Example #1
0
void LeapHands::onFrame(const Controller& controller) 
{
	//Game::Instance()->PrintFloat("Hand children: ", childrenMap.size());	
	std::map<string, BoneData> tempBoneData;
	HandList hands = controller.frame().hands();
	int handId = 0;

	hands[0].fingers()[(int) Finger::Type::TYPE_THUMB];

	for (HandList::const_iterator hl = hands.begin(); hl != hands.end(); ++hl) {
		// Get the first hand
		const Hand hand = *hl;
		// Get fingers
		const FingerList fingers = hand.fingers();
		int fingerId = 0;
		bool firstFinger = true;
		Finger previousFinger;

		stringstream ass;
		ass << "Arm: 0 Hand: " << handId;
		tempBoneData[ass.str()] = BoneData(ass.str(), LeapToGlVec3(hand.arm().wristPosition()), LeapToGlVec3(hand.arm().elbowPosition()), true);
		ass.clear();

		glm::vec3 thumbBone = LeapToGlVec3(hand.fingers()[Finger::Type::TYPE_THUMB].bone(Bone::Type::TYPE_DISTAL).nextJoint());
		glm::vec3 indexBone = LeapToGlVec3(hand.fingers()[Finger::Type::TYPE_INDEX].bone(Bone::Type::TYPE_DISTAL).nextJoint());
		pinchDist = glm::length(thumbBone - indexBone);
		if (pinchDist < 5.0f)
		{
			pinch = true;
		}
		else
		{
			pinch = false;
		}

		for (FingerList::const_iterator fl = fingers.begin(); fl != fingers.end(); ++fl) {
			const Finger finger = *fl;

			// Get finger bones
			for (int b = 0; b < 4; ++b) {
				Bone::Type boneType = static_cast<Bone::Type>(b);
				Bone bone = finger.bone(boneType);
				stringstream ss;
				ss << "Hand: " << handId << " Finger: " << fingerId << " Bone: " << b;
				tempBoneData[ss.str()] = BoneData(ss.str(), LeapToGlVec3(bone.prevJoint()), LeapToGlVec3(bone.nextJoint()), true);


			}
			// Draw some other bits of the hand
			if (!firstFinger)
			{
				for (int b = 0; b < 2; ++b)
				{
					stringstream ss;
					ss << "Hand: " << handId << "Finger: " << (fingerId - 1) << "Finger: " << (fingerId) << " Bone: " << b;
					Bone startBone = previousFinger.bone(static_cast<Bone::Type>(b));
					Bone endBone = finger.bone(static_cast<Bone::Type>(b));
					if ((b == 1) && (fingerId == 1))
					{
						tempBoneData[ss.str()] = BoneData(ss.str(), LeapToGlVec3(startBone.nextJoint()), LeapToGlVec3(endBone.prevJoint()), false);
					}
					else
					{
						tempBoneData[ss.str()] = BoneData(ss.str(), LeapToGlVec3(startBone.prevJoint()), LeapToGlVec3(endBone.prevJoint()), false);
					}
				}
			}

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

				switch (gesture.type())
				{
					case Gesture::TYPE_CIRCLE:
					{
						CircleGesture circle = gesture;
						if (gesture.durationSeconds() > 1)
						{
							if (circle.pointable().direction().angleTo(circle.normal()) <= PI / 2) {
								
								spawn = vehicle;
							}
							else {
								spawn = model;
							}
						}
					}
				}
			}

			previousFinger = finger;
			firstFinger = false;
			++fingerId;
		}
		++handId;
	}	
	EnterCriticalSection(&criticalSection);
	trackedHands = handId;
	map<string, BoneData>::iterator it = tempBoneData.begin();
	boneData = tempBoneData;
	LeaveCriticalSection(&criticalSection);
}
Example #2
0
//--------------------------------------------------------------
void testApp::recordArmXML (Hand & hand){
	
	if (bRecordingThisFrame){
		Arm arm = hand.arm();
		if (arm.isValid()){
			
			float armWidth = arm.width();
			XML.setValue("AW", armWidth, lastTagNumber);
			
			ofPoint palmPt   = leap.getofPoint ( hand.palmPosition());
			ofPoint wristPt  = leap.getofPoint ( arm.wristPosition());
			ofPoint elbowPt  = leap.getofPoint ( arm.elbowPosition());
			ofPoint palmNorm = leap.getofPoint ( hand.palmNormal());
			
			int palmPtTagNum = XML.addTag("PM");
			XML.setValue("PM:X", palmPt.x, palmPtTagNum);
			XML.setValue("PM:Y", palmPt.y, palmPtTagNum);
			XML.setValue("PM:Z", palmPt.z, palmPtTagNum);
			
			int wristPtTagNum = XML.addTag("W");
			XML.setValue("W:X", wristPt.x, wristPtTagNum);
			XML.setValue("W:Y", wristPt.y, wristPtTagNum);
			XML.setValue("W:Z", wristPt.z, wristPtTagNum);
			
			int elbowPtTagNum = XML.addTag("E");
			XML.setValue("E:X", elbowPt.x, elbowPtTagNum);
			XML.setValue("E:Y", elbowPt.y, elbowPtTagNum);
			XML.setValue("E:Z", elbowPt.z, elbowPtTagNum);
			
			int palmNormTagNum = XML.addTag("PN");
			XML.setValue("PN:X", palmNorm.x, palmNormTagNum);
			XML.setValue("PN:Y", palmNorm.y, palmNormTagNum);
			XML.setValue("PN:Z", palmNorm.z, palmNormTagNum);
			
			
			//---------------
			// Export the hand basis matrix
			Leap::Matrix handMatrix = hand.basis();
			ofPoint handBasisX = leap.getofPoint( handMatrix.xBasis);
			ofPoint handBasisY = leap.getofPoint( handMatrix.yBasis);
			ofPoint handBasisZ = leap.getofPoint( handMatrix.zBasis);
			
			int handMatrixTagNum = XML.addTag("HM");
			if( XML.pushTag("HM", handMatrixTagNum) ){
				
				XML.setValue("XX", handBasisX.x, handMatrixTagNum);
				XML.setValue("XY", handBasisX.y, handMatrixTagNum);
				XML.setValue("XZ", handBasisX.z, handMatrixTagNum);
				
				XML.setValue("YX", handBasisY.x, handMatrixTagNum);
				XML.setValue("YY", handBasisY.y, handMatrixTagNum);
				XML.setValue("YZ", handBasisY.z, handMatrixTagNum);
				
				XML.setValue("ZX", handBasisZ.x, handMatrixTagNum);
				XML.setValue("ZY", handBasisZ.y, handMatrixTagNum);
				XML.setValue("ZZ", handBasisZ.z, handMatrixTagNum);
				
				XML.popTag(); // pop HM (Hand Matrix)
			}
			
			//---------------
			// Export the arm basis matrix
			Leap::Matrix armMatrix = arm.basis();
			ofPoint armBasisX = leap.getofPoint( armMatrix.xBasis);
			ofPoint armBasisY = leap.getofPoint( armMatrix.yBasis);
			ofPoint armBasisZ = leap.getofPoint( armMatrix.zBasis);
			
			int armMatrixTagNum = XML.addTag("AM");
			if( XML.pushTag("AM", armMatrixTagNum) ){
				
				XML.setValue("XX", armBasisX.x, armMatrixTagNum);
				XML.setValue("XY", armBasisX.y, armMatrixTagNum);
				XML.setValue("XZ", armBasisX.z, armMatrixTagNum);
				
				XML.setValue("YX", armBasisY.x, armMatrixTagNum);
				XML.setValue("YY", armBasisY.y, armMatrixTagNum);
				XML.setValue("YZ", armBasisY.z, armMatrixTagNum);
				
				XML.setValue("ZX", armBasisZ.x, armMatrixTagNum);
				XML.setValue("ZY", armBasisZ.y, armMatrixTagNum);
				XML.setValue("ZZ", armBasisZ.z, armMatrixTagNum);
				
				XML.popTag(); // pop AM (Arm Matrix)
			}
			
		}
	}
}
void LeapListener::onFrame(const Controller & controller) {
    // Get the most recent frame and report some basic information
    const 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;

    HandList hands = frame.hands();
    for (HandList::const_iterator hl = hands.begin(); hl != hands.end(); ++hl) {
        // Get the first hand
        const 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 Vector normal = hand.palmNormal();
        const Vector direction = hand.direction();

        // Calculate the hand's pitch, roll, and yaw angles
        std::cout << std::string(2, ' ') <<  "pitch: " << direction.pitch() * RAD_TO_DEG << " degrees, "
        << "roll: " << normal.roll() * RAD_TO_DEG << " degrees, "
        << "yaw: " << direction.yaw() * RAD_TO_DEG << " degrees" << std::endl;

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

        // Get fingers
        const FingerList fingers = hand.fingers();
        for (FingerList::const_iterator fl = fingers.begin(); fl != fingers.end(); ++fl) {
            const 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) {
                Bone::Type boneType = static_cast<Bone::Type>(b);
                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 ToolList tools = frame.tools();
    for (ToolList::const_iterator tl = tools.begin(); tl != tools.end(); ++tl) {
        const Tool tool = *tl;
        std::cout << std::string(2, ' ') <<  "Tool, id: " << tool.id()
        << ", position: " << tool.tipPosition()
        << ", direction: " << tool.direction() << std::endl;
    }

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

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

                if (circle.pointable().direction().angleTo(circle.normal()) <= PI/2) {
                    clockwiseness = "clockwise";
                } else {
                    clockwiseness = "counterclockwise";
                }

                // Calculate angle swept since last frame
                float sweptAngle = 0;
                if (circle.state() != Gesture::STATE_START) {
                    CircleGesture previousUpdate = CircleGesture(controller.frame(1).gesture(circle.id()));
                    sweptAngle = (circle.progress() - previousUpdate.progress()) * 2 * PI;
                }
                std::cout << std::string(2, ' ')
                << "Circle id: " << gesture.id()
                << ", state: " << stateNames[gesture.state()]
                << ", progress: " << circle.progress()
                << ", radius: " << circle.radius()
                << ", angle " << sweptAngle * RAD_TO_DEG
                <<  ", " << clockwiseness << std::endl;
                break;
            }
            case Gesture::TYPE_SWIPE: {
                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 Gesture::TYPE_KEY_TAP: {
                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 Gesture::TYPE_SCREEN_TAP: {
                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;
}
//--------------------------------------------------------------
void LeapVisualizer::drawArm (Hand & hand,ofxLeapMotion & leap){
	
	// Draw the wrist and elbow points.
	Arm arm = hand.arm();
	if (arm.isValid()){
		
		ofPoint handPt   = leap.getofPoint ( hand.palmPosition());
		ofPoint handNorm = leap.getofPoint ( hand.palmNormal());
		ofPoint wristPt  = leap.getofPoint ( arm.wristPosition());
		ofPoint elbowPt  = leap.getofPoint ( arm.elbowPosition());
		
		float basisLen = 50.0;
		
		
		if (bDrawSimple){
			ofSetColor(ofColor::white);
			ofDrawSphere(handPt,  8.0);
			ofDrawSphere(wristPt, 8.0);
			ofDrawSphere(elbowPt, 8.0);
			
			ofLine(handPt, wristPt);
			ofLine(wristPt, elbowPt);
			ofLine(handPt, handPt+ basisLen*handNorm);
			ofDrawSphere(handPt+ basisLen*handNorm, 2.0);
			
			// draw the rotation vectors of the hand.
			{
				Leap::Matrix handMatrix = hand.basis();
				ofPoint handBasisX = leap.getofPoint( handMatrix.xBasis);
				ofPoint handBasisY = leap.getofPoint( handMatrix.yBasis);
				ofPoint handBasisZ = leap.getofPoint( handMatrix.zBasis);
				
				glLineWidth(2.0);
				ofSetColor(ofColor::red  );	ofLine(handPt, handPt + basisLen*handBasisX);
				ofSetColor(ofColor::green);	ofLine(handPt, handPt + basisLen*handBasisY);
				ofSetColor(ofColor::blue );	ofLine(handPt, handPt + basisLen*handBasisZ);
				glLineWidth(1.0);
				
				// draw the identity of the hand (left or right)
				string whichHandString = "RIGHT";
				if (hand.isLeft()){
					whichHandString = "LEFT";
				}
				// float handConfidence = hand.confidence();
				// whichHandString += " " + ofToString(handConfidence);
				
				ofSetColor(ofColor::white);
				ofDrawBitmapString(whichHandString, (handPt + (basisLen*1.2)*handBasisY));
			}
			
			// draw the rotation vectors of the arm.
			{
				Leap::Matrix armMatrix = arm.basis();
				ofPoint armBasisX = leap.getofPoint( armMatrix.xBasis);
				ofPoint armBasisY = leap.getofPoint( armMatrix.yBasis);
				ofPoint armBasisZ = leap.getofPoint( armMatrix.zBasis);
				
				glLineWidth(2.0);
				ofSetColor(ofColor::red  );	ofLine(wristPt, wristPt + basisLen*armBasisX);
				ofSetColor(ofColor::green);	ofLine(wristPt, wristPt + basisLen*armBasisY);
				ofSetColor(ofColor::blue );	ofLine(wristPt, wristPt + basisLen*armBasisZ);
				glLineWidth(1.0);
			}
			
		} else {
			
			// Draw a cylinder between two points, properly oriented in space.
			float armWidth = arm.width();
			float dx = wristPt.x - elbowPt.x;
			float dy = wristPt.y - elbowPt.y;
			float dz = wristPt.z - elbowPt.z;
			float dh = sqrt(dx*dx + dy*dy + dz*dz);
			
			ofPushMatrix();
			{
				ofTranslate( (elbowPt.x+wristPt.x)/2, (elbowPt.y+wristPt.y)/2, (elbowPt.z+wristPt.z)/2 );
				
				float theta =   90 - RAD_TO_DEG * asin(dz/dh);
				float phi   =        RAD_TO_DEG * atan2(dy,dx);
				ofRotate(phi,   0,0,1);
				ofRotate(theta, 0,1,0);
				ofRotate(90,	1,0,0);
				
				// Get the arm Matrix, which provides its orthogonal basis vectors.
				Leap::Matrix armMatrix = arm.basis();
				ofPoint armBasisY = leap.getofPoint( armMatrix.yBasis);
				float ax = armBasisY.x;
				float ay = armBasisY.y;
				float az = armBasisY.z;
				
				// Compute the longitudinal rotation of the arm.
				// Sheesh, I really need to learn 3D matrix math.
				ofNode armBasisYNode;
				armBasisYNode.setPosition(armBasisY);
				armBasisYNode.rotateAround(0-   phi, ofVec3f(0,0,1), ofVec3f(0,0,0));
				armBasisYNode.rotateAround(0- theta, ofVec3f(0,1,0), ofVec3f(0,0,0));
				armBasisYNode.rotateAround(0-    90, ofVec3f(1,0,0), ofVec3f(0,0,0));
				ofPoint newArmBasisY = armBasisYNode.getPosition();
				float armRotation = RAD_TO_DEG * atan2f(newArmBasisY.z, newArmBasisY.x);
				
				ofPushMatrix();
				{
					ofRotate(armRotation, 0,-1,0);
					float armThicknessRatio = 0.6;
					glScalef(armThicknessRatio, 1.0, 1.0);
					ofSetColor(ofColor::magenta);
					
					// Oblate arm cylinder
					ofDrawCylinder (armWidth/2.0, dh);
					
					// Wrist endcap
					ofPushMatrix();
					ofTranslate(ofPoint(0, dh/2,0));
					glScalef(1.0, armThicknessRatio, 1.0);
					ofDrawSphere(armWidth/2.0);
					ofPopMatrix();
					
					// Elbow endcap
					ofPushMatrix();
					ofTranslate(ofPoint(0, -dh/2,0));
					glScalef(1.0, armThicknessRatio, 1.0);
					ofDrawSphere(armWidth/2.0);
					ofPopMatrix();
					
				} // Close popMatrix
				ofPopMatrix();
			} // Close popMatrix
			ofPopMatrix();
		} // Close if !drawSimple
	} // Close if arm isValid
}
Example #5
0
void QTVS_Leap::HandLogic()
{
  //TODO: Fix this
  if (hands.count() == 1)
  {
    int iHandToFingerShift = hand.isLeft() ? 5 : 0;

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

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

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

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

  }

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

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

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

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

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

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


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

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

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

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

    // Fist Scrolling

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

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


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

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

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

    }
    else
    {

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

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

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

  }

}