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();

    }

}
Ejemplo n.º 2
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);
			}
		}
	}
}
Ejemplo n.º 3
0
void FLeapMotionInputDevice::ParseEvents()
{
	//Optimization: If we don't have any delegates, skip
	if (EventDelegates.Num() == 0)
	{
		return;
	}

	//Pointers
	Leap::Frame Frame = ControllerData.LeapController.frame();
	Leap::Frame PastFrame = ControllerData.LeapController.frame(1);

	//Calculate HMD Timewarp if valid
	if (GEngine->HMDDevice.IsValid() && ControllerData.bTimeWarpEnabled) {
		LeapHMDSnapshot ThenSnapshot = HMDSamples->HMDSampleClosestToTimestamp(Frame.timestamp());
		LeapHMDSnapshot NowSnapShot = HMDSamples->CurrentHMDSample();

		LeapHMDSnapshot HistorySnapshot = HMDSamples->LastHMDSample();	//reduce jitter
		//ControllerData.TimeWarpSnapshot = NowSnapShot.Difference(ThenSnapshot, ControllerData.TimeWarpFactor);// * ControllerData.TimeWarpFactor;

		FQuat WarpQuat = NowSnapShot.Orientation;//FQuat::Slerp(NowSnapShot.Orientation, HistorySnapshot.Orientation, ControllerData.TimeWarpTween);
		FQuat ThenTweened = FQuat::Slerp(ThenSnapshot.Orientation, HistorySnapshot.Orientation, ControllerData.TimeWarpTween);

		ControllerData.TimeWarpSnapshot.Orientation = (WarpQuat.Inverse() * ControllerData.TimeWarpFactor) * ThenTweened;

		ControllerData.TimeWarpAmountMs = (ControllerData.TimeWarpSnapshot.Timestamp) / 1000.f;
	}

	//-Hands-

	//Hand Count
	int HandCount = Frame.hands().count();

	if (PastState->HandCount != HandCount)
	{
		CallFunctionOnDelegates([&](UObject* EventDelegate)
		{
			ILeapEventInterface::Execute_HandCountChanged(EventDelegate, 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 = PastState->StateForId(Hand.id());		//we use a custom class to hold reliable state tracking based on id's

																				//Make a ULeapHand
		if (PEventHand == nullptr)
		{
			PEventHand = NewObject<ULeapHand>();
			PEventHand->AddToRoot();
		}
		PEventHand->SetHand(Hand);

		//Emit hand
		CallFunctionOnDelegates([&](UObject* EventDelegate)
		{
			ILeapEventInterface::Execute_LeapHandMoved(EventDelegate, PEventHand);
		});


		//Left/Right hand forwarding
		if (Hand.isRight())
		{
			CallFunctionOnDelegates([&](UObject* EventDelegate)
			{
				ILeapEventInterface::Execute_LeapRightHandMoved(EventDelegate, PEventHand);
			});

			//Input Mapping
			FRotator PalmOrientation = PEventHand->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())
		{
			CallFunctionOnDelegates([&](UObject* EventDelegate)
			{
				ILeapEventInterface::Execute_LeapLeftHandMoved(EventDelegate, PEventHand);
			});

			//Input Mapping
			FRotator PalmOrientation = PEventHand->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)
		{
			CallFunctionOnDelegates([&](UObject* EventDelegate)
			{
				ILeapEventInterface::Execute_LeapHandGrabbing(EventDelegate, GrabStrength, PEventHand);
			});

		}

		if (Grabbed && !PastHandState.Grabbed)
		{
			CallFunctionOnDelegates([&](UObject* EventDelegate)
			{
				ILeapEventInterface::Execute_LeapHandGrabbed(EventDelegate, GrabStrength, PEventHand);
			});

			//input mapping
			if (PEventHand->HandType == LeapHandType::HAND_LEFT)
			{
				EmitKeyDownEventForKey(EKeysLeap::LeapLeftGrab, 0, 0);
			}
			else
			{
				EmitKeyDownEventForKey(EKeysLeap::LeapRightGrab, 0, 0);
			}
		}
		else if (!Grabbed && PastHandState.Grabbed)
		{
			CallFunctionOnDelegates([&](UObject* EventDelegate)
			{
				ILeapEventInterface::Execute_LeapHandReleased(EventDelegate, GrabStrength, PEventHand);
			});

			//input mapping
			if (PEventHand->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)
			{
				CallFunctionOnDelegates([&](UObject* EventDelegate)
				{
					ILeapEventInterface::Execute_LeapHandPinching(EventDelegate, PinchStrength, PEventHand);
				});
			}
			if (Pinched && !PastHandState.Pinched)
			{
				CallFunctionOnDelegates([&](UObject* EventDelegate)
				{
					ILeapEventInterface::Execute_LeapHandPinched(EventDelegate, PinchStrength, PEventHand);
				});
				//input mapping
				if (PEventHand->HandType == LeapHandType::HAND_LEFT)
				{
					EmitKeyDownEventForKey(EKeysLeap::LeapLeftPinch, 0, 0);
				}
				else
				{
					EmitKeyDownEventForKey(EKeysLeap::LeapRightPinch, 0, 0);
				}
			}
			else if (!Pinched && PastHandState.Pinched)
			{
				CallFunctionOnDelegates([&](UObject* EventDelegate)
				{
					ILeapEventInterface::Execute_LeapHandUnpinched(EventDelegate, PinchStrength, PEventHand);
				});
				//input mapping
				if (PEventHand->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))
		{
			CallFunctionOnDelegates([&](UObject* EventDelegate)
			{
				ILeapEventInterface::Execute_FingerCountChanged(EventDelegate, FingerCount);
			});
		}
		if (PEventFinger == nullptr)
		{
			PEventFinger = NewObject<ULeapFinger>();
			PEventFinger->AddToRoot();
		}

		Leap::Finger Finger;

		//Cycle through each finger
		for (int j = 0; j < FingerCount; j++)
		{
			Finger = Fingers[j];
			PEventFinger->SetFinger(Finger);

			//Finger Moved
			if (Finger.isValid())
			{
				CallFunctionOnDelegates([&](UObject* EventDelegate)
				{
					ILeapEventInterface::Execute_LeapFingerMoved(EventDelegate, PEventFinger);
				});
			}
		}

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

		//Leftmost
		Finger = Fingers.leftmost();
		PEventFinger->SetFinger(Finger);
		CallFunctionOnDelegates([&](UObject* EventDelegate)
		{
			ILeapEventInterface::Execute_LeapLeftMostFingerMoved(EventDelegate, PEventFinger);
		});

		//Rightmost
		Finger = Fingers.rightmost();
		PEventFinger->SetFinger(Finger);
		CallFunctionOnDelegates([&](UObject* EventDelegate)
		{
			ILeapEventInterface::Execute_LeapRightMostFingerMoved(EventDelegate, PEventFinger);
		});

		//Frontmost
		Finger = Fingers.frontmost();
		PEventFinger->SetFinger(Finger);
		CallFunctionOnDelegates([&](UObject* EventDelegate)
		{
			ILeapEventInterface::Execute_LeapFrontMostFingerMoved(EventDelegate, PEventFinger);
		});

		//touch only for front-most finger, most common use case
		float touchDistance = Finger.touchDistance();
		if (touchDistance <= 0.f)
		{
			CallFunctionOnDelegates([&](UObject* EventDelegate)
			{
				ILeapEventInterface::Execute_LeapFrontFingerTouch(EventDelegate, PEventFinger);
			});
		}

		//Set the state data for next cycle
		PastHandState.Grabbed = Grabbed;
		PastHandState.Pinched = Pinched;
		PastHandState.FingerCount = FingerCount;

		PastState->SetStateForId(PastHandState, Hand.id());
	}

	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 (PEventCircleGesture == nullptr)
			{
				PEventCircleGesture = NewObject<ULeapCircleGesture>();
				PEventCircleGesture->AddToRoot();
			}
			PEventCircleGesture->SetGesture(Leap::CircleGesture(Gesture));
			CallFunctionOnDelegates([&](UObject* EventDelegate)
			{
				ILeapEventInterface::Execute_CircleGestureDetected(EventDelegate, PEventCircleGesture);
			});
			PEventGesture = PEventCircleGesture;
			break;
		case Leap::Gesture::TYPE_KEY_TAP:
			if (PEventKeyTapGesture == nullptr)
			{
				PEventKeyTapGesture = NewObject<ULeapKeyTapGesture>();
				PEventKeyTapGesture->AddToRoot();
			}
			PEventKeyTapGesture->SetGesture(Leap::KeyTapGesture(Gesture));
			CallFunctionOnDelegates([&](UObject* EventDelegate)
			{
				ILeapEventInterface::Execute_KeyTapGestureDetected(EventDelegate, PEventKeyTapGesture);
			});
			PEventGesture = PEventKeyTapGesture;
			break;
		case Leap::Gesture::TYPE_SCREEN_TAP:
			if (PEventScreenTapGesture == nullptr)
			{
				PEventScreenTapGesture = NewObject<ULeapScreenTapGesture>();
				PEventScreenTapGesture->AddToRoot();
			}
			PEventScreenTapGesture->SetGesture(Leap::ScreenTapGesture(Gesture));
			CallFunctionOnDelegates([&](UObject* EventDelegate)
			{
				ILeapEventInterface::Execute_ScreenTapGestureDetected(EventDelegate, PEventScreenTapGesture);
			});
			PEventGesture = PEventScreenTapGesture;
			break;
		case Leap::Gesture::TYPE_SWIPE:
			if (PEventSwipeGesture == nullptr)
			{
				PEventSwipeGesture = NewObject<ULeapSwipeGesture>();
				PEventSwipeGesture->AddToRoot();
			}
			PEventSwipeGesture->SetGesture(Leap::SwipeGesture(Gesture));
			CallFunctionOnDelegates([&](UObject* EventDelegate)
			{
				ILeapEventInterface::Execute_SwipeGestureDetected(EventDelegate, PEventSwipeGesture);
			});
			PEventGesture = PEventSwipeGesture;
			break;
		default:
			break;
		}

		//emit gesture
		if (Type != Leap::Gesture::TYPE_INVALID)
		{
			CallFunctionOnDelegates([&](UObject* EventDelegate)
			{
				ILeapEventInterface::Execute_GestureDetected(EventDelegate, PEventGesture);
			});
		}
	}

	//Image
	if (ControllerData.bAllowImageEvents && ControllerData.bImageEventsEnabled)
	{
		int ImageCount = Frame.images().count();

		//We only support getting both images
		if (ImageCount >= 2)
		{
			Leap::Image Image1 = Frame.images()[0];
			if (PEventImage1 == nullptr)
			{
				PEventImage1 = NewObject<ULeapImage>();
				PEventImage1->AddToRoot();
			}
			PEventImage1->UseGammaCorrection = ControllerData.bUseGammaCorrection;
			PEventImage1->SetLeapImage(Image1);

			CallFunctionOnDelegates([&](UObject* EventDelegate)
			{
				ILeapEventInterface::Execute_RawImageReceived(EventDelegate, PEventImage1->Texture(), PEventImage1);
			});

			Leap::Image Image2 = Frame.images()[1];
			if (PEventImage2 == nullptr)
			{
				PEventImage2 = NewObject<ULeapImage>();
				PEventImage2->AddToRoot();
			}
			PEventImage2->UseGammaCorrection = ControllerData.bUseGammaCorrection;
			PEventImage2->SetLeapImage(Image2);

			CallFunctionOnDelegates([&](UObject* EventDelegate)
			{
				ILeapEventInterface::Execute_RawImageReceived(EventDelegate, PEventImage2->Texture(), PEventImage2);
			});
		}
	}
}
Ejemplo n.º 4
0
void SampleListener::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()
            << ", extended fingers: " << frame.fingers().extended().count()
            << ", tools: " << frame.tools().count()
            << ", gestures: " << frame.gestures().count() << std::endl;

  Leap::HandList hands = frame.hands();
  for (Leap::HandList::const_iterator hl = hands.begin(); hl != hands.end(); ++hl) {
    // Get the first hand
    const Leap::Hand hand = *hl;
    std::string handType = hand.isLeft() ? "Left hand" : "Right hand";
    std::cout << std::string(2, ' ') << handType << ", id: " << hand.id()
              << ", palm position: " << hand.palmPosition() << std::endl;
    // Get the hand's normal vector and direction
    const Leap::Vector normal = hand.palmNormal();
    const Leap::Vector direction = hand.direction();

    // Calculate the hand's pitch, roll, and yaw angles
    std::cout << std::string(2, ' ') <<  "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 the Arm bone
    Leap::Arm arm = hand.arm();
    std::cout << std::string(2, ' ') <<  "Arm direction: " << arm.direction()
              << " wrist position: " << arm.wristPosition()
              << " elbow position: " << arm.elbowPosition() << std::endl;

    // Get fingers
    const Leap::FingerList fingers = hand.fingers();
    for (Leap::FingerList::const_iterator fl = fingers.begin(); fl != fingers.end(); ++fl) {
      const Leap::Finger finger = *fl;
      std::cout << std::string(4, ' ') <<  fingerNames[finger.type()]
                << " finger, id: " << finger.id()
                << ", length: " << finger.length()
                << "mm, width: " << finger.width() << std::endl;

      // Get finger bones
      for (int b = 0; b < 4; ++b) {
        Leap::Bone::Type boneType = static_cast<Leap::Bone::Type>(b);
        Leap::Bone bone = finger.bone(boneType);
        std::cout << std::string(6, ' ') <<  boneNames[boneType]
                  << " bone, start: " << bone.prevJoint()
                  << ", end: " << bone.nextJoint()
                  << ", direction: " << bone.direction() << std::endl;
      }
    }
  }

  // Get tools
  const Leap::ToolList tools = frame.tools();
  for (Leap::ToolList::const_iterator tl = tools.begin(); tl != tools.end(); ++tl) {
    const Leap::Tool tool = *tl;
    std::cout << std::string(2, ' ') <<  "Tool, id: " << tool.id()
              << ", position: " << tool.tipPosition()
              << ", direction: " << tool.direction() << 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()) <= Leap::PI/2) {
          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(1).gesture(circle.id()));
          sweptAngle = (circle.progress() - previousUpdate.progress()) * 2 * Leap::PI;
        }
        std::cout << std::string(2, ' ')
                  << "Circle id: " << gesture.id()
                  << ", state: " << stateNames[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 << std::string(2, ' ')
          << "Swipe id: " << gesture.id()
          << ", state: " << stateNames[gesture.state()]
          << ", direction: " << swipe.direction()
          << ", speed: " << swipe.speed() << std::endl;
        break;
      }
      case Leap::Gesture::TYPE_KEY_TAP:
      {
        Leap::KeyTapGesture tap = gesture;
        std::cout << std::string(2, ' ')
          << "Key Tap id: " << gesture.id()
          << ", state: " << stateNames[gesture.state()]
          << ", position: " << tap.position()
          << ", direction: " << tap.direction()<< std::endl;
        break;
      }
      case Leap::Gesture::TYPE_SCREEN_TAP:
      {
        Leap::ScreenTapGesture screentap = gesture;
        std::cout << std::string(2, ' ')
          << "Screen Tap id: " << gesture.id()
          << ", state: " << stateNames[gesture.state()]
          << ", position: " << screentap.position()
          << ", direction: " << screentap.direction()<< std::endl;
        break;
      }
      default:
        std::cout << std::string(2, ' ')  << "Unknown gesture type." << std::endl;
        break;
    }
  }

  if (!frame.hands().isEmpty() || !gestures.isEmpty()) {
    std::cout << std::endl;
  }

}