void SampleListener::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() << ", fingers: " << frame.fingers().count() << ", tools: " << frame.tools().count() << ", gestures: " << frame.gestures().count() << std::endl; if (!frame.hands().isEmpty()) { // Get the first hand const Hand hand = frame.hands()[0]; // Check if the hand has any fingers const FingerList fingers = hand.fingers(); if (!fingers.isEmpty()) { // Calculate the hand's average finger tip position // Vector avgPos; for (int i = 0; i < fingers.count(); ++i) { avgPos += fingers[i].tipPosition(); } avgPos /= (float)fingers.count(); std::cout << "Hand has " << fingers.count() << " fingers, average finger tip position" << avgPos << std::endl; } // Get the hand's sphere radius and palm position std::cout << "Hand sphere radius: " << hand.sphereRadius() << " mm, palm position: " << hand.palmPosition() << std::endl; // Get the hand's normal vector and direction const Vector normal = hand.palmNormal(); const Vector direction = hand.direction(); // Calculate the hand's pitch, roll, and yaw angles std::cout << "Hand pitch: " << direction.pitch() * RAD_TO_DEG << " degrees, " << "roll: " << normal.roll() * RAD_TO_DEG << " degrees, " << "yaw: " << direction.yaw() * RAD_TO_DEG << " degrees" << 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/4) { 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 << "Circle id: " << gesture.id() << ", state: " << 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 << "Swipe id: " << gesture.id() << ", state: " << gesture.state() << ", direction: " << swipe.direction() << ", speed: " << swipe.speed() << std::endl; break; } case Gesture::TYPE_KEY_TAP: { KeyTapGesture tap = gesture; std::cout << "Key Tap id: " << gesture.id() << ", state: " << gesture.state() << ", position: " << tap.position() << ", direction: " << tap.direction()<< std::endl; break; } case Gesture::TYPE_SCREEN_TAP: { ScreenTapGesture screentap = gesture; std::cout << "Screen Tap id: " << gesture.id() << ", state: " << gesture.state() << ", position: " << screentap.position() << ", direction: " << screentap.direction()<< std::endl; break; } default: std::cout << "Unknown gesture type." << std::endl; break; } } if (!frame.hands().isEmpty() || !gestures.isEmpty()) { std::cout << std::endl; } }
void QLeapEventListener::onFrame(const Controller & controller) { const Frame frame = controller.frame(); // 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/4) { 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 << "Circle id: " << gesture.id() << ", state: " << 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 << "Swipe id: " << gesture.id() << ", state: " << gesture.state() << ", direction: " << swipe.direction() << ", speed: " << swipe.speed() << std::endl; onSwipe(swipe); break; } case Gesture::TYPE_KEY_TAP: { KeyTapGesture tap = gesture; std::cout << "Key Tap id: " << gesture.id() << ", state: " << gesture.state() << ", position: " << tap.position() << ", direction: " << tap.direction()<< std::endl; break; } case Gesture::TYPE_SCREEN_TAP: { ScreenTapGesture screentap = gesture; std::cout << "Screen Tap id: " << gesture.id() << ", state: " << gesture.state() << ", position: " << screentap.position() << ", direction: " << screentap.direction()<< std::endl; break; } default: std::cout << "Unknown gesture type." << std::endl; break; } } }
void AppListener::onFrame(const Controller& controller) { // Get the most recent frame and report some basic information const Frame frame = controller.frame(); ::Sleep(1); const HandList& hands = frame.hands(); const FingerList& fingers = frame.fingers(); const ToolList& tools = frame.tools(); const GestureList& gestures = frame.gestures(); if (hands.empty() && fingers.empty() && tools.empty() && gestures.empty()) return; #if 0 std::cout << "Frame id: " << frame.id() << ", timestamp: " << frame.timestamp() << " hands: " << hands.count() << " fingers: " << fingers.count() << " tools: " << tools.count() << " gestures: " << gestures.count() << std::endl; #endif ofxOscBundle bundle; ofxOscMessage alive; { alive.setAddress("/tuio/2Dcur"); alive.addStringArg("alive"); } ofxOscMessage fseq; { fseq.setAddress( "/tuio/2Dcur" ); fseq.addStringArg( "fseq" ); fseq.addIntArg(frame.id()); } if (!hands.empty()) { // Get the first hand const Hand& hand = hands[0]; // Check if the hand has any fingers const FingerList& fingers = hand.fingers(); if (!fingers.empty()) { for (int i = 0; i < fingers.count(); ++i) { const Vector& tipPos = fingers[i].tipPosition(); const Vector& tipVel = fingers[i].tipVelocity(); { #ifdef INIT_BBOX // max/min bbox bboxMax.x = std::max<float>(bboxMax.x, tipPos.x); bboxMax.y = std::max<float>(bboxMax.y, tipPos.y); bboxMax.z = std::max<float>(bboxMax.z, tipPos.z); bboxMin.x = std::min<float>(bboxMin.x, tipPos.x); bboxMin.y = std::min<float>(bboxMin.y, tipPos.y); bboxMin.z = std::min<float>(bboxMin.z, tipPos.z); #endif Vector tuioPos; tuioPos.x = normalize(tipPos.x, bboxMin.x, bboxMax.x); tuioPos.y = normalize(tipPos.y, bboxMax.y, bboxMin.y); tuioPos.z = normalize(tipPos.z, bboxMin.z, bboxMax.z); // tuio { ofxOscMessage m; m.setAddress( "/tuio/2Dcur" ); m.addStringArg("set"); m.addIntArg(fingers[i].id()); // id m.addFloatArg(tuioPos.x); // x m.addFloatArg(tuioPos.y); // y // TOTO m.addFloatArg(tipVel.x / 400); // dX m.addFloatArg(tipVel.y / 400); // dY m.addFloatArg(0); // maccel bundle.addMessage(m); alive.addIntArg(fingers[i].id()); // add blob to list of ALL active IDs } } } #ifdef INIT_BBOX std::cout << "min: " << bboxMin << std::endl; std::cout << "max: " << bboxMax << std::endl; #endif } #if 0 // Get the hand's sphere radius and palm position std::cout << "Hand sphere radius: " << hand.sphereRadius() << " mm, palm position: " << hand.palmPosition() << std::endl; #endif // Get the hand's normal vector and direction const Vector normal = hand.palmNormal(); const Vector direction = hand.direction(); #if 0 // Calculate the hand's pitch, roll, and yaw angles std::cout << "Hand pitch: " << direction.pitch() * RAD_TO_DEG << " degrees, " << "roll: " << normal.roll() * RAD_TO_DEG << " degrees, " << "yaw: " << direction.yaw() * RAD_TO_DEG << " degrees" << std::endl; #endif } bundle.addMessage(alive); bundle.addMessage(fseq); tuioSender.sendBundle(bundle); // Get 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/4) { 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 << "Circle id: " << gesture.id() << ", state: " << 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 << "Swipe id: " << gesture.id() << ", state: " << gesture.state() << ", direction: " << swipe.direction() << ", speed: " << swipe.speed() << std::endl; break; } case Gesture::TYPE_KEY_TAP: { KeyTapGesture tap = gesture; std::cout << "Key Tap id: " << gesture.id() << ", state: " << gesture.state() << ", position: " << tap.position() << ", direction: " << tap.direction()<< std::endl; break; } case Gesture::TYPE_SCREEN_TAP: { ScreenTapGesture screentap = gesture; std::cout << "Screen Tap id: " << gesture.id() << ", state: " << gesture.state() << ", position: " << screentap.position() << ", direction: " << screentap.direction()<< std::endl; break; } default: std::cout << "Unknown gesture type." << std::endl; break; } } #if 0 if (!hands.empty() || !gestures.empty()) { std::cout << std::endl; } #endif }
void SampleListener::onFrame(const Controller& controller) { //tictoc_stack.push(clock()); // Get the most recent frame and report some basic information const Frame frame = controller.frame(); 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"; const Vector normal = hand.palmNormal(); const Vector direction = hand.direction(); // Get the Arm bone Arm arm = hand.arm(); // Get fingers const FingerList fingers = hand.fingers(); for (FingerList::const_iterator fl = fingers.begin(); fl != fingers.end(); ++fl) { const Finger finger = *fl; myfile << std::string(4, ' ') << fingerNames[finger.type()] << ": " << hand.palmPosition().distanceTo(finger.tipPosition()); // Get finger bones for (int b = 0; b < 4; ++b) { Bone::Type boneType = static_cast<Bone::Type>(b); Bone bone = finger.bone(boneType); } } } // Get tools const ToolList tools = frame.tools(); for (ToolList::const_iterator tl = tools.begin(); tl != tools.end(); ++tl) { const Tool tool = *tl; } // 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; } break; } case Gesture::TYPE_SWIPE: { SwipeGesture swipe = gesture; break; } case Gesture::TYPE_KEY_TAP: { KeyTapGesture tap = gesture; break; } case Gesture::TYPE_SCREEN_TAP: { ScreenTapGesture screentap = gesture; break; } default: break; } } if (!frame.hands().isEmpty() || !gestures.isEmpty()) { std::cout << std::endl; } myfile << " Time elapsed: " << ((double)(clock() - tictoc_stack.top())) / CLOCKS_PER_SEC; tictoc_stack.pop(); myfile << endl; }
void AirwritingListener::onFrame(const Controller& controller) { // Get the most recent frame and report some basic information const Frame frame = controller.frame(); unsigned long long timestamp = frame.timestamp(); /* 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; sample(finger, timestamp); /* 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; push(timestamp); /* 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 QTVS_Leap::LeapGestureLogic() { for (int g = 0; g < gestures.count(); ++g) { Gesture gesture = gestures[g]; switch (gesture.type()) { case Gesture::TYPE_CIRCLE: { // emit Listener_Gesture(gesture, gesture.type()); CircleGesture circle = gesture; std::string clockwiseness; if (circle.pointable().direction().angleTo(circle.normal()) <= PI / 2) { clockwiseness = "clockwise"; // MouseKeyboardEmulation::MouseWheelDown(5); } else { clockwiseness = "counterclockwise"; // MouseKeyboardEmulation::MouseWheelUp(5); } // 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; // debugDisplayString = ""; // debugDisplayString.append("Swipe id: " + QString::number(gesture.id())); // debugDisplayString.append( ", state: " + QString(stateNames[gesture.state()].data())); // debugDisplayString.append( ", direction: " + QString(swipe.direction().toString().data())); // debugDisplayString.append( ", speed: " + QString::number(swipe.speed())); 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, ' ') //debugDisplayString = ""; // debugDisplayString.append("Key Tap id: " + QString::number(gesture.id())); // debugDisplayString.append( ", state: " + QString(stateNames[gesture.state()].data())); //debugDisplayString.append( ", position: " + QString(tap.position().toString().data())); // debugDisplayString.append( ", direction: " + QString(tap.direction().toString().data())); 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; } }