Methods:
The Vector struct represents a three-component mathematical vector or point such as a direction or position in three-dimensional space.
The Leap Motion 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 Motion Controller. 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 Functions
- Since
- 1.0
Public Static Functionsfloat angleTo(Vector other)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.
float angleInRadians = Vector.xAxis().angleTo(Vector.yAxis()); // angleInRadians = PI/2 (90 degrees)
- Return
- The angle between this vector and the specified vector in radians.
- Since
- 1.0
- Parameters
- other -
A Vector object.
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).
Vector crossProduct = thisVector.cross(thatVector);
- Return
- The cross product of this vector and the specified vector.
- Since
- 1.0
- Parameters
- other -
A Vector object.
float distanceTo(Vector other)The distance between the point represented by this Vector object and a point represented by the specified Vector object.
Vector aPoint = new Vector(10f, 0f, 0f); Vector origin = Vector.zero(); float distance = origin.distanceTo(aPoint); // distance = 10
- Return
- The distance from this point to the specified point.
- Since
- 1.0
- Parameters
- other -
A Vector object.
Vector divide(float scalar)float dot(Vector other)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.
float dotProduct = thisVector.dot(thatVector);
- Return
- The dot product of this vector and the specified vector.
- Since
- 1.0
- Parameters
- other -
A Vector object.
boolean equals(Vector other)Compare Vector equality component-wise.
boolean vectorsAreEqual = thisVector == thatVector;
- Since
- 1.0
float get(long index)Index vector components numerically.
Index 0 is x, index 1 is y, and index 2 is z.
float x = thisVector.get(0); float y = thisVector.get(1); float z = thisVector.get(2);
- Return
- The x, y, or z component of this Vector, if the specified index value is at least 0 and at most 2; otherwise, returns zero.
- Since
- 1.0
float getX()The horizontal component.
- Since
- 1.0
float getY()The vertical component.
- Since
- 1.0
float getZ()The depth component.
- Since
- 1.0
boolean isValid()Returns true if all of the vector’s components are finite.
If any component is NaN or infinite, then this returns false.
boolean vectorsIsValid = thisVector.isValid();
- Since
- 1.0
float magnitude()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.
float length = thisVector.magnitude();
- Return
- The length of this vector.
- Since
- 1.0
float magnitudeSquared()The square of the magnitude, or length, of this vector.
float lengthSquared = thisVector.magnitudeSquared();
- Return
- The square of the length of this vector.
- Since
- 1.0
Vector normalized()Vector opposite()float pitch()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.
float pitchInRadians = thisVector.pitch();
- Return
- The angle of this vector above or below the horizon (x-z plane).
- Since
- 1.0
float roll()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.
float rollInRadians = thatVector.roll();
- Return
- The angle of this vector to the right or left of the y-axis.
- Since
- 1.0
void setX(float value)The horizontal component.
- Since
- 1.0
void setY(float value)The vertical component.
- Since
- 1.0
void setZ(float value)The depth component.
- Since
- 1.0
Vector times(float scalar)String toString()Returns a string containing this vector in a human readable format: (x, y, z).
- Since
- 1.0
Vector()Creates a new Vector with all components set to zero.
- Since
- 1.0
Vector(float _x, float _y, float _z)Vector(Vector vector)float yaw()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.
float yawInRadians = thisVector.yaw();
- Return
- The angle of this vector to the right or left of the negative z-axis.
- Since
- 1.0