glm::vec3 HandData::worldVectorToLeapVector(const glm::vec3& worldVector) const { return glm::inverse(getBaseOrientation()) * worldVector / LEAP_UNIT_SCALE; }
glm::vec3 HandData::worldToLocalVector(const glm::vec3& worldVector) const { return glm::inverse(getBaseOrientation()) * worldVector / getBaseScale(); }