コード例 #1
0
ファイル: main.cpp プロジェクト: revmischa/leapmouse
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);
}
コード例 #2
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 #3
0
ファイル: leapMotionUtil.cpp プロジェクト: 03050903/Torque3D
void convertHandRotation(const Leap::Hand& hand, 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
   const Leap::Vector& handToFingers = hand.direction();
   Leap::Vector handFront = -handToFingers;
   const Leap::Vector& handDown = hand.palmNormal();
   Leap::Vector handUp = -handDown;
   Leap::Vector handRight = handUp.cross(handFront);

   outRotation.setColumn(0, Point4F(  handRight.x, -handRight.z,  handRight.y,  0.0f));
   outRotation.setColumn(1, Point4F( -handFront.x,  handFront.z, -handFront.y,  0.0f));
   outRotation.setColumn(2, Point4F(  handUp.x,    -handUp.z,     handUp.y,     0.0f));
   outRotation.setPosition(Point3F::Zero);
}
コード例 #4
0
void LeapMotion_Listener::onFrame(const Controller& controller) {

	boolean debug = false;
	//std::cin.get();

	const float min_roll_left = 15.0f, max_roll_left = std::numeric_limits<float>::max();
	const float min_roll_right = std::numeric_limits<float>::lowest(), max_roll_right = -15.0f;
	
	const float min_pitch_up = 25.0f, max_pitch_up = std::numeric_limits<float>::max();
	const float min_pitch_down = std::numeric_limits<float>::lowest(), max_pitch_down = -5.0f;

	const float min_y_down = 0.0f, max_y_down = 70.0f;
	const float min_y_up = 190.0f, max_y_up = std::numeric_limits<float>::max();

	const float min_x_left = std::numeric_limits<float>::lowest(), max_x_left = -90.0f;
	const float min_x_right = 90.0f, max_x_right = std::numeric_limits<float>::max();

	//const float min_yaw_left_finger = std::numeric_limits<float>::lowest(), max_yaw_left_finger = -45.0f;
	//const float min_yaw_right_finger = 10.0f, max_yaw_right_finger = std::numeric_limits<float>::max();

	
	// Get the most recent frame and report some basic information
	const Frame frame = controller.frame();
	
	if (!frame.hands().isEmpty()) 
	{
		const Hand hand = frame.hands()[0];
		const Leap::Vector normal = hand.palmNormal();
		const Leap::Vector direction = hand.direction();
	
		const float pitch = direction.pitch() * RAD_TO_DEG;
		const float roll = normal.roll() * RAD_TO_DEG;
		const float yaw = direction.yaw() * RAD_TO_DEG;

		const float y_palm = hand.palmPosition().y;
		const float x_palm = hand.palmPosition().x;

		float x_drone = 0.0f, y_drone = 0.0f, z_drone = 0.0f, turn_drone = 0.0f;

		if(y_palm>min_y_down && y_palm<max_y_down)
			y_drone = -1.0f;
		else if(y_palm>min_y_up && y_palm<max_y_up)
			y_drone = 1.0f;

		if(x_palm>min_x_left && x_palm<max_x_left)
			turn_drone = -1.0f;
		else if(x_palm>min_x_right && x_palm<max_x_right)
			turn_drone = 1.0f;

		if(pitch>min_pitch_up && pitch<max_pitch_up)
			z_drone = 1.0f;
		else if(pitch>min_pitch_down && pitch<max_pitch_down)
			z_drone = -1.0f;

		if(roll>min_roll_right && roll< max_roll_right)
			x_drone = 1.0f;
		else if(roll>min_roll_left && roll< max_roll_left)
			x_drone = -1.0f;

		/*if(roll>min_yaw_left_finger && roll<max_yaw_left_finger)
			std::cout<<"turn_left";
		else if(roll>min_yaw_right_finger && roll<max_yaw_right_finger)
			std::cout<<"turn_right";
			*/

		if(x_drone != 0.0f || y_drone != 0.0f || z_drone != 0.0f || turn_drone != 0.0f)
		{
			int _speed_drone = 10;
			At_Command _command; 


			if(x_drone !=0.0f &&  z_drone != 0.0f)
			{
				float margin = 0.25f;
				(x_drone < 0)? x_drone += margin : x_drone -= margin;
				(z_drone < 0)? z_drone += margin : z_drone -= margin;
			}

			if(y_drone != 0.0f)
				_command = At_Command(0, y_drone, 0, 0, Point(_speed_drone, 100), _input_type);
			
			else if(turn_drone != 0.0f)
				_command = At_Command(0, 0, 0, turn_drone, Point(_speed_drone, 100),  _input_type);

			else
				_command = At_Command(x_drone, y_drone, z_drone, turn_drone, Point(_speed_drone, 100),  _input_type);

			_multiple_Input_Devices->prepare_to_send(_command);

			if(debug)
			{
				if(x_drone < 0.0f)
					cout<<"Go_Left ";
				else if(x_drone > 0.0f)
					cout<<"Go_Right ";

				if(y_drone > 0.0f)
					cout<<"UP ";
				else if(y_drone < 0.0f)
					cout<<"DOWN ";

				if(z_drone > 0.0f)
					cout<<"FW ";
				else if(z_drone < 0.0f)
					cout<<"BW ";

				if(turn_drone > 0.0f)
					cout<<"turn_Right ";
				else if(turn_drone < 0.0f)
					cout<<"Turn_Left ";
				std::cout<<std::endl;
			}
		}
	}	
}
コード例 #5
0
ファイル: LeapRTC.cpp プロジェクト: haraisao/LeapRTC
inline void operator<<=(ssr::Orientation &dst, const Leap::Vector &src) {
  dst.pitch = src.pitch();
  dst.roll = src.roll();
  dst.yaw = src.yaw();
}
コード例 #6
0
ファイル: main.cpp プロジェクト: revmischa/leapbook
void MouseListener::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];

    // get hands
    const Leap::Frame frame = controller.frame();
    const Leap::HandList hands = frame.hands();
    if (hands.empty()) return;
    
    // which is the pointer hand and which is the clicker hand?
    // if there's only one hand it's the pointer hand. if there's two
    // then we'll use the user's primary hand. if ambidextrous, bail.
    Leap::Hand pointerHand, clickerHand;
    
    if (pointerHandID) {
        pointerHand = frame.hand(pointerHandID);
        if (! pointerHand.isValid())
            pointerHand = hands[0];
    }
    
    if (clickerHandID)
        clickerHand = frame.hand(clickerHandID);

    if (! clickerHand.isValid() && hands.count() == 2) {
        // figure out clicker and pointer hand
                
        // which hand is on the left and which is on the right?
        Leap::Hand leftHand, rightHand;
        if (hands[0].palmPosition()[0] <= hands[1].palmPosition()[0]) {
            leftHand = hands[0];
            rightHand = hands[1];
        } else {
            leftHand = hands[1];
            rightHand = hands[0];
        }
        
        // now that we know the left and right hands, determine
        // which is the clicker and which is the pointer
        if (leftHanded) {
            pointerHand = leftHand;
            clickerHand = rightHand;
        } else {
            pointerHand = rightHand;
            clickerHand = leftHand;
        }
        
        // keep track of which hands we decided on
        clickerHandID = clickerHand.id();
        pointerHandID = pointerHand.id();
    }
    
    // find the first finger or tool
    const Leap::PointableList pointables = pointerHand.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);
    
    // move cursor to location pointed at
    CGPoint destPoint = CGPointMake(x, y);
    CGDisplayMoveCursorToPoint(kCGDirectMainDisplay, destPoint);
    
    // check for click gesture
    if (! clickerHand.isValid()) return;
    
    // click = two fingers on the clicker hand touching together

    const Leap::PointableList clickerFingers = clickerHand.pointables();
    if (clickerFingers.count() != 2) return;
    
    // get finger distance
    float clickFingerDistance = clickerFingers[0].tipPosition().distanceTo(
                                                                           clickerFingers[1].tipPosition()
                                                                           );
    cout << "distance: " << clickFingerDistance << endl;
    if (! clickActive && clickFingerDistance < clickActivationDistance) {
        clickActive = true;
        cout << "mouseDown\n";
        postMouseDown(x, y);
    } else if (clickActive && clickFingerDistance > clickActivationDistance) {
        cout << "mouseUp\n";
        clickActive = false;
        postMouseUp(x, y);
    }
}
コード例 #7
0
ファイル: o.io.leap.cpp プロジェクト: KevinGutowski/o.io.leap
void oleap_bang(t_oleap *x)
{

	const Leap::Frame frame = x->leap->frame();
    const int64_t frame_id = frame.id();
    Leap::Controller controller;
    
	// ignore the same frame
	if (frame_id == x->frame_id_save) return;
	x->frame_id_save = frame_id;
	
	//outlet_anything(x->outlet, gensym("frame_start"), 0, nil);
    
    char buff[128];
    
    const Leap::HandList hands = frame.hands();
	const size_t numHands = hands.count();
    const Leap::Hand leftmost = hands.leftmost();
    const Leap::Hand rightmost = hands.rightmost();
    
    t_osc_bundle_u *bundle = osc_bundle_u_alloc();//alloc creates memory for and initializes the bundle

    controller.enableGesture(Leap::Gesture::TYPE_CIRCLE);
    controller.enableGesture(Leap::Gesture::TYPE_KEY_TAP);
    controller.enableGesture(Leap::Gesture::TYPE_SCREEN_TAP);
    controller.enableGesture(Leap::Gesture::TYPE_SWIPE);
    
    
    // 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;
                
                sprintf(buff,"/gesture/circle/center/x");
                oleap_bundleMessage(bundle,buff,circle.center().x);
                
                sprintf(buff,"/gesture/circle/center/y");
                oleap_bundleMessage(bundle,buff,circle.center().y);
                
                sprintf(buff,"/gesture/circle/center/z");
                oleap_bundleMessage(bundle,buff,circle.center().z);
                
                sprintf(buff,"/gesture/circle/pitch");
                oleap_bundleMessage(bundle,buff,circle.center().pitch());
                
                sprintf(buff,"/gesture/circle/yaw");
                oleap_bundleMessage(bundle,buff,circle.center().yaw());
                
                sprintf(buff,"/gesture/circle/roll");
                oleap_bundleMessage(bundle,buff,circle.center().roll());
                
                sprintf(buff,"/gesture/circle/radius");
                oleap_bundleMessage(bundle,buff,circle.radius());
                
                sprintf(buff,"/gesture/circle/duration");
                oleap_bundleMessage(bundle,buff,circle.duration());
                
                
                if (circle.pointable().direction().angleTo(circle.normal()) <= Leap::PI/4) {
                    clockwiseness = "clockwise";
                    
                    sprintf(buff,"/gesture/circle/clockwiseness/");
                    oleap_bundleMessage(bundle,buff,1);
                    
                } else {
                    clockwiseness = "counterclockwise";
                    
                    sprintf(buff,"/gesture/circle/clockwiseness/");
                    oleap_bundleMessage(bundle,buff,-1);
                }
                
                
                // 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;
                    
                    sprintf(buff,"/gesture/circle/angle/sweep");
                    oleap_bundleMessage(bundle,buff,sweptAngle);
                }
            }
                
            case Leap::Gesture::TYPE_SWIPE:
            {
                Leap::SwipeGesture swipe = gesture;
                int swipe_id = gesture.id();
                int gesture_state = gesture.state();
                Leap::Vector swipe_direction = swipe.direction();
                float swipe_speed = swipe.speed();
                
                ////////////////////////////////Swipe data
                
                sprintf(buff,"/gesture/swipe/direction/x");
                oleap_bundleMessage(bundle,buff,swipe_direction.x);
                
                sprintf(buff,"/gesture/swipe/direction/x");
                oleap_bundleMessage(bundle,buff,swipe_direction.y);
                
                sprintf(buff,"/gesture/swipe/direction/x");
                oleap_bundleMessage(bundle,buff,swipe_direction.z);
                
                sprintf(buff,"/gesture/swipe/position/x");
                oleap_bundleMessage(bundle,buff,swipe.position().x);
                
                sprintf(buff,"/gesture/swipe/position/y");
                oleap_bundleMessage(bundle,buff,swipe.position().y);
                
                sprintf(buff,"/gesture/swipe/position/z");
                oleap_bundleMessage(bundle,buff,swipe.position().z);
                
                sprintf(buff,"/gesture/swipe/pitch");
                oleap_bundleMessage(bundle,buff,swipe.position().pitch());
                
                sprintf(buff,"/gesture/swipe/yaw");
                oleap_bundleMessage(bundle,buff,swipe.position().yaw());
                
                sprintf(buff,"/gesture/swipe/roll");
                oleap_bundleMessage(bundle,buff,swipe.position().roll());
                
                sprintf(buff,"/gesture/swipe/position/start/x");
                oleap_bundleMessage(bundle,buff,swipe.startPosition().x);
                
                sprintf(buff,"/gesture/swipe/position/start/y");
                oleap_bundleMessage(bundle,buff,swipe.startPosition().y);
                
                sprintf(buff,"/gesture/swipe/position/start/z");
                oleap_bundleMessage(bundle,buff,swipe.startPosition().z);
                
                sprintf(buff,"/gesture/swipe/speed");
                oleap_bundleMessage(bundle,buff,swipe_speed);
                
                sprintf(buff,"/gesture/swipe/duration");
                oleap_bundleMessage(bundle,buff,swipe.duration());
            
                
            }
                
            case Leap::Gesture::TYPE_KEY_TAP:
            {
                Leap::KeyTapGesture tap = gesture;
                int tap_id = gesture.id();
                int tap_state = gesture.state();
                Leap::Vector tap_position = tap.position();
                Leap::Vector tap_direction = tap.direction();
                
                ////////////////////////////////Key tap data
                
                sprintf(buff,"/gesture/tap/down/position/x");
                oleap_bundleMessage(bundle,buff,tap_position.x);
                
                sprintf(buff,"/gesture/tap/down/position/y");
                oleap_bundleMessage(bundle,buff,tap_position.y);
                
                sprintf(buff,"/gesture/tap/down/position/z");
                oleap_bundleMessage(bundle,buff,tap_position.z);
                
                sprintf(buff,"/gesture/tap/down/direction/x");
                oleap_bundleMessage(bundle,buff,tap_direction.x);
                
                sprintf(buff,"/gesture/tap/down/direction/y");
                oleap_bundleMessage(bundle,buff,tap_direction.y);
                
                sprintf(buff,"/gesture/tap/down/direction/z");
                oleap_bundleMessage(bundle,buff,tap_direction.z);
                
                sprintf(buff,"/gesture/tap/down/duration");
                oleap_bundleMessage(bundle,buff,tap.duration());
          
            }
                
            case Leap::Gesture::TYPE_SCREEN_TAP:
            {
                Leap::ScreenTapGesture screentap = gesture;
                int screen_tap_id = gesture.id();
                int screen_tap_state = gesture.state();
                Leap::Vector screentap_position = screentap.position();
                Leap::Vector screentap_direction = screentap.direction();
                
                ////////////////////////////////Screen tap data
                
                sprintf(buff,"/gesture/tap/forward/position/x");
                oleap_bundleMessage(bundle,buff,screentap_position.x);
                
                sprintf(buff,"/gesture/tap/forward/position/y");
                oleap_bundleMessage(bundle,buff,screentap_position.y);
                
                sprintf(buff,"/gesture/tap/forward/position/z");
                oleap_bundleMessage(bundle,buff,screentap_position.z);
                
                sprintf(buff,"/gesture/tap/forward/direction/x");
                oleap_bundleMessage(bundle,buff,screentap_direction.x);
                
                sprintf(buff,"/gesture/tap/forward/direction/y");
                oleap_bundleMessage(bundle,buff,screentap_direction.y);
                
                sprintf(buff,"/gesture/tap/forward/direction/z");
                oleap_bundleMessage(bundle,buff,screentap_direction.z);
                
                sprintf(buff,"/gesture/tap/forward/duration");
                oleap_bundleMessage(bundle,buff,screentap.duration());

              
            }
            default:
                
                break;
        }
    }
    
    

    sprintf(buff,"/timeStamp");
    oleap_bundleMessage(bundle,buff,frame.timestamp());
    
    sprintf(buff,"/Hands");
    oleap_bundleMessage(bundle,buff,numHands);
    
    sprintf(buff,"/hand/leftmost/id");
    oleap_bundleMessage(bundle,buff,leftmost.id());
    
    sprintf(buff,"/hand/leftmost/palm/positiony/x");
    oleap_bundleMessage(bundle,buff,leftmost.palmPosition().x);
    
    sprintf(buff,"/hand/leftmost/palm/positiony/y");
    oleap_bundleMessage(bundle,buff,leftmost.palmPosition().y);
    
    sprintf(buff,"/hand/leftmost/palm/positiony/z");
    oleap_bundleMessage(bundle,buff,leftmost.palmPosition().z);

    sprintf(buff,"/hand/leftmost/direction/x");
    oleap_bundleMessage(bundle,buff,leftmost.direction().x);
    
    sprintf(buff,"/hand/leftmost/direction/y");
    oleap_bundleMessage(bundle,buff,leftmost.direction().y);
    
    sprintf(buff,"/hand/leftmost/direction/z");
    oleap_bundleMessage(bundle,buff,leftmost.direction().z);
    
    sprintf(buff,"/hand/leftmost/pitch");
    oleap_bundleMessage(bundle,buff,leftmost.palmPosition().pitch());
    
    sprintf(buff,"/hand/leftmost/yaw");
    oleap_bundleMessage(bundle,buff,leftmost.palmPosition().yaw());
    
    sprintf(buff,"/hand/leftmost/roll");
    oleap_bundleMessage(bundle,buff,leftmost.palmPosition().roll());
    
    sprintf(buff,"/hand/leftmost/palm/velocity/x");
    oleap_bundleMessage(bundle,buff,leftmost.palmVelocity().x);
    
    sprintf(buff,"/hand/leftmost/palm/velocity/y");
    oleap_bundleMessage(bundle,buff,leftmost.palmVelocity().y);
    
    sprintf(buff,"/hand/leftmost/palm/velocity/z");
    oleap_bundleMessage(bundle,buff,leftmost.palmVelocity().z);
    
    sprintf(buff,"/hand/leftmost/palm/sphere/center/x");
    oleap_bundleMessage(bundle,buff,leftmost.sphereCenter().x);
    
    sprintf(buff,"/hand/leftmost/palm/sphere/center/y");
    oleap_bundleMessage(bundle,buff,leftmost.sphereCenter().y);
    
    sprintf(buff,"/hand/leftmost/palm/sphere/center/z");
    oleap_bundleMessage(bundle,buff,leftmost.sphereCenter().z);

    sprintf(buff,"/hand/leftmost/palm/sphere/radius");
    oleap_bundleMessage(bundle,buff,leftmost.sphereRadius());
    
    sprintf(buff,"/hand/leftmost/palm/normal/x");
    oleap_bundleMessage(bundle,buff,leftmost.palmNormal().x);
    
    sprintf(buff,"/hand/leftmost/palm/normal/y");
    oleap_bundleMessage(bundle,buff,leftmost.palmNormal().y);
    
    sprintf(buff,"/hand/leftmost/palm/normal/z");
    oleap_bundleMessage(bundle,buff,leftmost.palmNormal().z);
    
    sprintf(buff,"/hand/leftmost/distance/from/rightmost");
    oleap_bundleMessage(bundle,buff,leftmost.palmPosition().angleTo(rightmost.palmPosition()));
    
    const Leap::FingerList &fingers = leftmost.fingers();
    const size_t numFingers = fingers.count();
    
    for(size_t j = 0; j < numFingers; j++)
    {
        const Leap::Finger &finger = fingers[j];
        const int32_t finger_id = finger.id();
        //const Leap::Ray& tip = finger.tip();
        const Leap::Vector direction = finger.direction();
        const Leap::Vector position = finger.tipPosition();
        const Leap::Vector velocity = finger.tipVelocity();
        const double width = finger.width();
        const double length = finger.length();
        const bool isTool = finger.isTool();
        
        sprintf(buff,"/hand/leftmost/finger/%d/hand_id",j+1);
        oleap_bundleMessage(bundle,buff,leftmost.id());
        
        sprintf(buff,"/hand/leftmost/finger/%d/finger_id",j+1);
        oleap_bundleMessage(bundle,buff,finger.id());
        
        sprintf(buff,"/hand/leftmost/finger/%d/position/x",j+1);
        oleap_bundleMessage(bundle,buff,position.x);
        
        sprintf(buff,"/hand/leftmost/finger/%d/position/y",j+1);
        oleap_bundleMessage(bundle,buff,position.y);
        
        sprintf(buff,"/hand/leftmost/finger/%d/position/z",j+1);
        oleap_bundleMessage(bundle,buff,position.z);
        
        sprintf(buff,"/hand/leftmost/finger/%d/direction/x",j+1);
        oleap_bundleMessage(bundle,buff,direction.x);
        
        sprintf(buff,"/hand/leftmost/finger/%d/direction/y",j+1);
        oleap_bundleMessage(bundle,buff,direction.y);
        
        sprintf(buff,"/hand/leftmost/finger/%d/direction/z",j+1);
        oleap_bundleMessage(bundle,buff,direction.z);
        
        sprintf(buff,"/hand/leftmost/finger/%d/velocity/x",j+1);
        oleap_bundleMessage(bundle,buff,velocity.x);
        
        sprintf(buff,"/hand/leftmost/finger/%d/velocity/y",j+1);
        oleap_bundleMessage(bundle,buff,velocity.y);
        
        sprintf(buff,"/hand/leftmost/finger/%d/velocity/z",j+1);
        oleap_bundleMessage(bundle,buff,velocity.z);
    
        sprintf(buff,"/hand/leftmost/finger/%d/direction/normalized/x",j+1);
        oleap_bundleMessage(bundle,buff,direction.normalized().x);
        
        sprintf(buff,"/hand/leftmost/finger/%d/direction/normalized/y",j+1);
        oleap_bundleMessage(bundle,buff,direction.normalized().y);
        
        sprintf(buff,"/hand/leftmost/finger/%d/direction/normalized/z",j+1);
        oleap_bundleMessage(bundle,buff,direction.normalized().z);
        
        sprintf(buff,"/hand/leftmost/finger/%d/pitch/normalized/",j+1);
        oleap_bundleMessage(bundle,buff,direction.normalized().pitch());
        
        sprintf(buff,"/hand/leftmost/finger/%d/yaw/normalized/",j+1);
        oleap_bundleMessage(bundle,buff,direction.normalized().yaw());
        
        sprintf(buff,"/hand/leftmost/finger/%d/roll/normalized/",j+1);
        oleap_bundleMessage(bundle,buff,direction.normalized().roll());
        
        sprintf(buff,"/hand/leftmost/finger/%d/width",j+1);
        oleap_bundleMessage(bundle,buff,width);
        
        sprintf(buff,"/hand/leftmost/finger/%d/length",j+1);
        oleap_bundleMessage(bundle,buff,length);
        
        sprintf(buff,"/hand/leftmost/isTool",j+1);
        oleap_bundleMessage(bundle,buff,isTool);
        
        for(size_t i = j+1; i < numFingers; i++)
        {
            sprintf(buff,"/hand/leftmost/finger/%d/distance/to/finger/%d",j+1,i+1);
            oleap_bundleMessage(bundle,buff,fingers[j].direction().distanceTo(fingers[i].direction()));
            
            sprintf(buff,"/hand/leftmost/finger/%d/angle/to/finger/%d",j+1,i+1);
            oleap_bundleMessage(bundle,buff,fingers[j].direction().angleTo((fingers[i].direction())));
            
        }
        
    }
    
    sprintf(buff,"/hand/rightmost/id");
    oleap_bundleMessage(bundle,buff,rightmost.id());
    
    sprintf(buff,"/hand/rightmost/palm/positiony/x");
    oleap_bundleMessage(bundle,buff,rightmost.palmPosition().x);
    
    sprintf(buff,"/hand/rightmost/palm/positiony/y");
    oleap_bundleMessage(bundle,buff,rightmost.palmPosition().y);
    
    sprintf(buff,"/hand/rightmost/palm/positiony/z");
    oleap_bundleMessage(bundle,buff,rightmost.palmPosition().z);
    
    sprintf(buff,"/hand/rightmost/direction/x");
    oleap_bundleMessage(bundle,buff,rightmost.direction().x);
    
    sprintf(buff,"/hand/rightmost/direction/y");
    oleap_bundleMessage(bundle,buff,rightmost.direction().y);
    
    sprintf(buff,"/hand/rightmost/direction/z");
    oleap_bundleMessage(bundle,buff,rightmost.direction().z);
    
    sprintf(buff,"/hand/rightmost/pitch");
    oleap_bundleMessage(bundle,buff,rightmost.palmPosition().pitch());
    
    sprintf(buff,"/hand/rightmost/yaw");
    oleap_bundleMessage(bundle,buff,rightmost.palmPosition().yaw());
    
    sprintf(buff,"/hand/rightmost/roll");
    oleap_bundleMessage(bundle,buff,rightmost.palmPosition().roll());
    
    sprintf(buff,"/hand/rightmost/palm/velocity/x");
    oleap_bundleMessage(bundle,buff,rightmost.palmVelocity().x);
    
    sprintf(buff,"/hand/rightmost/palm/velocity/y");
    oleap_bundleMessage(bundle,buff,rightmost.palmVelocity().y);
    
    sprintf(buff,"/hand/rightmost/palm/velocity/z");
    oleap_bundleMessage(bundle,buff,rightmost.palmVelocity().z);
    
    sprintf(buff,"/hand/rightmost/palm/sphere/center/x");
    oleap_bundleMessage(bundle,buff,rightmost.sphereCenter().x);
    
    sprintf(buff,"/hand/rightmost/palm/sphere/center/y");
    oleap_bundleMessage(bundle,buff,rightmost.sphereCenter().y);
    
    sprintf(buff,"/hand/rightmost/palm/sphere/center/z");
    oleap_bundleMessage(bundle,buff,rightmost.sphereCenter().z);
    
    sprintf(buff,"/hand/rightmost/palm/sphere/radius");
    oleap_bundleMessage(bundle,buff,rightmost.sphereRadius());
    
    sprintf(buff,"/hand/rightmost/palm/normal/x");
    oleap_bundleMessage(bundle,buff,rightmost.palmNormal().x);
    
    sprintf(buff,"/hand/rightmost/palm/normal/y");
    oleap_bundleMessage(bundle,buff,rightmost.palmNormal().y);
    
    sprintf(buff,"/hand/rightmost/palm/normal/z");
    oleap_bundleMessage(bundle,buff,rightmost.palmNormal().z);
    
    sprintf(buff,"/hand/rightmost/distance/from/leftmost");
    oleap_bundleMessage(bundle,buff,rightmost.palmPosition().angleTo(leftmost.palmPosition()));
    
    const Leap::FingerList &rightMostfingers = rightmost.fingers();
    const size_t rightMostnNumFingers = fingers.count();
    
    for(size_t j = 0; j < rightMostnNumFingers; j++)
    {
        const Leap::Finger &finger = rightMostfingers[j];
        const int32_t finger_id = finger.id();
        //const Leap::Ray& tip = finger.tip();
        const Leap::Vector direction = finger.direction();
        const Leap::Vector position = finger.tipPosition();
        const Leap::Vector velocity = finger.tipVelocity();
        const double width = finger.width();
        const double length = finger.length();
        const bool isTool = finger.isTool();
        
        sprintf(buff,"/hand/rightmost/finger/%d/hand_id",j+1);
        oleap_bundleMessage(bundle,buff,rightmost.id());
        
        sprintf(buff,"/hand/rightmost/finger/%d/finger_id",j+1);
        oleap_bundleMessage(bundle,buff,finger.id());
        
        sprintf(buff,"/hand/rightmost/finger/%d/position/x",j+1);
        oleap_bundleMessage(bundle,buff,position.x);
        
        sprintf(buff,"/hand/rightmost/finger/%d/position/y",j+1);
        oleap_bundleMessage(bundle,buff,position.y);
        
        sprintf(buff,"/hand/rightmost/finger/%d/position/z",j+1);
        oleap_bundleMessage(bundle,buff,position.z);
        
        sprintf(buff,"/hand/rightmost/finger/%d/direction/x",j+1);
        oleap_bundleMessage(bundle,buff,direction.x);
        
        sprintf(buff,"/hand/rightmost/finger/%d/direction/y",j+1);
        oleap_bundleMessage(bundle,buff,direction.y);
        
        sprintf(buff,"/hand/rightmost/finger/%d/direction/z",j+1);
        oleap_bundleMessage(bundle,buff,direction.z);
        
        sprintf(buff,"/hand/rightmost/finger/%d/velocity/x",j+1);
        oleap_bundleMessage(bundle,buff,velocity.x);
        
        sprintf(buff,"/hand/rightmost/finger/%d/velocity/y",j+1);
        oleap_bundleMessage(bundle,buff,velocity.y);
        
        sprintf(buff,"/hand/rightmost/finger/%d/velocity/z",j+1);
        oleap_bundleMessage(bundle,buff,velocity.z);
        
        sprintf(buff,"/hand/rightmost/finger/%d/direction/normalized/x",j+1);
        oleap_bundleMessage(bundle,buff,direction.normalized().x);
        
        sprintf(buff,"/hand/rightmost/finger/%d/direction/normalized/y",j+1);
        oleap_bundleMessage(bundle,buff,direction.normalized().y);
        
        sprintf(buff,"/hand/rightmost/finger/%d/direction/normalized/z",j+1);
        oleap_bundleMessage(bundle,buff,direction.normalized().z);
        
        sprintf(buff,"/hand/rightmost/finger/%d/pitch/normalized/",j+1);
        oleap_bundleMessage(bundle,buff,direction.normalized().pitch());
        
        sprintf(buff,"/hand/rightmost/finger/%d/yaw/normalized/",j+1);
        oleap_bundleMessage(bundle,buff,direction.normalized().yaw());
        
        sprintf(buff,"/hand/rightmost/finger/%d/roll/normalized/",j+1);
        oleap_bundleMessage(bundle,buff,direction.normalized().roll());
        
        sprintf(buff,"/hand/rightmost/finger/%d/width",j+1);
        oleap_bundleMessage(bundle,buff,width);
        
        sprintf(buff,"/hand/rightmost/finger/%d/length",j+1);
        oleap_bundleMessage(bundle,buff,length);
        
        sprintf(buff,"/hand/rightmost/isTool",j+1);
        oleap_bundleMessage(bundle,buff,isTool);
        
        for(size_t i = j+1; i < numFingers; i++)
        {
            sprintf(buff,"/hand/rightmost/finger/%d/distance/to/finger/%d",j+1,i+1);
            oleap_bundleMessage(bundle,buff,fingers[j].direction().distanceTo(fingers[i].direction()));
            
            sprintf(buff,"/hand/rightmost/finger/%d/angle/to/finger/%d",j+1,i+1);
            oleap_bundleMessage(bundle,buff,fingers[j].direction().angleTo((fingers[i].direction())));
            
        }
        
    }
    
    
    //////////////////////////
    for(size_t i = 0; i < numHands; i++)
	{
		// Hand
        
        
		const Leap::Hand &hand = hands[i];
		const int32_t hand_id = hand.id();
                
		const Leap::FingerList &fingers = hand.fingers();
		const size_t numFingers = fingers.count();
        
        float pitch = hand.direction().pitch();
        float yaw = hand.direction().yaw();
        float roll = hand.palmNormal().roll();
        
        //Leap::Hand leftmost = ;
        
        

        //t_osc_bundle_u *bundle, string address, float datum

        sprintf(buff,"/hand/%d/id",i+1);
        oleap_bundleMessage(bundle,buff,hand_id);
        
        sprintf(buff,"/hand/%d/fingers",i+1);
        oleap_bundleMessage(bundle,buff,numFingers);
        
        sprintf(buff,"/hand/%d/pitch",i+1);
        oleap_bundleMessage(bundle,buff,pitch);
        
        sprintf(buff,"/hand/%d/yaw",i+1);
        oleap_bundleMessage(bundle,buff,yaw);
        
        sprintf(buff,"/hand/%d/roll",i+1);
        oleap_bundleMessage(bundle,buff,roll);
        

        
		for(size_t j = 0; j < numFingers; j++)
		{
			// Finger
			const Leap::Finger &finger = fingers[j];
			const int32_t finger_id = finger.id();
			//const Leap::Ray& tip = finger.tip();
			const Leap::Vector direction = finger.direction();
			const Leap::Vector position = finger.tipPosition();
			const Leap::Vector velocity = finger.tipVelocity();
			const double width = finger.width();
			const double length = finger.length();
			const bool isTool = finger.isTool();
            
            
            /*
            string names [14]= {“xpos”,”ypos”,”zpos”,”xdir”,”ydir”,”zdir”,”xvel”,”yvel”,”zvel,finger_length”,”istool_mes”};
            
            for(LOOP OVER FINGERS “J”)
            {
                t_osc_message_u *handdata[14];
                for(int i=0;i<14;i++)
                {
                    handdata[i]=osc_message_u_alloc();
                    osc_message_u_setAddress(handdata[i], “/”+j.toString()+ ”/” +names[i]);
                }	
                
            }
            */
            
            sprintf(buff,"/hand/%d/finger/%d/hand_id",i+1,j+1);
            oleap_bundleMessage(bundle,buff,hand_id);
            
            sprintf(buff,"/hand/%d/finger/%d/finger_id",i+1,j+1);
            oleap_bundleMessage(bundle,buff,finger_id);

            sprintf(buff,"/hand/%d/finger/%d/position/x",i+1,j+1);
            oleap_bundleMessage(bundle,buff,position.x);
            
            sprintf(buff,"/hand/%d/finger/%d/position/y",i+1,j+1);
            oleap_bundleMessage(bundle,buff,position.y);
            
            sprintf(buff,"/hand/%d/finger/%d/position/z",i+1,j+1);
            oleap_bundleMessage(bundle,buff,position.z);

            sprintf(buff,"/hand/%d/finger/%d/direction/x",i+1,j+1);
            oleap_bundleMessage(bundle,buff,direction.x);
            
            sprintf(buff,"/hand/%d/finger/%d/direction/y",i+1,j+1);
            oleap_bundleMessage(bundle,buff,direction.y);

            sprintf(buff,"/hand/%d/finger/%d/direction/z",i+1,j+1);
            oleap_bundleMessage(bundle,buff,direction.z);

            sprintf(buff,"/hand/%d/finger/%d/velocity/x",i+1,j+1);
            oleap_bundleMessage(bundle,buff,velocity.x);

            sprintf(buff,"/hand/%d/finger/%d/velocity/y",i+1,j+1);
            oleap_bundleMessage(bundle,buff,velocity.y);

            sprintf(buff,"/hand/%d/finger/%d/velocity/z",i+1,j+1);
            oleap_bundleMessage(bundle,buff,velocity.z);

            sprintf(buff,"/hand/%d/finger/%d/width",i+1,j+1);
            oleap_bundleMessage(bundle,buff,width);

            sprintf(buff,"/hand/%d/finger/%d/length",i+1,j+1);
            oleap_bundleMessage(bundle,buff,length);

            sprintf(buff,"/hand/%d/tool",i+1,j+1);
            oleap_bundleMessage(bundle,buff,isTool);

		}
        
        
        const Leap::Vector position = hand.palmPosition();
        const Leap::Vector direction = hand.direction();
        const Leap::Vector velocity = hand.palmVelocity();
        const Leap::Vector normal = hand.palmNormal();
        const Leap::Vector sphereCenter = hand.sphereCenter();
        const double sphereRadius = hand.sphereRadius();
        
        
        ///////////////////////////Palm Data!!!
        
        
        sprintf(buff,"/hand/%d/palm/hand_id",i+1);
        oleap_bundleMessage(bundle,buff,hand_id);
        
        sprintf(buff,"/hand/%d/palm/frame_id",i+1);
        oleap_bundleMessage(bundle,buff,frame_id);
        
        sprintf(buff,"/hand/%d/palm/position/x",i+1);
        oleap_bundleMessage(bundle,buff,position.x);
        
        sprintf(buff,"/hand/%d/palm/position/y",i+1);
        oleap_bundleMessage(bundle,buff,position.y);
        
        sprintf(buff,"/hand/%d/palm/position/z",i+1);
        oleap_bundleMessage(bundle,buff,position.z);
        
        sprintf(buff,"/hand/%d/palm/direction/x",i+1);
        oleap_bundleMessage(bundle,buff,direction.x);
        
        sprintf(buff,"/hand/%d/palm/direction/y",i+1);
        oleap_bundleMessage(bundle,buff,direction.y);
        
        sprintf(buff,"/hand/%d/palm/direction/z",i+1);
        oleap_bundleMessage(bundle,buff,direction.z);
        
        sprintf(buff,"/hand/%d/palm/velocity/x",i+1);
        oleap_bundleMessage(bundle,buff,velocity.x);
        
        sprintf(buff,"/hand/%d/palm/velocity/x",i+1);
        oleap_bundleMessage(bundle,buff,velocity.y);
        
        sprintf(buff,"/hand/%d/palm/velocity/z",i+1);
        oleap_bundleMessage(bundle,buff,velocity.z);
        
        sprintf(buff,"/hand/%d/palm/normal/x",i+1);
        oleap_bundleMessage(bundle,buff,normal.x);
        
        sprintf(buff,"/hand/%d/palm/normal/y",i+1);
        oleap_bundleMessage(bundle,buff,normal.y);
        
        sprintf(buff,"/hand/%d/palm/normal/z",i+1);
        oleap_bundleMessage(bundle,buff,normal.z);
        
        
        sprintf(buff,"/hand/%d/sphere/id",i);
        oleap_bundleMessage(bundle,buff,hand_id);
        
        sprintf(buff,"/hand/%d/sphere/frame_id",i);
        oleap_bundleMessage(bundle,buff,frame_id);
        
        sprintf(buff,"/hand/%d/sphere/center/x",i+1);
        oleap_bundleMessage(bundle,buff,sphereCenter.x);
        
        sprintf(buff,"/hand/%d/sphere/center/y",i+1);
        oleap_bundleMessage(bundle,buff,sphereCenter.y);
        
        sprintf(buff,"/hand/%d/sphere/center/z",i+1);
        oleap_bundleMessage(bundle,buff,sphereCenter.z);
        
        sprintf(buff,"/hand/%d/sphere/radius",i+1);
        oleap_bundleMessage(bundle,buff,sphereRadius);
    
        
        
        const Leap::PointableList pointables = frame.pointables();
        const int count = pointables.count();

        for(size_t j = 0; j < count; j++){

            sprintf(buff,"/hand/%d/pointable/%d/id",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).id());
            
            sprintf(buff,"/hand/%d/pointable/%d/length",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).length());
            
            sprintf(buff,"/hand/%d/pointable/%d/width",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).width());
        
            sprintf(buff,"/hand/%d/pointable/%d/direction/x",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).direction().x);
        
            sprintf(buff,"/hand/%d/pointable/%d/direction/y",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).direction().y);
        
            sprintf(buff,"/hand/%d/pointable/%d/direction/z",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).direction().z);
        
            sprintf(buff,"/hand/%d/pointable/%d/isFinger",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).isFinger());
            
            sprintf(buff,"/hand/%d/pointable/%d/isTool",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).isTool());
        
            sprintf(buff,"/hand/%d/pointable/%d/position/tip/x",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).tipPosition().x);
            
            sprintf(buff,"/hand/%d/pointable/%d/position/tip/y",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).tipPosition().y);
        
            sprintf(buff,"/hand/%d/pointable/%d/position/tip/z",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).tipPosition().z);
            
            sprintf(buff,"/hand/%d/pointable/%d/velocity/tip/x",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).tipVelocity().x);
            
            sprintf(buff,"/hand/%d/pointable/%d/velocity/tip/y",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).tipVelocity().y);
            
            sprintf(buff,"/hand/%d/pointable/%d/velocity/tip/z",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).tipVelocity().z);
     
            sprintf(buff,"/hand/%d/pointable/%d/position/stabilized/x",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).stabilizedTipPosition().x);
            
            sprintf(buff,"/hand/%d/pointable/%d/position/stabilized/y",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).stabilizedTipPosition().y);
            
            sprintf(buff,"/hand/%d/pointable/%d/position/stabilized/z",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).stabilizedTipPosition().z);
            
            sprintf(buff,"/hand/%d/pointable/%d/touchZone/distance",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).touchDistance());
            
            sprintf(buff,"/hand/%d/pointable/%d/touchZone",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).touchZone());
            
            sprintf(buff,"/hand/%d/pointable/%d/touchZone/touching",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).ZONE_TOUCHING);
            
            sprintf(buff,"/hand/%d/pointable/%d/touchZone/hovering",i+1,j+1);
            oleap_bundleMessage(bundle,buff,pointables.operator[](j).ZONE_HOVERING);
            
        }
        
        const Leap::InteractionBox box = frame.interactionBox();
        const Leap::Vector center = box.center();
        const Leap::Vector normalizedPosition = box.normalizePoint(position);
    
        sprintf(buff,"/hand/%d/interactionBox/depth",i+1);
        oleap_bundleMessage(bundle,buff,box.depth());
        
        sprintf(buff,"/hand/%d/interactionBox/center/x",i+1);
        oleap_bundleMessage(bundle,buff,center.x);
        
        sprintf(buff,"/hand/%d/interactionBox/center/y",i+1);
        oleap_bundleMessage(bundle,buff,center.y);
        
        sprintf(buff,"/hand/%d/interactionBox/center/z",i+1);
        oleap_bundleMessage(bundle,buff,center.z);
        
        sprintf(buff,"/hand/%d/interactionBox/position/normalized/x",i+1);
        oleap_bundleMessage(bundle,buff,normalizedPosition.x);
        
        sprintf(buff,"/hand/%d/interactionBox/position/normalized/y",i+1);
        oleap_bundleMessage(bundle,buff,normalizedPosition.y);
        
        sprintf(buff,"/hand/%d/interactionBox/position/normalized/z",i+1);
        oleap_bundleMessage(bundle,buff,normalizedPosition.z);
        
        sprintf(buff,"/hand/%d/interactionBox/width",i+1);
        oleap_bundleMessage(bundle,buff,box.width());
        
        sprintf(buff,"/hand/%d/interactionBox/height",i+1);
        oleap_bundleMessage(bundle,buff,box.height());
        
    }

    
    long bytes = 0;//length of byte array
    char* pointer = NULL;
    
    osc_bundle_u_serialize(bundle, &bytes, &pointer);//& is address of the variable
    //post("%ld %p", bytes,pointer);
    
    t_atom out[2];
    atom_setlong(out, bytes);
    atom_setlong(out+1, (long)pointer);
    outlet_anything(x->outlet, gensym("FullPacket"), 2, out);
    
    osc_bundle_u_free(bundle);//get rid of stuff in osc message
    osc_mem_free(pointer);//marks pointer address as being free (clear if you want to keep using same)
    

}
コード例 #8
0
ファイル: fc_leap.cpp プロジェクト: RobDeBagel/fadecandy
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;
  }

}