コード例 #1
0
ファイル: pointable.cpp プロジェクト: a3gis/leap_motion
static VALUE length(VALUE self)
{
  Leap::Pointable * pointer;

  Data_Get_Struct(self, Leap::Pointable, pointer);

  return DBL2NUM(pointer->length());
}
コード例 #2
0
ファイル: pointable.cpp プロジェクト: a3gis/leap_motion
static VALUE touch_distance(VALUE self)
{
  Leap::Pointable * pointer;

  Data_Get_Struct(self, Leap::Pointable, pointer);

  return DBL2NUM(pointer->touchDistance());
}
コード例 #3
0
ファイル: pointable.cpp プロジェクト: a3gis/leap_motion
static VALUE pointable_id(VALUE self)
{
  Leap::Pointable * pointer;
  const char * string;

  Data_Get_Struct(self, Leap::Pointable, pointer);

  return INT2NUM(pointer->id());
}
コード例 #4
0
ファイル: pointable.cpp プロジェクト: a3gis/leap_motion
VALUE MakePointable(Leap::Pointable pointable)
{
  if (pointable.isFinger())
    return WrapFinger(new Leap::Finger(pointable));

  if (pointable.isTool())
    return WrapTool(new Leap::Tool(pointable));

  return WrapPointable(new Leap::Pointable(pointable));
}
コード例 #5
0
ファイル: pointable.cpp プロジェクト: a3gis/leap_motion
static VALUE direction(VALUE self)
{
  Leap::Pointable * pointer;
  Leap::Vector * vector;

  Data_Get_Struct(self, Leap::Pointable, pointer);

  vector = new Leap::Vector(pointer->direction());

  return WrapVector(vector);
}
コード例 #6
0
ファイル: pointable.cpp プロジェクト: a3gis/leap_motion
static VALUE tip_velocity(VALUE self)
{
  Leap::Pointable * pointer;
  Leap::Vector * vector;

  Data_Get_Struct(self, Leap::Pointable, pointer);

  vector = new Leap::Vector(pointer->tipVelocity());

  return WrapVector(vector);
}
コード例 #7
0
ファイル: pointable.cpp プロジェクト: a3gis/leap_motion
static VALUE stabilized_tip_position(VALUE self)
{
  Leap::Pointable * pointer;
  Leap::Vector * vector;

  Data_Get_Struct(self, Leap::Pointable, pointer);

  vector = new Leap::Vector(pointer->stabilizedTipPosition());

  return WrapVector(vector);
}
コード例 #8
0
ファイル: pointable.cpp プロジェクト: a3gis/leap_motion
static VALUE hand(VALUE self)
{
  Leap::Pointable * pointer;
  Leap::Hand * hand;

  Data_Get_Struct(self, Leap::Pointable, pointer);

  hand = new Leap::Hand(pointer->hand());

  return WrapHand(hand);
}
コード例 #9
0
ファイル: pointable.cpp プロジェクト: a3gis/leap_motion
static VALUE valid_p(VALUE self)
{
  Leap::Pointable * pointer;

  Data_Get_Struct(self, Leap::Pointable, pointer);

  if (pointer->isValid())
    return Qtrue;

  return Qfalse;
}
コード例 #10
0
ファイル: quickstart.cpp プロジェクト: revmischa/leapbook
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;
    }
}
コード例 #11
0
ファイル: pointable.cpp プロジェクト: a3gis/leap_motion
static VALUE touch_zone(VALUE self)
{
  Leap::Pointable * pointer;

  Data_Get_Struct(self, Leap::Pointable, pointer);

  switch(pointer->touchZone()) {
    case(Leap::Pointable::ZONE_NONE):
      return ID2SYM(rb_intern("none"));
    case(Leap::Pointable::ZONE_HOVERING):
      return ID2SYM(rb_intern("hovering"));
    case(Leap::Pointable::ZONE_TOUCHING):
      return ID2SYM(rb_intern("touching"));
  };

  return Qfalse;
}
コード例 #12
0
ファイル: leapMotionUtil.cpp プロジェクト: 03050903/Torque3D
void convertPointableRotation(const Leap::Pointable& pointable, MatrixF& outRotation)
{
   // We need to convert from Motion coordinates to
   // Torque coordinates.  The conversion is:
   //
   // Motion                       Torque
   // a b c         a  b  c        a -c  b
   // d e f   -->  -g -h -i  -->  -g  i -h
   // g h i         d  e  f        d -f  e
   Leap::Vector pointableFront = -pointable.direction();
   Leap::Vector pointableRight = Leap::Vector::up().cross(pointableFront);
   Leap::Vector pointableUp = pointableFront.cross(pointableRight);

   outRotation.setColumn(0, Point4F(  pointableRight.x, -pointableRight.z,  pointableRight.y,  0.0f));
   outRotation.setColumn(1, Point4F( -pointableFront.x,  pointableFront.z, -pointableFront.y,  0.0f));
   outRotation.setColumn(2, Point4F(  pointableUp.x,    -pointableUp.z,     pointableUp.y,     0.0f));
   outRotation.setPosition(Point3F::Zero);
}
コード例 #13
0
void LeapSample03App::draw()
{
    gl::clear( Color( .97, .93, .79 ) );
    Leap::PointableList pointables = leap.frame().pointables();
    Leap::InteractionBox iBox = leap.frame().interactionBox();

    for ( int p = 0; p < pointables.count(); p++ ) {
        Leap::Pointable pointable = pointables[p];
#if 1
        // ここから追加
        // 伸びている指、ツール以外は無視する
        if ( !pointable.isExtended() ) {
            continue;
        }
        // ここまで追加
#endif

        Leap::Vector normalizedPosition =
            iBox.normalizePoint( pointable.stabilizedTipPosition() );
        float x = normalizedPosition.x * windowWidth;
        float y = windowHeight - normalizedPosition.y * windowHeight;

        // ホバー状態
        if ( (pointable.touchDistance() > 0) &&
            (pointable.touchZone() != Leap::Pointable::Zone::ZONE_NONE) ) {
            gl::color(0, 1, 0, 1 - pointable.touchDistance());
        }
        // タッチ状態
        else if ( pointable.touchDistance() <= 0 ) {
            gl::color(1, 0, 0, -pointable.touchDistance());
        }
        // タッチ対象外
        else {
            gl::color(0, 0, 1, .05);
        }

        gl::drawSolidCircle( Vec2f( x, y ), 40 );
    }
}
コード例 #14
0
ファイル: quickstart.cpp プロジェクト: Belial2010/leapbook
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;
    
    // retrieve first pointable object (finger or tool)
    // from the frame
    const Leap::PointableList pointables = frame.hands()[0].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;
}
コード例 #15
0
void DefaultQtLeapMouseHandler::onFrame(const Leap::Frame &frame)
{
    /////// MOUSE EVENTS /////////
    // MOUSE BUTTON PRESSED
    // MOUSE BUTTON RELEASED
    // MOUSE MOVE

    if (this->listeners.empty())
        return ;

    Leap::Pointable pointer = frame.pointable(this->savedMousePointableId);
    if (!pointer.isValid())
    {
        pointer = frame.pointables().frontmost();
        this->savedMousePointableId = pointer.id();
    }

    bool forceRelease = (frame.pointables().count() == 0 && this->mousePressed);
    QMouseEvent::Type frameMouseEvent = QMouseEvent::None;
    QPointF globalPointerPos = QtLeapUtils::convertPointablePosToScreenPos(frame.interactionBox(), pointer);
    Qt::MouseButton button = Qt::NoButton;
    Qt::MouseButtons buttons = Qt::NoButton;

    // FINGER TOUCHING AND NO PREVIOUS PRESS -> SETTING BUTTON PRESS
    if (pointer.touchDistance() <= 0 &&
            pointer.touchZone() == Leap::Pointable::ZONE_TOUCHING &&
            !this->mousePressed)
    {
        this->mousePressed = true;
        frameMouseEvent = QMouseEvent::MouseButtonPress;
        button = Qt::LeftButton;
    }
    else if (this->mousePressed && (pointer.touchDistance() > 0 ||
                                    pointer.touchZone() == Leap::Pointable::ZONE_NONE ||
                                    forceRelease))         // FINGER NOT TOUCHING AND PREVIOUS PRESS -> RELEASING BUTTON PRESS
    {
        frameMouseEvent = QMouseEvent::MouseButtonRelease;
        this->mousePressed = false;
        button = Qt::LeftButton;
    }
    else if (frameMouseEvent == QMouseEvent::None &&     // FINGER IN TOUCHING OR HOVERING ZONE AND NO BUTTON PRESS / RELEASE CHANGE -> MouseMove
             pointer.touchZone() != Leap::Pointable::ZONE_NONE
             && globalPointerPos.toPoint() != this->previousPos)
    {
        frameMouseEvent = QMouseEvent::MouseMove;
        this->previousPos = globalPointerPos.toPoint();
        QCursor::setPos(this->previousPos);
    }

    if (this->mousePressed)
        buttons |= Qt::LeftButton;

    if (frameMouseEvent != QMouseEvent::None)
        foreach (QObject *listener, this->listeners)
            QCoreApplication::postEvent(listener, new QMouseEvent(frameMouseEvent,
                                                                  QtLeapUtils::convertGlobalPosToLocalPos(listener, globalPointerPos),
                                                                  globalPointerPos,
                                                                  button,
                                                                  buttons,
                                                                  Qt::NoModifier));
}
コード例 #16
0
ファイル: LeapScene.cpp プロジェクト: askemottelson/DianShou
void Scene::updateInteraction( const Frame& frame )
{
  static const uint8_t kMaxContactMissedFrames = 64;

  (void)frame;

  for (size_t i=0; i < m_uiNumObjects; i++) 
  {
    const SceneObjectPtr& pObj = m_apObjects[i];

    if (!pObj->HasInitialContact() && pObj->GetNumContacts() == 0 && pObj->GetNumPointing() == 0) 
    {
      pObj->m_fTotalHitTime = 0.0f;
    }
    /// selection state change from not selected to selected
    else if ( !pObj->IsSelected() && pObj->m_fTotalHitTime >= m_fSelectHitTime )
    {
      SceneInteraction selection;
      selection.m_uiFlags = kIT_SelectionChange | kIT_IsSelected;
      selection.m_pObject = pObj;
      queueInteraction( selection );
    }
    /// possible manipulation 
    else if ( pObj->IsSelected() ) 
    {

      if ( pObj->HasInitialContact() )
      {
        const SceneContactPoint& initContact  = pObj->m_initialContactPoint;
        Leap::Pointable contactPointable      = frame.pointable(initContact.m_iPointableID);

        if ( contactPointable.isValid() )
        {
            const Vector      vPointablePos  = TransformFramePoint(contactPointable.tipPosition());
            const Vector      vTrans         = (vPointablePos - pObj->GetCenter());
            SceneInteraction  translation;

            translation.m_mtxTransform.origin = vTrans;
            translation.m_uiFlags |= kIT_Translation;
            translation.m_pObject = pObj;

            queueInteraction( translation );

            pObj->m_uiHasInitialContact = kMaxContactMissedFrames;
        }
        else
        {
          pObj->m_uiHasInitialContact--;

          if ( !pObj->m_uiLastNumContacts )
          {
            pObj->ClearHits();
          }
        }
      }
      else
      {
        if ( pObj->GetNumContacts()  )
        {
          pObj->m_initialContactPoint = *(pObj->GetContactPoint(0));
          pObj->m_initialContactPoint.m_vPoint -= pObj->GetCenter();
          pObj->m_uiHasInitialContact = kMaxContactMissedFrames;
        }
        else if ( pObj->GetLastNumContacts() )
        {
          pObj->m_initialContactPoint = *(pObj->GetLastContactPoint(0));
          pObj->m_initialContactPoint.m_vPoint -= pObj->GetCenter();
          pObj->m_uiHasInitialContact = kMaxContactMissedFrames;
        }
      }

      /// multi touch
      if (pObj->GetLastNumContacts() >= 2 && pObj->GetNumContacts() >= 2) 
      {
        const SceneContactPoint&  lastContact0  = *(pObj->GetLastContactPoint(0));
        const SceneContactPoint&  lastContact1  = *(pObj->GetLastContactPoint(1));
        const SceneContactPoint*  pCurContact0  = pObj->GetContactPointByPointableID( lastContact0.m_iPointableID );
        const SceneContactPoint*  pCurContact1  = pObj->GetContactPointByPointableID( lastContact1.m_iPointableID );

        if ( pCurContact0 && pCurContact1 )
        {
          const Vector lastVec = (lastContact1.m_vPoint - lastContact0.m_vPoint);
          const Vector newVec = (pCurContact1->m_vPoint - pCurContact0->m_vPoint);

          if ( !IsNearEqual(lastVec, newVec) && !IsNearZero(lastVec) ) 
          {
            const float   fLastDist = lastVec.magnitude();
            const float   fNewDist  = newVec.magnitude();
            /// scale by change in pinch distance
            const float   fScale    = fNewDist/fLastDist;

            /// rotate by tilt of fingers
            const Vector  vLastDir  = lastVec * 1.0f/fLastDist;
            const Vector  vNewDir   = newVec  * 1.0f/fNewDist;

            const Vector  vAxis     = vNewDir.cross(vLastDir);
            const float   fAngle    = acosf( vNewDir.dot(vLastDir) );

            /// translate by average movement
            const Vector  vTrans    = ( (pCurContact0->m_vPoint - lastContact0.m_vPoint) + 
                                        (pCurContact1->m_vPoint - lastContact1.m_vPoint) ) * 0.5f;

            SceneInteraction interaction;

            if ( !IsNearZero(fAngle) )
            {
              interaction.m_mtxTransform.setRotation( vAxis, fAngle );
              interaction.m_uiFlags |= kIT_Rotation;
            }

            if ( !IsNearEqual(fScale, 1.0f) )
            {
              interaction.m_fScale = fScale;
              interaction.m_uiFlags |= kIT_Scale;
            }

            if ( !IsNearZero( vTrans ) )
            {
              interaction.m_mtxTransform.origin = vTrans;
              interaction.m_uiFlags |= kIT_Translation;
            }

            if ( interaction.m_uiFlags )
            {
              interaction.m_pObject = pObj;
              queueInteraction( interaction );
            }
          }
        }
      }
    }

    pObj->rotateContactPoints();
    pObj->m_uiNumPointing = 0;
  }
}
コード例 #17
0
ファイル: ZirkLeap.cpp プロジェクト: flair2005/ZirkOSC
void ZirkLeap::onFrame(const Leap::Controller& controller) {
    if(controller.hasFocus()) {
        Leap::Frame frame = controller.frame();
        if (mPointableId >= 0) {
            ourProcessor->setSelectedSource(mEditor->getCBSelectedSource()-1);
            Leap::Pointable p = frame.pointable(mPointableId);
            if (!p.isValid() || !p.isExtended()) {
                mPointableId = -1;
                mLastPositionValid = false;
            } else {
                Leap::Vector pos = p.tipPosition();
                const float zPlane1 = 50;	// 5 cm
                const float zPlane2 = 100;	// 10 cm
                
                if (pos.z < zPlane2) {
                    if (mLastPositionValid) {
                        //Leap Motion mouvement are calculated from the last position in order to have something dynamic and ergonomic
                        Leap::Vector delta = pos- mLastPosition;
                        
                        float scale = 3;
                        if (pos.z > zPlane1) {
                            float s = 1 - (pos.z - zPlane1) / (zPlane2 - zPlane1);
                            scale *= s;
                            
                        }
                        
                        int src = ourProcessor->getSelectedSource();
                        float fX, fY;
                        ourProcessor->getSources()[src].getXY(fX, fY);
                        fX += delta.x * scale;
                        fY -= delta.y * scale;
                        
                        //clamp coordinates to circle
                        float fCurR = hypotf(fX, fY);
                        if ( fCurR > ZirkOscAudioProcessor::s_iDomeRadius){
                            float fExtraRatio = ZirkOscAudioProcessor::s_iDomeRadius / fCurR;
                            fX *= fExtraRatio;
                            fY *= fExtraRatio;
                        }
                        
                        mEditor->move(src, fX, fY);
                    } else {
                        //std::cout << "pointable last pos not valid" << std::endl;
                    }
                    mLastPosition = pos;
                    mLastPositionValid = true;
                } else {
                    //std::cout << "pointable not touching plane" << std::endl;
                    mLastPositionValid = false;
                }
            }
        }
        if (mPointableId < 0) {
            Leap::PointableList pl = frame.pointables().extended();
            if (pl.count() > 0) {
                mPointableId = pl[0].id();
                //std::cout << "got new pointable: " << mPointableId << std::endl;
            }
        }
    }
}