//Newer version, without the failing void URealSenseTask::HandProducerTick() { if (!HandsEnabled) return; //Data is up to date from earlier if (collector->handData == nullptr) return; if (!collector->handTickDataRead) return; collector->handTickDataRead = false; PXCHandData* handData = collector->handData; collector->numberOfDetectedHands = handData->QueryNumberOfHands(); for (pxcI32 i = 0; i < collector->numberOfDetectedHands; i++) { //get hand information PXCHandData::IHand* hand; if (handData->QueryHandData(PXCHandData::AccessOrderType::ACCESS_ORDER_BY_TIME, i, hand) == PXC_STATUS_NO_ERROR) { //Store hand data collector->tempHandData[i] = hand; //Iterate Joints - lambda capture works... PXCHandData::JointData jointData; for (int j = 0; j < PXCHandData::NUMBER_OF_JOINTS; j++) { hand->QueryTrackedJoint((PXCHandData::JointType)j, jointData); collector->tempJointData[i][j] = jointData; collector->jointDataReady[i][j] = true; //This event should also emit if a frame is missed by caching the latest input /*RunLambdaOnGameThread([&, jointData]() { PXCHandData::JointData tempJointData = jointData; tempJoint->setFromRealSenseJoint(&tempJointData); if (collector->interfaceDelegate != nullptr) IRealSenseInterface::Execute_JointMoved(collector->interfaceDelegate, tempJoint); //} });*/ } } } }
void URealSenseTask::HandProducerTickOld() { if (!HandsEnabled) return; //Data is up to date from earlier if (collector->handData == nullptr) return; PXCHandData* handData = collector->handData; for (pxcI32 i = 0; i < handData->QueryNumberOfHands(); i++) { //get hand information PXCHandData::IHand* hand; if (handData->QueryHandData(PXCHandData::AccessOrderType::ACCESS_ORDER_BY_TIME, i, hand) == PXC_STATUS_NO_ERROR) { { FScopeLock lock(&JointCriticalSection); collector->tempHandData[i] = hand; } //Hand data RunLambdaOnGameThread([&, i]() { { FScopeLock lock(&JointCriticalSection); if (!collector->handDataRead[i]) { tempHand->setFromRealSenseHand(hand);//tempHandData[i]); if (collector->interfaceDelegate != nullptr) IRealSenseInterface::Execute_HandMoved(collector->interfaceDelegate, tempHand); //clear it collector->handDataRead[i] = true; } } }); //Iterate Joints PXCHandData::JointData jointData; for (int j = 0; j < PXCHandData::NUMBER_OF_JOINTS; j++) { hand->QueryTrackedJoint((PXCHandData::JointType)j, jointData); //Copy data only if it hasn't been read { FScopeLock lock(&JointCriticalSection); if (collector->jointDataRead[i][j]) { collector->tempJointData[i][j] = jointData; FVector vect = FVector(jointData.positionWorld.x, jointData.positionWorld.y, jointData.positionWorld.z); //UE_LOG(RealSensePluginLog, Log, TEXT("Copied Joint: %s"), *vect.ToString()); collector->jointDataRead[i][j] = false; } } //This event should also emit if a frame is missed by caching the latest input RunLambdaOnGameThread([&, i, j]() { //{ //FScopeLock lock(&JointCriticalSection); if (!collector->jointDataRead[i][j]) { //FVector vect = FVector(tempJointData[i][j].positionWorld.x, tempJointData[i][j].positionWorld.y, tempJointData[i][j].positionWorld.z); //UE_LOG(RealSensePluginLog, Log, TEXT("Reading Joint: %s"), *vect.ToString()); tempJoint->setFromRealSenseJoint(&collector->tempJointData[i][j]); if (collector->interfaceDelegate != nullptr) IRealSenseInterface::Execute_JointMoved(collector->interfaceDelegate, tempJoint); //clear it collector->jointDataRead[i][j] = true; } //} }); } } } }
void URealSenseTask::GestureProducerTick() { PXCHandData* handData = collector->handData; PXCHandData::GestureData gestureData; for (pxcI32 i = 0; i < handData->QueryNumberOfHands(); i++) { //get hand information PXCHandData::IHand* hand; if (handData->QueryHandData(PXCHandData::AccessOrderType::ACCESS_ORDER_BY_TIME, i, hand) == PXC_STATUS_NO_ERROR) { //spread fingers if (!GesturesEnabled) return; //FScopeLock lock(&GestureCriticalSection); //tempHand->setFromRealSenseHand(hand); //URealSenseHand* copyHand = DuplicateObject(tempHand, nullptr); if (handData->IsGestureFired(L"spreadfingers", gestureData)) { runGestureOnGameThread(gestureData.handId, hand->QueryUniqueId(), [&]() { tempHand->setFromRealSenseHand(hand); IRealSenseInterface::Execute_SpreadFingersGestureDetected(collector->interfaceDelegate, tempHand); }); } //fist if (handData->IsGestureFired(L"fist", gestureData)) { runGestureOnGameThread(gestureData.handId, hand->QueryUniqueId(), [&]() { tempHand->setFromRealSenseHand(hand); IRealSenseInterface::Execute_FistGestureDetected(collector->interfaceDelegate, tempHand); }); } //tap if (handData->IsGestureFired(L"tap", gestureData)) { runGestureOnGameThread(gestureData.handId, hand->QueryUniqueId(), [&]() { tempHand->setFromRealSenseHand(hand); IRealSenseInterface::Execute_TapGestureDetected(collector->interfaceDelegate, tempHand); }); } //thumb_down if (handData->IsGestureFired(L"thumb_down", gestureData)) { runGestureOnGameThread(gestureData.handId, hand->QueryUniqueId(), [&]() { tempHand->setFromRealSenseHand(hand); IRealSenseInterface::Execute_ThumbDownGestureDetected(collector->interfaceDelegate, tempHand); }); } //thumb_up if (handData->IsGestureFired(L"thumb_up", gestureData)) { //If the gesture was fired by the same hand runGestureOnGameThread(gestureData.handId, hand->QueryUniqueId(), [&]() { tempHand->setFromRealSenseHand(hand); IRealSenseInterface::Execute_ThumbUpGestureDetected(collector->interfaceDelegate, tempHand); }); } //two_fingers_pinch_open if (handData->IsGestureFired(L"two_fingers_pinch_open", gestureData)) { runGestureOnGameThread(gestureData.handId, hand->QueryUniqueId(), [&]() { tempHand->setFromRealSenseHand(hand); IRealSenseInterface::Execute_TwoFingersPinchOpenGestureDetected(collector->interfaceDelegate, tempHand); }); } //v_sign if (handData->IsGestureFired(L"v_sign", gestureData)) { runGestureOnGameThread(gestureData.handId, hand->QueryUniqueId(), [&]() { tempHand->setFromRealSenseHand(hand); IRealSenseInterface::Execute_VSignGestureDetected(collector->interfaceDelegate, tempHand); }); } //full_pinch if (handData->IsGestureFired(L"full_pinch", gestureData)) { runGestureOnGameThread(gestureData.handId, hand->QueryUniqueId(), [&]() { tempHand->setFromRealSenseHand(hand); IRealSenseInterface::Execute_FullPinchGestureDetected(collector->interfaceDelegate, tempHand); }); } //swipe if (handData->IsGestureFired(L"swipe", gestureData)) { runGestureOnGameThread(gestureData.handId, hand->QueryUniqueId(), [&]() { tempHand->setFromRealSenseHand(hand); IRealSenseInterface::Execute_SwipeGestureDetected(collector->interfaceDelegate, tempHand); }); } //wave if (handData->IsGestureFired(L"wave", gestureData)) { runGestureOnGameThread(gestureData.handId, hand->QueryUniqueId(), [&]() { tempHand->setFromRealSenseHand(hand); IRealSenseInterface::Execute_WaveGestureDetected(collector->interfaceDelegate, tempHand); }); } } } }