void LeapFishyApp::processGesture()
{
	Leap::Frame frame = m_LeapController.frame();

	if( m_LastFrame == frame )
		return;

	Leap::GestureList gestures =	m_LastFrame.isValid()			?
									frame.gestures( m_LastFrame )	:
									frame.gestures();

	m_LastFrame = frame;

	for( int i = 0; i < gestures.count(); i++ )
	{
		if( gestures[i].type() == Leap::Gesture::TYPE_SWIPE )
		{
			Leap::SwipeGesture swipe = gestures[i];
			Leap::Vector diff = 0.006f*(swipe.position() - swipe.startPosition());
			Vec2f curSwipe(diff.x, -diff.y);
			m_pPlayer->AddVelocity( curSwipe );
		}
		else if(	gestures[i].type() == Leap::Gesture::TYPE_KEY_TAP || 
					gestures[i].type() == Leap::Gesture::TYPE_SCREEN_TAP )
		{
			m_pPlayer->KillVelocity();
		}
	}
}
void Listener::onFrame(const Leap::Controller &controller) {
    Leap::Frame curFrame = controller.frame();
    if (firstFrameLeap == 0 && ++frameCount > 10) {
        gettimeofday(&firstFrameAbs, NULL);
        firstFrameLeap = curFrame.timestamp();
        cout << "First frame clock time: " << tv_to_usec(firstFrameAbs) << endl;
        cout << "First frame leap time: " << firstFrameLeap << endl;
    }
    
    // use current active gesture recognizers to locate gestures
    // and then trigger appropriate note/controls
    // feed frames to recognizers
    vector<GesturePtr> recognizers = gestureRecognizers();
    for (vector<GesturePtr>::iterator it = recognizers.begin(); it != recognizers.end(); ++it) {
        // get controls recognized from gestures
        GesturePtr gesture = *it;
        std::vector<ControlPtr> gestureControls; // controls from this gesture
        gesture->recognizedControls(controller, gestureControls);
        
        if (! gestureControls.size())
            continue;
        
        // call gesture recognized callback
        onGestureRecognized(controller, gesture);
        
        for (vector<ControlPtr>::iterator ctl = gestureControls.begin(); ctl != gestureControls.end(); ++ctl) {
            ControlPtr control = *ctl;
            
            onControlUpdated(controller, gesture, control);
        }
    }
}
void MenuController::updateLeapPointer(const Leap::Controller& controller, const Leap::Frame& frame)
{
	pointer_ = frame.fingers().extended().frontmost();
	Leap::Vector n = frame.interactionBox().normalizePoint(pointer_.stabilizedTipPosition());
	leap.x = n.x * viewport_.width + viewport_.x;
	leap.y = n.y * viewport_.height + viewport_.y;
}
Exemple #4
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void Quickstart::onFrame(const Leap::Controller &controller) {
    // returns the most recent frame. older frames can be accessed by passing in 
    // a "history" parameter to retrieve an older frame, up to about 60
    // (exact number subject to change)
    const Leap::Frame frame = controller.frame();

    // do nothing unless hands are detected
    if (frame.hands().empty())
        return;
    
    // first detected hand
    const Leap::Hand firstHand = frame.hands()[0];
    // first pointable object (finger or tool)
    const Leap::PointableList pointables = firstHand.pointables();
    if (pointables.empty()) return;
    const Leap::Pointable firstPointable = pointables[0];
    
    // print velocity on the X axis
    cout << "Pointable X velocity: " << firstPointable.tipVelocity()[0] << endl;
    
    const Leap::FingerList fingers = firstHand.fingers();
    if (fingers.empty()) return;
    
    for (int i = 0; i < fingers.count(); i++) {
        const Leap::Finger finger = fingers[i];
        
        std::cout << "Detected finger " << i << " at position (" <<
            finger.tipPosition().x << ", " <<
            finger.tipPosition().y << ", " <<
            finger.tipPosition().z << ")" << std::endl;
    }
}
void HandController::drawHands() {
  glPushMatrix();
  glTranslatef(translation_);
  glScalef(scale_, scale_, scale_);
  
  Leap::Frame frame = controller_.frame();
  for (int h = 0; h < frame.hands().count(); ++h) {
    Leap::Hand hand = frame.hands()[h];
    
    for (int f = 0; f < hand.fingers().count(); ++f) {
      Leap::Finger finger = hand.fingers()[f];
      
      // Draw first joint inside hand.
      Leap::Bone mcp = finger.bone(Leap::Bone::Type::TYPE_METACARPAL);
      drawJoint(mcp.prevJoint());
      
      for (int b = 0; b < 4; ++b) {
        Leap::Bone bone = finger.bone(static_cast<Leap::Bone::Type>(b));
        drawJoint(bone.nextJoint());
        drawBone(bone);
      }
    }
  }
  
  glPopMatrix();
}
		void ExampleTool::onLeapFrame( Leap::Frame const &aFrame )
		{
			mHands = aFrame.hands().count();
			mFingers = 0;
			for( int i = 0; i < mHands; ++ i )
				mFingers += aFrame.hands()[ i ].fingers().count();
		}
void LeapController::CopyHandsData( LeapFrame & a_frame_internal, Leap::Frame & a_frame_external )
{
    const Leap::Device & device = m_ctrl.devices()[0];

    a_frame_internal.hands.clear();
    a_frame_internal.hands.resize(a_frame_external.hands().count());
    a_frame_internal.fingers.clear();

    for ( int i_hand = 0; i_hand < a_frame_external.hands().count(); ++i_hand )
    {
        const Leap::Hand & hand_ext = a_frame_external.hands()[i_hand];

        // setup hand
        LeapHand & hand = a_frame_internal.hands[i_hand];
        hand.id				= hand_ext.id();
        hand.fingers_count	= 0;
        hand.dir			= toV3( hand_ext.direction() );
        hand.palm_normal	= toV3( hand_ext.palmNormal() );
        hand.palm_pos		= toV3( hand_ext.palmPosition() ) * LEAP_SCALE;
        hand.palm_vel		= toV3( hand_ext.palmVelocity() ) * LEAP_SCALE;
        hand.sphere_center	= toV3( hand_ext.sphereCenter() ) * LEAP_SCALE;
        hand.sphere_radius	= hand_ext.sphereRadius() * LEAP_SCALE;
        hand.age			= hand_ext.timeVisible();
        hand.dist_to_boundary = device.distanceToBoundary( hand_ext.palmPosition() ) * LEAP_SCALE;

        int hand_ext_finger_count = hand_ext.fingers().count();

        // clamp the number of fingers if LEAP bugs out and returns  hand with more than 5 fingers
        hand_ext_finger_count = max( hand_ext_finger_count, LEAP_MAX_NUM_FINGERS_PER_HAND );
        //ASSERT( hand_ext_finger_count <= LEAP_MAX_NUM_FINGERS_PER_HAND );

        for( int i_finger = 0; i_finger < hand_ext_finger_count; ++i_finger )
        {
            const Leap::Finger & finger_ext = hand_ext.fingers()[i_finger];

            if ( finger_ext.isValid() )
            {
                // alloc new finger
                a_frame_internal.fingers.resize( a_frame_internal.fingers.size()+1 );
                LeapFinger &finger  = a_frame_internal.fingers.back();

                finger.id			= finger_ext.id();
                finger.hand_id		= hand.id;
                finger.hand_index	= (int)i_hand;
                finger.finger_size	= v2( finger_ext.width(), finger_ext.length() ) * LEAP_SCALE;
                finger.dir			= toV3( finger_ext.direction() );
                finger.tip_pos		= toV3( finger_ext.tipPosition() ) * LEAP_SCALE;
                finger.tip_vel		= toV3( finger_ext.tipVelocity() ) * LEAP_SCALE;
                finger.age			= finger_ext.timeVisible();
                finger.tip_pos_stabilized = toV3( finger_ext.stabilizedTipPosition() ) * LEAP_SCALE;
                finger.dist_to_boundary = device.distanceToBoundary( finger_ext.tipPosition() ) * LEAP_SCALE;

                // add finger
                hand.fingers_index[hand.fingers_count] = (int)a_frame_internal.fingers.size()-1;
                ++hand.fingers_count;
            }
        }
    }
}
Exemple #8
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static VALUE frame_timestamp(VALUE self)
{
  Leap::Frame * f;

  Data_Get_Struct(self, Leap::Frame, f);

  return INT2NUM(f->timestamp());
}
Exemple #9
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static VALUE frame_id(VALUE self)
{
  Leap::Frame * f;

  Data_Get_Struct(self, Leap::Frame, f);

  return INT2NUM(f->id());
}
Exemple #10
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static VALUE frame_to_s(VALUE self)
{
  Leap::Frame * f;
  const char * string;

  Data_Get_Struct(self, Leap::Frame, f);

  string = f->toString().c_str();
  return rb_str_new2(string);
}
Exemple #11
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static VALUE frame_hands(VALUE self)
{
  Leap::Frame * f;
  Leap::HandList * list;

  Data_Get_Struct(self, Leap::Frame, f);

  list = new Leap::HandList(f->hands());

  return WrapHandList(list);
}
Exemple #12
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static VALUE frame_invalid(VALUE self)
{
  Leap::Frame * f;
  Leap::Frame * invalid;

  Data_Get_Struct(self, Leap::Frame, f);

  invalid = new Leap::Frame(f->invalid());

  return Data_Wrap_Struct(cFrame, 0, 0, invalid);
}
		void ManipTool::onLeapFrame( Leap::Frame const &aFrame )
		{
			if( (aFrame.timestamp() - mLastExaminedFrame ) < 16*1000 )
				return;

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

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

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

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

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

			curFingers.mStoredFingers = curFinger;

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

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

			mLastStoredFrame = curFrame;
			++mTotalStoredFrames;
		}
fdata get_finger_positions()
{
    Leap::Frame frame = control.frame();
    Leap::FingerList fingers = frame.fingers();
    Leap::ToolList tools = frame.tools();
    Leap::HandList hands = frame.hands();

    //std::vector<std::pair<cl_float4, int>> positions;

    fdata hand_data;


    int p = 0;

    for(int i=0; i<40; i++)
    {
        hand_data.fingers[i] = 0.0f;
    }

    ///will explode if more than 2
    for(int i=0; i<hands.count(); i++)
    {
        const Leap::Hand hand = hands[i];
        Leap::FingerList h_fingers = hand.fingers();

        float grab_strength = hand.grabStrength();

        hand_data.grab_confidence[i] = grab_strength;

        for(int j=0; j<h_fingers.count(); j++)
        {
            const Leap::Finger finger = h_fingers[j];

            float mfingerposx = finger.tipPosition().x;
            float mfingerposy = finger.tipPosition().y;
            float mfingerposz = finger.tipPosition().z;

            //cl_float4 ps = {mfingerposx, mfingerposy, mfingerposz, 0.0f};
            //cl_float4 ps = {mfingerposx, mfingerposy, mfingerposz, 0.0f};

            int id = finger.id();

            hand_data.fingers[p++] = mfingerposx;
            hand_data.fingers[p++] = mfingerposy;
            hand_data.fingers[p++] = mfingerposz;
            hand_data.fingers[p++] = 0.0f;

            //positions.push_back(std::pair<cl_float4, int>(ps, id));

        }
    }

    return hand_data;
}
Exemple #15
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static VALUE valid_p(VALUE self)
{
  Leap::Frame * f;

  Data_Get_Struct(self, Leap::Frame, f);

  if (true == f->isValid()) {
    return Qtrue;
  }

  return Qfalse;
}
void LeapCinderVectorFieldApp::processFingers()
{
	Leap::Frame frame = m_LeapController.frame();
	Leap::FingerList fingers = frame.fingers();

	m_VectorField->ClearPointTo();

	for( int i = 0; i < fingers.count(); i++ )
	{
		m_VectorField->CheckPointTo( normalizeCoords( fingers[i].tipPosition() ) );
	}
}
Exemple #17
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void eleap::eleap_t::impl_t::onFrame(const Leap::Controller& controller)
{
    const Leap::Frame frame = controller.frame();
    if (frame.isValid())
    {
        // send the known hands in this frame, this will handle hands coming and going
        const Leap::HandList hands = frame.hands();
        {
            unsigned long long time_encoded = (0&0xffffffff)<<8 | (DATA_KNOWN_HANDS&0xff);

            float *f;
            unsigned char *dp;
            piw::data_nb_t d = ctx_.allocate_host(time_encoded,INT32_MAX,INT32_MIN,0,BCTVTYPE_INT,sizeof(int32_t),&dp,hands.count(),&f);
            memset(f,0,hands.count()*sizeof(int32_t));
            *dp = 0;

            for(int i = 0; i < hands.count(); ++i)
            {
                const Leap::Hand hand = hands[i];
                if(hand.isValid() && hand.fingers().count() > 1)
                {
                    ((int32_t *)f)[i] = hand.id();
                }
            }
            enqueue_fast(d,1);
        }
        
        // handle the actual data for the detected hands
        for(int i = 0; i < hands.count(); ++i)
        {
            const Leap::Hand hand = hands[i];
            if(hand.isValid() && hand.fingers().count() > 1)
            {
                unsigned long long time_encoded = (hand.id()&0xffffffff)<<8 | (DATA_PALM_POSITION&0xff);

                const Leap::Vector palm_pos = hand.palmPosition();

                float *f;
                unsigned char *dp;
                piw::data_nb_t d = ctx_.allocate_host(time_encoded,600,-600,0,BCTVTYPE_FLOAT,sizeof(float),&dp,3,&f);
                memset(f,0,3*sizeof(float));
                *dp = 0;

                f[0] = piw::normalise(600,-600,0,palm_pos.x);
                f[1] = piw::normalise(600,-600,0,palm_pos.y);
                f[2] = piw::normalise(600,-600,0,palm_pos.z);

                enqueue_fast(d,1);
            }
        }
    }
}
    virtual void onFrame        (const Leap::Controller&)
    {
        const Leap::Frame frame(m_Controller.frame(0));
        const Leap::Hand hand(frame.hands().rightmost());
        if (!hand.isValid())
        {
            m_LastNormalizedPos.reset();
            return;
        }

        const Leap::Vector pos(hand.palmPosition());
        m_LastNormalizedPos = frame.interactionBox().normalizePoint(pos);
    }
int StateKen::eventShake(StateContext& context, const Leap::Controller& controller)
{
    std::cout << "けん\n" << std::endl;
    
    const Leap::Frame frame = controller.frame();
    const Leap::Hand hand = frame.hands()[0];
    
    Leap::Vector position = hand.palmPosition();
    
    JankenApp::getInstance()->setShakeStartPosition(position);
    
    int ret = context.changeState(StatePon::getInstance());
    
    return ret;
}
pinch_list HandController::getPinches() {
  Leap::Frame frame = controller_.frame();
  pinch_list pinches;
  
  for (int i = 0; i < frame.hands().count(); ++i) {
    float pinch_strength = frame.hands()[i].pinchStrength();
    
    Leap::Vector tip = frame.hands()[i].fingers()[1].tipPosition();
    Vec3f transformed_tip = scale_ * ToVec3f(tip) + translation_;
    
    pinches.push_back(std::pair<Vec3f, float>(transformed_tip, pinch_strength));
  }
  
  return pinches;
}
 virtual void onFrame(const Leap::Controller& controller) {
     Leap::Frame frame = controller.frame();
     const Leap::HandList& hands = frame.hands();
     if (hands.count() > 0) {
         Leap::Vector newTarget = hands[0].stabilizedPalmPosition();
         cout << "New Target: " << newTarget << endl;
         if (inMotion) {
             //TODO: must merge with currentTarget, to account for if the
             //target hand moved...for now, do nothing
         } else {
             inMotion = true;
             currentTarget = WorldVector(newTarget, leapPos);
         }
     }
 }
//Handle Leap Gesture processing.
//Trigger the corresponding effects in the particle field.
void GesturesDemo::processGestures() {
  Leap::Frame frame = controller.frame();

  if ( lastFrame == frame ) {
    return;
  }

  Leap::GestureList gestures =  lastFrame.isValid()       ?
                                frame.gestures(lastFrame) :
                                frame.gestures();

  lastFrame = frame;

  size_t numGestures = gestures.count();

  for (size_t i=0; i < numGestures; i++) {
    if (gestures[i].type() == Leap::Gesture::TYPE_SCREEN_TAP) {
      printf("screen screen tap gesture");
      Leap::ScreenTapGesture tap = gestures[i];
      ci::Vec3f tapLoc = normalizeCoords(tap.position());
      field.Repel(tap.id(), ci::Vec2f(tapLoc.x, tapLoc.y), 3.0);
    } else if (gestures[i].type() == Leap::Gesture::TYPE_KEY_TAP) {
      printf("screen key tap gesture");
      Leap::KeyTapGesture tap = gestures[i];
      ci::Vec3f tapLoc = normalizeCoords(tap.position());
      field.Repel(tap.id(), ci::Vec2f(tapLoc.x, tapLoc.y), -3.0);
    } else if (gestures[i].type() == Leap::Gesture::TYPE_SWIPE) {
      printf(" swipe  gesture");
      Leap::SwipeGesture swipe = gestures[i];
      Leap::Vector diff = 0.004f*(swipe.position() - swipe.startPosition());
      ci::Vec3f curSwipe(diff.x, -diff.y, diff.z);
      field.Translate(swipe.id(), curSwipe);
    } else if (gestures[i].type() == Leap::Gesture::TYPE_CIRCLE) {
      printf(" circle gesture");
      Leap::CircleGesture circle = gestures[i];
      float progress = circle.progress();
      if (progress >= 1.0f) {
        ci::Vec3f center = normalizeCoords(circle.center());
        ci::Vec3f normal(circle.normal().x, circle.normal().y, circle.normal().z);
        double curAngle = 6.5;
        if (normal.z < 0) {
          curAngle *= -1;
        }
        field.Rotate(circle.id(), ci::Vec2f(center.x, center.y), circle.radius()/250, curAngle);
      }
    }
  }
}
Exemple #23
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void MouseController::onFrame(const Leap::Controller &controller) {
    // get list of detected screens
    const Leap::ScreenList screens = controller.calibratedScreens();
    
    // make sure we have a detected screen
    if (screens.empty()) return;
    const Leap::Screen screen = screens[0];
    
    // find the first finger or tool
    const Leap::Frame frame = controller.frame();
    const Leap::HandList hands = frame.hands();
    if (hands.empty()) return;
    const Leap::PointableList pointables = hands[0].pointables();
    if (pointables.empty()) return;
    const Leap::Pointable firstPointable = pointables[0];
    
    // get x, y coordinates on the first screen
    const Leap::Vector intersection = screen.intersect(
                                                       firstPointable,
                                                       true,  // normalize
                                                       1.0f   // clampRatio
                                                       );
    
    // if the user is not pointing at the screen all components of
    // the returned vector will be Not A Number (NaN)
    // isValid() returns true only if all components are finite
    if (! intersection.isValid()) return;
    
    unsigned int x = screen.widthPixels() * intersection.x;
    // flip y coordinate to standard top-left origin
    unsigned int y = screen.heightPixels() * (1.0f - intersection.y);
    
    CGPoint destPoint = CGPointMake(x, y);
    CGDisplayMoveCursorToPoint(kCGDirectMainDisplay, destPoint);
}
// Runs update logic
void TracerApp::update()
{
	// Update frame rate
	mFrameRate = getAverageFps();

	// Process hand data
	const Leap::HandList& hands = mFrame.hands();
	for ( Leap::HandList::const_iterator handIter = hands.begin(); handIter != hands.end(); ++handIter ) {
		const Leap::Hand& hand = *handIter;
		
		const Leap::PointableList& pointables = hand.pointables();
		for ( Leap::PointableList::const_iterator pointIter = pointables.begin(); pointIter != pointables.end(); ++pointIter ) {
			const Leap::Pointable& pointable = *pointIter;

			int32_t id = pointable.id();
			if ( mRibbons.find( id ) == mRibbons.end() ) {
				Vec3f v = randVec3f() * 0.01f;
				v.x = math<float>::abs( v.x );
				v.y = math<float>::abs( v.y );
				v.z = math<float>::abs( v.z );
				Colorf color( ColorModel::CM_RGB, v );
				Ribbon ribbon( id, color );
				mRibbons[ id ] = ribbon;
			}
			float width = math<float>::abs( pointable.tipVelocity().y ) * 0.0025f;
			width		= math<float>::max( width, 5.0f );
			mRibbons[ id ].addPoint( LeapMotion::toVec3f( pointable.tipPosition() ), width );
		}
	}

	// Update ribbons
	for ( RibbonMap::iterator iter = mRibbons.begin(); iter != mRibbons.end(); ++iter ) {
		iter->second.update();
	}
}
Exemple #25
0
	Vec2 denormalize(const Viewport& viewport, const Leap::Frame& frame, const Leap::Vector& vector)
	{
		Leap::Vector v = frame.interactionBox().normalizePoint(vector);
		float x = viewport.width * v.x;
		float y = viewport.height * v.y;
		return{ x, y };
	}
void CinderProjectApp::draw() 
{
	// Clear window
	gl::setViewport( getWindowBounds() );
	gl::clear( Colorf::black() );
	gl::setMatrices( mCamera );
	
	// Iterate through hands
	const Leap::HandList& hands = mFrame.hands();
	for ( Leap::HandList::const_iterator handIter = hands.begin(); handIter != hands.end(); ++handIter ) {
		const Leap::Hand& hand = *handIter;

		// Draw palm
		gl::color(1, .2, .4, 1);
		gl::drawSphere(LeapMotion::toVec3f(hand.palmPosition()),20,12);

		// Pointables
		const Leap::PointableList& pointables = hand.pointables();
		for ( Leap::PointableList::const_iterator pointIter = pointables.begin(); pointIter != pointables.end(); ++pointIter ) {
			const Leap::Pointable& pointable = *pointIter;

			Vec3f dir		= LeapMotion::toVec3f( pointable.direction() );
			float length	= pointable.length();
			Vec3f tipPos	= LeapMotion::toVec3f( pointable.tipPosition() );
			Vec3f basePos	= tipPos + dir * length;
			

			gl::drawColorCube( tipPos, Vec3f( 20, 20, 20 ) );
			gl::color( ColorAf::gray( 0.8f ) );
			gl::drawLine( basePos, tipPos );
		}
	}
}
void LeapMotionFrame::copyFromFrame(const Leap::Frame& frame, const F32& maxHandAxisRadius)
{
   // This also resets all counters
   clear();

   // Retrieve frame information
   mFrameValid = frame.isValid();
   mFrameId = frame.id();
   mFrameTimeStamp = frame.timestamp();

   mFrameInternalId = smNextInternalFrameId;
   ++smNextInternalFrameId;
   mFrameSimTime = Sim::getCurrentTime();
   mFrameRealTime = Platform::getRealMilliseconds();

   if(!mFrameValid)
   {
      return;
   }

   // Retrieve hand information
   mHandCount = frame.hands().count();
   if(mHandCount > 0)
   {
      copyFromFrameHands(frame.hands(), maxHandAxisRadius);
   }

   // Retrieve pointable information
   mPointableCount = frame.pointables().count();
   if(mPointableCount > 0)
   {
      copyFromFramePointables(frame.pointables());
   }
}
Exemple #28
0
// Runs update logic
void UiApp::update()
{
	// Update frame rate
	mFrameRate = getAverageFps();

	// Toggle fullscreen
	if ( mFullScreen != isFullScreen() ) {
		setFullScreen( mFullScreen );
	}

	// Interact with first hand
	const Leap::HandList& hands = mFrame.hands();
	if ( hands.isEmpty() ) {
		mCursorType		= CursorType::NONE;
	} else {
		const Leap::Hand& hand = *hands.begin();
		
		// Update cursor position
		mCursorPositionTarget	= warpVector( hand.palmPosition() );
		if ( mCursorType == CursorType::NONE ) {
			mCursorPosition = mCursorPositionTarget;
		}
		
		// Choose cursor type based on number of exposed fingers
		switch ( hand.fingers().count() ) {
			case 0:
				mCursorType	= CursorType::GRAB;
				
				// Slider
				if ( mSlider.getBounds().contains( mCursorPosition - mSliderPosition ) ) {
					float x1			= mTrackPosition.x;
					float x2			= mTrackPosition.x + (float)( mTrack.getWidth() - mSlider.getWidth() );
					mSliderPosition.x	= math<float>::clamp( mCursorPosition.x, x1, x2 );
				}
				break;
			case 1:
				mCursorType	= CursorType::TOUCH;
				
				// Buttons
				mFingerTipPosition = warpPointable( *hand.fingers().begin() );
				for ( size_t i = 0; i < 3; ++i ) {
					mButtonState[ i ] = false;
					if ( mButton[ 0 ].getBounds().contains( mFingerTipPosition - mButtonPosition[ i ] ) ) {
						mButtonState[ i ] = true;
					}
				}
				break;
			default:
				mCursorType	= CursorType::HAND;
				break;
		}
	}
	
	// Smooth cursor animation
	mCursorPosition = mCursorPosition.lerp( 0.21f, mCursorPositionTarget );
}
Exemple #29
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		/**
		  Returns
		  1 if abs(xvel) <= 1/2 abs(yvel)
		  0 otherwise
		*/
		virtual int evaluate(const Leap::Frame &frame,
				const std::string& nodeid) {
			Leap::Hand h = frame.hand(0);
			if (h.isValid()) {
				Leap::Vector vel = h.palmVelocity();
				return (abs(vel.x) <= 0.5 * abs(vel.y))
						? 1 : 0;
			} else
				return 0;
		}
void ClipController::clip2H(const Leap::Frame& frame)
{
	Hand hand = frame.hands().rightmost();
	Hand other_hand = frame.hands().leftmost();

	if (other_hand.grabStrength() > 0.95f) {
		VolumeController& vc = MainController::getInstance().volumeController();

		const Mat4& inv = vc.getCamera().viewInverse();
		Vec3 n = inv * hand.palmNormal().toVector4<Vec4>();
		Vec3 p = frame.interactionBox().normalizePoint(hand.palmPosition()).toVector4<Vec4>();
		p = (p - 0.5f) * 2.0f * 0.75f;
		p = inv * Vec4(p.x, p.y, p.z, 0.0f);

		selectedPlane().normal(n);
		selectedPlane().point(p);
		vc.markDirty();
	}
}