void jester::LeapMotionImpl::processFingers(Leap::Hand hand, Bone::BoneId fingerOne, LeapHand whichHand) { Leap::FingerList fingerList = hand.fingers(); std::vector<Leap::Finger> fingers; FingerData *fingerIds = (whichHand == LeapHand::LEFT ? kLeftFingerIds : kRightFingerIds); bool fingersFound[] = {false, false, false, false, false}; //project finger tip positions onto palm plane and calculate angle for (Leap::FingerList::const_iterator fingerIter = fingerList.begin(); fingerIter != fingerList.end(); fingerIter++) { fingers.push_back(*fingerIter); } //if this is the first time we've seen the full hand, calibrate the finger lengths if (fingerIds[0].id == -1 && fingers.size() == 5) { if (whichHand == LeapHand::LEFT) std::sort(fingers.begin(), fingers.end(), left_hand_finger_x_coordinate_comparator); else if (whichHand == LeapHand::RIGHT) std::sort(fingers.begin(), fingers.end(), right_hand_finger_x_coordinate_comparator); else return; fingersFound[0] = fingersFound[1] = fingersFound[2] = fingersFound[3] = fingersFound[4] = true; for (int i = 0; i < 5; i++) { fingerIds[i].id = fingers[i].id(); fingerIds[i].length = fingers[i].length(); } } else if (fingerIds[0].id == -1) return; //search for all of the known finger ids for (unsigned int i = 0; i < 5; i++) { for (unsigned int j = 0; j < fingers.size(); j++) { if (fingers[j].id() == fingerIds[i].id) { fingersFound[i] = true; setFingerInJointData(fingers[j], static_cast<Bone::BoneId>(fingerOne + i)); fingers.erase(fingers.begin() + j); } } } //match all unclaimed fingers based on closest size for (unsigned int i = 0; i < fingers.size(); i++) { float closestLengthDelta = FLT_MAX; int closestFingerIx = -1; for (int j = 0; j < 5; j++) { if (!fingersFound[j]) { float lengthDelta = abs(fingerIds[j].length - fingers[i].length()); if (lengthDelta < closestLengthDelta) { closestLengthDelta = lengthDelta; closestFingerIx = j; } } } if (closestFingerIx >= 0) { fingersFound[closestFingerIx] = true; fingerIds[closestFingerIx].id = fingers[i].id(); setFingerInJointData(fingers[i], static_cast<Bone::BoneId>(fingerOne + closestFingerIx)); } } }
void SampleListener::onFrame(const Leap::Controller& controller) { // Get the most recent frame and report some basic information const Leap::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; Leap::HandList hands = frame.hands(); for (Leap::HandList::const_iterator hl = hands.begin(); hl != hands.end(); ++hl) { // Get the first hand const Leap::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 Leap::Vector normal = hand.palmNormal(); const Leap::Vector direction = hand.direction(); // Calculate the hand's pitch, roll, and yaw angles std::cout << std::string(2, ' ') << "pitch: " << direction.pitch() * Leap::RAD_TO_DEG << " degrees, " << "roll: " << normal.roll() * Leap::RAD_TO_DEG << " degrees, " << "yaw: " << direction.yaw() * Leap::RAD_TO_DEG << " degrees" << std::endl; // Get the Arm bone Leap::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 Leap::FingerList fingers = hand.fingers(); for (Leap::FingerList::const_iterator fl = fingers.begin(); fl != fingers.end(); ++fl) { const Leap::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) { Leap::Bone::Type boneType = static_cast<Leap::Bone::Type>(b); Leap::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 Leap::ToolList tools = frame.tools(); for (Leap::ToolList::const_iterator tl = tools.begin(); tl != tools.end(); ++tl) { const Leap::Tool tool = *tl; std::cout << std::string(2, ' ') << "Tool, id: " << tool.id() << ", position: " << tool.tipPosition() << ", direction: " << tool.direction() << std::endl; } // Get gestures const Leap::GestureList gestures = frame.gestures(); for (int g = 0; g < gestures.count(); ++g) { Leap::Gesture gesture = gestures[g]; switch (gesture.type()) { case Leap::Gesture::TYPE_CIRCLE: { Leap::CircleGesture circle = gesture; std::string clockwiseness; if (circle.pointable().direction().angleTo(circle.normal()) <= Leap::PI/2) { clockwiseness = "clockwise"; } else { clockwiseness = "counterclockwise"; } // Calculate angle swept since last frame float sweptAngle = 0; if (circle.state() != Leap::Gesture::STATE_START) { Leap::CircleGesture previousUpdate = Leap::CircleGesture(controller.frame(1).gesture(circle.id())); sweptAngle = (circle.progress() - previousUpdate.progress()) * 2 * Leap::PI; } std::cout << std::string(2, ' ') << "Circle id: " << gesture.id() << ", state: " << stateNames[gesture.state()] << ", progress: " << circle.progress() << ", radius: " << circle.radius() << ", angle " << sweptAngle * Leap::RAD_TO_DEG << ", " << clockwiseness << std::endl; break; } case Leap::Gesture::TYPE_SWIPE: { Leap::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 Leap::Gesture::TYPE_KEY_TAP: { Leap::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 Leap::Gesture::TYPE_SCREEN_TAP: { Leap::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; } }