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); }
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); }