ofPoint LeapVisualizer::getIndexFingertip(ofxLeapMotion & leap){
    
    vector <Hand> hands = leap.getLeapHands();
    Hand hand;
    
	if (hands.size() > 0){
		for (int h=0; h<hands.size(); h++){
			hand = hands[h];
			if (hand.isValid()) break;
		}
	}
	
	// For each finger in the Hand,
	FingerList fingers = hand.fingers();
	for (int f=0; f<fingers.count(); f++)
    {
		// Get the current finger, and it's type (index, thumb, etc.);
		const Finger & finger = fingers[f];
		Finger::Type fingerType = finger.type();
		if (finger.isValid() && fingerType == Finger::TYPE_INDEX)
        {
            return ofPoint(finger.tipPosition().x, finger.tipPosition().y, finger.tipPosition().z);
		}
	}
    cout << "FINGER NOT FOUND" << endl;
    return ofPoint(-1.0f,-1.0f,-1.0f);
}
Exemple #2
0
//--------------------------------------------------------------
void testApp::recordHandXML (Hand & hand, int handIndex){
	
	if (bRecordingThisFrame){
		if (hand.isValid()){
			
			int handTagNum = XML.addTag("H");
			if( XML.pushTag("H", handTagNum) ){
				XML.setValue("INDEX", handIndex, handTagNum);
				XML.setValue("ID", hand.id(), handTagNum);
				XML.setValue("TYPE", (hand.isLeft() ? "LEFT" : "RIGHT"), handTagNum);
				XML.setValue("CONF", hand.confidence(), handTagNum);
				
				FingerList fingers = hand.fingers();
				for (int f=0; f<fingers.count(); f++){
					const Finger & finger = fingers[f];
					
					if (finger.isValid()){
						recordFingerXML (finger);
					}
				}
				
				recordArmXML (hand);
				XML.popTag(); // pop H(AND)
			}
		}
	}
}
Exemple #3
0
//--------------------------------------------------------------
void ofApp::draw(){
    string touchStatus;
    stringstream info;
    
    cam.begin();
    
    ofDrawGrid(500, 5, true);
    
    light1.enable();
    light2.enable();
    
    ofSetColor(255, 215, 0);
    Frame frame = controller.frame();
    for (int i=0; i < frame.hands().count(); i++) {
        Hand hand = frame.hands()[i];
        for (int j = 0; j < hand.fingers().count(); j ++) {
            if (j == 0) {
                Finger finger = frame.fingers()[j];
                ofSpherePrimitive sphere;
                sphere.setPosition(finger.tipPosition().x, finger.tipPosition().y, finger.tipPosition().z);
                sphere.draw();
                info << "Finger position x : " << finger.tipPosition().x << " y : " << finger.tipPosition().y <<  " z : " << finger.tipPosition().z << endl;
            }
        }
    }
    cam.end();
    
    
    PointableList pointables = controller.frame().pointables();
    InteractionBox iBox = controller.frame().interactionBox();
    for (int p = 0; p < pointables.count(); p++) {
        Pointable pointable = pointables[p];
        Vector normalizedPosition = iBox.normalizePoint(pointable.stabilizedTipPosition());
        float x = normalizedPosition.x * ofGetWidth();
        float y = ofGetHeight() - normalizedPosition.y * ofGetHeight();
        
        if (pointable.touchDistance() > 0 && pointable.touchZone() != Leap::Pointable::ZONE_NONE) {
            ofSetColor(0, 255, 0);
            touchStatus = "Hover";
        } else if (pointable.touchDistance() <= 0) {
            ofSetColor(255, 0, 0);
            touchStatus = "Touch";
        } else {
            ofSetColor(0, 0, 255);
            touchStatus = "None";
        }
        ofCircle(x, y, 30);
        info << "Point Number : " << p << endl;
        info << "Touch distance : " << ofToString(pointable.touchDistance()) << endl;
        info << "Circle x : " << x << " y : " << y << endl;
    }
    
    ofDrawBitmapString("Touch Status : " + touchStatus, 20, 20);
    ofDrawBitmapString(info.str(), 20, 40);
}
//callback function
void glListener::onFrame(const Controller& controller){
	
	/*memset(pitches, 0,sizeof(pitches));
	memset(rolls, 0,sizeof(rolls));
	memset(yaws, 0,sizeof(yaws));*/
	//Get the most recent frame and report some basic information
	const Frame frame = controller.frame();
	if(!frame.hands().empty()) 
	{
		//get the first hand
		const Hand hand = frame.hands()[0];
		//wrist
		pitches[0] = hand.palmNormal().pitch();
		rolls[0] = hand.palmNormal().roll();
		yaws[0] = hand.palmNormal().yaw();

		/*pitches[0] = hand.direction().pitch();
		rolls[0] = hand.direction().roll();
		yaws[0] = hand.direction().yaw();*/

		//check if the hand has any fingers
		const FingerList fingers = hand.fingers();
		//如果检测到手指且手指的数目等于5
		if (!fingers.empty() && fingers.count() == 5) {
			
			/*for(int i = 0; i < fingers.count(); i++) {
				
			}*/
			//Thumb
			yaws[2] = -fingers.leftmost().direction().pitch();
			//Index
			yaws[5] = -fingers[2].direction().pitch();
			//Middle
			yaws[8]= -fingers[0].direction().pitch();
			//Ring
			yaws[11]= -fingers[1].direction().pitch();
			//Little
			yaws[14]= -fingers.rightmost().direction().pitch();
			float temp = 0;
			//if index is at the right of ring
			if(fingers[2].tipPosition().x > fingers[1].tipPosition().x) {
				//swap the pitch angle of index and ring
				temp = yaws[5];
				yaws[5] = yaws[11];
				yaws[11] = temp;
			}
		}
	}
	pModel->animation(pitches,rolls,yaws);
}
Exemple #5
0
bool Detect::getGesture(std::string& ret)
{
	if(false == LeapController->isConnected())
	{
		return false;
	}
	HandList HL = LeapController->frame().hands();
	Hand     hand = HL[0];
	FingerList fingers = hand.fingers();
	GestureModel * gm = new GestureModel;
	Leap::Matrix handTransform = hand.basis();
	handTransform.origin = hand.palmPosition();
	handTransform = handTransform.rigidInverse();
	//get gesture data
	int i = 0;
	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);
			Leap::Vector ori = bone.prevJoint();
			Leap::Vector tP = handTransform.transformPoint(ori);
			gm->GestureData[i][b][0][0] = tP[0];
			gm->GestureData[i][b][0][1] = tP[1];
			gm->GestureData[i][b][0][2] = tP[2];
			tP = handTransform.transformPoint(bone.nextJoint());
			gm->GestureData[i][b][1][0] = tP[0];
			gm->GestureData[i][b][1][1] = tP[1];
			gm->GestureData[i][b][1][2] = tP[2];
			tP = handTransform.transformPoint(bone.direction());
			gm->GestureData[i][b][2][0] = gm->GestureData[i][b][1][0] - gm->GestureData[i][b][0][0];
			gm->GestureData[i][b][2][1] = gm->GestureData[i][b][1][1] - gm->GestureData[i][b][0][1];
			gm->GestureData[i][b][2][2] = gm->GestureData[i][b][1][2] - gm->GestureData[i][b][0][2];
		}
		i++;
	}

	//compare
	for (int index = 0; index < GestureList.size(); index++)
	{
		if (true == compareGesture(GestureList[index], gm))
		{
			ret = GestureList[index]->GestureName;
			return true;
		}
	}
	ret = " ";
	return false;
}
//--------------------------------------------------------------
void LeapVisualizer::drawFingers (Hand & hand,ofxLeapMotion & leap){
	
	// For each finger in the Hand,
	FingerList fingers = hand.fingers();
	for (int f=0; f<fingers.count(); f++){
		
		// Get the current finger, and it's type (index, thumb, etc.);
		const Finger & finger = fingers[f];
		if (finger.isValid()){
			
			drawFinger(finger,leap);
			
		} //end if finger isValid()
	} // end for each finger
}
void LeapBrowser::updateCursorLocation()
{
	bool is_index_found = false;

	Frame frame = leap_controller.frame();	
	HandList hands = frame.hands();
	for( int h=0; h < hands.count(); h++ )
	{
		Hand hand = hands[h];
		FingerList fingers = hand.fingers();
		for( int f=0; f < fingers.count(); f++ )
		{
			Finger finger = fingers[f];
			if( finger.type() == Finger::Type::TYPE_INDEX )
			{
				is_index_found = true;

				Vector position = finger.tipPosition();
				cursor_location = math::position(position.x, position.y, position.z) * leap_transform;

				break;
			}
		}
		if( is_index_found )
		{
			break;
		}
	}

	if( !is_index_found )
	{
		cursor_location = math::position(0,0,0);
		is_cursor_located = false;
	}
	else
	{
		is_cursor_located = true;
	}
}
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 SampleListener::onFrame(const Controller& controller)
{
    bool thand, index = false;

    // Get the most recent frame and report some basic information
    const Frame frame = controller.frame();

    // Receive Hand List
    HandList hands = frame.hands();

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

        // Only for right hand
        if( hand.isRight() )
        {
            // Get fingers
            const FingerList fingers = hand.fingers();
            // For all fingers in the list
            for (FingerList::const_iterator fl = fingers.begin(); fl != fingers.end(); ++fl)
            {
                      Bone      bone;
                const Finger    finger = *fl;

                // If thamb or Index finger
                if( finger.type() == Finger::TYPE_THUMB )
                {
                    // Receive nided bone
                    bone        = finger.bone(Bone::TYPE_DISTAL);
                    m_vThand    = bone.center();

                    thand = true;
                }
                else if( finger.type() == Finger::TYPE_INDEX )
                {
                    // Receive nided bone
                    bone        = finger.bone(Bone::TYPE_DISTAL);
                    m_vIndex    = bone.center();

                    index = true;
                }
            }
        }
    }

    bool newState;
    if( !thand || !index )
    {
        newState = false;
    }
    else
    {
        float distance = m_vThand.distanceTo(m_vIndex);
        qDebug () << "Distance: " << distance;

        if( distance < 40 )
        {
            newState = true;
        }
        else
        {
            newState = false;
        }
    }

    if( newState != m_bLastState )
    {
        Q_EMIT releySignal( newState );
        m_bLastState = newState;
    }
}
Exemple #10
0
int main(int argc, char** argv)
{
	struct sockaddr_in si_other;
	int s, slen = sizeof(si_other);
	char buf[BUFLEN];
	char message[BUFLEN];
	WSADATA wsa;

	//Initialise winsock
	printf("\nInitialising Winsock...");
	if (WSAStartup(MAKEWORD(2, 2), &wsa) != 0)
	{
		printf("Failed. Error Code : %d", WSAGetLastError());
		exit(EXIT_FAILURE);
	}
	printf("Initialised.\n");

	//create socket
	//if ((s = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP)) == SOCKET_ERROR)
	if ((s = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP)) == INVALID_SOCKET)
	{
		printf("socket() failed with error code : %d", WSAGetLastError());
		exit(EXIT_FAILURE);
	}
	char str[INET_ADDRSTRLEN];
	//setup address structure
	memset((char *)&si_other, 0, sizeof(si_other));
	si_other.sin_family = AF_INET;
	si_other.sin_port = htons(PORT);
	//si_other.sin_addr.S_un.S_addr = inet_pton(AF_INET, SERVER, &(si_other.sin_addr));
	inet_pton(AF_INET, SERVER, &(si_other.sin_addr.S_un.S_addr));
	/*if (inet_pton(AF_INET, SERVER, &(si_other.sin_addr.S_un.S_addr)))
	{
		inet_ntop(AF_INET, &(si_other.sin_addr.S_un.S_addr), str, INET_ADDRSTRLEN);
		std::cout << ("%s\n", str);
	}*/

	// We catch any exceptions that might occur below -- see the catch statement for more details.
	try {

		// First, we create a Hub with our application identifier. Be sure not to use the com.example namespace when
		// publishing your application. The Hub provides access to one or more Myos.
		myo::Hub hub("om.example.emg-data-sample");

		std::cout << "Attempting to find a Myo..." << std::endl;

		// Next, we attempt to find a Myo to use. If a Myo is already paired in Myo Connect, this will return that Myo
		// immediately.
		// waitForMyo() takes a timeout value in milliseconds. In this case we will try to find a Myo for 10 seconds, and
		// if that fails, the function will return a null pointer.
		myo::Myo* myo = hub.waitForMyo(10000);

		// If waitForMyo() returned a null pointer, we failed to find a Myo, so exit with an error message.
		if (!myo) {
			throw std::runtime_error("Unable to find a Myo!");
		}

		// We've found a Myo.
		std::cout << "Connected to a Myo armband!" << std::endl << std::endl;

		// Next we enable EMG streaming on the found Myo.
		myo->setStreamEmg(myo::Myo::streamEmgEnabled);

		// Create a sample listener and controller for Leap Motion
		SampleListener listener;
		Controller controller;

		// Next we construct an instance of our DeviceListener, so that we can register it with the Hub.
		DataCollector collector;
		double timeElasped = 0.000;
		const double minMax[10] = { 32, 85, 36, 100, 37, 107, 36, 100, 36, 90 }; //T.I.M.R.P

		// Hub::addListener() takes the address of any object whose class inherits from DeviceListener, and will cause
		// Hub::run() to send events to all registered device listeners.
		hub.addListener(&collector);

		//controller.addListener(listener);

		if (argc > 1 && strcmp(argv[1], "--bg") == 0)
			controller.setPolicy(Leap::Controller::POLICY_BACKGROUND_FRAMES);
		
		myfile << std::fixed;
		myfile << std::setprecision(2);

		// Finally we enter our main loop.
		while (1) {
			//collector.tic();
			// In each iteration of our main loop, we run the Myo event loop for a set number of milliseconds.
			// In this case, we wish to update our display 50 times a second, so we run for 1000/20 milliseconds.
			hub.run(1000 / 100);
			// After processing events, we call the print() member function we defined above to print out the values we've
			// obtained from any events that have occurred.
			collector.print();
			int i = 0;
			int j = 1;
			int h = 0;
			double fingDis[5];
			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;
				// Get fingers
				const FingerList fingers = hand.fingers();
				
				for (FingerList::const_iterator fl = fingers.begin(); fl != fingers.end(); ++fl) {
					const Finger finger = *fl;

					//myfile << " " << hand.palmPosition().distanceTo(finger.tipPosition());
					/*myfile << std::string(4, ' ') << fingerNames[finger.type()]
						<< ": " << listener.mapping(hand.palmPosition().distanceTo(finger.tipPosition()), minMax[i + i], minMax[i + j]);*/
					fingDis[h] = listener.mapping(hand.palmPosition().distanceTo(finger.tipPosition()), minMax[i + i], minMax[i + j]);
					//fingDis[h] = hand.palmPosition().distanceTo(finger.tipPosition());
					i++;
					j++;
					h++;
						if (i == 5 && j == 6 && h == 5)
						{
							string tmp = to_string(fingDis[0]) + " " + to_string(fingDis[1]) + " " + to_string(fingDis[2]) + " " + to_string(fingDis[3]) + " " + to_string(fingDis[4]);
							//string tmp = to_string('0');
							strcpy_s(message, tmp.c_str());
							//send message
							if (sendto(s, message, strlen(message), 0, (struct sockaddr *) &si_other, slen) == SOCKET_ERROR)
							{
								printf("sendto() failed with error code : %d", WSAGetLastError());
								//exit(EXIT_FAILURE);
							}
							std::cout << "Data Sent";
							i = 0;
							j = 1;
							h = 0;
						}
				}
			}

			//timeElasped = timeElasped + ((double)(clock() - tictoc_stack.top())) / CLOCKS_PER_SEC;
			/*myfile << " Time elapsed: "
				<< ((double)(clock() - tictoc_stack.top())) / CLOCKS_PER_SEC;*/
			//tictoc_stack.pop();
			//myfile << " " << timeElasped << endl;

		}
		
		// If a standard exception occurred, we print out its message and exit.
	}
	catch (const std::exception& e) {
		std::cerr << "Error: " << e.what() << std::endl;
		std::cerr << "Press enter to continue.";
		std::cin.ignore();
		return 1;
	}
	closesocket(s);
	WSACleanup();
}
Exemple #11
0
void LeapInput::onFrame(const Controller& controller)
{
	Frame frame = controller.frame();
	HandList hands = frame.hands();
	this->hands = hands.count();
	if(hands.count() == 2)
	{
		Hand leftHand = hands.leftmost();
		Hand rightHand = hands.rightmost();
		leftHandY = leftHand.palmPosition().y;
		rightHandY = rightHand.palmPosition().y;
		leftFingers = leftHand.fingers().count();
		rightFingers = rightHand.fingers().count();

		float threshold = tanf(5* 3.141592f / 180.0f);
		float maxTan = tanf(45 * 3.141592f / 180.0f);
		if(leftHand.palmPosition().x != rightHand.palmPosition().x){
			float tanValue = fabs((leftHand.palmPosition().y - rightHand.palmPosition().y) / (leftHand.palmPosition().x - rightHand.palmPosition().x));
			if(tanValue > threshold){
				curve = tanValue  / maxTan;
				if(curve > 1)
					curve = 1;
			}else
				curve = 0;
		}else
			curve = 0;
	}
	else
	{
		leftHandY = rightHandY = 0;
	}

	boost = false;
	GestureList gestureList = frame.gestures();
	for(GestureList::const_iterator i = gestureList.begin(); i != gestureList.end(); ++i)
	{
		Gesture gesture = *i;
		if(gesture.state() != Gesture::State::STATE_INVALID)
		{
			switch(gesture.type())
			{
			case Gesture::Type::TYPE_SCREEN_TAP:
				boost = true;
				break;
			}
			
		}
	}

	back = false;
	if(hands.count() == 2 && leftFingers == 1 && rightFingers == 1 &&
		hands.leftmost().fingers()[0].direction().z > 0 &&
		hands.rightmost().fingers()[0].direction().z > 0)
	{
		back = true;
	}

	//accelGesture = brakeGesture = false;
	//GestureList gestureList = frame.gestures();
	//for(GestureList::const_iterator i = gestureList.begin(); i != gestureList.end(); ++i)
	//{
	//	Gesture gesture = *i;
	//	if(gesture.state() != Gesture::State::STATE_INVALID)
	//	{
	//		if(typeid(gesture) == typeid(MyGesture))
	//		{
	//			accelGesture = true;
	//		}
	//		
	//	}
	//}
}
Exemple #12
0
void LeapHander::frame(pugi::xml_node &frameNode){
	Leap::Frame currentFrame = m_sampleListener.frame();
	m_lock.lock();
	frameNode.append_attribute("id").set_value(currentFrame.id());
	pugi::xml_node handList = frameNode.append_child("hands");
	HandList hands = currentFrame.hands();
	
	for (HandList::const_iterator hl = hands.begin(); hl != hands.end(); ++hl) {
		// Get the first hand
		const Hand hand = *hl;
		pugi::xml_node handNode = handList.append_child("hand");
		handNode.append_attribute("id").set_value(hand.id());
		std::string handType;
		if (hand.isLeft()) {
			handType = "Left";
		}
		else {
			handType = "Right";
		}
		handNode.append_attribute("type").set_value(handType.c_str());
		
		pugi::xml_node positionNode = handNode.append_child("position");
		positionToXml(positionNode, hand.palmPosition());
		
		/*pugi::xml_node normalNode = handNode.append_child("normal");
		positionToXml(normalNode, hand.palmNormal());

		pugi::xml_node directionNode = handNode.append_child("direction");
		positionToXml(directionNode, hand.direction());

		pugi::xml_node rotationNode = handNode.append_child("basis");
		rotationToXml(rotationNode, hand.basis());*/
		//// Get fingers
		pugi::xml_node fingerList = handNode.append_child("fingers");
		const FingerList fingers = hand.fingers();
		for (FingerList::const_iterator fl = fingers.begin(); fl != fingers.end(); ++fl) {
			const Finger finger = *fl;
			pugi::xml_node fingerNode = fingerList.append_child("finger");
			fingerNode.append_attribute("id").set_value(finger.id());
			fingerNode.append_attribute("name").set_value(fingerNames[finger.type()].c_str());
			pugi::xml_node boneList = fingerNode.append_child("bones");
			

			// Get finger bones
			for (int b = 0; b < 4; ++b) {
				Bone::Type boneType = static_cast<Bone::Type>(b);
				Bone bone = finger.bone(boneType);
				pugi::xml_node boneNode = boneList.append_child("bone");
				boneNode.append_attribute("length").set_value(bone.length());
				boneNode.append_attribute("name").set_value(boneNames[boneType].c_str());

				pugi::xml_node prevJoint = boneNode.append_child("prevJoint");
				positionToXml(prevJoint, bone.prevJoint());

				pugi::xml_node nextJoint = boneNode.append_child("nextJoint");
				positionToXml(nextJoint, bone.nextJoint());

				/*pugi::xml_node rotation = boneNode.append_child("basis");
				rotationToXml(rotation, bone.basis());*/
			}
		}
	}
	m_lock.unlock();
}
void LeapController::update() {   
    hands = leap.getLeapHands();
    
    if(leap.isFrameNew() && hands.size()){
        
        for(int i = 0; i < hands.size(); i++){
            
            Hand hand = hands[i];
            
            if (handsPrevious.size() == hands.size() && hand.fingers().count() == 3){
                
                float dx =  hand.palmPosition().x - handsPrevious[i].palmPosition().x;
                float dy =  hand.palmPosition().z - handsPrevious[i].palmPosition().z;
                float dz = -hand.palmPosition().y + handsPrevious[i].palmPosition().y;
                int numFingers = hands[i].fingers().count();
                
//                horizontalPan = (numFingers == 2);
                horizontalPan = false;
                verticalPan = true;
                
                pan(dx,dy,dz);
            }
        }
    }
    
    Frame frame = controller.frame();
    GestureList gestures =  framePrevious.isValid()       ?
    frame.gestures(framePrevious) :
    frame.gestures();
    framePrevious = frame;
    
    for (size_t i=0; i < gestures.count(); i++) {
        if (gestures[i].type() == Gesture::TYPE_SCREEN_TAP) {
            ScreenTapGesture tap = gestures[i];
            static GestureEventArgs args;
            args.pos = ofVec3f(tap.position().x, tap.position().y, tap.position().z);
            ofNotifyEvent(onTapScreen, args, this);
        } else if (gestures[i].type() == Gesture::TYPE_KEY_TAP) {
            KeyTapGesture tap = gestures[i];
            static GestureEventArgs args;
            args.pos = ofVec3f(tap.position().x, tap.position().y, tap.position().z);
            ofNotifyEvent(onTapDown, args, this);
            
            //cout << "LEAP TAP GESTURE AT: " << pos << endl;
        
        } else if (gestures[i].type() == Gesture::TYPE_SWIPE) {
            SwipeGesture swipe = gestures[i];
            Vector diff = 0.004f*(swipe.position() - swipe.startPosition());
            static GestureEventArgs args;
            args.pos = ofVec3f(swipe.position().x, swipe.position().y, swipe.position().z);
            args.startPos = ofVec3f(swipe.startPosition().x, swipe.startPosition().y, swipe.startPosition().z);
            args.state = swipe.state();
            ofNotifyEvent(onSwipe, args, this);
            
            //cout << "LEAP SWIPE GESTURE" << endl;
        
        } else if (gestures[i].type() == Gesture::TYPE_CIRCLE) {
            CircleGesture circle = gestures[i];
            float progress = circle.progress();
            
            if (progress >= 1.0f) {
                double curAngle = 6.5;
                
                //cout << "LEAP CIRCLE GESTURE" << endl;
            }
            static GestureEventArgs args;
            args.pos = ofVec3f(circle.center().x, circle.center().y, circle.center().z);
            args.normal = ofVec3f(circle.normal().x, circle.normal().y, circle.normal().z);
            args.progress = circle.progress();
            ofNotifyEvent(onCircle, args, this);
        }
    }
    
    handsPrevious = hands;
    
	leap.markFrameAsOld();
    
    SceneController::update();
}
void LeapBrowser::drawHands()
{
	Frame frame = leap_controller.frame();

	math::vector trans = leap_transform.translation;
	math::quater rot_quat = leap_transform.rotation;
	math::vector rot_vect = math::ln( rot_quat );
	
	double angle = rot_vect.length() * 2.0;
	math::vector axis = ( angle != 0 ? rot_vect / angle : rot_vect );

	glMatrixMode( GL_MODELVIEW );
	glPushMatrix();
	glTranslatef( trans.x(), trans.y(), trans.z() );
	if( angle != 0 )
	{
		glRotatef( angle * 180.0 / M_PI, axis.x(), axis.y(), axis.z() );
	}

	HandList hands = frame.hands();
	for( HandList::const_iterator hl = hands.begin(); hl != hands.end(); ++hl )
	{
		const Hand hand = *hl;

		float joint_radius = 5.0f;
		float bone_radius = 4.5f;

		Vector prev_palm_start(0,0,0);
		Vector prev_palm_end(0,0,0);

		int f = 0;
		const FingerList fingers = hand.fingers();
		for( FingerList::const_iterator fl = fingers.begin(); fl != fingers.end(); ++fl, ++f )
		{
			const Finger finger = *fl;

			Vector curr_palm_start(0,0,0);
			Vector curr_palm_end(0,0,0);

			for( int b=0; b < 4; b++ )
			{
				Bone::Type bone_type = static_cast<Bone::Type>( b );
				Bone bone = finger.bone( bone_type );

				Vector start = bone.prevJoint();
				Vector end = bone.nextJoint();

				math::position p0( start.x, start.y, start.z );
				math::position p1( end.x, end.y, end.z );

				if( is_tracking_pose == true && finger.type() == Finger::Type::TYPE_INDEX && b==3 )
				{
					drawing_tool.setColor( 1, 0, 0, 1 );
				}
				else
				{
					drawing_tool.setColor( 0.5, 0.7, 0.5, 1 );
				}
				drawing_tool.drawSphere( p1, joint_radius );
				
				drawing_tool.setColor( 0.5, 0.7, 0.5, 1 );
				drawing_tool.drawSphere( p0, joint_radius );
				drawing_tool.drawCylinder( p0, p1, bone_radius );

				//
				if( b == 0 && fl != fingers.begin() || b == 1 && fl == fingers.begin() )
				{
					curr_palm_start = start;
					curr_palm_end = end;
				}
			}

			if( f > 1 )	//fl != fingers.begin() )
			{
				drawing_tool.setColor( 0.5, 0.7, 0.5, 1 );
				drawing_tool.applyColor();

				glBegin( GL_QUADS );
				glVertex3f( prev_palm_start.x, prev_palm_start.y, prev_palm_start.z );
				glVertex3f( prev_palm_end.x, prev_palm_end.y, prev_palm_end.z );
				glVertex3f( curr_palm_end.x, curr_palm_end.y, curr_palm_end.z );
				glVertex3f( curr_palm_start.x, curr_palm_start.y, curr_palm_start.z );
				glEnd();
			}

			prev_palm_start = curr_palm_start;
			prev_palm_end = curr_palm_end;
		}
	}

	glPopMatrix();
}
//--------------------------------------------------------------
void LeapVisualizer::drawPalm (Hand & hand,ofxLeapMotion & leap){
	// This draws the palm as a gray region.
	
	// Collect the palm vertices into an ofMesh.
	ofMesh palmMesh;
	int nVertices = 0;
	float averageBoneWidth = 0;
	
	// For each finger,
	FingerList fingers = hand.fingers();
	for (int f=0; f<fingers.count(); f++){
		
		// Get the current finger, and it's type (index, thumb, etc.);
		const Finger & finger = fingers[f];
		if (finger.isValid()){
			
			Finger::Type fingerType = finger.type();
			Bone bone;
			if (fingerType == Finger::TYPE_THUMB){
				bone = finger.bone(Bone::TYPE_PROXIMAL);
			} else {
				bone = finger.bone(Bone::TYPE_METACARPAL);
			}
			
			// If we've found the bones we want, add their vertices to the mesh.
			if (bone.isValid()){
				float boneLength = bone.length();
				if (boneLength > 0){
					
					ofPoint pt0 = leap.getofPoint ( bone.prevJoint());
					ofPoint pt1 = leap.getofPoint ( bone.nextJoint());
					
					palmMesh.addVertex(pt0);
					palmMesh.addVertex(pt1);
					
					averageBoneWidth += bone.width();
					nVertices += 2;
				}
			}
		}
	}
	averageBoneWidth /= (nVertices/2);
	
	// Render the palm as a triangle strip surface,
	// (optionally) bordered by cylinders.
	if (nVertices > 3){
		ofSetColor(ofColor::gray);
		
		// Draw the palm as a mesh of triangles.
		int nPalmMeshVertices = palmMesh.getNumVertices();
		for (int i=0; i<(nPalmMeshVertices-2); i++){
			palmMesh.addTriangle(i, i+1, i+2);
		}
		palmMesh.drawFaces();
		
		// Add optional cylinders.
		if (!bDrawSimple){
			float rad = averageBoneWidth / 2.0;
			
			if (nPalmMeshVertices == 10){
				for (int i=0; i<4; i++){
					ofVec3f p0 = palmMesh.getVertex( i   *2);
					ofVec3f p1 = palmMesh.getVertex((i+1)*2);
					drawOrientedCylinder (p0, p1, 10);
					ofDrawSphere(p0, rad);
					ofDrawSphere(p1, rad);
				}
				
				for (int i=0; i<4; i++){
					ofVec3f p0 = palmMesh.getVertex( i   *2 + 1);
					ofVec3f p1 = palmMesh.getVertex((i+1)*2 + 1);
					drawOrientedCylinder (p0, p1, 10);
					ofDrawSphere(p0, rad);
					ofDrawSphere(p1, rad);
				}
			}
		}
		
	}
}
Exemple #16
0
    void m_bang()
    {

        Frame frame;
        t_atom generalInfo[6];
        int num_hands, num_tools, num_gestures;
        frame = dispatcher.frame;
        num_hands = frame.hands().count();
        num_tools = frame.tools().count();
        num_gestures = frame.gestures().count();
        
        if(general_flag){
            SETFLOAT(&generalInfo[0], (float)frame.id());
            SETFLOAT(&generalInfo[1], (float)frame.timestamp());
            SETFLOAT(&generalInfo[2], (float)num_hands);
            SETFLOAT(&generalInfo[3], (float)frame.fingers().count());
            SETFLOAT(&generalInfo[4], (float)frame.tools().count());
            SETFLOAT(&generalInfo[5], (float)frame.gestures().count());
            ToOutList(0, 6, generalInfo);        
        }
        // tools
        for(int i = 0; i<num_tools; i++){
            Tool tool;
            tool = frame.tools()[i];

            t_atom toolInfo[5];
            if(tools_position_flag) {
                SETFLOAT(&toolInfo[0], i);
                SETSYMBOL(&toolInfo[1], gensym("direction"));
                SETFLOAT(&toolInfo[2], tool.direction().x);
                SETFLOAT(&toolInfo[3], tool.direction().y);
                SETFLOAT(&toolInfo[4], tool.direction().z);
                ToOutAnything(1, gensym("tool"), 5, toolInfo);
            }
            if(tools_position_flag) {
                SETFLOAT(&toolInfo[0], i);
                SETSYMBOL(&toolInfo[1], gensym("position"));
                SETFLOAT(&toolInfo[2], tool.tipPosition().x);
                SETFLOAT(&toolInfo[3], tool.tipPosition().y);
                SETFLOAT(&toolInfo[4], tool.tipPosition().z);
                ToOutAnything(1, gensym("tool"), 5, toolInfo);
            }
            if(tools_velocity_flag){
                SETFLOAT(&toolInfo[0], i);
                SETSYMBOL(&toolInfo[1], gensym("velocity"));
                SETFLOAT(&toolInfo[2], tool.tipVelocity().x);
                SETFLOAT(&toolInfo[3], tool.tipVelocity().y);
                SETFLOAT(&toolInfo[4], tool.tipVelocity().z);
                ToOutAnything(1, gensym("tool"), 5, toolInfo);
            }
            if(tools_size_flag){
                SETFLOAT(&toolInfo[0], i); 
                SETSYMBOL(&toolInfo[1], gensym("size"));
                SETFLOAT(&toolInfo[2], tool.width());
                SETFLOAT(&toolInfo[3], tool.length());
                ToOutAnything(1, gensym("tool"), 4, toolInfo);
            }
        }
        // hands and fingers
        for(int i = 0; i<num_hands; i++){
            Hand hand;
            hand = frame.hands()[i];
            int num_fingers = hand.fingers().count();
            int num_tools = hand.tools().count();
            t_atom handInfo[5];

            if(hands_direction_flag){
                // direction
                SETFLOAT(&handInfo[0], i);
                SETSYMBOL(&handInfo[1], gensym("direction"));
                SETFLOAT(&handInfo[2], hand.direction().x);
                SETFLOAT(&handInfo[3], hand.direction().y);
                SETFLOAT(&handInfo[4], hand.direction().z);
                ToOutAnything(1, gensym("hand"), 5, handInfo);
            }
            if(hands_palm_position_flag){
                // position
                SETFLOAT(&handInfo[0], i);
                SETSYMBOL(&handInfo[1], gensym("palm_position"));
                SETFLOAT(&handInfo[2], hand.palmPosition().x);
                SETFLOAT(&handInfo[3], hand.palmPosition().y);
                SETFLOAT(&handInfo[4], hand.palmPosition().z);
                ToOutAnything(1, gensym("hand"), 5, handInfo);
            }
            if(hands_palm_velocity_flag){
                // velocity
                SETFLOAT(&handInfo[0], i);
                SETSYMBOL(&handInfo[1], gensym("palm_velocity"));
                SETFLOAT(&handInfo[2], hand.palmVelocity().x);
                SETFLOAT(&handInfo[3], hand.palmVelocity().y);
                SETFLOAT(&handInfo[4], hand.palmVelocity().z);
                ToOutAnything(1, gensym("hand"), 5, handInfo);
            }
            if(hands_palm_normal_flag){
                // normal
                SETFLOAT(&handInfo[0], i);
                SETSYMBOL(&handInfo[1], gensym("palm_normal"));
                SETFLOAT(&handInfo[2], hand.palmNormal().x);
                SETFLOAT(&handInfo[3], hand.palmNormal().y);
                SETFLOAT(&handInfo[4], hand.palmNormal().z);
                ToOutAnything(1, gensym("hand"), 5, handInfo);
            }
            if(hands_sphere_radius_flag){
                // sphere radius
                SETFLOAT(&handInfo[0], i);
                SETSYMBOL(&handInfo[1], gensym("sphere_radius"));
                SETFLOAT(&handInfo[2], hand.sphereRadius());
                ToOutAnything(1, gensym("hand"), 3, handInfo);
            }
            if(hands_sphere_center_flag){
                // sphere center
                SETFLOAT(&handInfo[0], i);
                SETSYMBOL(&handInfo[1], gensym("sphere_center"));
                SETFLOAT(&handInfo[2], hand.sphereCenter().x);
                SETFLOAT(&handInfo[3], hand.sphereCenter().y);
                SETFLOAT(&handInfo[4], hand.sphereCenter().z);
                ToOutAnything(1, gensym("hand"), 5, handInfo);
            }
            if(hands_finger_count_flag){
                // finger count
                SETFLOAT(&handInfo[0], i);
                SETSYMBOL(&handInfo[1], gensym("finger_count"));
                SETFLOAT(&handInfo[2], num_fingers);
                ToOutAnything(1, gensym("hand"), 3, handInfo);
            }
            if(hands_tool_count_flag){
                // tool count
                SETFLOAT(&handInfo[0], i);
                SETSYMBOL(&handInfo[1], gensym("tool_count"));
                SETFLOAT(&handInfo[2], num_tools);
                ToOutAnything(1, gensym("hand"), 3, handInfo);
            }
            for(int j = 0; j<num_fingers; j++){
                Finger finger;
                finger = hand.fingers()[j];                    
                t_atom fingerInfo[7];
                if(fingers_direction_flag){
                    SETFLOAT(&fingerInfo[0], i); // index
                    SETSYMBOL(&fingerInfo[1], gensym("fingers"));
                    SETFLOAT(&fingerInfo[2], j);
                    SETSYMBOL(&fingerInfo[3], gensym("direction"));
                    SETFLOAT(&fingerInfo[4], finger.direction().x);
                    SETFLOAT(&fingerInfo[5], finger.direction().y);
                    SETFLOAT(&fingerInfo[6], finger.direction().z);
                    ToOutAnything(1, gensym("hand"), 7, fingerInfo);
                }
                if(fingers_position_flag){
                    SETFLOAT(&fingerInfo[0], i); // index
                    SETSYMBOL(&fingerInfo[1], gensym("fingers"));
                    SETFLOAT(&fingerInfo[2], j);
                    SETSYMBOL(&fingerInfo[3], gensym("position"));
                    SETFLOAT(&fingerInfo[4], finger.tipPosition().x);
                    SETFLOAT(&fingerInfo[5], finger.tipPosition().y);
                    SETFLOAT(&fingerInfo[6], finger.tipPosition().z);
                    ToOutAnything(1, gensym("hand"), 7, fingerInfo);
                }
                if(fingers_velocity_flag){
                    SETFLOAT(&fingerInfo[0], i); // index
                    SETSYMBOL(&fingerInfo[1], gensym("fingers"));
                    SETFLOAT(&fingerInfo[2], j);
                    SETSYMBOL(&fingerInfo[3], gensym("velocity"));
                    SETFLOAT(&fingerInfo[4], finger.tipVelocity().x);
                    SETFLOAT(&fingerInfo[5], finger.tipVelocity().y);
                    SETFLOAT(&fingerInfo[6], finger.tipVelocity().z);
                    ToOutAnything(1, gensym("hand"), 7, fingerInfo);
                }
                if(fingers_size_flag){
                    SETFLOAT(&fingerInfo[0], i); // index
                    SETSYMBOL(&fingerInfo[1], gensym("fingers"));
                    SETFLOAT(&fingerInfo[2], j);
                    SETSYMBOL(&fingerInfo[3], gensym("size"));
                    SETFLOAT(&fingerInfo[4], finger.width());
                    SETFLOAT(&fingerInfo[5], finger.length());
                    ToOutAnything(1, gensym("hand"), 6, fingerInfo);
                }
            }
        }
        t_atom gestureCountInfo[1];            
        for(int i = 0;i < num_gestures; i++){
            Gesture gesture;
            gesture = frame.gestures()[i];
            //type
            t_atom gestureTypeInfo[3];
            SETFLOAT(&gestureTypeInfo[0], i);
            SETSYMBOL(&gestureTypeInfo[1], gensym("type"));
            switch(gesture.type())
            {
                case Gesture::TYPE_INVALID:
                    SETSYMBOL(&gestureTypeInfo[2], gensym("TYPE_INVALID"));
                    break;
                case Gesture::TYPE_SWIPE:
                    SETSYMBOL(&gestureTypeInfo[2], gensym("TYPE_SWIPE"));
                    break;
                case Gesture::TYPE_CIRCLE:
                    SETSYMBOL(&gestureTypeInfo[2], gensym("TYPE_CIRCLE"));
                    break;
                case Gesture::TYPE_SCREEN_TAP:
                    SETSYMBOL(&gestureTypeInfo[2], gensym("TYPE_SCREEN_TAP"));
                    break;
                case Gesture::TYPE_KEY_TAP:
                    SETSYMBOL(&gestureTypeInfo[2], gensym("TYPE_KEY_TAP"));
                    break;
            }
            ToOutList(2, 3, gestureTypeInfo);

            //state
            t_atom gestureStateInfo[3];
            SETFLOAT(&gestureStateInfo[0], i);
            SETSYMBOL(&gestureStateInfo[1], gensym("state"));
            switch(gesture.state())
            {
                case Gesture::STATE_INVALID:
                    SETSYMBOL(&gestureStateInfo[2], gensym("STATE_INVALID"));
                    break;
                case Gesture::STATE_START:
                    SETSYMBOL(&gestureStateInfo[2], gensym("TYPE_START"));
                    break;
                case Gesture::STATE_UPDATE:
                    SETSYMBOL(&gestureStateInfo[2], gensym("STATE_UPDATE"));
                    break;
                case Gesture::STATE_STOP:
                    SETSYMBOL(&gestureStateInfo[2], gensym("TYPE_STOP"));
                    break;
            }
            ToOutList(2, 3, gestureStateInfo);

            t_atom gestureDurationInfo[3];
            SETFLOAT(&gestureDurationInfo[0], i);
            SETSYMBOL(&gestureDurationInfo[1], gensym("duration"));
            SETFLOAT(&gestureDurationInfo[2], gesture.duration());
            ToOutList(2, 3, gestureDurationInfo);

            t_atom gestureIdInfo[3];
            SETFLOAT(&gestureIdInfo[0], i);
            SETSYMBOL(&gestureIdInfo[1], gensym("id"));
            SETFLOAT(&gestureIdInfo[2], gesture.id());
            ToOutList(2, 3, gestureIdInfo);

        }
    }
Exemple #17
0
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;
  }
}
Exemple #18
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);
}
Exemple #19
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);

  }

}