Esempio n. 1
0
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;
      }
    }
}
Esempio n. 2
0
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;
}
Esempio n. 3
0
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;
  }
}