bool Detect::getGesture(std::string& ret) { if(false == LeapController->isConnected()) { return false; } HandList HL = LeapController->frame().hands(); Hand hand = HL[0]; FingerList fingers = hand.fingers(); GestureModel * gm = new GestureModel; Leap::Matrix handTransform = hand.basis(); handTransform.origin = hand.palmPosition(); handTransform = handTransform.rigidInverse(); //get gesture data int i = 0; for (FingerList::const_iterator fl = fingers.begin(); fl != fingers.end(); ++fl) { const Finger finger = *fl; // Get finger bones for (int b = 0; b < 4; ++b) { Bone::Type boneType = static_cast<Bone::Type>(b); Bone bone = finger.bone(boneType); Leap::Vector ori = bone.prevJoint(); Leap::Vector tP = handTransform.transformPoint(ori); gm->GestureData[i][b][0][0] = tP[0]; gm->GestureData[i][b][0][1] = tP[1]; gm->GestureData[i][b][0][2] = tP[2]; tP = handTransform.transformPoint(bone.nextJoint()); gm->GestureData[i][b][1][0] = tP[0]; gm->GestureData[i][b][1][1] = tP[1]; gm->GestureData[i][b][1][2] = tP[2]; tP = handTransform.transformPoint(bone.direction()); gm->GestureData[i][b][2][0] = gm->GestureData[i][b][1][0] - gm->GestureData[i][b][0][0]; gm->GestureData[i][b][2][1] = gm->GestureData[i][b][1][1] - gm->GestureData[i][b][0][1]; gm->GestureData[i][b][2][2] = gm->GestureData[i][b][1][2] - gm->GestureData[i][b][0][2]; } i++; } //compare for (int index = 0; index < GestureList.size(); index++) { if (true == compareGesture(GestureList[index], gm)) { ret = GestureList[index]->GestureName; return true; } } ret = " "; return false; }
//-------------------------------------------------------------- void testApp::recordArmXML (Hand & hand){ if (bRecordingThisFrame){ Arm arm = hand.arm(); if (arm.isValid()){ float armWidth = arm.width(); XML.setValue("AW", armWidth, lastTagNumber); ofPoint palmPt = leap.getofPoint ( hand.palmPosition()); ofPoint wristPt = leap.getofPoint ( arm.wristPosition()); ofPoint elbowPt = leap.getofPoint ( arm.elbowPosition()); ofPoint palmNorm = leap.getofPoint ( hand.palmNormal()); int palmPtTagNum = XML.addTag("PM"); XML.setValue("PM:X", palmPt.x, palmPtTagNum); XML.setValue("PM:Y", palmPt.y, palmPtTagNum); XML.setValue("PM:Z", palmPt.z, palmPtTagNum); int wristPtTagNum = XML.addTag("W"); XML.setValue("W:X", wristPt.x, wristPtTagNum); XML.setValue("W:Y", wristPt.y, wristPtTagNum); XML.setValue("W:Z", wristPt.z, wristPtTagNum); int elbowPtTagNum = XML.addTag("E"); XML.setValue("E:X", elbowPt.x, elbowPtTagNum); XML.setValue("E:Y", elbowPt.y, elbowPtTagNum); XML.setValue("E:Z", elbowPt.z, elbowPtTagNum); int palmNormTagNum = XML.addTag("PN"); XML.setValue("PN:X", palmNorm.x, palmNormTagNum); XML.setValue("PN:Y", palmNorm.y, palmNormTagNum); XML.setValue("PN:Z", palmNorm.z, palmNormTagNum); //--------------- // Export the hand basis matrix Leap::Matrix handMatrix = hand.basis(); ofPoint handBasisX = leap.getofPoint( handMatrix.xBasis); ofPoint handBasisY = leap.getofPoint( handMatrix.yBasis); ofPoint handBasisZ = leap.getofPoint( handMatrix.zBasis); int handMatrixTagNum = XML.addTag("HM"); if( XML.pushTag("HM", handMatrixTagNum) ){ XML.setValue("XX", handBasisX.x, handMatrixTagNum); XML.setValue("XY", handBasisX.y, handMatrixTagNum); XML.setValue("XZ", handBasisX.z, handMatrixTagNum); XML.setValue("YX", handBasisY.x, handMatrixTagNum); XML.setValue("YY", handBasisY.y, handMatrixTagNum); XML.setValue("YZ", handBasisY.z, handMatrixTagNum); XML.setValue("ZX", handBasisZ.x, handMatrixTagNum); XML.setValue("ZY", handBasisZ.y, handMatrixTagNum); XML.setValue("ZZ", handBasisZ.z, handMatrixTagNum); XML.popTag(); // pop HM (Hand Matrix) } //--------------- // Export the arm basis matrix Leap::Matrix armMatrix = arm.basis(); ofPoint armBasisX = leap.getofPoint( armMatrix.xBasis); ofPoint armBasisY = leap.getofPoint( armMatrix.yBasis); ofPoint armBasisZ = leap.getofPoint( armMatrix.zBasis); int armMatrixTagNum = XML.addTag("AM"); if( XML.pushTag("AM", armMatrixTagNum) ){ XML.setValue("XX", armBasisX.x, armMatrixTagNum); XML.setValue("XY", armBasisX.y, armMatrixTagNum); XML.setValue("XZ", armBasisX.z, armMatrixTagNum); XML.setValue("YX", armBasisY.x, armMatrixTagNum); XML.setValue("YY", armBasisY.y, armMatrixTagNum); XML.setValue("YZ", armBasisY.z, armMatrixTagNum); XML.setValue("ZX", armBasisZ.x, armMatrixTagNum); XML.setValue("ZY", armBasisZ.y, armMatrixTagNum); XML.setValue("ZZ", armBasisZ.z, armMatrixTagNum); XML.popTag(); // pop AM (Arm Matrix) } } } }
//-------------------------------------------------------------- void LeapVisualizer::drawArm (Hand & hand,ofxLeapMotion & leap){ // Draw the wrist and elbow points. Arm arm = hand.arm(); if (arm.isValid()){ ofPoint handPt = leap.getofPoint ( hand.palmPosition()); ofPoint handNorm = leap.getofPoint ( hand.palmNormal()); ofPoint wristPt = leap.getofPoint ( arm.wristPosition()); ofPoint elbowPt = leap.getofPoint ( arm.elbowPosition()); float basisLen = 50.0; if (bDrawSimple){ ofSetColor(ofColor::white); ofDrawSphere(handPt, 8.0); ofDrawSphere(wristPt, 8.0); ofDrawSphere(elbowPt, 8.0); ofLine(handPt, wristPt); ofLine(wristPt, elbowPt); ofLine(handPt, handPt+ basisLen*handNorm); ofDrawSphere(handPt+ basisLen*handNorm, 2.0); // draw the rotation vectors of the hand. { Leap::Matrix handMatrix = hand.basis(); ofPoint handBasisX = leap.getofPoint( handMatrix.xBasis); ofPoint handBasisY = leap.getofPoint( handMatrix.yBasis); ofPoint handBasisZ = leap.getofPoint( handMatrix.zBasis); glLineWidth(2.0); ofSetColor(ofColor::red ); ofLine(handPt, handPt + basisLen*handBasisX); ofSetColor(ofColor::green); ofLine(handPt, handPt + basisLen*handBasisY); ofSetColor(ofColor::blue ); ofLine(handPt, handPt + basisLen*handBasisZ); glLineWidth(1.0); // draw the identity of the hand (left or right) string whichHandString = "RIGHT"; if (hand.isLeft()){ whichHandString = "LEFT"; } // float handConfidence = hand.confidence(); // whichHandString += " " + ofToString(handConfidence); ofSetColor(ofColor::white); ofDrawBitmapString(whichHandString, (handPt + (basisLen*1.2)*handBasisY)); } // draw the rotation vectors of the arm. { Leap::Matrix armMatrix = arm.basis(); ofPoint armBasisX = leap.getofPoint( armMatrix.xBasis); ofPoint armBasisY = leap.getofPoint( armMatrix.yBasis); ofPoint armBasisZ = leap.getofPoint( armMatrix.zBasis); glLineWidth(2.0); ofSetColor(ofColor::red ); ofLine(wristPt, wristPt + basisLen*armBasisX); ofSetColor(ofColor::green); ofLine(wristPt, wristPt + basisLen*armBasisY); ofSetColor(ofColor::blue ); ofLine(wristPt, wristPt + basisLen*armBasisZ); glLineWidth(1.0); } } else { // Draw a cylinder between two points, properly oriented in space. float armWidth = arm.width(); float dx = wristPt.x - elbowPt.x; float dy = wristPt.y - elbowPt.y; float dz = wristPt.z - elbowPt.z; float dh = sqrt(dx*dx + dy*dy + dz*dz); ofPushMatrix(); { ofTranslate( (elbowPt.x+wristPt.x)/2, (elbowPt.y+wristPt.y)/2, (elbowPt.z+wristPt.z)/2 ); float theta = 90 - RAD_TO_DEG * asin(dz/dh); float phi = RAD_TO_DEG * atan2(dy,dx); ofRotate(phi, 0,0,1); ofRotate(theta, 0,1,0); ofRotate(90, 1,0,0); // Get the arm Matrix, which provides its orthogonal basis vectors. Leap::Matrix armMatrix = arm.basis(); ofPoint armBasisY = leap.getofPoint( armMatrix.yBasis); float ax = armBasisY.x; float ay = armBasisY.y; float az = armBasisY.z; // Compute the longitudinal rotation of the arm. // Sheesh, I really need to learn 3D matrix math. ofNode armBasisYNode; armBasisYNode.setPosition(armBasisY); armBasisYNode.rotateAround(0- phi, ofVec3f(0,0,1), ofVec3f(0,0,0)); armBasisYNode.rotateAround(0- theta, ofVec3f(0,1,0), ofVec3f(0,0,0)); armBasisYNode.rotateAround(0- 90, ofVec3f(1,0,0), ofVec3f(0,0,0)); ofPoint newArmBasisY = armBasisYNode.getPosition(); float armRotation = RAD_TO_DEG * atan2f(newArmBasisY.z, newArmBasisY.x); ofPushMatrix(); { ofRotate(armRotation, 0,-1,0); float armThicknessRatio = 0.6; glScalef(armThicknessRatio, 1.0, 1.0); ofSetColor(ofColor::magenta); // Oblate arm cylinder ofDrawCylinder (armWidth/2.0, dh); // Wrist endcap ofPushMatrix(); ofTranslate(ofPoint(0, dh/2,0)); glScalef(1.0, armThicknessRatio, 1.0); ofDrawSphere(armWidth/2.0); ofPopMatrix(); // Elbow endcap ofPushMatrix(); ofTranslate(ofPoint(0, -dh/2,0)); glScalef(1.0, armThicknessRatio, 1.0); ofDrawSphere(armWidth/2.0); ofPopMatrix(); } // Close popMatrix ofPopMatrix(); } // Close popMatrix ofPopMatrix(); } // Close if !drawSimple } // Close if arm isValid }