Beispiel #1
0
void LeapBrowser::updateCursorLocation()
{
	bool is_index_found = false;

	Frame frame = leap_controller.frame();	
	HandList hands = frame.hands();
	for( int h=0; h < hands.count(); h++ )
	{
		Hand hand = hands[h];
		FingerList fingers = hand.fingers();
		for( int f=0; f < fingers.count(); f++ )
		{
			Finger finger = fingers[f];
			if( finger.type() == Finger::Type::TYPE_INDEX )
			{
				is_index_found = true;

				Vector position = finger.tipPosition();
				cursor_location = math::position(position.x, position.y, position.z) * leap_transform;

				break;
			}
		}
		if( is_index_found )
		{
			break;
		}
	}

	if( !is_index_found )
	{
		cursor_location = math::position(0,0,0);
		is_cursor_located = false;
	}
	else
	{
		is_cursor_located = true;
	}
}
Beispiel #2
0
void Leap::LeapListener::onFrame( const Controller& controller )
{
	Frame frame = controller.frame();
	HandList hands = frame.hands();
	Leap::DirectionDetector::Direction direction;
	//bool handExtended;
	Hand leftHand;
	Hand rightHand;

	//jurik
	//takin just first gesture (gestures are defined for each finger)
	Gesture gesture = frame.gestures()[0];


	if ( arMode ) {
		for ( int i=0; i< hands.count(); ++i ) {
			if ( hands[i].isRight() ) {
				rightHand = hands[i];
			}
			else {
				leftHand = hands[i];
			}
		}
		leapActions->updateARHands( leftHand,rightHand );
	}
	else {
		for ( int i=0; i< hands.count(); ++i ) {
			if ( hands[i].isRight() ) {
				direction = Leap::DirectionDetector::getPalmDirection( hands[i] );
				//using cameramanipulator
				//leapActions->changeViewAngle( direction );
				//using pickhandler class
				leapActions->rotateAruco( direction );

				if ( gesture.type() == Gesture::TYPE_KEY_TAP ) {
					leapActions->scaleNodes( true );
				}
			}
			else {
				direction = Leap::DirectionDetector::getPalmDirection( hands[i] );
				//leapActions.changeViewAngle( direction );
				leapActions->scaleEdges( direction );
				if ( gesture.type() == Gesture::TYPE_KEY_TAP ) {
					leapActions->scaleNodes( false );
				}

				/*handExtended = Leap::FingerPositionDetector::isHandExtended( hands[i] );
				if ( handExtended ) {
					leapActions->startMovingForward();
				}
				else {
					leapActions->stopMovingForward();
				}*/
			}
		}
	}

	//std::cout << "id: " << frame.id();
	/*
	    const GestureList gestures = frame.gestures();
	      for (int g = 0; g < gestures.count(); ++g) {
	        Gesture gesture = gestures[g];

	        HandList hands = gesture.hands();
	        Hand firstHand = hands[0];

	        switch (gesture.type()) {
	          case Gesture::TYPE_CIRCLE:
	          {
				leapActions->zoomGraph(gesture);
	            break;
	          }
	          case Gesture::TYPE_SWIPE:
	          {
	            if(firstHand.isRight()){
					if(leapActions->isCameraMoving)
						leapActions->moveCamera(gesture);
	                else
					  leapActions->rotateGraph(gesture);
	            }
	            break;
	          }
	          case Gesture::TYPE_KEY_TAP:
	          {
	            if(firstHand.isLeft())
					leapActions->onKeyTap(gesture);
	            break;
	          }
	          case Gesture::TYPE_SCREEN_TAP:
	          {
				leapActions->onScreenTap(gesture);
	            break;
	          }
	          default:
	            qDebug() << "Unknown gesture type.";
	            break;
	        }
	      }*/


}
Beispiel #3
0
//metodo en bucle que actualiza la informacion de frecuencia, volumen y handsGl
void leapMotion::onFrame(const Controller& controller) {
	
	const Frame frame = controller.frame();

	int j = 0;
	float mejor = 1000;
	float mejorVol = 1000;
	int nada=-1000;
	Vector vNada = Vector(nada,nada,nada);
	Matrix mNada = Matrix(vNada,vNada,vNada);

	HandList hands = frame.hands();
	numManos = hands.count();

	for(int i=0; i<numManos; i++){
	
		palma[i] = hands[i].palmPosition();
		//anchuraPalmas[i] = hands[i].palmWidth();
		direccionMano[i] = hands[i].basis();

		float distVol=palma[i].y;

		if((palma[i].x/50)<-4 && (palma[i].x/50)>-7 && distVol<=mejorVol) mejorVol=distVol;
		
		//if(distVol<=mejorVol) mejorVol=distVol;

		for (int f = 0; f < hands[i].fingers().count(); f++) {
			Finger finger = hands[i].fingers()[f];
      
			for (int b = 0; b < 4; b++) {
				Bone bone = finger.bone(static_cast<Leap::Bone::Type>(b));
				handsGl[i*20+f*4+b]=bone.nextJoint();

				float dist=sqrt(pow(4.125-(handsGl[i*20+f*4+b].x/50),2)+pow((-0.75)-(handsGl[i*20+f*4+b].z/50),2));
				if(dist<=mejor) mejor=dist;

				centroHuesos[i*20+f*4+b]=bone.nextJoint();
				direccionHuesos[i*20+f*4+b]=bone.basis();
				longitudHuesos[i*20+f*4+b]=bone.length();
				anchuraHuesos[i*20+f*4+b]=bone.width()/2;
			}
		}
	}

	for(int i=numManos*20;i<40;i++) handsGl[i] = vNada;
	for(int i=numManos; i<2; i++) palma[i] = vNada;
	//for(int i=numManos; i<2; i++) anchuraPalmas[i] = 0;
	for(int i=numManos; i<2; i++) direccionMano[i] = mNada;
	for(int i=numManos*20; i<40; i++) direccionHuesos[i] = mNada;
	for(int i=numManos*20; i<40; i++) centroHuesos[i] = vNada;
	for(int i=numManos*20; i<40; i++) longitudHuesos[i] = 0;
	for(int i=numManos*20; i<40; i++) anchuraHuesos[i] = 0;

	if(mejor<=0.1) freq=7902.13; //se supone que al tocar la antena del theremin, se produce una frecuencia de sonido muy alta
	else if(mejor<=5){
		freq=4000*(1-mejor/5);
	}
	else freq=0;

	if(mejorVol>=250 && mejorVol<=350) volumen=1*((mejorVol-250)/100);
	else if(mejorVol<250) volumen=0;
	else volumen=1;
	
}
Beispiel #4
0
void LeapListener::onFrame(const Controller &controller){
	const Frame frame = controller.frame();
	HandList hands = frame.hands();

	std::vector<HandModel> myhands;
	BoneModel mybone;
	HandModel myhand;
	//printf("frame: %d\n", frame.id());
	float scale = 0.025;
	float disp = 3.5f;
	bool record = true;
	for (int i = 0; i < hands.count(); i++){
		FingerList fingers = hands[i].fingers();
		myhand.bones.clear();
		myhand.references.clear();

		Vector handPosition = hands[i].palmPosition();
		handPosition *= scale;
		handPosition.y -= disp;

		Vector wrist = hands[i].wristPosition();
		wrist *= scale;
		wrist.y -= disp;

		myhand.palmPosition = handPosition;
		myhand.palmNormal = hands[i].palmNormal();
		myhand.direction = hands[i].direction();

		for (int j = 0; j < fingers.count(); j++){
			Bone bone;
			Bone::Type boneType;

			Vector currentPosition = fingers[j].tipPosition();
			currentPosition *= scale;
			currentPosition.y -= disp;

			Vector lastPosition = m_lastFrame.finger(fingers[j].id()).tipPosition();
			lastPosition *= scale;
			lastPosition.y -= disp;

			Vector diff = currentPosition - lastPosition;

			//printf("%f, %f, %f\n", abs(diff.x), abs(diff.y), abs(diff.z));
			
			//if (abs(diff.x) > 0.2 || abs(diff.y) > 0.2 || abs(diff.z) > 0.2) record = false;
			if (abs(diff.x) < 0.0001 || abs(diff.y) < 0.0001 || abs(diff.z) < 0.0001) record = false;

			for (int k = 0; k < 4; k++){
				boneType = static_cast<Bone::Type>(k);
				bone = fingers[j].bone(boneType);

				if (fingers[j].type() == Finger::Type::TYPE_THUMB && k == 0) continue;

				Vector prevPos = bone.prevJoint();
				prevPos *= scale;
				prevPos.y -= disp;

				Vector nextPos = bone.nextJoint();
				nextPos *= scale;
				nextPos.y -= disp;

				mybone.direction = nextPos - prevPos;
				mybone.position = (prevPos + nextPos) / 2;
				mybone.prevJoint = prevPos;
				mybone.nextJoint = nextPos;
				mybone.length = bone.length() * scale;

				if (boneType == Bone::Type::TYPE_PROXIMAL){
					if (fingers[j].type() == Finger::Type::TYPE_THUMB){
						myhand.thumb = prevPos;
						//myhand.references.push_back(nextPos);
					}
					else{
						myhand.references.push_back(prevPos);
					}
				}
				
				myhand.bones.push_back(mybone);
			}
		}

		myhand.base = myhand.references[3] - myhand.references[0];
		Vector disp = myhand.base.normalized() * 0.3f;
		myhand.references[3] += disp;
		myhand.references[0] -= disp;

		//for (int i = 1; i < 5; i++){
		//	printf("%f\n", myhand.references[i - 1].distanceTo(myhand.references[i]));
		//}

		myhands.push_back(myhand);
	}

	if (record){
		m_hands.clear();
		for (int i = 0; i < myhands.size(); i++){
			m_hands.push_back(myhands[i]);
		}
	}

	m_lastFrame = frame;
}
Beispiel #5
0
void LeapInput::onFrame(const Controller& controller)
{
	Frame frame = controller.frame();
	HandList hands = frame.hands();
	this->hands = hands.count();
	if(hands.count() == 2)
	{
		Hand leftHand = hands.leftmost();
		Hand rightHand = hands.rightmost();
		leftHandY = leftHand.palmPosition().y;
		rightHandY = rightHand.palmPosition().y;
		leftFingers = leftHand.fingers().count();
		rightFingers = rightHand.fingers().count();

		float threshold = tanf(5* 3.141592f / 180.0f);
		float maxTan = tanf(45 * 3.141592f / 180.0f);
		if(leftHand.palmPosition().x != rightHand.palmPosition().x){
			float tanValue = fabs((leftHand.palmPosition().y - rightHand.palmPosition().y) / (leftHand.palmPosition().x - rightHand.palmPosition().x));
			if(tanValue > threshold){
				curve = tanValue  / maxTan;
				if(curve > 1)
					curve = 1;
			}else
				curve = 0;
		}else
			curve = 0;
	}
	else
	{
		leftHandY = rightHandY = 0;
	}

	boost = false;
	GestureList gestureList = frame.gestures();
	for(GestureList::const_iterator i = gestureList.begin(); i != gestureList.end(); ++i)
	{
		Gesture gesture = *i;
		if(gesture.state() != Gesture::State::STATE_INVALID)
		{
			switch(gesture.type())
			{
			case Gesture::Type::TYPE_SCREEN_TAP:
				boost = true;
				break;
			}
			
		}
	}

	back = false;
	if(hands.count() == 2 && leftFingers == 1 && rightFingers == 1 &&
		hands.leftmost().fingers()[0].direction().z > 0 &&
		hands.rightmost().fingers()[0].direction().z > 0)
	{
		back = true;
	}

	//accelGesture = brakeGesture = false;
	//GestureList gestureList = frame.gestures();
	//for(GestureList::const_iterator i = gestureList.begin(); i != gestureList.end(); ++i)
	//{
	//	Gesture gesture = *i;
	//	if(gesture.state() != Gesture::State::STATE_INVALID)
	//	{
	//		if(typeid(gesture) == typeid(MyGesture))
	//		{
	//			accelGesture = true;
	//		}
	//		
	//	}
	//}
}
Beispiel #6
0
void QTVS_Leap::HandLogic()
{
  //TODO: Fix this
  if (hands.count() == 1)
  {
    int iHandToFingerShift = hand.isLeft() ? 5 : 0;

    for (int iFingerCounter = iHandToFingerShift;
         iFingerCounter <= iHandToFingerShift + 4;
         iFingerCounter ++)
      QCoreApplication::postEvent(fingerTraces.at(iFingerCounter), new QHideEvent());

    iHandToFingerShift = hand.isLeft() ? 0 : 5;

if(ui.checkBox_ShowFingers->isChecked())
{
    for (int iFingerCounter = iHandToFingerShift;
         iFingerCounter <= iHandToFingerShift + 4;
         iFingerCounter ++)
      QCoreApplication::postEvent(fingerTraces.at(iFingerCounter), new QShowEvent());
}

  }
  else if (hands.isEmpty())
  {
    foreach (FingerTraceWindow * fTrace, fingerTraces)
      QCoreApplication::postEvent(fTrace, new QHideEvent());
    // QCoreApplication::postEvent(thumbTrace, new QHideEvent());
    // QCoreApplication::postEvent(indexTrace, new QHideEvent());
    // QCoreApplication::postEvent(middleTrace, new QHideEvent());
    // QCoreApplication::postEvent(ringTrace, new QHideEvent());
    // QCoreApplication::postEvent(pinkieTrace, new QHideEvent());
  }
  else
  {
    if(ui.checkBox_ShowFingers->isChecked())
    {
    foreach (FingerTraceWindow * fTrace, fingerTraces)
      QCoreApplication::postEvent(fTrace, new QShowEvent());      
    }
    // QCoreApplication::postEvent(thumbTrace, new QShowEvent());
    // QCoreApplication::postEvent(indexTrace, new QShowEvent());
    // QCoreApplication::postEvent(middleTrace, new QShowEvent());
    // QCoreApplication::postEvent(ringTrace, new QShowEvent());
    // QCoreApplication::postEvent(pinkieTrace, new QShowEvent());

  }

  for (HandList::const_iterator hl = hands.begin(); hl != hands.end(); ++hl) {
    // Get the first hand
    hand = *hl;

//TODO: Perhaps move this to gestures?
    if (ui.checkBox_Crunch->isChecked())
    {
      if (hands.count() == 2)
      {
        // we check if one hand's dragging and the other's closed
        if (hand.isLeft())
        {
          // if this hand is left, and the other hand (right) is dragging something..
          if (debugWindowDrag_Right.left != -1)
          {
            debugDisplayString = QString::number(hand.grabStrength());
            //pretty much closed
            if (hand.grabStrength() >= 0.7)
            {
              SendMessage(debugWindowHWND_Right, WM_SYSCOMMAND, SC_CLOSE, 0);
              // DestroyWindow();
            }
          }
        }
        else
        {
          // if this hand is left, and the other hand (right) is dragging something..
          if (debugWindowDrag_Left.left != -1)
          {
            //pretty much closed
            if (hand.grabStrength() >= 0.7)
            {
              // DestroyWindow(debugWindowHWND_Left);
              SendMessage(debugWindowHWND_Left, WM_SYSCOMMAND, SC_CLOSE, 0);
            }
          }
        }
      }
    }
    // std::string handType = hand.isLeft() ? "Left hand" : "Right hand";

    // std::cout << std::string(2, ' ') << handType << ", id: " << hand.id()
    //           << ", palm position: " << hand.palmPosition() << std::endl;
    // Get the hand's normal vector and direction
    const Vector normal = hand.palmNormal();
    const Vector direction = hand.direction();

    // Calculate the hand's pitch, roll, and yaw angles
    // debugDisplayString = QString(", palm position: " + QString(hand.palmPosition().toString().data() ));

    // debugDisplayString = QString::number(hand.palmPosition().x); //20
    // debugDisplayString.append("\n");
    // debugDisplayString.append(QString::number(hand.palmPosition().y)); // 5
    // debugDisplayString.append("\n");
    // debugDisplayString.append(QString::number(hand.palmPosition().z));
    // debugDisplayString.append("\n");
    // debugDisplayString.append("roll:" + QString::number(normal.roll()));
///--------------------------------------------------

    if (debug_extendedFingerCounter != 0 && ui.checkBox_palmMouse->isChecked())
      HandCursorPosition(hand.stabilizedPalmPosition());


    if (ui.checkBox_HandRollDrag->isChecked())
    {
      if (bDebug_HandRollDrag)
      {
        if (normal.roll() > 0.7)
        {
          bDebug_HandRollDrag = false;

          if (debug_extendedFingerCounter != 0)
            MouseKeyboardEmulation::MouseLeftClickDown();
        }
      }
    }
    if (!bDebug_HandRollDrag)
    {
      if (normal.roll() < 0.5)
      {
        bDebug_HandRollDrag = true;
        MouseKeyboardEmulation::MouseLeftClickUp();
      }
    }

///-----------------------------------------------

    debug_extendedFingerCounter = 0;
    foreach (Finger finger, fingers)
    {
      if (finger.isExtended())
        debug_extendedFingerCounter++;
    }

    // Fist Scrolling

    if (debug_extendedFingerCounter == 0 && ui.checkBox_palmScroll->isChecked())
    {

      if (fFistPositionY == 0)
        fFistPositionY = hand.palmPosition().y;


      if (hand.palmPosition().y > fFistPositionY + 10)
      {
        float fDifference = hand.palmPosition().y - fFistPositionY + 10;
        fDifference /= 10;
        MouseKeyboardEmulation::MouseWheelUp(fDifference);
      }
      else if (hand.palmPosition().y < fFistPositionY - 10)
      {
        float fDifference = abs(hand.palmPosition().y - fFistPositionY - 10);
        fDifference /= 10;
        MouseKeyboardEmulation::MouseWheelUp(-1 * fDifference);
      }

      //              debugDisplayString = QString::number(ThumbMiddleDifference_X); //20
      //    debugDisplayString.append("\n");
      //       debugDisplayString.append(QString::number(abs(middleFinger.stabilizedTipPosition().y - indexFinger.stabilizedTipPosition().y))); // 5
      //    debugDisplayString.append("\n");
      //       debugDisplayString.append(QString::number(debug_extendedFingerCounter));

      //works
      // if(direction.pitch() * RAD_TO_DEG > 30)
      // MouseKeyboardEmulation::MouseWheelUp((direction.pitch() * RAD_TO_DEG)/10);
      // if(direction.pitch() * RAD_TO_DEG < 30)
      // MouseKeyboardEmulation::MouseWheelDown(5);

    }
    else
    {

      if (fFistPositionY != 0)
        fFistPositionY = 0;
    }
    // std::cout << std::string(2, ' ') <<  "pitch: " << direction.pitch() * RAD_TO_DEG << " degrees, "
    //           << "roll: " << normal.roll() * RAD_TO_DEG << " degrees, "
    //           << "yaw: " << direction.yaw() * RAD_TO_DEG << " degrees" << std::endl;

    // Get the Arm bone
    Arm arm = hand.arm();
    // std::cout << std::string(2, ' ') <<  "Arm direction: " << arm.direction()
    //           << " wrist position: " << arm.wristPosition()
    //           << " elbow position: " << arm.elbowPosition() << std::endl;

    // Get fingers
    fingers = hand.fingers();
    FingerLogic(hand.isLeft() ? handLeft : handRight);

  }

}