void HandController::drawHands() {
  glPushMatrix();
  glTranslatef(translation_);
  glScalef(scale_, scale_, scale_);
  
  Leap::Frame frame = controller_.frame();
  for (int h = 0; h < frame.hands().count(); ++h) {
    Leap::Hand hand = frame.hands()[h];
    
    for (int f = 0; f < hand.fingers().count(); ++f) {
      Leap::Finger finger = hand.fingers()[f];
      
      // Draw first joint inside hand.
      Leap::Bone mcp = finger.bone(Leap::Bone::Type::TYPE_METACARPAL);
      drawJoint(mcp.prevJoint());
      
      for (int b = 0; b < 4; ++b) {
        Leap::Bone bone = finger.bone(static_cast<Leap::Bone::Type>(b));
        drawJoint(bone.nextJoint());
        drawBone(bone);
      }
    }
  }
  
  glPopMatrix();
}
Beispiel #2
0
void Quickstart::onFrame(const Leap::Controller &controller) {
    // returns the most recent frame. older frames can be accessed by passing in 
    // a "history" parameter to retrieve an older frame, up to about 60
    // (exact number subject to change)
    const Leap::Frame frame = controller.frame();

    // do nothing unless hands are detected
    if (frame.hands().empty())
        return;
    
    // first detected hand
    const Leap::Hand firstHand = frame.hands()[0];
    // first pointable object (finger or tool)
    const Leap::PointableList pointables = firstHand.pointables();
    if (pointables.empty()) return;
    const Leap::Pointable firstPointable = pointables[0];
    
    // print velocity on the X axis
    cout << "Pointable X velocity: " << firstPointable.tipVelocity()[0] << endl;
    
    const Leap::FingerList fingers = firstHand.fingers();
    if (fingers.empty()) return;
    
    for (int i = 0; i < fingers.count(); i++) {
        const Leap::Finger finger = fingers[i];
        
        std::cout << "Detected finger " << i << " at position (" <<
            finger.tipPosition().x << ", " <<
            finger.tipPosition().y << ", " <<
            finger.tipPosition().z << ")" << std::endl;
    }
}
// This experimental mode sends chat messages into SL on a back channel for LSL scripts
// to intercept with a listen() event.   This is experimental and not sustainable for
// a production feature ... many avatars using this would flood the chat system and
// hurt server performance.   Depending on how useful this proves to be, a better
// mechanism should be designed to stream data from the viewer into SL scripts.
void LLLMImpl::modeStreamDataToSL(Leap::HandList & hands)
{
	S32 numHands = hands.count();
	if (numHands == 1 &&
		mChatMsgTimer.checkExpirationAndReset(LLLEAP_CHAT_MSG_INTERVAL))
	{
		// Get the first (and only) hand
		Leap::Hand hand = hands[0];

		Leap::Vector palm_pos = hand.palmPosition();
		Leap::Vector palm_normal = hand.palmNormal();

		F32 ball_radius = (F32) hand.sphereRadius();
		Leap::Vector ball_center = hand.sphereCenter();

		// Chat message looks like "/2343 LM1,<palm pos>,<palm normal>,<sphere center>,<sphere radius>"
		LLVector3 vec;
		std::stringstream status_chat_msg;
		status_chat_msg << "/2343 LM,";
		status_chat_msg << "<" << palm_pos.x << "," << palm_pos.y << "," << palm_pos.z << ">,";
		status_chat_msg << "<" << palm_normal.x << "," << palm_normal.y << "," << palm_normal.z << ">,";
		status_chat_msg << "<" << ball_center.x << "," << ball_center.y << "," << ball_center.z << ">," << ball_radius;

		FSNearbyChat::instance().sendChatFromViewer(status_chat_msg.str(), CHAT_TYPE_SHOUT, FALSE);
	}
}
Beispiel #4
0
		/**
		  Returns
		  1 if abs(xvel) <= 1/2 abs(yvel)
		  0 otherwise
		*/
		virtual int evaluate(const Leap::Frame &frame,
				const std::string& nodeid) {
			Leap::Hand h = frame.hand(0);
			if (h.isValid()) {
				Leap::Vector vel = h.palmVelocity();
				return (abs(vel.x) <= 0.5 * abs(vel.y))
						? 1 : 0;
			} else
				return 0;
		}
fdata get_finger_positions()
{
    Leap::Frame frame = control.frame();
    Leap::FingerList fingers = frame.fingers();
    Leap::ToolList tools = frame.tools();
    Leap::HandList hands = frame.hands();

    //std::vector<std::pair<cl_float4, int>> positions;

    fdata hand_data;


    int p = 0;

    for(int i=0; i<40; i++)
    {
        hand_data.fingers[i] = 0.0f;
    }

    ///will explode if more than 2
    for(int i=0; i<hands.count(); i++)
    {
        const Leap::Hand hand = hands[i];
        Leap::FingerList h_fingers = hand.fingers();

        float grab_strength = hand.grabStrength();

        hand_data.grab_confidence[i] = grab_strength;

        for(int j=0; j<h_fingers.count(); j++)
        {
            const Leap::Finger finger = h_fingers[j];

            float mfingerposx = finger.tipPosition().x;
            float mfingerposy = finger.tipPosition().y;
            float mfingerposz = finger.tipPosition().z;

            //cl_float4 ps = {mfingerposx, mfingerposy, mfingerposz, 0.0f};
            //cl_float4 ps = {mfingerposx, mfingerposy, mfingerposz, 0.0f};

            int id = finger.id();

            hand_data.fingers[p++] = mfingerposx;
            hand_data.fingers[p++] = mfingerposy;
            hand_data.fingers[p++] = mfingerposz;
            hand_data.fingers[p++] = 0.0f;

            //positions.push_back(std::pair<cl_float4, int>(ps, id));

        }
    }

    return hand_data;
}
Beispiel #6
0
bool handForId(int32 checkId, Leap::HandList hands, Leap::Hand& returnHand)
{
	for (int i = 0; i < hands.count(); i++)
	{
		Leap::Hand hand = hands[i];
		if (checkId == hand.id()){
			returnHand = hand;
			return true;
		}
	}
	return false;
}
bool FLeapMotionInputDevice::HandForId(int32 CheckId, Leap::HandList Hands, Leap::Hand& ReturnHand)
{
	for (int i = 0; i < Hands.count(); i++)
	{
		Leap::Hand Hand = Hands[i];
		if (CheckId == Hand.id())
		{
			ReturnHand = Hand;
			return true;
		}
	}
	return false;
}
    virtual void onFrame        (const Leap::Controller&)
    {
        const Leap::Frame frame(m_Controller.frame(0));
        const Leap::Hand hand(frame.hands().rightmost());
        if (!hand.isValid())
        {
            m_LastNormalizedPos.reset();
            return;
        }

        const Leap::Vector pos(hand.palmPosition());
        m_LastNormalizedPos = frame.interactionBox().normalizePoint(pos);
    }
void jester::LeapMotionImpl::processHand(Leap::Hand hand, LeapHand whichHand) {
	Bone::JointId toSet = (whichHand == LeapHand::LEFT ? Bone::JointId::WRIST_L : Bone::JointId::WRIST_R);
	Bone::BoneId firstFinger = (whichHand == LeapHand::LEFT ? Bone::BoneId::PHALANX_L_1 : Bone::BoneId::PHALANX_R_1);
	JointFusionData wristData;

	wristData.confidence = LeapConfidence;
	wristData.position = glm::vec3(hand.palmPosition()[0] / LeapMeasurmentScalingFactor,
			hand.palmPosition()[1] / LeapMeasurmentScalingFactor,
			hand.palmPosition()[2] / LeapMeasurmentScalingFactor);
	wristData.id = toSet;

	kJointData.insert(std::pair<Bone::JointId, JointFusionData>(toSet, wristData));

	processFingers(hand, firstFinger, whichHand);
}
int StateKen::eventShake(StateContext& context, const Leap::Controller& controller)
{
    std::cout << "けん\n" << std::endl;
    
    const Leap::Frame frame = controller.frame();
    const Leap::Hand hand = frame.hands()[0];
    
    Leap::Vector position = hand.palmPosition();
    
    JankenApp::getInstance()->setShakeStartPosition(position);
    
    int ret = context.changeState(StatePon::getInstance());
    
    return ret;
}
Beispiel #11
0
void eleap::eleap_t::impl_t::onFrame(const Leap::Controller& controller)
{
    const Leap::Frame frame = controller.frame();
    if (frame.isValid())
    {
        // send the known hands in this frame, this will handle hands coming and going
        const Leap::HandList hands = frame.hands();
        {
            unsigned long long time_encoded = (0&0xffffffff)<<8 | (DATA_KNOWN_HANDS&0xff);

            float *f;
            unsigned char *dp;
            piw::data_nb_t d = ctx_.allocate_host(time_encoded,INT32_MAX,INT32_MIN,0,BCTVTYPE_INT,sizeof(int32_t),&dp,hands.count(),&f);
            memset(f,0,hands.count()*sizeof(int32_t));
            *dp = 0;

            for(int i = 0; i < hands.count(); ++i)
            {
                const Leap::Hand hand = hands[i];
                if(hand.isValid() && hand.fingers().count() > 1)
                {
                    ((int32_t *)f)[i] = hand.id();
                }
            }
            enqueue_fast(d,1);
        }
        
        // handle the actual data for the detected hands
        for(int i = 0; i < hands.count(); ++i)
        {
            const Leap::Hand hand = hands[i];
            if(hand.isValid() && hand.fingers().count() > 1)
            {
                unsigned long long time_encoded = (hand.id()&0xffffffff)<<8 | (DATA_PALM_POSITION&0xff);

                const Leap::Vector palm_pos = hand.palmPosition();

                float *f;
                unsigned char *dp;
                piw::data_nb_t d = ctx_.allocate_host(time_encoded,600,-600,0,BCTVTYPE_FLOAT,sizeof(float),&dp,3,&f);
                memset(f,0,3*sizeof(float));
                *dp = 0;

                f[0] = piw::normalise(600,-600,0,palm_pos.x);
                f[1] = piw::normalise(600,-600,0,palm_pos.y);
                f[2] = piw::normalise(600,-600,0,palm_pos.z);

                enqueue_fast(d,1);
            }
        }
    }
}
Beispiel #12
0
void convertHandRotation(const Leap::Hand& hand, MatrixF& outRotation)
{
   // We need to convert from Motion coordinates to
   // Torque coordinates.  The conversion is:
   //
   // Motion                       Torque
   // a b c         a  b  c        a -c  b
   // d e f   -->  -g -h -i  -->  -g  i -h
   // g h i         d  e  f        d -f  e
   const Leap::Vector& handToFingers = hand.direction();
   Leap::Vector handFront = -handToFingers;
   const Leap::Vector& handDown = hand.palmNormal();
   Leap::Vector handUp = -handDown;
   Leap::Vector handRight = handUp.cross(handFront);

   outRotation.setColumn(0, Point4F(  handRight.x, -handRight.z,  handRight.y,  0.0f));
   outRotation.setColumn(1, Point4F( -handFront.x,  handFront.z, -handFront.y,  0.0f));
   outRotation.setColumn(2, Point4F(  handUp.x,    -handUp.z,     handUp.y,     0.0f));
   outRotation.setPosition(Point3F::Zero);
}
Beispiel #13
0
void LeapListener::onFrame(const Controller& controller) {
	const Frame frame = controller.frame();
	static int64_t lastFrameID = 0;

	if(frame.id() < lastFrameID+10)
		return;

	Leap::HandList hands = frame.hands();
	Leap::Hand hand = hands[0];

	if(hand.isValid()) {
		float pitch = hand.direction().pitch();
		float yaw = hand.direction().yaw();
		float roll = hand.palmNormal().roll();
		float height = hand.palmPosition().y;

		std::cout << "Pitch: " << RAD_TO_DEG*pitch << " Yaw: " << RAD_TO_DEG*yaw << " Roll: " << RAD_TO_DEG*roll << " Height: " << height << " Frame: " << frame.id() << std::endl;

// 		switch(gest.type()) {
// 			case Gesture::TYPE_CIRCLE:
// 				std::cout << "Takeoff" << std::endl;
// 				if (jakopter_takeoff() < 0)
// 					return;
// 				break;
// 			case Gesture::TYPE_SWIPE:
// 				std::cout << "Land" << std::endl;
// 				if (jakopter_land() < 0)
// 					return;
// 				break;
// 			default:
// 				break;
// 		}

		char c = 's';

		if (height > 300)
			c = 'u';
		else if(height < 75)
			c = 'k';
		else if (height < 150)
			c = 'd';


		if (roll > 0.7)
			c = 'l';
		else if (roll < -0.7)
			c = 'r';

		if (pitch > 0.7)
			c = 'b';
		else if (pitch < -0.7)
			c = 'f';

		FILE *cmd = fopen(CMDFILENAME,"w");
		fprintf(cmd, "%c\n", c);
		fclose(cmd);
	}

	lastFrameID = frame.id();
}
Beispiel #14
0
void BallGesture::recognizedControls(const Leap::Controller &controller, std::vector<ControlPtr> &controls) {
    Leap::Frame frame = controller.frame();
    
    // hands detected?
    if (frame.hands().isEmpty())
        return;
                
    for (int i = 0; i < frame.hands().count(); i++) {
        // gonna assume the user only has two hands. sometimes leap thinks otherwise.
        if (i > 1) break;
        
        Leap::Hand hand = frame.hands()[i];
        double radius = hand.sphereRadius(); // in mm

        if (! radius)
            continue;
                
        BallRadiusPtr bc = make_shared<BallRadius>(radius, i);
        ControlPtr cptr = dynamic_pointer_cast<Control>(bc);
        
        controls.push_back(cptr);
    }
}
void MenuController::leapMenuClosed(const Leap::Controller& controller, const Leap::Frame& frame)
{
	Leap::GestureList gestures = frame.gestures();
	for (const Leap::Gesture& g : gestures) {
		if (g.type() == Leap::Gesture::TYPE_CIRCLE) {
			Leap::CircleGesture circle(g);

			bool xyPlane = abs(circle.normal().dot(Leap::Vector(0, 0, 1))) > 0.8f;
			if (circle.progress() > 1.0f && xyPlane && circle.radius() > 35.0f) {


				Leap::Hand hand = circle.hands().frontmost();
				Leap::FingerList fingers = hand.fingers();

				if (fingers[1].isValid()) {
					pointer_ = fingers[1];
				} else if (fingers[2].isValid()) {
					pointer_ = fingers[2];
				}

				
				bool main = pointer_.isValid() && fingers.extended().count() <= 2;

				bool secondary = fingers[Leap::Finger::TYPE_INDEX].isExtended() &&
					fingers[Leap::Finger::TYPE_THUMB].isExtended() &&
					fingers[Leap::Finger::TYPE_MIDDLE].isExtended() && fingers.extended().count() == 3;

				if (main) {
					leap_state_ = LeapState::triggered_main;
				} else if (secondary && MainController::getInstance().focusLayer() && MainController::getInstance().focusLayer()->contextMenu()) {
					leap_state_ = LeapState::triggered_context;
				}
			}
		}
	}
}
// This controller mode just dumps out a bunch of the Leap Motion device data, which can then be
// analyzed for other use.
void LLLMImpl::modeDumpDebugInfo(Leap::HandList & hands)
{
	S32 numHands = hands.count();		
	if (numHands == 1)
	{
		// Get the first hand
		Leap::Hand hand = hands[0];

		// Check if the hand has any fingers
		Leap::FingerList finger_list = hand.fingers();
		S32 num_fingers = finger_list.count();

		if (num_fingers >= 1) 
		{	// Calculate the hand's average finger tip position
			Leap::Vector pos(0, 0, 0);
			Leap::Vector direction(0, 0, 0);
			for (size_t i = 0; i < num_fingers; ++i) 
			{
				Leap::Finger finger = finger_list[i];
				pos += finger.tipPosition();
				direction += finger.direction();

				// Lots of log spam
				LL_INFOS("LeapMotion") << "Finger " << i << " string is " << finger.toString() << LL_ENDL;
			}
			pos = Leap::Vector(pos.x/num_fingers, pos.y/num_fingers, pos.z/num_fingers);
			direction = Leap::Vector(direction.x/num_fingers, direction.y/num_fingers, direction.z/num_fingers);

			LL_INFOS("LeapMotion") << "Hand has " << num_fingers << " fingers with average tip position"
				<< " (" << pos.x << ", " << pos.y << ", " << pos.z << ")" 
				<< " direction (" << direction.x << ", " << direction.y << ", " << direction.z << ")" 
				<< LL_ENDL;

		}

		Leap::Vector palm_pos = hand.palmPosition();
		Leap::Vector palm_normal = hand.palmNormal();
		LL_INFOS("LeapMotion") << "Palm pos " << palm_pos.x
			<< ", " <<  palm_pos.y
			<< ", " <<  palm_pos.z
			<< ".   Normal: " << palm_normal.x
			<< ", " << palm_normal.y
			<< ", " << palm_normal.z
			<< LL_ENDL;

		F32 ball_radius = (F32) hand.sphereRadius();
		Leap::Vector ball_center = hand.sphereCenter();
		LL_INFOS("LeapMotion") << "Ball pos " << ball_center.x
			<< ", " << ball_center.y
			<< ", " << ball_center.z
			<< ", radius " << ball_radius
			<< LL_ENDL;
	}	// dump_out_data
}
void LeapMotionListener::onFrame(const Leap::Controller & controller)
{
    const Leap::Frame frame = controller.frame();

    Leap::HandList hands = frame.hands();
    for (Leap::HandList::const_iterator hl = hands.begin(); hl!=hands.end();hl++)
    {
        const Leap::Hand hand = *hl;
        QString handType = hand.isLeft() ? "Left hand" : "Right hand";
        qDebug()<<handType<<"id: "<<hand.id()<<"palm position: "
               <<hand.palmPosition().x<<hand.palmPosition().y<<hand.palmPosition().z;

        QFile f("share.dat");
        if(!f.open(QIODevice::WriteOnly | QIODevice::Text))
            return;
        QTextStream out(&f);
        out<<QString("%1 %2 %3").arg(hand.palmPosition().x)
          .arg(hand.palmPosition().y).arg(hand.palmPosition().z);

        f.close();

    }

}
Beispiel #18
0
void LeapListener::onFrame(const Controller& controller) {
    const Frame frame = controller.frame();
    Leap::HandList hands = frame.hands();
    Leap::Hand hand = hands[0];

    if(hand.isValid()){
        leapData.pitch = hand.direction().pitch();
        leapData.yaw = hand.direction().yaw();
        leapData.roll = hand.palmNormal().roll();
        leapData.height = hand.palmPosition().y;


        std::cout << "Frame id: " << frame.id()
              << ", timestamp: " << frame.timestamp()
              << ", height: " << leapData.height
              << ", pitch: " << RAD_TO_DEG * leapData.pitch
              << ", yaw: " << RAD_TO_DEG * leapData.yaw
              << ", roll: " << RAD_TO_DEG * leapData.roll << std::endl;
    }
}
// This mode tries to move the avatar and camera in Second Life.   It's pretty rough and needs a lot of work
void LLLMImpl::modeMoveAndCamTest1(Leap::HandList & hands)
{
	S32 numHands = hands.count();		
	if (numHands == 1)
	{
		// Get the first hand
		Leap::Hand hand = hands[0];

		// Check if the hand has any fingers
		Leap::FingerList finger_list = hand.fingers();
		S32 num_fingers = finger_list.count();

		F32 orbit_rate = 0.f;

		Leap::Vector pos(0, 0, 0);
		for (size_t i = 0; i < num_fingers; ++i) 
		{
			Leap::Finger finger = finger_list[i];
			pos += finger.tipPosition();
		}
		pos = Leap::Vector(pos.x/num_fingers, pos.y/num_fingers, pos.z/num_fingers);

		if (num_fingers == 1)
		{	// 1 finger - move avatar
			if (pos.x < -LM_DEAD_ZONE)
			{	// Move left
				gAgent.moveLeftNudge(1.f);
			}
			else if (pos.x > LM_DEAD_ZONE)
			{
				gAgent.moveLeftNudge(-1.f);
			}
			
			/*
			if (pos.z < -LM_DEAD_ZONE)
			{
				gAgent.moveAtNudge(1.f);
			}
			else if (pos.z > LM_DEAD_ZONE)
			{	
				gAgent.moveAtNudge(-1.f);
			} */

			if (pos.y < -LM_DEAD_ZONE)
			{
				gAgent.moveYaw(-1.f);
			}
			else if (pos.y > LM_DEAD_ZONE)
			{
				gAgent.moveYaw(1.f);
			}
		}	// end 1 finger
		else if (num_fingers == 2)
		{	// 2 fingers - move camera around
			// X values run from about -170 to +170
			if (pos.x < -LM_DEAD_ZONE)
			{	// Camera rotate left
				gAgentCamera.unlockView();
				orbit_rate = (llabs(pos.x) - LM_DEAD_ZONE) / LM_ORBIT_RATE_FACTOR;
				gAgentCamera.setOrbitLeftKey(orbit_rate);
			}
			else if (pos.x > LM_DEAD_ZONE)
			{
				gAgentCamera.unlockView();
				orbit_rate = (pos.x - LM_DEAD_ZONE) / LM_ORBIT_RATE_FACTOR;
				gAgentCamera.setOrbitRightKey(orbit_rate);
			}
			if (pos.z < -LM_DEAD_ZONE)
			{	// Camera zoom in
				gAgentCamera.unlockView();
				orbit_rate = (llabs(pos.z) - LM_DEAD_ZONE) / LM_ORBIT_RATE_FACTOR;
				gAgentCamera.setOrbitInKey(orbit_rate);
			}
			else if (pos.z > LM_DEAD_ZONE)
			{	// Camera zoom out
				gAgentCamera.unlockView();
				orbit_rate = (pos.z - LM_DEAD_ZONE) / LM_ORBIT_RATE_FACTOR;
				gAgentCamera.setOrbitOutKey(orbit_rate);
			}

			if (pos.y < -LM_DEAD_ZONE)
			{	// Camera zoom in
				gAgentCamera.unlockView();
				orbit_rate = (llabs(pos.y) - LM_DEAD_ZONE) / LM_ORBIT_RATE_FACTOR;
				gAgentCamera.setOrbitUpKey(orbit_rate);
			}
			else if (pos.y > LM_DEAD_ZONE)
			{	// Camera zoom out
				gAgentCamera.unlockView();
				orbit_rate = (pos.y - LM_DEAD_ZONE) / LM_ORBIT_RATE_FACTOR;
				gAgentCamera.setOrbitDownKey(orbit_rate);
			}
		}	// end 2 finger
	}
}
// This mode tries to detect simple hand motion and either triggers an avatar gesture or 
// sends a chat message into SL in response.   It is very rough, hard-coded for detecting 
// a hand wave (a SL gesture) or the wiggling-thumb gun trigger (a chat message sent to a
// special version of the popgun).
void LLLMImpl::modeGestureDetection1(Leap::HandList & hands)
{
	static S32 trigger_direction = -1;

	S32 numHands = hands.count();
	if (numHands == 1)
	{
		// Get the first hand
		Leap::Hand hand = hands[0];

		// Check if the hand has any fingers
		Leap::FingerList finger_list = hand.fingers();
		S32 num_fingers = finger_list.count();
		static S32 last_num_fingers = 0;

		if (num_fingers == 1)
		{	// One finger ... possibly reset the 
			Leap::Finger finger = finger_list[0];
			Leap::Vector finger_dir = finger.direction();

			// Negative Z is into the screen - check that it's the largest component
			S32 abs_z_dir = llabs(finger_dir.z);
			if (finger_dir.z < -0.5 &&
				abs_z_dir > llabs(finger_dir.x) &&
				abs_z_dir > llabs(finger_dir.y))
			{
				Leap::Vector finger_pos = finger.tipPosition();
				Leap::Vector finger_vel = finger.tipVelocity(); 
				LL_INFOS("LeapMotion") << "finger direction is " << finger_dir.x << ", " << finger_dir.y << ", " << finger_dir.z
					<< ", position " << finger_pos.x << ", " << finger_pos.y << ", " << finger_pos.z 
					<< ", velocity " << finger_vel.x << ", " << finger_vel.y << ", " << finger_vel.z 
					<< LL_ENDL;
			}

			if (trigger_direction != -1)
			{
				LL_INFOS("LeapMotion") << "Reset trigger_direction - one finger" << LL_ENDL;
				trigger_direction = -1;
			}
		}
		else if (num_fingers == 2)
		{
			Leap::Finger barrel_finger = finger_list[0];
			Leap::Vector barrel_finger_dir = barrel_finger.direction();

			// Negative Z is into the screen - check that it's the largest component
			F32 abs_z_dir = llabs(barrel_finger_dir.z);
			if (barrel_finger_dir.z < -0.5f &&
				abs_z_dir > llabs(barrel_finger_dir.x) &&
				abs_z_dir > llabs(barrel_finger_dir.y))
			{
				Leap::Finger thumb_finger = finger_list[1];
				Leap::Vector thumb_finger_dir = thumb_finger.direction();
				Leap::Vector thumb_finger_pos = thumb_finger.tipPosition();
				Leap::Vector thumb_finger_vel = thumb_finger.tipVelocity();

				if ((thumb_finger_dir.x < barrel_finger_dir.x) )
				{	// Trigger gunfire
					if (trigger_direction < 0 &&		// Haven't fired
						thumb_finger_vel.x > 50.f &&	// Moving into screen
						thumb_finger_vel.z < -50.f &&
						mChatMsgTimer.checkExpirationAndReset(LLLEAP_CHAT_MSG_INTERVAL))
					{
						// Chat message looks like "/2343 LM2 gunfire"
						std::string gesture_chat_msg("/2343 LM2 gunfire");
						//LLNearbyChatBar::sendChatFromViewer(gesture_chat_msg, CHAT_TYPE_SHOUT, FALSE);
						trigger_direction = 1;
						LL_INFOS("LeapMotion") << "Sent gunfire chat" << LL_ENDL;
					}
					else if (trigger_direction > 0 &&	// Have fired, need to pull thumb back
						thumb_finger_vel.x < -50.f &&
						thumb_finger_vel.z > 50.f)		// Moving out of screen
					{
						trigger_direction = -1;
						LL_INFOS("LeapMotion") << "Reset trigger_direction" << LL_ENDL;
					}
				}
			}
			else if (trigger_direction != -1)
			{
				LL_INFOS("LeapMotion") << "Reset trigger_direction - hand pos" << LL_ENDL;
				trigger_direction = -1;
			}
		}
		else if (num_fingers == 5 &&
			num_fingers == last_num_fingers)
		{
			if (mGestureTimer.checkExpirationAndReset(LLLEAP_GESTURE_INTERVAL))
			{
				// figure out a gesture to trigger
				std::string gestureString("/overhere");
				LLGestureMgr::instance().triggerAndReviseString( gestureString );
			}
		}
		
		last_num_fingers = num_fingers;
	}
}
Beispiel #21
0
//--------------------------------------------------------------
void testApp::update(){
    Leap::Vector pNormal;
    
    Leap::Frame frame = leapController.frame();
    Leap::HandList hands = frame.hands();
    
    Leap::Vector pt0;
    Leap::Vector pt1;
    
    if (!hands.isEmpty()) {
        fingerPos.clear();
        sphereSize.clear();
        sphereNorm.clear();
        spherePos.clear();
        //ofLogNotice("hand detected");
        
        //----------------------------------- data collection -------------------------------------------------------------
        
        for (int i = 0; i<hands.count(); i++) {
            if (i>1) break;
            Leap::Hand tempHand = hands[i];
            Leap::FingerList tempfinger = tempHand.fingers();
            for (int j = 0; j <= tempfinger.count(); j++) {
                ofVec3f pt;
                Leap::Finger finger = hands[i].fingers()[j];
                Leap::Vector tempPT=finger.tipPosition();
                pt.x=tempPT.x;pt.y=tempPT.y;pt.z=tempPT.z;
                fingerPos.push_back(pt);
            }
            pt0 = tempHand.palmNormal();
            Leap::Vector center = tempHand.sphereCenter();
            ofVec3f sp; sp.x = center.x; sp.y = center.y; sp.z = center.z;
            float r = tempHand.sphereRadius();
            spherePos.push_back(sp);
            sphereSize.push_back(r);
            sphereNorm.push_back(pt0);
            ofLogNotice("hand " +ofToString(i) + "normal", ofToString(pt0.x) + " " + ofToString(pt0.y) + " " + ofToString(pt0.z));
            ofLogNotice("hand " + ofToString(i) + "center ", ofToString(sp.x) + " " + ofToString(sp.y) + " " + ofToString(sp.z));
            
        }
        
        //---------------------------------- state machine ------------------------------------------------------------------
        if(phase1==true && phase2 == false && phase3==false && phase4 == false && phase5==false && phase6 == false && phase7 == false && (!fingerPos.empty()))
        {
            phase2 = true;
            state = 1;
        }
        
        if (phase2 == true && (sphereNorm.size()>=2)) {
            pt0 = sphereNorm[0];
            pt1 = sphereNorm[1];
            if (abs(abs(pt0.x)-abs(pt1.x))<0.04 && abs(abs(pt0.y)-abs(pt1.y))<0.04) {
                phase3 = true;
                phase2 = false;
            }
        }
        
        
        
    }
//    ofLogNotice("phase1: ", ofToString(phase1));
//    ofLogNotice("phase2: ", ofToString(phase2));
//    ofLogNotice("phase3: ", ofToString(phase3));
//    ofLogNotice("phase4: ", ofToString(phase4));
//    ofLogNotice("phase5: ", ofToString(phase5));
//    ofLogNotice("phase6: ", ofToString(phase6));
//    ofLogNotice("phase7: ", ofToString(phase7));
    
    oldFrame = frame;
    preId = frame.id();
    
    
}
// This controller mode is used to fly the avatar, going up, down, forward and turning.
void LLLMImpl::modeFlyingControlTest(Leap::HandList & hands)
{
	static S32 sLMFlyingHysteresis = 0;

	S32 numHands = hands.count();		
	BOOL agent_is_flying = gAgent.getFlying();

	if (numHands == 0
		&& agent_is_flying
		&& sLMFlyingHysteresis > 0)
	{
		sLMFlyingHysteresis--;
		if (sLMFlyingHysteresis == 0)
		{
			LL_INFOS("LeapMotion") << "LM stop flying - look ma, no hands!" << LL_ENDL;
			gAgent.setFlying(FALSE);
		}
	}
	else if (numHands == 1)
	{
		// Get the first hand
		Leap::Hand hand = hands[0];

		// Check if the hand has any fingers
		Leap::FingerList finger_list = hand.fingers();
		S32 num_fingers = finger_list.count();

		Leap::Vector palm_pos = hand.palmPosition();
		Leap::Vector palm_normal = hand.palmNormal();

		F32 ball_radius = (F32) hand.sphereRadius();
		Leap::Vector ball_center = hand.sphereCenter();

		// Number of fingers controls flying on / off
		if (num_fingers == 0 &&			// To do - add hysteresis or data smoothing?
			agent_is_flying)
		{
			if (sLMFlyingHysteresis > 0)
			{
				sLMFlyingHysteresis--;
			}
			else
			{
				LL_INFOS("LeapMotion") << "LM stop flying" << LL_ENDL;
				gAgent.setFlying(FALSE);
			}
		}
		else if (num_fingers > 2 && 
				!agent_is_flying)
		{
			LL_INFOS("LeapMotion") << "LM start flying" << LL_ENDL;
			gAgent.setFlying(TRUE);
			sLMFlyingHysteresis = 5;
		}

		// Radius of ball controls forward motion
		if (agent_is_flying)
		{

			if (ball_radius > 110.f)
			{	// Open hand, move fast
				gAgent.setControlFlags(AGENT_CONTROL_AT_POS | AGENT_CONTROL_FAST_AT);
			}
			else if (ball_radius > 85.f)
			{	// Partially open, move slow
				gAgent.setControlFlags(AGENT_CONTROL_AT_POS);
			}
			else
			{	// Closed - stop
				gAgent.clearControlFlags(AGENT_CONTROL_AT_POS);
			}

			// Height of palm controls moving up and down
			if (palm_pos.y > 260.f)
			{	// Go up fast
				gAgent.setControlFlags(AGENT_CONTROL_UP_POS | AGENT_CONTROL_FAST_UP);
			}
			else if (palm_pos.y > 200.f)
			{	// Go up
				gAgent.setControlFlags(AGENT_CONTROL_UP_POS);
			}
			else if (palm_pos.y < 60.f)
			{	// Go down fast
				gAgent.setControlFlags(AGENT_CONTROL_FAST_UP | AGENT_CONTROL_UP_NEG);
			}
			else if (palm_pos.y < 120.f)
			{	// Go down
				gAgent.setControlFlags(AGENT_CONTROL_UP_NEG);
			}
			else
			{	// Clear up / down
				gAgent.clearControlFlags(AGENT_CONTROL_FAST_UP | AGENT_CONTROL_UP_POS | AGENT_CONTROL_UP_NEG);
			}

			// Palm normal going left / right controls direction
			if (mYawTimer.checkExpirationAndReset(LLLEAP_YAW_INTERVAL))
			{
				if (palm_normal.x > 0.4f)
				{	// Go left fast
					gAgent.moveYaw(1.f);
				}
				else if (palm_normal.x < -0.4f)
				{	// Go right fast
					gAgent.moveYaw(-1.f);
				}
			}

		}		// end flying controls
	}
}
GestureFrame LMRecorder::prepareDataClone(const Leap::Frame frame, double timestamp)
{

	GestureFrame outputFrame;

	outputFrame.setTimestamp(timestamp);

	Leap::HandList handsInFrame = frame.hands();
	for(int handIndex=0; handIndex<handsInFrame.count(); handIndex++)
	{
		Leap::Hand currHand = handsInFrame[handIndex];

		//create GestureHand
		GestureHand gestureHand(
			currHand.id(),
			Vertex(currHand.palmPosition().x, currHand.palmPosition().y, currHand.palmPosition().z),
			Vertex(0, 0, 0/*currHand.stabilizedPalmPosition().x, currHand.stabilizedPalmPosition().y, currHand.stabilizedPalmPosition().z*/),
			Vertex(currHand.palmNormal().x, currHand.palmNormal().y, currHand.palmNormal().z),
			Vertex(currHand.direction().x, currHand.direction().y, currHand.direction().z)
		);
		gestureHand.setOrderValue(currHand.palmPosition().x);

		Vertex planeNormalVec = gestureHand.getDirection().crossProduct(gestureHand.getPalmNormal()).getNormalized();

		Leap::FingerList fingersInCurrHand = currHand.fingers();
		for (int fingerIndex=0; fingerIndex<fingersInCurrHand.count(); fingerIndex++)
		{
			Leap::Finger currFinger = fingersInCurrHand[fingerIndex];

			Leap::Vector leapFingerTipPos = currFinger.tipPosition();
			Vertex fingerTipPos(leapFingerTipPos.x, leapFingerTipPos.y, leapFingerTipPos.z);
			float distance = getPointDistanceFromPlane(fingerTipPos, gestureHand.getPalmPosition(), planeNormalVec);

			//create GestureFinger
			GestureFinger gestureFinger(
				currFinger.id(),
				fingerTipPos,
				Vertex(currFinger.stabilizedTipPosition().x, currFinger.stabilizedTipPosition().y, currFinger.stabilizedTipPosition(). z),
				Vertex(currFinger.direction().x, currFinger.direction().y, currFinger.direction().z),
				currFinger.length(),
				currFinger.width()
			);
			gestureFinger.setOrderValue(distance);

			gestureHand.addFinger(gestureFinger);
		}
		gestureHand.sortFingers();

		outputFrame.addHand(gestureHand);
	}
	outputFrame.sortHands();
}
bool hand_x_coordinate_comparator (Leap::Hand a, Leap::Hand b) { return a.palmPosition()[0] < b.palmPosition()[0]; }
bool finger_count_comparator (Leap::Hand a, Leap::Hand b) { return a.fingers().count() > b.fingers().count(); }
void jester::LeapMotionImpl::processFingers(Leap::Hand hand, Bone::BoneId fingerOne, LeapHand whichHand) {
	Leap::FingerList fingerList = hand.fingers();
	std::vector<Leap::Finger> fingers;
	FingerData *fingerIds = (whichHand == LeapHand::LEFT ? kLeftFingerIds : kRightFingerIds);
	bool fingersFound[] = {false, false, false, false, false};

	//project finger tip positions onto palm plane and calculate angle
	for (Leap::FingerList::const_iterator fingerIter = fingerList.begin(); fingerIter != fingerList.end(); fingerIter++) {
		fingers.push_back(*fingerIter);
	}

	//if this is the first time we've seen the full hand, calibrate the finger lengths
	if (fingerIds[0].id == -1 && fingers.size() == 5) {
		if (whichHand == LeapHand::LEFT)
			std::sort(fingers.begin(), fingers.end(), left_hand_finger_x_coordinate_comparator);
		else if (whichHand == LeapHand::RIGHT)
			std::sort(fingers.begin(), fingers.end(), right_hand_finger_x_coordinate_comparator);
		else
			return;
		fingersFound[0] = fingersFound[1] = fingersFound[2] = fingersFound[3] = fingersFound[4] = true;

		for (int i = 0; i < 5; i++) {
			fingerIds[i].id = fingers[i].id();
			fingerIds[i].length = fingers[i].length();
		}
	} else if (fingerIds[0].id == -1)
		return;

	//search for all of the known finger ids
	for (unsigned int i = 0; i < 5; i++) {
		for (unsigned int j = 0; j < fingers.size(); j++) {
			if (fingers[j].id() == fingerIds[i].id) {
				fingersFound[i] = true;
				setFingerInJointData(fingers[j], static_cast<Bone::BoneId>(fingerOne + i));
				fingers.erase(fingers.begin() + j);
			}
		}
	}

	//match all unclaimed fingers based on closest size
	for (unsigned int i = 0; i < fingers.size(); i++) {
		float closestLengthDelta = FLT_MAX;
		int closestFingerIx = -1;

		for (int j = 0; j < 5; j++) {
			if (!fingersFound[j]) {
				float lengthDelta = abs(fingerIds[j].length - fingers[i].length());

				if (lengthDelta < closestLengthDelta) {
					closestLengthDelta = lengthDelta;
					closestFingerIx = j;
				}
			}
		}
		if (closestFingerIx >= 0) {
			fingersFound[closestFingerIx] = true;
			fingerIds[closestFingerIx].id = fingers[i].id();
			setFingerInJointData(fingers[i], static_cast<Bone::BoneId>(fingerOne + closestFingerIx));
		}
	}
}
Beispiel #27
0
void Output::PrintHand(Leap::Hand hand){
 	Leap::Vector handCenter = hand.palmPosition();
 	std::cout << "Hand " << std::endl;
 	PrintVector(handCenter);
 	std::cout<< std::endl;
}
Beispiel #28
0
void LeapListener::onFrame(const Leap::Controller& controller) {
  // Get the most recent frame and report some basic information
  const Leap::Frame frame = controller.frame();
  /*std::cout << "Frame id: " << frame.id()
            << ", timestamp: " << frame.timestamp()
            << ", hands: " << frame.hands().count()
            << ", fingers: " << frame.fingers().count()
            << ", tools: " << frame.tools().count()
            << ", gestures: " << frame.gestures().count();
  */

  if (!frame.hands().isEmpty()) {
    // Get the first hand
    const Leap::Hand hand = frame.hands()[0];


    qDebug() << "Radius: " << hand.sphereRadius();

    // Grab
    if(hand.sphereRadius() < 50.0 && hand.translationProbability(controller.frame(1)) > 0.6){
        Leap::Vector v = hand.translation(controller.frame(1));
        v = 0.1 * v;
        glwidget_->camera_.translate(v.x, v.y, v.z);
        glwidget_->update();
    }

    qDebug() << "Hand pos" << hand.palmPosition().x << hand.palmPosition().y << hand.palmPosition().z;

    if(frame.fingers().count() > 200 && frame.hands().count() == 1){
        Leap::Vector trans = hand.translation(controller.frame(1));

        //int dir = trans.y > 0 ? 1 : -1;
        trans = 0.1 * trans;
        //glwidget_->camera_.translate(0, 0, dir*0.1);

        //Leap::Vector rot = hand.rotationAxis(controller.frame());

        float yaw = hand.rotationAngle(controller.frame(1), Leap::Vector(1, 0, 0));
        float pitch = hand.rotationAngle(controller.frame(1), Leap::Vector(1, 0, 0)); // works
        float roll = hand.rotationAngle(controller.frame(1), Leap::Vector(0, 0, 1));

        //qDebug() << yaw <<  pitch <<  roll;

        glwidget_->camera_.rotate3D(yaw, pitch, roll);

        //glwidget_->camera_.rotate2D(0.01 * trans.x, 0.01 * trans.y);

        glwidget_->update();
    }

/*
    // Check if the hand has any fingers
    const Leap::FingerList fingers = hand.fingers();
    if (!fingers.empty()) {
      // Calculate the hand's average finger tip position
      Leap::Vector avgPos;
      for (int i = 0; i < fingers.count(); ++i) {
        avgPos += fingers[i].tipPosition();
      }
      avgPos /= (float)fingers.count();
      std::cout << "Hand has " << fingers.count()
                << " fingers, average finger tip position" << avgPos<< std::endl;
    }

    // Get the hand's sphere radius and palm position
    std::cout << "Hand sphere radius: " << hand.sphereRadius()
              << " mm, palm position: " << hand.palmPosition() << std::endl;

    // Get the hand's normal vector and direction
    const Leap::Vector normal = hand.palmNormal();
    const Leap::Vector direction = hand.direction();

    // Calculate the hand's pitch, roll, and yaw angles
    std::cout << "Hand pitch: " << direction.pitch() * Leap::RAD_TO_DEG << " degrees, "
              << "roll: " << normal.roll() * Leap::RAD_TO_DEG << " degrees, "
              << "yaw: " << direction.yaw() * Leap::RAD_TO_DEG << " degrees"<< std::endl;
  }

  // Get gestures
  const Leap::GestureList gestures = frame.gestures();
  for (int g = 0; g < gestures.count(); ++g) {
    Leap::Gesture gesture = gestures[g];

    switch (gesture.type()) {
      case Leap::Gesture::TYPE_CIRCLE:
      {
        Leap::CircleGesture circle = gesture;
        std::string clockwiseness;

        if (circle.pointable().direction().angleTo(circle.normal()) <= M_PI/4) {
          clockwiseness = "clockwise";
        } else {
          clockwiseness = "counterclockwise";
        }

        // Calculate angle swept since last frame
        float sweptAngle = 0;
        if (circle.state() != Leap::Gesture::STATE_START) {
          Leap::CircleGesture previousUpdate = Leap::CircleGesture(controller.frame().gesture(circle.id()));
          sweptAngle = (circle.progress() - previousUpdate.progress()) * 2 * M_PI;
        }
        std::cout << "Circle id: " << gesture.id()
                  << ", state: " << gesture.state()
                  << ", progress: " << circle.progress()
                  << ", radius: " << circle.radius()
                  << ", angle " << sweptAngle * Leap::RAD_TO_DEG
                  <<  ", " << clockwiseness << std::endl;
        break;
      }
      case Leap::Gesture::TYPE_SWIPE:
      {
        Leap::SwipeGesture swipe = gesture;
        std::cout << "Swipe id: " << gesture.id()
          << ", state: " << gesture.state()
          << ", direction: " << swipe.direction()
          << ", speed: " << swipe.speed() << std::endl;
        break;
      }
      case Leap::Gesture::TYPE_KEY_TAP:
      {
        Leap::KeyTapGesture tap = gesture;
        std::cout << "Key Tap id: " << gesture.id()
          << ", state: " << gesture.state()
          << ", position: " << tap.position()
          << ", direction: " << tap.direction()<< std::endl;
        break;
      }
      case Leap::Gesture::TYPE_SCREEN_TAP:
      {
        Leap::ScreenTapGesture screentap = gesture;
        std::cout << "Screen Tap id: " << gesture.id()
        << ", state: " << gesture.state()
        << ", position: " << screentap.position()
        << ", direction: " << screentap.direction()<< std::endl;
        break;
      }
      default:
        std::cout << "Unknown gesture type.";
        break;
    }
    */
  }

}
Beispiel #29
0
//--------------------------------------------------------------
void testApp::draw(){
    ofSetWindowTitle(ofToString(ofGetFrameRate()));
    //camera.begin();
    float r0 = 30;
    Leap::Vector ptp;
    Leap::Vector ptp0;
    Leap::Vector pNormal;
    
    
    ofPushMatrix();
    ofTranslate(ofGetWidth()/2, ofGetHeight());
    //ofSetColor(255, 255, 255);
    
    Leap::Frame frame = leapController.frame();
    Leap::HandList hands = frame.hands();
    
    if (!hands.isEmpty()) {
        //ofLogNotice("hand detected");
        int count = hands.count();
        for (int i = 0; i<count; i++) {
            if (i>1) break;
            Leap::Hand tempHand = hands[i];
            pNormal = tempHand.palmNormal();
            ofLogNotice("hand " +ofToString(i) + "normal", ofToString(pNormal.x) + " " + ofToString(pNormal.y) + " " + ofToString(pNormal.z));
            
        }
        Leap::Hand hand = hands[0];
        Leap::Hand hand1 = hands[1];
        double r = hand.sphereRadius();
        //ofLogNotice("r is" + ofToString(r));
        r0 = r * 5;
        ptp = hand1.palmNormal();
        ptp0 = hand.palmNormal();
        ofLogNotice("distance is ", ofToString(abs(ptp.x)-abs(pNormal.x)) + " " + ofToString(abs(ptp.y)-abs(pNormal.y)));
        
        if (abs(abs(ptp.x)-abs(pNormal.x))<0.04 && abs(abs(ptp.y)-abs(pNormal.y))<0.04) {
            phase1=false;
            phase2=true;
            ofLogNotice("phase 2 triggered", ofToString(phase1));
        }
    }
    
    if(phase1){
        ofSphere(ptp.x,-ptp.y,ptp.z, r0);
    }
    
    vector<Leap::FingerList> fingers = leap.getFingers();
    if (!fingers.empty() && phase1==false && phase2 == false && phase3==false
        && phase4==false && phase5==false && phase6 == false && phase7 == false) {
        //ofLogNotice("finger detected");
        //ofBox(100, -200, 4, 40, 40, 40);
        phase1 = true;
    }
    
    if (!fingers.empty()) {
        for (int cnt = 0; cnt < fingers.size(); cnt++) {
            for (int fingerNum = 0; fingerNum < fingers[cnt].count(); fingerNum++) {
                Leap::Vector pt = fingers[cnt][fingerNum].tipPosition();
                Leap::Vector vpt = fingers[cnt][fingerNum].tipVelocity();
                pt.x = pt.x*2;
                pt.y = (pt.y * -1)*2;
                pt.z = pt.z *2;
                //ofLogNotice("finger number is " + ofToString(cnt) + ofToString(fingerNum));
                //ofSphere(pt.x,pt.y,pt.z, 10);
                //ofBox(pt.x, pt.y, pt.z, 10, 10, 10);
                //ofLogNotice("position is " + ofToString(pt.x) + " " + ofToString(pt.y) + " " + ofToString(pt.z));
                //ofLogNotice("velocity is " + ofToString(vpt.x) + " " + ofToString(vpt.y) + " " + ofToString(vpt.z));
                drawSphere(pt, 10);
            }
        }
        Leap::Vector tpt = fingers[0][0].tipPosition();
        
        
        
    }
    ofPopMatrix();
    camera.end();
}
Beispiel #30
0
//Main Event driven tick
void ULeapController::InterfaceEventTick(float DeltaTime)
{
	//This is our tick event that is forwarded from the delegate, check validity
	if (!_private->interfaceDelegate) return;

	//Pointers
	Leap::Frame frame = _private->leap.frame();
	Leap::Frame pastFrame = _private->leap.frame(1);

	//-Hands-

	//Hand Count
	int handCount = frame.hands().count();

	if (_private->pastState.handCount != handCount)
	{
		ILeapEventInterface::Execute_HandCountChanged(_private->interfaceDelegate, handCount);
		
		//Zero our input mapping orientations (akin to letting go of a joystick)
		if (handCount == 0)
		{
			EmitAnalogInputEventForKey(EKeysLeap::LeapLeftPalmPitch, 0, 0, 0);
			EmitAnalogInputEventForKey(EKeysLeap::LeapLeftPalmYaw, 0, 0, 0);
			EmitAnalogInputEventForKey(EKeysLeap::LeapLeftPalmRoll, 0, 0, 0);
			EmitAnalogInputEventForKey(EKeysLeap::LeapRightPalmPitch, 0, 0, 0);
			EmitAnalogInputEventForKey(EKeysLeap::LeapRightPalmYaw, 0, 0, 0);
			EmitAnalogInputEventForKey(EKeysLeap::LeapRightPalmRoll, 0, 0, 0);
		}
	}

	//Cycle through each hand
	for (int i = 0; i < handCount; i++)
	{
		Leap::Hand hand = frame.hands()[i];
		LeapHandStateData pastHandState = _private->pastState.stateForId(hand.id());		//we use a custom class to hold reliable state tracking based on id's

		//Make a ULeapHand
		if (_private->eventHand == NULL)
		{
			_private->eventHand = NewObject<ULeapHand>(this);
			_private->eventHand->SetFlags(RF_RootSet);
		}
		_private->eventHand->setHand(hand);

		//Emit hand
		ILeapEventInterface::Execute_LeapHandMoved(_private->interfaceDelegate, _private->eventHand);

		//Left/Right hand forwarding
		if (hand.isRight())
		{
			ILeapEventInterface::Execute_LeapRightHandMoved(_private->interfaceDelegate, _private->eventHand);
			//Input Mapping
			FRotator palmOrientation = _private->eventHand->PalmOrientation;
			EmitAnalogInputEventForKey(EKeysLeap::LeapRightPalmPitch, palmOrientation.Pitch * LEAP_IM_SCALE, 0, 0);
			EmitAnalogInputEventForKey(EKeysLeap::LeapRightPalmYaw, palmOrientation.Yaw * LEAP_IM_SCALE, 0, 0);
			EmitAnalogInputEventForKey(EKeysLeap::LeapRightPalmRoll, palmOrientation.Roll * LEAP_IM_SCALE, 0, 0);
		} else if (hand.isLeft())
		{
			ILeapEventInterface::Execute_LeapLeftHandMoved(_private->interfaceDelegate, _private->eventHand);
			//Input Mapping
			FRotator palmOrientation = _private->eventHand->PalmOrientation;
			EmitAnalogInputEventForKey(EKeysLeap::LeapLeftPalmPitch, palmOrientation.Pitch * LEAP_IM_SCALE, 0, 0);
			EmitAnalogInputEventForKey(EKeysLeap::LeapLeftPalmYaw, palmOrientation.Yaw * LEAP_IM_SCALE, 0, 0);
			EmitAnalogInputEventForKey(EKeysLeap::LeapLeftPalmRoll, palmOrientation.Roll * LEAP_IM_SCALE, 0, 0);
		}

		//Grabbing
		float grabStrength = hand.grabStrength();
		bool grabbed = handClosed(grabStrength);

		if (grabbed)
			ILeapEventInterface::Execute_LeapHandGrabbing(_private->interfaceDelegate, grabStrength, _private->eventHand);

		if (grabbed && !pastHandState.grabbed)
		{
			ILeapEventInterface::Execute_LeapHandGrabbed(_private->interfaceDelegate, grabStrength, _private->eventHand);
			
			//input mapping
			if (_private->eventHand->HandType == LeapHandType::HAND_LEFT)
				EmitKeyDownEventForKey(EKeysLeap::LeapLeftGrab, 0, 0);
			else
				EmitKeyDownEventForKey(EKeysLeap::LeapRightGrab, 0, 0);
		}else if (!grabbed && pastHandState.grabbed)
		{
			ILeapEventInterface::Execute_LeapHandReleased(_private->interfaceDelegate, grabStrength, _private->eventHand);

			//input mapping
			if (_private->eventHand->HandType == LeapHandType::HAND_LEFT)
				EmitKeyUpEventForKey(EKeysLeap::LeapLeftGrab, 0, 0);
			else
				EmitKeyUpEventForKey(EKeysLeap::LeapRightGrab, 0, 0);
		}

		//Pinching
		float pinchStrength = hand.pinchStrength();
		bool pinched = handPinched(pinchStrength);

		//While grabbing disable pinching detection, this helps to reduce spam as pose confidence plummets
		if (grabbed) pinched = pastHandState.pinched;
		else
		{
			if (pinched)
				ILeapEventInterface::Execute_LeapHandPinching(_private->interfaceDelegate, pinchStrength, _private->eventHand);

			if (pinched && !pastHandState.pinched)
			{
				ILeapEventInterface::Execute_LeapHandPinched(_private->interfaceDelegate, pinchStrength, _private->eventHand);
				//input mapping
				if (_private->eventHand->HandType == LeapHandType::HAND_LEFT)
					EmitKeyDownEventForKey(EKeysLeap::LeapLeftPinch, 0, 0);
				else
					EmitKeyDownEventForKey(EKeysLeap::LeapRightPinch, 0, 0);
			}
			else if (!pinched && pastHandState.pinched)
			{
				ILeapEventInterface::Execute_LeapHandUnpinched(_private->interfaceDelegate, pinchStrength, _private->eventHand);
				//input mapping
				if (_private->eventHand->HandType == LeapHandType::HAND_LEFT)
					EmitKeyUpEventForKey(EKeysLeap::LeapLeftPinch, 0, 0);
				else
					EmitKeyUpEventForKey(EKeysLeap::LeapRightPinch, 0, 0);
			}
		}

		//-Fingers-
		Leap::FingerList fingers = hand.fingers();

		//Count
		int fingerCount = fingers.count();
		if ((pastHandState.fingerCount != fingerCount))
			ILeapEventInterface::Execute_FingerCountChanged(_private->interfaceDelegate, fingerCount);

		if (_private->eventFinger == NULL)
		{
			_private->eventFinger = NewObject<ULeapFinger>(this);
			_private->eventFinger->SetFlags(RF_RootSet);
		}

		Leap::Finger finger;

		//Cycle through each finger
		for (int j = 0; j < fingerCount; j++)
		{
			finger = fingers[j];
			_private->eventFinger->setFinger(finger);

			//Finger Moved
			if (finger.isValid())
				ILeapEventInterface::Execute_LeapFingerMoved(_private->interfaceDelegate, _private->eventFinger);
		}

		//Do these last so we can easily override debug shapes

		//Leftmost
		finger = fingers.leftmost();
		_private->eventFinger->setFinger(finger);
		ILeapEventInterface::Execute_LeapLeftMostFingerMoved(_private->interfaceDelegate, _private->eventFinger);

		//Rightmost
		finger = fingers.rightmost();
		_private->eventFinger->setFinger(finger);
		ILeapEventInterface::Execute_LeapRightMostFingerMoved(_private->interfaceDelegate, _private->eventFinger);

		//Frontmost
		finger = fingers.frontmost();
		_private->eventFinger->setFinger(finger);
		ILeapEventInterface::Execute_LeapFrontMostFingerMoved(_private->interfaceDelegate, _private->eventFinger);

		//touch only for front-most finger, most common use case
		float touchDistance = finger.touchDistance();
		if (touchDistance <= 0.f)
			ILeapEventInterface::Execute_LeapFrontFingerTouch(_private->interfaceDelegate, _private->eventFinger);

		//Set the state data for next cycle
		pastHandState.grabbed = grabbed;
		pastHandState.pinched = pinched;
		pastHandState.fingerCount = fingerCount;

		_private->pastState.setStateForId(pastHandState, hand.id());
	}

	_private->pastState.handCount = handCount;

	//Gestures
	for (int i = 0; i < frame.gestures().count(); i++)
	{
		Leap::Gesture gesture = frame.gestures()[i];
		Leap::Gesture::Type type = gesture.type();

		switch (type)
		{
		case Leap::Gesture::TYPE_CIRCLE:
			if (_private->eventCircleGesture == NULL){
				_private->eventCircleGesture = NewObject<ULeapCircleGesture>(this);
				_private->eventCircleGesture->SetFlags(RF_RootSet);
			}
			_private->eventCircleGesture->setGesture(Leap::CircleGesture(gesture));
			ILeapEventInterface::Execute_CircleGestureDetected(_private->interfaceDelegate, _private->eventCircleGesture);
			_private->eventGesture = _private->eventCircleGesture;
			break;
		case Leap::Gesture::TYPE_KEY_TAP:
			if (_private->eventKeyTapGesture == NULL)
			{
				_private->eventKeyTapGesture = NewObject<ULeapKeyTapGesture>(this);
				_private->eventKeyTapGesture->SetFlags(RF_RootSet);
			}
			_private->eventKeyTapGesture->setGesture(Leap::KeyTapGesture(gesture));
			ILeapEventInterface::Execute_KeyTapGestureDetected(_private->interfaceDelegate, _private->eventKeyTapGesture);
			_private->eventGesture = _private->eventKeyTapGesture;
			break;
		case Leap::Gesture::TYPE_SCREEN_TAP:
			if (_private->eventScreenTapGesture == NULL)
			{
				_private->eventScreenTapGesture = NewObject<ULeapScreenTapGesture>(this);
				_private->eventScreenTapGesture->SetFlags(RF_RootSet);
			}
			_private->eventScreenTapGesture->setGesture(Leap::ScreenTapGesture(gesture));
			ILeapEventInterface::Execute_ScreenTapGestureDetected(_private->interfaceDelegate, _private->eventScreenTapGesture);
			_private->eventGesture = _private->eventScreenTapGesture;
			break;
		case Leap::Gesture::TYPE_SWIPE:
			if (_private->eventSwipeGesture == NULL)
			{
				_private->eventSwipeGesture = NewObject<ULeapSwipeGesture>(this);
				_private->eventSwipeGesture->SetFlags(RF_RootSet);
			}
			_private->eventSwipeGesture->setGesture(Leap::SwipeGesture(gesture));
			ILeapEventInterface::Execute_SwipeGestureDetected(_private->interfaceDelegate, _private->eventSwipeGesture);
			_private->eventGesture = _private->eventSwipeGesture;
			break;
		default:
			break;
		}

		//emit gesture
		if (type != Leap::Gesture::TYPE_INVALID)
		{
			ILeapEventInterface::Execute_GestureDetected(_private->interfaceDelegate, _private->eventGesture);
		}
	}

	//Image
	if (_private->allowImages && _private->imageEventsEnabled)
	{
		int imageCount = frame.images().count();
		for (int i = 0; i < imageCount; i++)
		{
			Leap::Image image = frame.images()[i];

			//Loop modification - Only emit 0 and 1, use two different pointers so we can get different images
			if (i == 0)
			{
				if (_private->eventImage1 == NULL)
				{
					_private->eventImage1 = NewObject<ULeapImage>(this);
					_private->eventImage1->SetFlags(RF_RootSet);
				}
				_private->eventImage1->setLeapImage(image);

				ILeapEventInterface::Execute_RawImageReceived(_private->interfaceDelegate, _private->eventImage1->Texture(), _private->eventImage1);
			}
			else if (i == 1)
			{
				if (_private->eventImage2 == NULL)
                {
					_private->eventImage2 = NewObject<ULeapImage>(this);
					_private->eventImage2->SetFlags(RF_RootSet);
				}
				_private->eventImage2->setLeapImage(image);

				ILeapEventInterface::Execute_RawImageReceived(_private->interfaceDelegate, _private->eventImage2->Texture(), _private->eventImage2);
			}
		}
	}
}