#include <LeapMath.h>
The Vector struct represents a three-component mathematical vector or point such as a direction or position in three-dimensional space.
The Leap software employs a right-handed Cartesian coordinate system. Values given are in units of real-world millimeters. The origin is centered at the center of the Leap device. The x- and z-axes lie in the horizontal plane, with the x-axis running parallel to the long edge of the device. The y-axis is vertical, with positive values increasing upwards (in contrast to the downward orientation of most computer graphics coordinate systems). The z-axis has positive values increasing away from the computer screen.
Public Attributes | |
float | x |
float | y |
float | z |
Public Member Functions | |
Vector () | |
Vector (float _x, float _y, float _z) | |
Vector (const Vector &vector) | |
float | magnitude () const |
float | magnitudeSquared () const |
float | distanceTo (const Vector &other) const |
float | angleTo (const Vector &other) const |
float | pitch () const |
float | yaw () const |
float | roll () const |
float | dot (const Vector &other) const |
Vector | cross (const Vector &other) const |
Vector | normalized () const |
Vector | operator- () const |
Vector | operator+ (const Vector &other) const |
Vector | operator- (const Vector &other) const |
Vector | operator* (float scalar) const |
Vector | operator/ (float scalar) const |
Vector & | operator+= (const Vector &other) |
Vector & | operator-= (const Vector &other) |
Vector & | operator*= (float scalar) |
Vector & | operator/= (float scalar) |
std::string | toString () const |
bool | operator== (const Vector &other) const |
bool | operator!= (const Vector &other) const |
bool | isValid () const |
float | operator[] (unsigned int index) const |
const float * | toFloatPointer () const |
template<typename Vector3Type > | |
const Vector3Type | toVector3 () const |
template<typename Vector4Type > | |
const Vector4Type | toVector4 (float w=0.0f) const |
Static Public Member Functions | |
static const Vector & | zero () |
static const Vector & | xAxis () |
static const Vector & | yAxis () |
static const Vector & | zAxis () |
static const Vector & | left () |
static const Vector & | right () |
static const Vector & | down () |
static const Vector & | up () |
static const Vector & | forward () |
static const Vector & | backward () |
Friends | |
Vector | operator* (float scalar, const Vector &vector) |
std::ostream & | operator<< (std::ostream &out, const Vector &vector) |
float Leap::Vector::x |
The horizontal component.
float Leap::Vector::y |
The vertical component.
float Leap::Vector::z |
The depth component.
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Creates a new Vector with all components set to zero.
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Creates a new Vector with the specified component values.
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The angle between this vector and the specified vector in radians.
The angle is measured in the plane formed by the two vectors. The angle returned is always the smaller of the two conjugate angles. Thus A.angleTo(B) == B.angleTo(A)
and is always a positive value less than or equal to pi radians (180 degrees).
If either vector has zero length, then this function returns zero.
other | A Vector object. |
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inlinestatic |
The unit vector pointing backward along the positive z-axis: (0, 0, 1)
The cross product of this vector and the specified vector.
The cross product is a vector orthogonal to both original vectors. It has a magnitude equal to the area of a parallelogram having the two vectors as sides. The direction of the returned vector is determined by the right-hand rule. Thus A.cross(B) == -B.cross(A).
other | A Vector object. |
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The dot product of this vector with another vector.
The dot product is the magnitude of the projection of this vector onto the specified vector.
other | A Vector object. |
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inlinestatic |
The unit vector pointing down along the negative y-axis: (0, -1, 0)
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The unit vector pointing forward along the negative z-axis: (0, 0, -1)
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Returns true if all of the vector's components are finite. If any component is NaN or infinite, then this returns false.
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The unit vector pointing left along the negative x-axis: (-1, 0, 0)
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The magnitude, or length, of this vector.
The magnitude is the L2 norm, or Euclidean distance between the origin and the point represented by the (x, y, z) components of this Vector object.
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The square of the magnitude, or length, of this vector.
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Compare Vector inequality component-wise.
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Multiply vector by a scalar.
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Multiply vector by a scalar and assign the product.
Add vectors component-wise and assign the sum.
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A copy of this vector pointing in the opposite direction.
Subtract vectors component-wise.
Subtract vectors component-wise and assign the difference.
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Divide vector by a scalar.
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Divide vector by a scalar and assign the quotient.
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Compare Vector equality component-wise.
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Index vector components numerically. Index 0 is x, index 1 is y, and index 2 is z.
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The pitch angle in radians.
Pitch is the angle between the negative z-axis and the projection of the vector onto the y-z plane. In other words, pitch represents rotation around the x-axis. If the vector points upward, the returned angle is between 0 and pi radians (180 degrees); if it points downward, the angle is between 0 and -pi radians.
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inlinestatic |
The unit vector pointing right along the positive x-axis: (1, 0, 0)
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The roll angle in radians.
Roll is the angle between the y-axis and the projection of the vector onto the x-y plane. In other words, roll represents rotation around the z-axis. If the vector points to the left of the y-axis, then the returned angle is between 0 and pi radians (180 degrees); if it points to the right, the angle is between 0 and -pi radians.
Use this function to get roll angle of the plane to which this vector is a normal. For example, if this vector represents the normal to the palm, then this function returns the tilt or roll of the palm plane compared to the horizontal (x-z) plane.
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Cast the vector to a float array.
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Returns a string containing this vector in a human readable format: (x, y, z).
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Convert a Leap::Vector to another 3-component Vector type.
The specified type must define a constructor that takes the x, y, and z components as separate parameters.
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Convert a Leap::Vector to another 4-component Vector type.
The specified type must define a constructor that takes the x, y, z, and w components as separate parameters. (The homogeneous coordinate, w, is set to zero by default, but you should typically set it to one for vectors representing a position.)
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inlinestatic |
The unit vector pointing up along the positive y-axis: (0, 1, 0)
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The x-axis unit vector: (1, 0, 0)
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The yaw angle in radians.
Yaw is the angle between the negative z-axis and the projection of the vector onto the x-z plane. In other words, yaw represents rotation around the y-axis. If the vector points to the right of the negative z-axis, then the returned angle is between 0 and pi radians (180 degrees); if it points to the left, the angle is between 0 and -pi radians.
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The y-axis unit vector: (0, 1, 0)
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The z-axis unit vector: (0, 0, 1)
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The zero vector: (0, 0, 0)
Multiply vector by a scalar on the left-hand side (C++ only).
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Writes the vector to the output stream using a human readable format: (x, y, z).