Hello,
for my master thesis I need the transformation of each hand/finger/tool including position and rotation to the leap motion controller.
The position is quite easy, because one can get the position out of the box from the Leap Motion SDK.
The rotation is the thing I stuck. For my work I need the rotation as quaternions. Another thing you need to know is I'm using the Leap Motion SDK for C++. During my research I found for example this post, which is quite the thing I want to have:
Anyway they are using Cinder in their solution. Is there anyway to get the quaternions without Cinder? Additionally in the last answer the method getBoneRotation
is introduced. In my research I determined this method isn't available in C++. Is this right? Is there any possibility to use this in C++?
Furthermore I found the provided method hand.basis()
. The explanation text says:
Note that converting the basis vectors directly into a quaternion representation is not mathematically valid. If you use quaternions, create them from the derived rotation matrix not directly from the bases.
What does this mean? And do you may have an example of how to calculate the quaternion out of the basis matrix?
I'm looking forward for your reply! Thanks