Beispiel #1
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);
            }
        }
    }
}
// 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 #3
0
string PalmsGesture::checkGesture(const Leap::HandList& hands)
{
	string gesture_out = "NONE";

	if (hands.count() !=2 )
	{
		if (gestureBegin)
		{
			gestureBegin = false;
			gesture_out = "LOST_TWO_HANDS";
		}
		return gesture_out;
	}
	else
	{
		gestureBegin = true;
		float ddiff =   math<float>::abs(hands[0].palmPosition().x - hands[1].palmPosition().x); 

		_diff = ddiff- _prevValue;
		_prevValue = ddiff;	
	}

	if (_diff>2.3)
	{
			gesture_out = "BIGGER";	
			console()<<gesture_out<<std::endl;
	}
	else if (_diff<-2.3)
	{
			gesture_out = "SMALLER";	
			console()<<gesture_out<<std::endl;
	}	

	return gesture_out;	
}
		void ManipTool::onLeapFrame( Leap::Frame const &aFrame )
		{
			if( (aFrame.timestamp() - mLastExaminedFrame ) < 16*1000 )
				return;

			if( aFrame.hands().count() > 2 )
				return;

			mLastExaminedFrame = aFrame.timestamp();
			U16 curFrame = getNextFrameNo( mLastStoredFrame );
			Fingers &curFingers = mFingersPerFrame[ curFrame ];
			U16 curFinger = 0;
			curFingers.clear();
			curFingers.mTimestamp = mLastExaminedFrame;

			Leap::HandList hands = aFrame.hands();
			for( int i = 0; i < hands.count(); ++i )
			{
				for( int j = 0; j < hands[i].fingers().count(); ++j )
				{
					Leap::Finger oFinger( hands[i].fingers()[j] );

					Finger &oF = curFingers.mFingers[ curFinger++ ];

					oF.mId = oFinger.id();
					oF.mTimestamp = mLastExaminedFrame;
					copy( oFinger.direction(), oF.mDir );
					copy( oFinger.tipPosition(), oF.mTip );
					oF.mWidth = oFinger.width();
					oF.mLength = oFinger.length();
				}
			}

			curFingers.mStoredFingers = curFinger;

			if( mTotalStoredFrames > 0 )
			{
				Fingers &prevFingers = mFingersPerFrame[ mLastStoredFrame ];
	
				for( U16 i = 0; i < curFingers.mStoredFingers; ++i )
				{
					Finger &curFinger = curFingers.mFingers[i];
					Finger const *prevFinger = prevFingers.getFinger( curFinger.mId );
					if( !prevFinger )
						continue;

					subtract( curFinger.mTip, prevFinger->mTip, curFinger.mFromLast );
					curFinger.mLenFromLast = normalize( curFinger.mFromLast );
				}
			}

			mLastStoredFrame = curFrame;
			++mTotalStoredFrames;
		}
// 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
}
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 #7
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;
}
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 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;
}
// 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;
	}
}
// 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
	}
}
Beispiel #13
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 #14
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();
    
    
}
Beispiel #15
0
void MouseListener::onFrame(const Leap::Controller &controller) {
    // get list of detected screens
    const Leap::ScreenList screens = controller.calibratedScreens();
    
    // make sure we have a detected screen
    if (screens.empty()) return;
    const Leap::Screen screen = screens[0];

    // get hands
    const Leap::Frame frame = controller.frame();
    const Leap::HandList hands = frame.hands();
    if (hands.empty()) return;
    
    // which is the pointer hand and which is the clicker hand?
    // if there's only one hand it's the pointer hand. if there's two
    // then we'll use the user's primary hand. if ambidextrous, bail.
    Leap::Hand pointerHand, clickerHand;
    
    if (pointerHandID) {
        pointerHand = frame.hand(pointerHandID);
        if (! pointerHand.isValid())
            pointerHand = hands[0];
    }
    
    if (clickerHandID)
        clickerHand = frame.hand(clickerHandID);

    if (! clickerHand.isValid() && hands.count() == 2) {
        // figure out clicker and pointer hand
                
        // which hand is on the left and which is on the right?
        Leap::Hand leftHand, rightHand;
        if (hands[0].palmPosition()[0] <= hands[1].palmPosition()[0]) {
            leftHand = hands[0];
            rightHand = hands[1];
        } else {
            leftHand = hands[1];
            rightHand = hands[0];
        }
        
        // now that we know the left and right hands, determine
        // which is the clicker and which is the pointer
        if (leftHanded) {
            pointerHand = leftHand;
            clickerHand = rightHand;
        } else {
            pointerHand = rightHand;
            clickerHand = leftHand;
        }
        
        // keep track of which hands we decided on
        clickerHandID = clickerHand.id();
        pointerHandID = pointerHand.id();
    }
    
    // find the first finger or tool
    const Leap::PointableList pointables = pointerHand.pointables();
    if (pointables.empty()) return;
    const Leap::Pointable firstPointable = pointables[0];
    
    // get x, y coordinates on the first screen
    const Leap::Vector intersection = screen.intersect(
                                                       firstPointable,
                                                       true,  // normalize
                                                       1.0f   // clampRatio
                                                       );
    
    // if the user is not pointing at the screen all components of
    // the returned vector will be Not A Number (NaN)
    // isValid() returns true only if all components are finite
    if (! intersection.isValid()) return;
    
    unsigned int x = screen.widthPixels() * intersection.x;
    // flip y coordinate to standard top-left origin
    unsigned int y = screen.heightPixels() * (1.0f - intersection.y);
    
    // move cursor to location pointed at
    CGPoint destPoint = CGPointMake(x, y);
    CGDisplayMoveCursorToPoint(kCGDirectMainDisplay, destPoint);
    
    // check for click gesture
    if (! clickerHand.isValid()) return;
    
    // click = two fingers on the clicker hand touching together

    const Leap::PointableList clickerFingers = clickerHand.pointables();
    if (clickerFingers.count() != 2) return;
    
    // get finger distance
    float clickFingerDistance = clickerFingers[0].tipPosition().distanceTo(
                                                                           clickerFingers[1].tipPosition()
                                                                           );
    cout << "distance: " << clickFingerDistance << endl;
    if (! clickActive && clickFingerDistance < clickActivationDistance) {
        clickActive = true;
        cout << "mouseDown\n";
        postMouseDown(x, y);
    } else if (clickActive && clickFingerDistance > clickActivationDistance) {
        cout << "mouseUp\n";
        clickActive = false;
        postMouseUp(x, y);
    }
}
Beispiel #16
0
void oleap_bang(t_oleap *x)
{

	const Leap::Frame frame = x->leap->frame();
    const int64_t frame_id = frame.id();
    Leap::Controller controller;
    
	// ignore the same frame
	if (frame_id == x->frame_id_save) return;
	x->frame_id_save = frame_id;
	
	//outlet_anything(x->outlet, gensym("frame_start"), 0, nil);
    
    char buff[128];
    
    const Leap::HandList hands = frame.hands();
	const size_t numHands = hands.count();
    const Leap::Hand leftmost = hands.leftmost();
    const Leap::Hand rightmost = hands.rightmost();
    
    t_osc_bundle_u *bundle = osc_bundle_u_alloc();//alloc creates memory for and initializes the bundle

    controller.enableGesture(Leap::Gesture::TYPE_CIRCLE);
    controller.enableGesture(Leap::Gesture::TYPE_KEY_TAP);
    controller.enableGesture(Leap::Gesture::TYPE_SCREEN_TAP);
    controller.enableGesture(Leap::Gesture::TYPE_SWIPE);
    
    
    // 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;
                
                sprintf(buff,"/gesture/circle/center/x");
                oleap_bundleMessage(bundle,buff,circle.center().x);
                
                sprintf(buff,"/gesture/circle/center/y");
                oleap_bundleMessage(bundle,buff,circle.center().y);
                
                sprintf(buff,"/gesture/circle/center/z");
                oleap_bundleMessage(bundle,buff,circle.center().z);
                
                sprintf(buff,"/gesture/circle/pitch");
                oleap_bundleMessage(bundle,buff,circle.center().pitch());
                
                sprintf(buff,"/gesture/circle/yaw");
                oleap_bundleMessage(bundle,buff,circle.center().yaw());
                
                sprintf(buff,"/gesture/circle/roll");
                oleap_bundleMessage(bundle,buff,circle.center().roll());
                
                sprintf(buff,"/gesture/circle/radius");
                oleap_bundleMessage(bundle,buff,circle.radius());
                
                sprintf(buff,"/gesture/circle/duration");
                oleap_bundleMessage(bundle,buff,circle.duration());
                
                
                if (circle.pointable().direction().angleTo(circle.normal()) <= Leap::PI/4) {
                    clockwiseness = "clockwise";
                    
                    sprintf(buff,"/gesture/circle/clockwiseness/");
                    oleap_bundleMessage(bundle,buff,1);
                    
                } else {
                    clockwiseness = "counterclockwise";
                    
                    sprintf(buff,"/gesture/circle/clockwiseness/");
                    oleap_bundleMessage(bundle,buff,-1);
                }
                
                
                // Calculate angle swept since last frame
                float sweptAngle = 0;
                if (circle.state() != Leap::Gesture::STATE_START) {
                    Leap::CircleGesture previousUpdate = Leap::CircleGesture(controller.frame(1).gesture(circle.id()));
                    sweptAngle = (circle.progress() - previousUpdate.progress()) * 2 * Leap::PI;
                    
                    sprintf(buff,"/gesture/circle/angle/sweep");
                    oleap_bundleMessage(bundle,buff,sweptAngle);
                }
            }
                
            case Leap::Gesture::TYPE_SWIPE:
            {
                Leap::SwipeGesture swipe = gesture;
                int swipe_id = gesture.id();
                int gesture_state = gesture.state();
                Leap::Vector swipe_direction = swipe.direction();
                float swipe_speed = swipe.speed();
                
                ////////////////////////////////Swipe data
                
                sprintf(buff,"/gesture/swipe/direction/x");
                oleap_bundleMessage(bundle,buff,swipe_direction.x);
                
                sprintf(buff,"/gesture/swipe/direction/x");
                oleap_bundleMessage(bundle,buff,swipe_direction.y);
                
                sprintf(buff,"/gesture/swipe/direction/x");
                oleap_bundleMessage(bundle,buff,swipe_direction.z);
                
                sprintf(buff,"/gesture/swipe/position/x");
                oleap_bundleMessage(bundle,buff,swipe.position().x);
                
                sprintf(buff,"/gesture/swipe/position/y");
                oleap_bundleMessage(bundle,buff,swipe.position().y);
                
                sprintf(buff,"/gesture/swipe/position/z");
                oleap_bundleMessage(bundle,buff,swipe.position().z);
                
                sprintf(buff,"/gesture/swipe/pitch");
                oleap_bundleMessage(bundle,buff,swipe.position().pitch());
                
                sprintf(buff,"/gesture/swipe/yaw");
                oleap_bundleMessage(bundle,buff,swipe.position().yaw());
                
                sprintf(buff,"/gesture/swipe/roll");
                oleap_bundleMessage(bundle,buff,swipe.position().roll());
                
                sprintf(buff,"/gesture/swipe/position/start/x");
                oleap_bundleMessage(bundle,buff,swipe.startPosition().x);
                
                sprintf(buff,"/gesture/swipe/position/start/y");
                oleap_bundleMessage(bundle,buff,swipe.startPosition().y);
                
                sprintf(buff,"/gesture/swipe/position/start/z");
                oleap_bundleMessage(bundle,buff,swipe.startPosition().z);
                
                sprintf(buff,"/gesture/swipe/speed");
                oleap_bundleMessage(bundle,buff,swipe_speed);
                
                sprintf(buff,"/gesture/swipe/duration");
                oleap_bundleMessage(bundle,buff,swipe.duration());
            
                
            }
                
            case Leap::Gesture::TYPE_KEY_TAP:
            {
                Leap::KeyTapGesture tap = gesture;
                int tap_id = gesture.id();
                int tap_state = gesture.state();
                Leap::Vector tap_position = tap.position();
                Leap::Vector tap_direction = tap.direction();
                
                ////////////////////////////////Key tap data
                
                sprintf(buff,"/gesture/tap/down/position/x");
                oleap_bundleMessage(bundle,buff,tap_position.x);
                
                sprintf(buff,"/gesture/tap/down/position/y");
                oleap_bundleMessage(bundle,buff,tap_position.y);
                
                sprintf(buff,"/gesture/tap/down/position/z");
                oleap_bundleMessage(bundle,buff,tap_position.z);
                
                sprintf(buff,"/gesture/tap/down/direction/x");
                oleap_bundleMessage(bundle,buff,tap_direction.x);
                
                sprintf(buff,"/gesture/tap/down/direction/y");
                oleap_bundleMessage(bundle,buff,tap_direction.y);
                
                sprintf(buff,"/gesture/tap/down/direction/z");
                oleap_bundleMessage(bundle,buff,tap_direction.z);
                
                sprintf(buff,"/gesture/tap/down/duration");
                oleap_bundleMessage(bundle,buff,tap.duration());
          
            }
                
            case Leap::Gesture::TYPE_SCREEN_TAP:
            {
                Leap::ScreenTapGesture screentap = gesture;
                int screen_tap_id = gesture.id();
                int screen_tap_state = gesture.state();
                Leap::Vector screentap_position = screentap.position();
                Leap::Vector screentap_direction = screentap.direction();
                
                ////////////////////////////////Screen tap data
                
                sprintf(buff,"/gesture/tap/forward/position/x");
                oleap_bundleMessage(bundle,buff,screentap_position.x);
                
                sprintf(buff,"/gesture/tap/forward/position/y");
                oleap_bundleMessage(bundle,buff,screentap_position.y);
                
                sprintf(buff,"/gesture/tap/forward/position/z");
                oleap_bundleMessage(bundle,buff,screentap_position.z);
                
                sprintf(buff,"/gesture/tap/forward/direction/x");
                oleap_bundleMessage(bundle,buff,screentap_direction.x);
                
                sprintf(buff,"/gesture/tap/forward/direction/y");
                oleap_bundleMessage(bundle,buff,screentap_direction.y);
                
                sprintf(buff,"/gesture/tap/forward/direction/z");
                oleap_bundleMessage(bundle,buff,screentap_direction.z);
                
                sprintf(buff,"/gesture/tap/forward/duration");
                oleap_bundleMessage(bundle,buff,screentap.duration());

              
            }
            default:
                
                break;
        }
    }
    
    

    sprintf(buff,"/timeStamp");
    oleap_bundleMessage(bundle,buff,frame.timestamp());
    
    sprintf(buff,"/Hands");
    oleap_bundleMessage(bundle,buff,numHands);
    
    sprintf(buff,"/hand/leftmost/id");
    oleap_bundleMessage(bundle,buff,leftmost.id());
    
    sprintf(buff,"/hand/leftmost/palm/positiony/x");
    oleap_bundleMessage(bundle,buff,leftmost.palmPosition().x);
    
    sprintf(buff,"/hand/leftmost/palm/positiony/y");
    oleap_bundleMessage(bundle,buff,leftmost.palmPosition().y);
    
    sprintf(buff,"/hand/leftmost/palm/positiony/z");
    oleap_bundleMessage(bundle,buff,leftmost.palmPosition().z);

    sprintf(buff,"/hand/leftmost/direction/x");
    oleap_bundleMessage(bundle,buff,leftmost.direction().x);
    
    sprintf(buff,"/hand/leftmost/direction/y");
    oleap_bundleMessage(bundle,buff,leftmost.direction().y);
    
    sprintf(buff,"/hand/leftmost/direction/z");
    oleap_bundleMessage(bundle,buff,leftmost.direction().z);
    
    sprintf(buff,"/hand/leftmost/pitch");
    oleap_bundleMessage(bundle,buff,leftmost.palmPosition().pitch());
    
    sprintf(buff,"/hand/leftmost/yaw");
    oleap_bundleMessage(bundle,buff,leftmost.palmPosition().yaw());
    
    sprintf(buff,"/hand/leftmost/roll");
    oleap_bundleMessage(bundle,buff,leftmost.palmPosition().roll());
    
    sprintf(buff,"/hand/leftmost/palm/velocity/x");
    oleap_bundleMessage(bundle,buff,leftmost.palmVelocity().x);
    
    sprintf(buff,"/hand/leftmost/palm/velocity/y");
    oleap_bundleMessage(bundle,buff,leftmost.palmVelocity().y);
    
    sprintf(buff,"/hand/leftmost/palm/velocity/z");
    oleap_bundleMessage(bundle,buff,leftmost.palmVelocity().z);
    
    sprintf(buff,"/hand/leftmost/palm/sphere/center/x");
    oleap_bundleMessage(bundle,buff,leftmost.sphereCenter().x);
    
    sprintf(buff,"/hand/leftmost/palm/sphere/center/y");
    oleap_bundleMessage(bundle,buff,leftmost.sphereCenter().y);
    
    sprintf(buff,"/hand/leftmost/palm/sphere/center/z");
    oleap_bundleMessage(bundle,buff,leftmost.sphereCenter().z);

    sprintf(buff,"/hand/leftmost/palm/sphere/radius");
    oleap_bundleMessage(bundle,buff,leftmost.sphereRadius());
    
    sprintf(buff,"/hand/leftmost/palm/normal/x");
    oleap_bundleMessage(bundle,buff,leftmost.palmNormal().x);
    
    sprintf(buff,"/hand/leftmost/palm/normal/y");
    oleap_bundleMessage(bundle,buff,leftmost.palmNormal().y);
    
    sprintf(buff,"/hand/leftmost/palm/normal/z");
    oleap_bundleMessage(bundle,buff,leftmost.palmNormal().z);
    
    sprintf(buff,"/hand/leftmost/distance/from/rightmost");
    oleap_bundleMessage(bundle,buff,leftmost.palmPosition().angleTo(rightmost.palmPosition()));
    
    const Leap::FingerList &fingers = leftmost.fingers();
    const size_t numFingers = fingers.count();
    
    for(size_t j = 0; j < numFingers; j++)
    {
        const Leap::Finger &finger = fingers[j];
        const int32_t finger_id = finger.id();
        //const Leap::Ray& tip = finger.tip();
        const Leap::Vector direction = finger.direction();
        const Leap::Vector position = finger.tipPosition();
        const Leap::Vector velocity = finger.tipVelocity();
        const double width = finger.width();
        const double length = finger.length();
        const bool isTool = finger.isTool();
        
        sprintf(buff,"/hand/leftmost/finger/%d/hand_id",j+1);
        oleap_bundleMessage(bundle,buff,leftmost.id());
        
        sprintf(buff,"/hand/leftmost/finger/%d/finger_id",j+1);
        oleap_bundleMessage(bundle,buff,finger.id());
        
        sprintf(buff,"/hand/leftmost/finger/%d/position/x",j+1);
        oleap_bundleMessage(bundle,buff,position.x);
        
        sprintf(buff,"/hand/leftmost/finger/%d/position/y",j+1);
        oleap_bundleMessage(bundle,buff,position.y);
        
        sprintf(buff,"/hand/leftmost/finger/%d/position/z",j+1);
        oleap_bundleMessage(bundle,buff,position.z);
        
        sprintf(buff,"/hand/leftmost/finger/%d/direction/x",j+1);
        oleap_bundleMessage(bundle,buff,direction.x);
        
        sprintf(buff,"/hand/leftmost/finger/%d/direction/y",j+1);
        oleap_bundleMessage(bundle,buff,direction.y);
        
        sprintf(buff,"/hand/leftmost/finger/%d/direction/z",j+1);
        oleap_bundleMessage(bundle,buff,direction.z);
        
        sprintf(buff,"/hand/leftmost/finger/%d/velocity/x",j+1);
        oleap_bundleMessage(bundle,buff,velocity.x);
        
        sprintf(buff,"/hand/leftmost/finger/%d/velocity/y",j+1);
        oleap_bundleMessage(bundle,buff,velocity.y);
        
        sprintf(buff,"/hand/leftmost/finger/%d/velocity/z",j+1);
        oleap_bundleMessage(bundle,buff,velocity.z);
    
        sprintf(buff,"/hand/leftmost/finger/%d/direction/normalized/x",j+1);
        oleap_bundleMessage(bundle,buff,direction.normalized().x);
        
        sprintf(buff,"/hand/leftmost/finger/%d/direction/normalized/y",j+1);
        oleap_bundleMessage(bundle,buff,direction.normalized().y);
        
        sprintf(buff,"/hand/leftmost/finger/%d/direction/normalized/z",j+1);
        oleap_bundleMessage(bundle,buff,direction.normalized().z);
        
        sprintf(buff,"/hand/leftmost/finger/%d/pitch/normalized/",j+1);
        oleap_bundleMessage(bundle,buff,direction.normalized().pitch());
        
        sprintf(buff,"/hand/leftmost/finger/%d/yaw/normalized/",j+1);
        oleap_bundleMessage(bundle,buff,direction.normalized().yaw());
        
        sprintf(buff,"/hand/leftmost/finger/%d/roll/normalized/",j+1);
        oleap_bundleMessage(bundle,buff,direction.normalized().roll());
        
        sprintf(buff,"/hand/leftmost/finger/%d/width",j+1);
        oleap_bundleMessage(bundle,buff,width);
        
        sprintf(buff,"/hand/leftmost/finger/%d/length",j+1);
        oleap_bundleMessage(bundle,buff,length);
        
        sprintf(buff,"/hand/leftmost/isTool",j+1);
        oleap_bundleMessage(bundle,buff,isTool);
        
        for(size_t i = j+1; i < numFingers; i++)
        {
            sprintf(buff,"/hand/leftmost/finger/%d/distance/to/finger/%d",j+1,i+1);
            oleap_bundleMessage(bundle,buff,fingers[j].direction().distanceTo(fingers[i].direction()));
            
            sprintf(buff,"/hand/leftmost/finger/%d/angle/to/finger/%d",j+1,i+1);
            oleap_bundleMessage(bundle,buff,fingers[j].direction().angleTo((fingers[i].direction())));
            
        }
        
    }
    
    sprintf(buff,"/hand/rightmost/id");
    oleap_bundleMessage(bundle,buff,rightmost.id());
    
    sprintf(buff,"/hand/rightmost/palm/positiony/x");
    oleap_bundleMessage(bundle,buff,rightmost.palmPosition().x);
    
    sprintf(buff,"/hand/rightmost/palm/positiony/y");
    oleap_bundleMessage(bundle,buff,rightmost.palmPosition().y);
    
    sprintf(buff,"/hand/rightmost/palm/positiony/z");
    oleap_bundleMessage(bundle,buff,rightmost.palmPosition().z);
    
    sprintf(buff,"/hand/rightmost/direction/x");
    oleap_bundleMessage(bundle,buff,rightmost.direction().x);
    
    sprintf(buff,"/hand/rightmost/direction/y");
    oleap_bundleMessage(bundle,buff,rightmost.direction().y);
    
    sprintf(buff,"/hand/rightmost/direction/z");
    oleap_bundleMessage(bundle,buff,rightmost.direction().z);
    
    sprintf(buff,"/hand/rightmost/pitch");
    oleap_bundleMessage(bundle,buff,rightmost.palmPosition().pitch());
    
    sprintf(buff,"/hand/rightmost/yaw");
    oleap_bundleMessage(bundle,buff,rightmost.palmPosition().yaw());
    
    sprintf(buff,"/hand/rightmost/roll");
    oleap_bundleMessage(bundle,buff,rightmost.palmPosition().roll());
    
    sprintf(buff,"/hand/rightmost/palm/velocity/x");
    oleap_bundleMessage(bundle,buff,rightmost.palmVelocity().x);
    
    sprintf(buff,"/hand/rightmost/palm/velocity/y");
    oleap_bundleMessage(bundle,buff,rightmost.palmVelocity().y);
    
    sprintf(buff,"/hand/rightmost/palm/velocity/z");
    oleap_bundleMessage(bundle,buff,rightmost.palmVelocity().z);
    
    sprintf(buff,"/hand/rightmost/palm/sphere/center/x");
    oleap_bundleMessage(bundle,buff,rightmost.sphereCenter().x);
    
    sprintf(buff,"/hand/rightmost/palm/sphere/center/y");
    oleap_bundleMessage(bundle,buff,rightmost.sphereCenter().y);
    
    sprintf(buff,"/hand/rightmost/palm/sphere/center/z");
    oleap_bundleMessage(bundle,buff,rightmost.sphereCenter().z);
    
    sprintf(buff,"/hand/rightmost/palm/sphere/radius");
    oleap_bundleMessage(bundle,buff,rightmost.sphereRadius());
    
    sprintf(buff,"/hand/rightmost/palm/normal/x");
    oleap_bundleMessage(bundle,buff,rightmost.palmNormal().x);
    
    sprintf(buff,"/hand/rightmost/palm/normal/y");
    oleap_bundleMessage(bundle,buff,rightmost.palmNormal().y);
    
    sprintf(buff,"/hand/rightmost/palm/normal/z");
    oleap_bundleMessage(bundle,buff,rightmost.palmNormal().z);
    
    sprintf(buff,"/hand/rightmost/distance/from/leftmost");
    oleap_bundleMessage(bundle,buff,rightmost.palmPosition().angleTo(leftmost.palmPosition()));
    
    const Leap::FingerList &rightMostfingers = rightmost.fingers();
    const size_t rightMostnNumFingers = fingers.count();
    
    for(size_t j = 0; j < rightMostnNumFingers; j++)
    {
        const Leap::Finger &finger = rightMostfingers[j];
        const int32_t finger_id = finger.id();
        //const Leap::Ray& tip = finger.tip();
        const Leap::Vector direction = finger.direction();
        const Leap::Vector position = finger.tipPosition();
        const Leap::Vector velocity = finger.tipVelocity();
        const double width = finger.width();
        const double length = finger.length();
        const bool isTool = finger.isTool();
        
        sprintf(buff,"/hand/rightmost/finger/%d/hand_id",j+1);
        oleap_bundleMessage(bundle,buff,rightmost.id());
        
        sprintf(buff,"/hand/rightmost/finger/%d/finger_id",j+1);
        oleap_bundleMessage(bundle,buff,finger.id());
        
        sprintf(buff,"/hand/rightmost/finger/%d/position/x",j+1);
        oleap_bundleMessage(bundle,buff,position.x);
        
        sprintf(buff,"/hand/rightmost/finger/%d/position/y",j+1);
        oleap_bundleMessage(bundle,buff,position.y);
        
        sprintf(buff,"/hand/rightmost/finger/%d/position/z",j+1);
        oleap_bundleMessage(bundle,buff,position.z);
        
        sprintf(buff,"/hand/rightmost/finger/%d/direction/x",j+1);
        oleap_bundleMessage(bundle,buff,direction.x);
        
        sprintf(buff,"/hand/rightmost/finger/%d/direction/y",j+1);
        oleap_bundleMessage(bundle,buff,direction.y);
        
        sprintf(buff,"/hand/rightmost/finger/%d/direction/z",j+1);
        oleap_bundleMessage(bundle,buff,direction.z);
        
        sprintf(buff,"/hand/rightmost/finger/%d/velocity/x",j+1);
        oleap_bundleMessage(bundle,buff,velocity.x);
        
        sprintf(buff,"/hand/rightmost/finger/%d/velocity/y",j+1);
        oleap_bundleMessage(bundle,buff,velocity.y);
        
        sprintf(buff,"/hand/rightmost/finger/%d/velocity/z",j+1);
        oleap_bundleMessage(bundle,buff,velocity.z);
        
        sprintf(buff,"/hand/rightmost/finger/%d/direction/normalized/x",j+1);
        oleap_bundleMessage(bundle,buff,direction.normalized().x);
        
        sprintf(buff,"/hand/rightmost/finger/%d/direction/normalized/y",j+1);
        oleap_bundleMessage(bundle,buff,direction.normalized().y);
        
        sprintf(buff,"/hand/rightmost/finger/%d/direction/normalized/z",j+1);
        oleap_bundleMessage(bundle,buff,direction.normalized().z);
        
        sprintf(buff,"/hand/rightmost/finger/%d/pitch/normalized/",j+1);
        oleap_bundleMessage(bundle,buff,direction.normalized().pitch());
        
        sprintf(buff,"/hand/rightmost/finger/%d/yaw/normalized/",j+1);
        oleap_bundleMessage(bundle,buff,direction.normalized().yaw());
        
        sprintf(buff,"/hand/rightmost/finger/%d/roll/normalized/",j+1);
        oleap_bundleMessage(bundle,buff,direction.normalized().roll());
        
        sprintf(buff,"/hand/rightmost/finger/%d/width",j+1);
        oleap_bundleMessage(bundle,buff,width);
        
        sprintf(buff,"/hand/rightmost/finger/%d/length",j+1);
        oleap_bundleMessage(bundle,buff,length);
        
        sprintf(buff,"/hand/rightmost/isTool",j+1);
        oleap_bundleMessage(bundle,buff,isTool);
        
        for(size_t i = j+1; i < numFingers; i++)
        {
            sprintf(buff,"/hand/rightmost/finger/%d/distance/to/finger/%d",j+1,i+1);
            oleap_bundleMessage(bundle,buff,fingers[j].direction().distanceTo(fingers[i].direction()));
            
            sprintf(buff,"/hand/rightmost/finger/%d/angle/to/finger/%d",j+1,i+1);
            oleap_bundleMessage(bundle,buff,fingers[j].direction().angleTo((fingers[i].direction())));
            
        }
        
    }
    
    
    //////////////////////////
    for(size_t i = 0; i < numHands; i++)
	{
		// Hand
        
        
		const Leap::Hand &hand = hands[i];
		const int32_t hand_id = hand.id();
                
		const Leap::FingerList &fingers = hand.fingers();
		const size_t numFingers = fingers.count();
        
        float pitch = hand.direction().pitch();
        float yaw = hand.direction().yaw();
        float roll = hand.palmNormal().roll();
        
        //Leap::Hand leftmost = ;
        
        

        //t_osc_bundle_u *bundle, string address, float datum

        sprintf(buff,"/hand/%d/id",i+1);
        oleap_bundleMessage(bundle,buff,hand_id);
        
        sprintf(buff,"/hand/%d/fingers",i+1);
        oleap_bundleMessage(bundle,buff,numFingers);
        
        sprintf(buff,"/hand/%d/pitch",i+1);
        oleap_bundleMessage(bundle,buff,pitch);
        
        sprintf(buff,"/hand/%d/yaw",i+1);
        oleap_bundleMessage(bundle,buff,yaw);
        
        sprintf(buff,"/hand/%d/roll",i+1);
        oleap_bundleMessage(bundle,buff,roll);
        

        
		for(size_t j = 0; j < numFingers; j++)
		{
			// Finger
			const Leap::Finger &finger = fingers[j];
			const int32_t finger_id = finger.id();
			//const Leap::Ray& tip = finger.tip();
			const Leap::Vector direction = finger.direction();
			const Leap::Vector position = finger.tipPosition();
			const Leap::Vector velocity = finger.tipVelocity();
			const double width = finger.width();
			const double length = finger.length();
			const bool isTool = finger.isTool();
            
            
            /*
            string names [14]= {“xpos”,”ypos”,”zpos”,”xdir”,”ydir”,”zdir”,”xvel”,”yvel”,”zvel,finger_length”,”istool_mes”};
            
            for(LOOP OVER FINGERS “J”)
            {
                t_osc_message_u *handdata[14];
                for(int i=0;i<14;i++)
                {
                    handdata[i]=osc_message_u_alloc();
                    osc_message_u_setAddress(handdata[i], “/”+j.toString()+ ”/” +names[i]);
                }	
                
            }
            */
            
            sprintf(buff,"/hand/%d/finger/%d/hand_id",i+1,j+1);
            oleap_bundleMessage(bundle,buff,hand_id);
            
            sprintf(buff,"/hand/%d/finger/%d/finger_id",i+1,j+1);
            oleap_bundleMessage(bundle,buff,finger_id);

            sprintf(buff,"/hand/%d/finger/%d/position/x",i+1,j+1);
            oleap_bundleMessage(bundle,buff,position.x);
            
            sprintf(buff,"/hand/%d/finger/%d/position/y",i+1,j+1);
            oleap_bundleMessage(bundle,buff,position.y);
            
            sprintf(buff,"/hand/%d/finger/%d/position/z",i+1,j+1);
            oleap_bundleMessage(bundle,buff,position.z);

            sprintf(buff,"/hand/%d/finger/%d/direction/x",i+1,j+1);
            oleap_bundleMessage(bundle,buff,direction.x);
            
            sprintf(buff,"/hand/%d/finger/%d/direction/y",i+1,j+1);
            oleap_bundleMessage(bundle,buff,direction.y);

            sprintf(buff,"/hand/%d/finger/%d/direction/z",i+1,j+1);
            oleap_bundleMessage(bundle,buff,direction.z);

            sprintf(buff,"/hand/%d/finger/%d/velocity/x",i+1,j+1);
            oleap_bundleMessage(bundle,buff,velocity.x);

            sprintf(buff,"/hand/%d/finger/%d/velocity/y",i+1,j+1);
            oleap_bundleMessage(bundle,buff,velocity.y);

            sprintf(buff,"/hand/%d/finger/%d/velocity/z",i+1,j+1);
            oleap_bundleMessage(bundle,buff,velocity.z);

            sprintf(buff,"/hand/%d/finger/%d/width",i+1,j+1);
            oleap_bundleMessage(bundle,buff,width);

            sprintf(buff,"/hand/%d/finger/%d/length",i+1,j+1);
            oleap_bundleMessage(bundle,buff,length);

            sprintf(buff,"/hand/%d/tool",i+1,j+1);
            oleap_bundleMessage(bundle,buff,isTool);

		}
        
        
        const Leap::Vector position = hand.palmPosition();
        const Leap::Vector direction = hand.direction();
        const Leap::Vector velocity = hand.palmVelocity();
        const Leap::Vector normal = hand.palmNormal();
        const Leap::Vector sphereCenter = hand.sphereCenter();
        const double sphereRadius = hand.sphereRadius();
        
        
        ///////////////////////////Palm Data!!!
        
        
        sprintf(buff,"/hand/%d/palm/hand_id",i+1);
        oleap_bundleMessage(bundle,buff,hand_id);
        
        sprintf(buff,"/hand/%d/palm/frame_id",i+1);
        oleap_bundleMessage(bundle,buff,frame_id);
        
        sprintf(buff,"/hand/%d/palm/position/x",i+1);
        oleap_bundleMessage(bundle,buff,position.x);
        
        sprintf(buff,"/hand/%d/palm/position/y",i+1);
        oleap_bundleMessage(bundle,buff,position.y);
        
        sprintf(buff,"/hand/%d/palm/position/z",i+1);
        oleap_bundleMessage(bundle,buff,position.z);
        
        sprintf(buff,"/hand/%d/palm/direction/x",i+1);
        oleap_bundleMessage(bundle,buff,direction.x);
        
        sprintf(buff,"/hand/%d/palm/direction/y",i+1);
        oleap_bundleMessage(bundle,buff,direction.y);
        
        sprintf(buff,"/hand/%d/palm/direction/z",i+1);
        oleap_bundleMessage(bundle,buff,direction.z);
        
        sprintf(buff,"/hand/%d/palm/velocity/x",i+1);
        oleap_bundleMessage(bundle,buff,velocity.x);
        
        sprintf(buff,"/hand/%d/palm/velocity/x",i+1);
        oleap_bundleMessage(bundle,buff,velocity.y);
        
        sprintf(buff,"/hand/%d/palm/velocity/z",i+1);
        oleap_bundleMessage(bundle,buff,velocity.z);
        
        sprintf(buff,"/hand/%d/palm/normal/x",i+1);
        oleap_bundleMessage(bundle,buff,normal.x);
        
        sprintf(buff,"/hand/%d/palm/normal/y",i+1);
        oleap_bundleMessage(bundle,buff,normal.y);
        
        sprintf(buff,"/hand/%d/palm/normal/z",i+1);
        oleap_bundleMessage(bundle,buff,normal.z);
        
        
        sprintf(buff,"/hand/%d/sphere/id",i);
        oleap_bundleMessage(bundle,buff,hand_id);
        
        sprintf(buff,"/hand/%d/sphere/frame_id",i);
        oleap_bundleMessage(bundle,buff,frame_id);
        
        sprintf(buff,"/hand/%d/sphere/center/x",i+1);
        oleap_bundleMessage(bundle,buff,sphereCenter.x);
        
        sprintf(buff,"/hand/%d/sphere/center/y",i+1);
        oleap_bundleMessage(bundle,buff,sphereCenter.y);
        
        sprintf(buff,"/hand/%d/sphere/center/z",i+1);
        oleap_bundleMessage(bundle,buff,sphereCenter.z);
        
        sprintf(buff,"/hand/%d/sphere/radius",i+1);
        oleap_bundleMessage(bundle,buff,sphereRadius);
    
        
        
        const Leap::PointableList pointables = frame.pointables();
        const int count = pointables.count();

        for(size_t j = 0; j < count; j++){

            sprintf(buff,"/hand/%d/pointable/%d/id",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).id());
            
            sprintf(buff,"/hand/%d/pointable/%d/length",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).length());
            
            sprintf(buff,"/hand/%d/pointable/%d/width",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).width());
        
            sprintf(buff,"/hand/%d/pointable/%d/direction/x",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).direction().x);
        
            sprintf(buff,"/hand/%d/pointable/%d/direction/y",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).direction().y);
        
            sprintf(buff,"/hand/%d/pointable/%d/direction/z",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).direction().z);
        
            sprintf(buff,"/hand/%d/pointable/%d/isFinger",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).isFinger());
            
            sprintf(buff,"/hand/%d/pointable/%d/isTool",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).isTool());
        
            sprintf(buff,"/hand/%d/pointable/%d/position/tip/x",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).tipPosition().x);
            
            sprintf(buff,"/hand/%d/pointable/%d/position/tip/y",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).tipPosition().y);
        
            sprintf(buff,"/hand/%d/pointable/%d/position/tip/z",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).tipPosition().z);
            
            sprintf(buff,"/hand/%d/pointable/%d/velocity/tip/x",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).tipVelocity().x);
            
            sprintf(buff,"/hand/%d/pointable/%d/velocity/tip/y",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).tipVelocity().y);
            
            sprintf(buff,"/hand/%d/pointable/%d/velocity/tip/z",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).tipVelocity().z);
     
            sprintf(buff,"/hand/%d/pointable/%d/position/stabilized/x",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).stabilizedTipPosition().x);
            
            sprintf(buff,"/hand/%d/pointable/%d/position/stabilized/y",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).stabilizedTipPosition().y);
            
            sprintf(buff,"/hand/%d/pointable/%d/position/stabilized/z",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).stabilizedTipPosition().z);
            
            sprintf(buff,"/hand/%d/pointable/%d/touchZone/distance",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).touchDistance());
            
            sprintf(buff,"/hand/%d/pointable/%d/touchZone",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).touchZone());
            
            sprintf(buff,"/hand/%d/pointable/%d/touchZone/touching",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).ZONE_TOUCHING);
            
            sprintf(buff,"/hand/%d/pointable/%d/touchZone/hovering",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).ZONE_HOVERING);
            
        }
        
        const Leap::InteractionBox box = frame.interactionBox();
        const Leap::Vector center = box.center();
        const Leap::Vector normalizedPosition = box.normalizePoint(position);
    
        sprintf(buff,"/hand/%d/interactionBox/depth",i+1);
        oleap_bundleMessage(bundle,buff,box.depth());
        
        sprintf(buff,"/hand/%d/interactionBox/center/x",i+1);
        oleap_bundleMessage(bundle,buff,center.x);
        
        sprintf(buff,"/hand/%d/interactionBox/center/y",i+1);
        oleap_bundleMessage(bundle,buff,center.y);
        
        sprintf(buff,"/hand/%d/interactionBox/center/z",i+1);
        oleap_bundleMessage(bundle,buff,center.z);
        
        sprintf(buff,"/hand/%d/interactionBox/position/normalized/x",i+1);
        oleap_bundleMessage(bundle,buff,normalizedPosition.x);
        
        sprintf(buff,"/hand/%d/interactionBox/position/normalized/y",i+1);
        oleap_bundleMessage(bundle,buff,normalizedPosition.y);
        
        sprintf(buff,"/hand/%d/interactionBox/position/normalized/z",i+1);
        oleap_bundleMessage(bundle,buff,normalizedPosition.z);
        
        sprintf(buff,"/hand/%d/interactionBox/width",i+1);
        oleap_bundleMessage(bundle,buff,box.width());
        
        sprintf(buff,"/hand/%d/interactionBox/height",i+1);
        oleap_bundleMessage(bundle,buff,box.height());
        
    }

    
    long bytes = 0;//length of byte array
    char* pointer = NULL;
    
    osc_bundle_u_serialize(bundle, &bytes, &pointer);//& is address of the variable
    //post("%ld %p", bytes,pointer);
    
    t_atom out[2];
    atom_setlong(out, bytes);
    atom_setlong(out+1, (long)pointer);
    outlet_anything(x->outlet, gensym("FullPacket"), 2, out);
    
    osc_bundle_u_free(bundle);//get rid of stuff in osc message
    osc_mem_free(pointer);//marks pointer address as being free (clear if you want to keep using same)
    

}
// This controller mode is used to fly around with the camera
void LLLMImpl::modeFlycam(Leap::HandList& hands)
{
	static bool old_joystick_enabled=false;

	S32 numHands=hands.count();
	if(numHands!=1)
	{
		if(mOverrideCamera)
		{
			mOverrideCamera=false;

			gSavedSettings.setBOOL("JoystickEnabled",old_joystick_enabled);
			gSavedSettings.setBOOL("JoystickFlycamEnabled",false);

			LLPanelStandStopFlying::clearStandStopFlyingMode(LLPanelStandStopFlying::SSFM_FLYCAM);

			// make sure to keep the camera where we left it when we switch off flycam
			LLViewerJoystick::instance().setCameraNeedsUpdate(false);
		}
	}
	else
	{
		// Get the first hand
		Leap::Hand hand=hands[0];

		// Check if the hand has at least 3 fingers
		Leap::FingerList finger_list=hand.fingers();
		S32 num_fingers=finger_list.count();

		static F32 y_rot=0.0f;
		static F32 z_rot=0.0f;

		if(!mOverrideCamera)
		{
			mOverrideCamera=true;

			old_joystick_enabled=gSavedSettings.getBOOL("JoystickEnabled");

			gSavedSettings.setBOOL("JoystickEnabled",true);
			gSavedSettings.setBOOL("JoystickFlycamEnabled",true);

			mFlycamPos=LLViewerCamera::instance().getOrigin();
			mFlycamDelta=LLVector3::zero;
			mFlycamFeatheredDelta=LLVector3::zero;
			mFlycamInitialRot=LLViewerCamera::instance().getQuaternion();
			mFlycamRot=LLVector3::zero;
			mFlycamFeatheredRot=LLVector3::zero;
			y_rot=0.0f;
			z_rot=0.0f;

			LLPanelStandStopFlying::setStandStopFlyingMode(LLPanelStandStopFlying::SSFM_FLYCAM);
		}

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

		if(num_fingers<3)
		{
			mFlycamDelta=LLVector3::zero;
			mHandCenterPos=hand.palmPosition();

			// auto leveling (not quite perfect yet)
			mFlycamRot=LLVector3(0.0f,y_rot,z_rot);
		}
		else
		{
			F32 delta=palm_pos.z-mHandCenterPos.z;
			if(fabsf(delta)>5.0f)
			{
				mFlycamDelta.mV[VX]=-delta*fabsf(delta)/1000.0f;
			}

			delta=palm_pos.y-mHandCenterPos.y;
			if(fabsf(delta)>5.0f)
			{
				mFlycamDelta.mV[VZ]=delta*fabsf(delta)/1000.0f;
			}

			delta=palm_pos.x-mHandCenterPos.x;
			if(fabsf(delta)>5.0f)
			{
				mFlycamDelta.mV[VY]=-delta*fabsf(delta)/1000.0f;
			}

			y_rot=palm_normal.z*150.0f;
			if(fabsf(palm_normal.x)>0.2f)
			{
				z_rot+=(palm_normal.x*fabsf(palm_normal.x)*50.0f);
			}

			// palm_normal.z = pitch
			// palm_normal.x = roll
			mFlycamRot=LLVector3(-palm_normal.x*60.0f,y_rot,z_rot);
		}
	}
}
Beispiel #18
0
//function to get a frame and return it in the format acceptable to MATLAB
//ie mxArray
void loadFrame(mxArray *plhs[])
{
    //get current frame
	Leap::Frame frame = controller->frame();
	//DEBUG: check if frame is valid
	if(!frame.isValid()) mexErrMsgTxt("Frame returned was not valid");
    //wait for frame to be valid
	//while(!frame.isValid()) controller->frame();
    
    Leap::HandList hands = frame.hands();
    
    //import variables and create struct
	
	//number of hands
	int numHands = hands.count();
	
	//if there are no hands return a null pointer
	if(!numHands){
		plhs[0] = mxCreateDoubleScalar(0);
		return;
	}
	
	//fields returned to matlab in the struct:
	int numHandFields = 4;    //change number of fields here****
	const char *hand_field_names[] = 
	{
		"position",
		"velocity",
		"direction",
		"pointables"
		//add new hand fields here****
	};
	
	//pointable temp values for a given hand
	int numPointables;
	Leap::PointableList pointList;
	int numPointFields = 3;  	//change number of pointable fields here****
	const char *point_field_names[] = 
	{
		"position",
		"velocity",
		"direction"
		//add new pointable fields here****
	};
	mxArray *p;	
		
	//allocate the structure array to export to matlab
	mxArray *h = mxCreateStructMatrix(1, numHands, numHandFields, hand_field_names);
	
	//put vectors into structure array fields
	int i,j; //iterators
	for(i=0;i<numHands;i++){
		//fill in hand information
		mxSetFieldByNumber(h,i,0,makeVector(hands[i].palmPosition()));
		mxSetFieldByNumber(h,i,1,makeVector(hands[i].palmVelocity()));
		mxSetFieldByNumber(h,i,2,makeVector(hands[i].direction()));
		// add new field information here****
		//create pointable struct for this hand
		pointList = hands[i].pointables();		//get list of pointables for this hand
		numPointables = pointList.count();	    //get number of pointables for this hand
		//build list of pointables
		p = mxCreateStructMatrix(1,numPointables,numPointFields,point_field_names);
		for(j=0;j<numPointables;j++){
			mxSetFieldByNumber(p,j,0,makeVector(pointList[j].tipPosition()));
			mxSetFieldByNumber(p,j,1,makeVector(pointList[j].tipVelocity()));
			mxSetFieldByNumber(p,j,2,makeVector(pointList[j].direction()));
			//add new pointable fields here****
		}
		//put pointable list into hand struct
		mxSetFieldByNumber(h,i,3,p);
	}
    plhs[0] = h;  //set output
    return;
}