = ConvertAndScaleLeapToUE(Private->Gesture.position());
	Speed = ScaleLeapToUE(Private->Gesture.speed());
	StartPosition = ConvertAndScaleLeapToUE(Private->Gesture.startPosition());

	//Convenience
	BasicDirection = LeapBasicVectorDirection(Direction);
}
void ULeapBone::SetBone(const Leap::Bone &Bone)
{
	Private->Bone = Bone;

	Basis = ConvertLeapBasisMatrix(Private->Bone.basis());
	Center = ConvertAndScaleLeapToUE(Private->Bone.center());
	Direction = ConvertLeapToUE(Private->Bone.direction());
	//Orientation = FRotationMatrix::MakeFromZX(PalmNormal*-1.f, Direction).Rotator(); use GetOrientation()
	IsValid = Private->Bone.isValid();
	Length = ScaleLeapToUE(Private->Bone.length());
	NextJoint = ConvertAndScaleLeapToUE(Private->Bone.nextJoint());
	PrevJoint = ConvertAndScaleLeapToUE(Private->Bone.prevJoint());
	Type = ConvertBoneType(Private->Bone.type());
	Width = ScaleLeapToUE(Private->Bone.width());
}
void ULeapInteractionBox::SetInteractionBox(const Leap::InteractionBox &InteractionBox)
{
	Private->InteractionBox = InteractionBox;
	Center = ConvertAndScaleLeapToUE(Private->InteractionBox.center());
	Depth = Private->InteractionBox.depth();
	Height = Private->InteractionBox.height();
	IsValid = Private->InteractionBox.isValid();
	Width = Private->InteractionBox.width();
}
Esempio n. 4
0
void ULeapScreenTapGesture::SetGesture(const Leap::ScreenTapGesture &Gesture)
{
	//Super
	ULeapGesture::SetGesture(Gesture);

	Private->Gesture = Gesture;

	Direction = ConvertLeapToUE(Private->Gesture.direction());
	Position = ConvertAndScaleLeapToUE(Private->Gesture.position());
	Progress = Private->Gesture.progress();

	//Convenience
	BasicDirection = LeapBasicVectorDirection(Direction);
}
FVector ULeapInteractionBox::NormalizePoint(FVector Vector, bool Clamp) const
{
	Leap::Vector LeapVector = ConvertAndScaleUEToLeap(Vector);
	return (ConvertAndScaleLeapToUE(Private->InteractionBox.normalizePoint(LeapVector, Clamp)));
}