void LeapPalmDirectionApp::update() { if ( mLeap && mLeap->isConnected() ) { mLeap->update(); } }
// Runs update logic void LeapApp::update() { // Update frame rate mFrameRate = getAverageFps(); // Toggle fullscreen if ( mFullScreen != isFullScreen() ) { setFullScreen( mFullScreen ); } // Update device if ( mLeap && mLeap->isConnected() ) { mLeap->update(); } }
void BrainbowApp::update() { //LEAP if ( mLeap && mLeap->isConnected() ) { mLeap->update(); } //GET HAND for ( LeapSdk::HandMap::const_iterator handIter = mHands.begin(); handIter != mHands.end(); ++handIter ) { const LeapSdk::Hand& hand = handIter->second; // cout << hand.getPosition().x << endl; // cout << hand.getDirection(); scaledX = (hand.getPosition().x *(getWindowWidth()/400))+(getWindowWidth()/2); scaledY = (-hand.getPosition().y*(getWindowHeight()/400) + getWindowHeight())*2.5 - 400; scaledZ = hand.getPosition().z*2+300; handPos = Vec3f(scaledX, scaledY, scaledZ); } //AUDIO // mAudio.update(); //SCENES if (sceneOne) scene1(); if (sceneTwo) scene2(); //LIGHT mLight->lookAt( handPos, Vec3f::zero() ); //ROTATE DIAMOND if (gong) mDiamond.getModelMatrix().rotate( Vec3f( 0.0f, 0.5f, 0), 0.01f ); }
void ChargesApp::update() { mFps = getAverageFps(); // Update device if ( mLeap && mLeap->isConnected() ) { mLeap->update(); } vector< int32_t > currentFingersIds; for ( const std::pair< int32_t, LeapSdk::Hand > hand : mHands ) { const LeapSdk::FingerMap &fingers = hand.second.getFingers(); for ( const auto &fkv : fingers ) { int32_t id = fkv.first; const LeapSdk::Finger &finger = fkv.second; currentFingersIds.push_back( id ); // new finger? if ( mActiveFingers.find( id ) == mActiveFingers.end() ) { mActiveFingers[ id ] = mTimestamp; mEffectCharge.addCursor( id, 0.f, 0.f, 1.f ); // init with (0, 0), will be updated below } // update finger const LeapSdk::ScreenMap &screens = mLeap->getScreens(); if ( screens.begin() != screens.end() ) { mActiveFingers[ id ] = mTimestamp; const LeapSdk::Screen &screen = screens.begin()->second; Vec3f normPos; screen.intersects( finger, normPos, true, 1.5f ); // normalized screen coordinates with 1.5 clamp ratio Vec2f fingertip = normPos.xy() * Vec2f( mFbo.getSize() ); Vec3f screenPos; screen.intersects( finger, screenPos, false, 1.5f ); // screen coordinates with 1.5 clamp ratio float d = screenPos.distance( finger.getPosition() ); const float dMin = 50.f; const float dMax = 500.f; const float sMin = 1.f; const float sMax = 100.f; d = math< float >::clamp( d, dMin, dMax ); float strength = lmap( d, dMin, dMax, sMax, sMin ); mEffectCharge.updateCursor( id, fingertip.x, fingertip.y, strength ); } } } // erase disappeared fingers int64_t disappearThr = mFingerDisapperanceThreshold * 1000000; for ( auto it = mActiveFingers.begin(); it != mActiveFingers.end(); ) { int32_t id = it->first; if ( find( currentFingersIds.begin(), currentFingersIds.end(), id ) == currentFingersIds.end() ) { // seen earlier than the threshold? if ( mTimestamp - it->second > disappearThr ) { mEffectCharge.removeCursor( id ); it = mActiveFingers.erase( it ); } else { it++; } } else { it++; } } }
// Runs update logic void UiApp::update() { // Update frame rate mFrameRate = getAverageFps(); // Toggle fullscreen if ( mFullScreen != isFullScreen() ) { setFullScreen( mFullScreen ); } // Update device if ( mLeap && mLeap->isConnected() ) { mLeap->update(); } // Interact with first hand if ( mHands.empty() ) { mCursorType = CursorType::NONE; } else { const Hand& hand = mHands.begin()->second; // Update cursor position mCursorPositionTarget = warp( hand.getPosition() ); if ( mCursorType == CursorType::NONE ) { mCursorPosition = mCursorPositionTarget; } // Choose cursor type based on number of exposed fingers switch ( hand.getFingers().size() ) { case 0: mCursorType = CursorType::GRAB; break; case 1: mCursorType = CursorType::TOUCH; break; default: mCursorType = CursorType::HAND; break; } } // Smooth cursor animation mCursorPosition = mCursorPosition.lerp( 0.21f, mCursorPositionTarget ); mCursorPosition.z = 0.0f; // Hit buttons for ( size_t i = 0; i < 3; ++i ) { mButtonState[ i ] = false; if ( mCursorType == CursorType::TOUCH && mCursorPosition.distance( mButtonPosition[ i ] ) < (float)mButton[ 0 ].getSize().length() * 0.5f ) { mButtonState[ i ] = true; } } // Slider if ( mCursorType == CursorType::GRAB && math<float>::abs( mCursorPosition.x - mSliderPosition.x ) < (float)mSlider.getWidth() * 0.5f && math<float>::abs( mCursorPosition.y - mSliderPosition.y ) < (float)mSlider.getHeight() * 0.5f ) { float x1 = mTrackPosition.x; float x2 = mTrackPosition.x + (float)( mTrack.getWidth() - mSlider.getWidth() ); mSliderPosition.x = math<float>::clamp( mCursorPosition.x, x1, x2 ); } }
void _TBOX_PREFIX_App::update() { if ( mLeap && mLeap->isConnected() ) { mLeap->update(); } }
// Runs update logic void GestureApp::update() { // Update frame rate mFrameRate = getAverageFps(); // Toggle fullscreen if ( mFullScreen != isFullScreen() ) { setFullScreen( mFullScreen ); } // Update device if ( mLeap && mLeap->isConnected() ) { mLeap->update(); } const vector<Leap::Gesture>& gestures = mFrame.getGestures(); for ( vector<Leap::Gesture>::const_iterator iter = gestures.begin(); iter != gestures.end(); ++iter ) { Gesture::Type type = iter->type(); if ( type == Gesture::Type::TYPE_CIRCLE ) { // Cast to circle gesture const Leap::CircleGesture& gesture = (Leap::CircleGesture)*iter; // Control dial mDialBrightness = 1.0f; mDialValueDest = gesture.progress(); } else if ( type == Gesture::Type::TYPE_KEY_TAP ) { // Cast to circle gesture and read data const Leap::KeyTapGesture& gesture = (Leap::KeyTapGesture)*iter; Vec2f center = warpVector( fromLeapVector( gesture.position() ) ); center -= mOffset; // Press key for ( vector<Key>::iterator iter = mKeys.begin(); iter != mKeys.end(); ++iter ) { if ( iter->mBounds.contains( center ) ) { iter->mBrightness = 1.0f; break; } } } else if ( type == Gesture::Type::TYPE_SCREEN_TAP ) { // Turn background white for screen tap mBackgroundBrightness = 1.0f; } else if ( type == Gesture::Type::TYPE_SWIPE ) { // Cast to swipe gesture and read data const Leap::SwipeGesture& gesture = (Leap::SwipeGesture)*iter; ci::Vec2f a = warpVector( fromLeapVector( gesture.startPosition() ) ); ci::Vec2f b = warpVector( fromLeapVector( gesture.position() ) ); // Update swipe position mSwipeBrightness = 1.0f; if ( gesture.state() == Gesture::State::STATE_STOP ) { mSwipePosDest = b.x < a.x ? 0.0f : 1.0f; } else { float step = mSwipeStep; mSwipePosDest += b.x < a.x ? -step : step; } mSwipePosDest = math<float>::clamp( mSwipePosDest, 0.0f, 1.0f ); } } // UI animation mDialValue = lerp( mDialValue, mDialValueDest, mDialSpeed ); mSwipePos = lerp( mSwipePos, mSwipePosDest, mSwipePosSpeed ); mBackgroundBrightness *= mFadeSpeed; mDialBrightness *= mFadeSpeed; mSwipeBrightness *= mFadeSpeed; for ( vector<Key>::iterator iter = mKeys.begin(); iter != mKeys.end(); ++iter ) { iter->mBrightness *= mFadeSpeed; } }