void eleap::eleap_t::impl_t::onFrame(const Leap::Controller& controller) { const Leap::Frame frame = controller.frame(); if (frame.isValid()) { // send the known hands in this frame, this will handle hands coming and going const Leap::HandList hands = frame.hands(); { unsigned long long time_encoded = (0&0xffffffff)<<8 | (DATA_KNOWN_HANDS&0xff); float *f; unsigned char *dp; piw::data_nb_t d = ctx_.allocate_host(time_encoded,INT32_MAX,INT32_MIN,0,BCTVTYPE_INT,sizeof(int32_t),&dp,hands.count(),&f); memset(f,0,hands.count()*sizeof(int32_t)); *dp = 0; for(int i = 0; i < hands.count(); ++i) { const Leap::Hand hand = hands[i]; if(hand.isValid() && hand.fingers().count() > 1) { ((int32_t *)f)[i] = hand.id(); } } enqueue_fast(d,1); } // handle the actual data for the detected hands for(int i = 0; i < hands.count(); ++i) { const Leap::Hand hand = hands[i]; if(hand.isValid() && hand.fingers().count() > 1) { unsigned long long time_encoded = (hand.id()&0xffffffff)<<8 | (DATA_PALM_POSITION&0xff); const Leap::Vector palm_pos = hand.palmPosition(); float *f; unsigned char *dp; piw::data_nb_t d = ctx_.allocate_host(time_encoded,600,-600,0,BCTVTYPE_FLOAT,sizeof(float),&dp,3,&f); memset(f,0,3*sizeof(float)); *dp = 0; f[0] = piw::normalise(600,-600,0,palm_pos.x); f[1] = piw::normalise(600,-600,0,palm_pos.y); f[2] = piw::normalise(600,-600,0,palm_pos.z); enqueue_fast(d,1); } } } }
void LeapListener::onFrame(const Controller& controller) { const Frame frame = controller.frame(); static int64_t lastFrameID = 0; if(frame.id() < lastFrameID+10) return; Leap::HandList hands = frame.hands(); Leap::Hand hand = hands[0]; if(hand.isValid()) { float pitch = hand.direction().pitch(); float yaw = hand.direction().yaw(); float roll = hand.palmNormal().roll(); float height = hand.palmPosition().y; std::cout << "Pitch: " << RAD_TO_DEG*pitch << " Yaw: " << RAD_TO_DEG*yaw << " Roll: " << RAD_TO_DEG*roll << " Height: " << height << " Frame: " << frame.id() << std::endl; // switch(gest.type()) { // case Gesture::TYPE_CIRCLE: // std::cout << "Takeoff" << std::endl; // if (jakopter_takeoff() < 0) // return; // break; // case Gesture::TYPE_SWIPE: // std::cout << "Land" << std::endl; // if (jakopter_land() < 0) // return; // break; // default: // break; // } char c = 's'; if (height > 300) c = 'u'; else if(height < 75) c = 'k'; else if (height < 150) c = 'd'; if (roll > 0.7) c = 'l'; else if (roll < -0.7) c = 'r'; if (pitch > 0.7) c = 'b'; else if (pitch < -0.7) c = 'f'; FILE *cmd = fopen(CMDFILENAME,"w"); fprintf(cmd, "%c\n", c); fclose(cmd); } lastFrameID = frame.id(); }
/** Returns 1 if abs(xvel) <= 1/2 abs(yvel) 0 otherwise */ virtual int evaluate(const Leap::Frame &frame, const std::string& nodeid) { Leap::Hand h = frame.hand(0); if (h.isValid()) { Leap::Vector vel = h.palmVelocity(); return (abs(vel.x) <= 0.5 * abs(vel.y)) ? 1 : 0; } else return 0; }
virtual void onFrame (const Leap::Controller&) { const Leap::Frame frame(m_Controller.frame(0)); const Leap::Hand hand(frame.hands().rightmost()); if (!hand.isValid()) { m_LastNormalizedPos.reset(); return; } const Leap::Vector pos(hand.palmPosition()); m_LastNormalizedPos = frame.interactionBox().normalizePoint(pos); }
void LeapListener::onFrame(const Controller& controller) { const Frame frame = controller.frame(); Leap::HandList hands = frame.hands(); Leap::Hand hand = hands[0]; if(hand.isValid()){ leapData.pitch = hand.direction().pitch(); leapData.yaw = hand.direction().yaw(); leapData.roll = hand.palmNormal().roll(); leapData.height = hand.palmPosition().y; std::cout << "Frame id: " << frame.id() << ", timestamp: " << frame.timestamp() << ", height: " << leapData.height << ", pitch: " << RAD_TO_DEG * leapData.pitch << ", yaw: " << RAD_TO_DEG * leapData.yaw << ", roll: " << RAD_TO_DEG * leapData.roll << std::endl; } }
void LeapManager::nextFrame(Avatar& avatar) { // Apply the frame data directly to the avatar. Hand& hand = avatar.getHand(); // If we actually get valid Leap data, this will be set to true; bool gotRealData = false; if (controllersExist()) { _listener->onFrame(*_controller); } #ifndef LEAP_STUBS if (controllersExist()) { gotRealData = true; // First, see which palms and fingers are still valid. Leap::Frame& frame = _listener->lastFrame; // Note that this is O(n^2) at worst, but n is very small. // After this many frames of no data, assume the digit is lost. const int assumeLostAfterFrameCount = 10; // Increment our frame data counters for (size_t i = 0; i < hand.getNumPalms(); ++i) { PalmData& palm = hand.getPalms()[i]; palm.incrementFramesWithoutData(); if (palm.getFramesWithoutData() > assumeLostAfterFrameCount) { palm.setActive(false); } for (size_t f = 0; f < palm.getNumFingers(); ++f) { FingerData& finger = palm.getFingers()[f]; finger.incrementFramesWithoutData(); if (finger.getFramesWithoutData() > assumeLostAfterFrameCount) { finger.setActive(false); } } } size_t numLeapHands = frame.hands().count(); std::vector<PalmData*> palmAssignment(numLeapHands); // Look for matches for (size_t index = 0; index < numLeapHands; ++index) { PalmData* takeoverCandidate = NULL; palmAssignment[index] = NULL; Leap::Hand leapHand = frame.hands()[index]; int id = leapHand.id(); if (leapHand.isValid()) { for (size_t i = 0; i < hand.getNumPalms() && palmAssignment[index] == NULL; ++i) { PalmData& palm = hand.getPalms()[i]; if (palm.getLeapID() == id) { // Found hand with the same ID. We're set! palmAssignment[index] = &palm; palm.resetFramesWithoutData(); } else if (palm.getFramesWithoutData() > assumeLostAfterFrameCount) { takeoverCandidate = &palm; } } if (palmAssignment[index] == NULL) { palmAssignment[index] = takeoverCandidate; } if (palmAssignment[index] == NULL) { palmAssignment[index] = &hand.addNewPalm(); } } } // Apply the assignments for (size_t index = 0; index < numLeapHands; ++index) { if (palmAssignment[index]) { Leap::Hand leapHand = frame.hands()[index]; PalmData& palm = *(palmAssignment[index]); palm.resetFramesWithoutData(); palm.setLeapID(leapHand.id()); palm.setActive(true); const Leap::Vector pos = leapHand.palmPosition(); const Leap::Vector normal = leapHand.palmNormal(); palm.setRawPosition(glm::vec3(pos.x, pos.y, pos.z)); palm.setRawNormal(glm::vec3(normal.x, normal.y, normal.z)); } } // Look for fingers per palm for (size_t i = 0; i < hand.getNumPalms(); ++i) { PalmData& palm = hand.getPalms()[i]; if (palm.isActive()) { Leap::Hand leapHand = frame.hand(palm.getLeapID()); if (leapHand.isValid()) { int numLeapFingers = leapHand.fingers().count(); std::vector<FingerData*> fingerAssignment(numLeapFingers); // Look for matches for (size_t index = 0; index < numLeapFingers; ++index) { FingerData* takeoverCandidate = NULL; fingerAssignment[index] = NULL; Leap::Finger leapFinger = leapHand.fingers()[index]; int id = leapFinger.id(); if (leapFinger.isValid()) { for (size_t f = 0; f < palm.getNumFingers() && fingerAssignment[index] == NULL; ++f) { FingerData& finger = palm.getFingers()[f]; if (finger.getLeapID() == id) { // Found hand with the same ID. We're set! fingerAssignment[index] = &finger; } else if (finger.getFramesWithoutData() > assumeLostAfterFrameCount) { takeoverCandidate = &finger; } } // If we didn't find a match, but we found an unused finger, us it. if (fingerAssignment[index] == NULL) { fingerAssignment[index] = takeoverCandidate; } } } // Apply the assignments for (size_t index = 0; index < numLeapFingers; ++index) { if (fingerAssignment[index]) { Leap::Finger leapFinger = leapHand.fingers()[index]; FingerData& finger = *(fingerAssignment[index]); finger.resetFramesWithoutData(); finger.setLeapID(leapFinger.id()); finger.setActive(true); #ifdef USE_STABILIZED_DATA const Leap::Vector tip = leapFinger.stabilizedTipPosition(); #else const Leap::Vector tip = leapFinger.tipPosition(); #endif const Leap::Vector root = tip - leapFinger.direction() * leapFinger.length(); finger.setRawTipPosition(glm::vec3(tip.x, tip.y, tip.z)); finger.setRawRootPosition(glm::vec3(root.x, root.y, root.z)); } } } } } } #endif if (!gotRealData) { if (_doFakeFingers) { // There's no real Leap data and we need to fake it. for (size_t i = 0; i < hand.getNumPalms(); ++i) { static const glm::vec3 fakeHandOffsets[] = { glm::vec3( -500.0f, 50.0f, 50.0f), glm::vec3( 0.0f, 50.0f, 50.0f) }; static const glm::vec3 fakeHandFingerMirrors[] = { glm::vec3( -1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, 1.0f) }; static const glm::vec3 fakeFingerPositions[] = { glm::vec3( -60.0f, 0.0f, -40.0f), glm::vec3( -20.0f, 0.0f, -60.0f), glm::vec3( 20.0f, 0.0f, -60.0f), glm::vec3( 60.0f, 0.0f, -40.0f), glm::vec3( -50.0f, 0.0f, 30.0f) }; PalmData& palm = hand.getPalms()[i]; palm.setActive(true); // Simulated data palm.setRawPosition(glm::vec3( 0.0f, 0.0f, 0.0f) + fakeHandOffsets[i]); palm.setRawNormal(glm::vec3(0.0f, 1.0f, 0.0f)); for (size_t f = 0; f < palm.getNumFingers(); ++f) { FingerData& finger = palm.getFingers()[f]; finger.setActive(true); const float tipScale = 1.5f; const float rootScale = 0.75f; glm::vec3 fingerPos = fakeFingerPositions[f] * fakeHandFingerMirrors[i]; finger.setRawTipPosition(fingerPos * tipScale + fakeHandOffsets[i]); finger.setRawRootPosition(fingerPos * rootScale + fakeHandOffsets[i]); } } } else { // Just deactivate everything. for (size_t i = 0; i < hand.getNumPalms(); ++i) { PalmData& palm = hand.getPalms()[i]; palm.setActive(false); for (size_t f = 0; f < palm.getNumFingers(); ++f) { FingerData& finger = palm.getFingers()[f]; finger.setActive(false); } } } } hand.updateFingerTrails(); }