void ScrollListener::onFrame(const Controller& controller) { const Frame frame = controller.frame(); if(!frame.hands().empty()){ const Hand hand = frame.hands()[0]; float pitch = hand.direction().pitch()*RAD_TO_DEG; // float roll = hand.palmNormal().roll()*RAD_TO_DEG; // float yaw = hand.palmNormal().yaw()*RAD_TO_DEG + 180; emit window->getXSlider()->valueChanged(pitch*52); // emit window->getYSlider()->valueChanged(roll*52); // emit window->getZSlider()->valueChanged(yaw*16); } }
void MyListener::onFrame(const Controller& controller) { const Frame frame = controller.frame(); const GestureList gestures = frame.gestures(); HandList hands = frame.hands(); for (HandList::const_iterator hl = hands.begin(); hl != hands.end(); ++hl) { const Hand hand = *hl; // Smoothing and stabilization is performed in order to make this // value more suitable for interaction with 2D content. The stabilized // position lags behind the palm position by a variable amount, // depending primarily on the speed of movement. Vector position = hand.stabilizedPalmPosition(); if (m_positionChanged) m_positionChanged(position[0], position[1], position[2], frame.fingers().extended().count(), hand.direction(), hand.palmVelocity()); if (m_pinch) m_pinch(hand.pinchStrength()); if (m_grab) m_grab(hand.grabStrength()); } for (int g = 0; g < gestures.count(); ++g) { Gesture gesture = gestures[g]; switch (gesture.type()) { case Gesture::TYPE_KEY_TAP: case Gesture::TYPE_SCREEN_TAP: if (m_tapped) m_tapped(); break; case Gesture::TYPE_SWIPE: break; } } }
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; } } } }
void Window::paintGL() { // Clear glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //LeapMotion bool drawflag = true; bool drawflag2 = true; if( m_controller.isConnected()) //controller is a Controller object { Frame frame = m_controller.frame(); //The latest frame if (!frame.hands().isEmpty()) { Leap::HandList hands = frame.hands(); Hand firstHand = hands[0]; Leap::Vector handCenter = firstHand.palmPosition(); m_transform.setToIdentity(); //m_transform.rotate(180,QVector3D(0,0,-1)); m_transform.translate(QVector3D(-handCenter.x,handCenter.y,handCenter.z)); float yaw = firstHand.direction().yaw(); m_transform.rotate(-(yaw/3.14)*180,QVector3D(0,-1,0)); float roll = firstHand.palmNormal().roll(); m_transform.rotate((roll/3.14)*180,QVector3D(0,0,-1)); //Frame previous = controller.frame(1); //The previous frame if (firstHand.grabStrength()>0.5) { drawflag = false; } Hand secondHand = hands[1]; Leap::Vector handCenter2 = secondHand.palmPosition(); m_righthandtransform.setToIdentity(); //m_transform.rotate(180,QVector3D(0,0,-1)); m_righthandtransform.translate(QVector3D(-handCenter2.x,handCenter2.y,handCenter2.z)); float yaw2 = secondHand.direction().yaw(); m_righthandtransform.rotate(-(yaw2/3.14)*180,QVector3D(0,-1,0)); float roll2 = secondHand.palmNormal().roll(); m_righthandtransform.rotate((roll2/3.14)*180,QVector3D(0,0,-1)); //Frame previous = controller.frame(1); //The previous frame if (secondHand.grabStrength()>0.5) { drawflag2 = false; } } else { m_transform.rotate(2,QVector3D(1,1,0)); m_transform.rotate(2,QVector3D(0,1,0)); m_transform.setTranslation(QVector3D(40,150,0)); //m_transform.setScale(QVector3D(5,5,5)); m_righthandtransform.rotate(2,QVector3D(0,1,0)); m_righthandtransform.setTranslation(QVector3D(-30,150,0)); //m_righthandtransform.setScale(QVector3D(250,250,250)); } } else { m_transform.setTranslation(QVector3D(0,150,0)); } //create dynamic enviroment mapping calcuSSBB(m_transform.getMatrix(),m_modelview,m_projection); //opencv Mat opencv_image = cvQueryFrame(capture); Mat dest; cvtColor(opencv_image, dest,CV_BGR2RGB); QImage image((uchar*)dest.data, dest.cols, dest.rows,QImage::Format_RGB888); //m_backTexture->bind(0); //m_backTexture->setData(image,QOpenGLTexture::DontGenerateMipMaps); //glActiveTexture(GL_TEXTURE0); //generate FBO // bind a framebuffer object glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_backfbo); //glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // Set Drawing buffers GLuint attachments[1] = {GL_COLOR_ATTACHMENT0}; glDrawBuffers(1, attachments); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glViewport(0,0,1280,720); //glViewport(0,0,1280*2,720*2); m_backTexture->bind(); m_backTexture->load(image); m_backprogram->bind(); m_backprogram->setUniformValue("ourTexture", 0); m_backprogram->setUniformValue(u_worldToCameraFloor, m_camera.getMatrix()); m_backprogram->setUniformValue(u_cameraToViewFloor, m_backgroundProjection); if(m_back!= NULL) { m_back->draw(); } m_backprogram->release(); m_backTexture->unbind(); if(drawflag2){ m_noise->bind(); //glEnable(GL_TEXTURE_3D); m_righthandprogram->bind(); //m_program->setUniformValue(u_worldToCamera, m_camera.getMatrix()); m_righthandprogram->setUniformValue(u_worldToCamera, m_modelview); m_righthandprogram->setUniformValue(u_cameraToView, m_projection); m_righthandprogram->setUniformValue(u_modelToWorld, m_righthandtransform.getMatrix()); m_righthandprogram->setUniformValue("noise", 0); m_bunny->draw(); m_righthandprogram->release(); m_noise->unbind();} //m_environment->unbind(); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo); //glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); GLuint attachments1[1] = {GL_COLOR_ATTACHMENT0}; glDrawBuffers(1, attachments1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glViewport(0,0,512,512); //+X //m_backTexture->bind(); //m_backTexture->load(image); glBindTexture(GL_TEXTURE_2D, backFBO); m_cubefaceprogram->bind(); m_cubeface->create( m_ssbb[2],m_ssbb[3], m_ssbb[2] + ( ( 1.0f - m_ssbb[2] ) / 2.0f ) ,m_ssbb[3] + ( ( 1.0f - m_ssbb[3] ) / 2.0f ), m_ssbb[2] + ( ( 1.0f - m_ssbb[2] ) / 2.0f ) ,m_ssbb[1] / 2.0f, m_ssbb[2],m_ssbb[1] ); m_cubefaceprogram->setUniformValue("screenTexture", 0); m_cubeface->draw(); m_cubefaceprogram->release(); //m_backTexture->unbind(); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, texFBO, 0); //-X //m_backTexture->bind(); //m_backTexture->load(image); glBindTexture(GL_TEXTURE_2D, backFBO); m_cubefaceprogram->bind(); m_cubeface->create( m_ssbb[0] / 2.0f,m_ssbb[3] + ( ( 1.0f - m_ssbb[3] ) / 2.0f ), m_ssbb[0],m_ssbb[3], m_ssbb[0],m_ssbb[1], m_ssbb[0]/2.0f,m_ssbb[1] / 2.0f ); m_cubefaceprogram->setUniformValue("screenTexture", 0); m_cubeface->draw(); m_cubefaceprogram->release(); //m_backTexture->unbind(); // //+Y glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, texFBO, 0); //m_backTexture->bind(); //m_backTexture->load(image); glBindTexture(GL_TEXTURE_2D, backFBO); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); m_cubefaceprogram->bind(); m_cubeface->create( m_ssbb[2] + ( ( 1.0f - m_ssbb[2] ) / 2.0f ),m_ssbb[3] + ( ( 1.0f - m_ssbb[3] ) / 2.0f ), m_ssbb[0] / 2.0f,m_ssbb[3] + ( ( 1.0f - m_ssbb[3] ) / 2.0f ), m_ssbb[0],m_ssbb[3], m_ssbb[2],m_ssbb[3] ); m_cubefaceprogram->setUniformValue("screenTexture", 0); m_cubeface->draw(); m_cubefaceprogram->release(); // m_backTexture->unbind(); // // //-Y glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, texFBO, 0); //m_backTexture->bind(); //m_backTexture->load(image); glBindTexture(GL_TEXTURE_2D, backFBO); m_cubefaceprogram->bind(); m_cubeface->create( m_ssbb[2],m_ssbb[1], m_ssbb[0],m_ssbb[1], m_ssbb[0]/2.0f,m_ssbb[1] / 2.0f, m_ssbb[2] + ( ( 1.0f - m_ssbb[2] ) / 2.0f ) ,( m_ssbb[1] / 2.0f ) ); m_cubefaceprogram->setUniformValue("screenTexture", 0); m_cubeface->draw(); m_cubefaceprogram->release(); m_backTexture->unbind(); //+Z glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, texFBO, 0); //m_backTexture->bind(); //m_backTexture->load(image); glBindTexture(GL_TEXTURE_2D, backFBO); m_cubefaceprogram->bind(); m_cubeface->create( m_ssbb[0],m_ssbb[3], m_ssbb[2],m_ssbb[3], m_ssbb[2],m_ssbb[1], m_ssbb[0],m_ssbb[1]); m_cubefaceprogram->setUniformValue("screenTexture", 0); m_cubeface->draw(); m_cubefaceprogram->release(); //m_backTexture->unbind(); // //-Z glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, texFBO, 0); m_backTexture->bind(); m_backTexture->load(image); glBindTexture(GL_TEXTURE_2D, backFBO); m_cubefaceprogram->bind(); m_cubeface->create( m_ssbb[0] / 2.0f,m_ssbb[3] + ( ( 1.0f - m_ssbb[3] ) / 2.0f ), m_ssbb[0],m_ssbb[3], m_ssbb[0],m_ssbb[1], m_ssbb[0]/2.0f,m_ssbb[1] / 2.0f ); m_cubefaceprogram->setUniformValue("screenTexture", 0); m_cubeface->draw(); m_cubefaceprogram->release(); m_backTexture->unbind(); // glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glViewport(0,0,1280,720); m_backTexture->bind(); m_backTexture->load(image); //glBindTexture(GL_TEXTURE_2D, backFBO); m_backprogram->bind(); m_backprogram->setUniformValue("ourTexture", 0); m_backprogram->setUniformValue(u_worldToCameraFloor, m_camera.getMatrix()); m_backprogram->setUniformValue(u_cameraToViewFloor, m_backgroundProjection); if(m_back!= NULL) { m_back->draw(); } m_backprogram->release(); m_backTexture->unbind(); //m_environment->bind(); glBindTexture(GL_TEXTURE_CUBE_MAP, texFBO); //glEnable(GL_TEXTURE_2D); m_program->bind(); //m_program->setUniformValue(u_worldToCamera, m_camera.getMatrix()); m_program->setUniformValue(u_worldToCamera, m_modelview); m_program->setUniformValue(u_cameraToView, m_projection); m_program->setUniformValue(u_modelToWorld, m_transform.getMatrix()); m_program->setUniformValue("envTex", 0); if(drawflag) m_model->draw(); m_program->release(); //m_environment->unbind(); m_noise->bind(); m_righthandprogram->bind(); m_righthandprogram->setUniformValue(u_worldToCamera, m_modelview); m_righthandprogram->setUniformValue(u_cameraToView, m_projection); m_righthandprogram->setUniformValue(u_modelToWorld, m_righthandtransform.getMatrix()); m_righthandprogram->setUniformValue("noise", 0); if(drawflag2) m_bunny->draw(); m_righthandprogram->release(); m_noise->unbind(); //m_environment->unbind(); }
void LeapListener::onFrame(const Controller & controller) { // Get the most recent frame and report some basic information const 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; HandList hands = frame.hands(); for (HandList::const_iterator hl = hands.begin(); hl != hands.end(); ++hl) { // Get the first hand const 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 Vector normal = hand.palmNormal(); const Vector direction = hand.direction(); // Calculate the hand's pitch, roll, and yaw angles std::cout << std::string(2, ' ') << "pitch: " << direction.pitch() * RAD_TO_DEG << " degrees, " << "roll: " << normal.roll() * RAD_TO_DEG << " degrees, " << "yaw: " << direction.yaw() * RAD_TO_DEG << " degrees" << std::endl; // Get the Arm bone 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 FingerList fingers = hand.fingers(); for (FingerList::const_iterator fl = fingers.begin(); fl != fingers.end(); ++fl) { const 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) { Bone::Type boneType = static_cast<Bone::Type>(b); 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 ToolList tools = frame.tools(); for (ToolList::const_iterator tl = tools.begin(); tl != tools.end(); ++tl) { const Tool tool = *tl; std::cout << std::string(2, ' ') << "Tool, id: " << tool.id() << ", position: " << tool.tipPosition() << ", direction: " << tool.direction() << std::endl; } // Get gestures const GestureList gestures = frame.gestures(); for (int g = 0; g < gestures.count(); ++g) { Gesture gesture = gestures[g]; switch (gesture.type()) { case Gesture::TYPE_CIRCLE: { CircleGesture circle = gesture; std::string clockwiseness; if (circle.pointable().direction().angleTo(circle.normal()) <= PI/2) { clockwiseness = "clockwise"; } else { clockwiseness = "counterclockwise"; } // Calculate angle swept since last frame float sweptAngle = 0; if (circle.state() != Gesture::STATE_START) { CircleGesture previousUpdate = CircleGesture(controller.frame(1).gesture(circle.id())); sweptAngle = (circle.progress() - previousUpdate.progress()) * 2 * PI; } std::cout << std::string(2, ' ') << "Circle id: " << gesture.id() << ", state: " << stateNames[gesture.state()] << ", progress: " << circle.progress() << ", radius: " << circle.radius() << ", angle " << sweptAngle * RAD_TO_DEG << ", " << clockwiseness << std::endl; break; } case Gesture::TYPE_SWIPE: { 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 Gesture::TYPE_KEY_TAP: { 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 Gesture::TYPE_SCREEN_TAP: { 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; }
void SampleListener::onFrame(const Controller& controller) { // Get the most recent frame and report some basic information const Frame frame = controller.frame(); std::cout << "Frame id: " << frame.id() << ", timestamp: " << frame.timestamp() << ", hands: " << frame.hands().count() << ", fingers: " << frame.fingers().count() << ", tools: " << frame.tools().count() << ", gestures: " << frame.gestures().count() << std::endl; if (!frame.hands().isEmpty()) { // Get the first hand const Hand hand = frame.hands()[0]; // Check if the hand has any fingers const FingerList fingers = hand.fingers(); if (!fingers.isEmpty()) { // Calculate the hand's average finger tip position // Vector avgPos; for (int i = 0; i < fingers.count(); ++i) { avgPos += fingers[i].tipPosition(); } avgPos /= (float)fingers.count(); std::cout << "Hand has " << fingers.count() << " fingers, average finger tip position" << avgPos << std::endl; } // Get the hand's sphere radius and palm position std::cout << "Hand sphere radius: " << hand.sphereRadius() << " mm, palm position: " << hand.palmPosition() << std::endl; // Get the hand's normal vector and direction const Vector normal = hand.palmNormal(); const Vector direction = hand.direction(); // Calculate the hand's pitch, roll, and yaw angles std::cout << "Hand pitch: " << direction.pitch() * RAD_TO_DEG << " degrees, " << "roll: " << normal.roll() * RAD_TO_DEG << " degrees, " << "yaw: " << direction.yaw() * RAD_TO_DEG << " degrees" << std::endl; } // Get gestures const GestureList gestures = frame.gestures(); for (int g = 0; g < gestures.count(); ++g) { Gesture gesture = gestures[g]; switch (gesture.type()) { case Gesture::TYPE_CIRCLE: { CircleGesture circle = gesture; std::string clockwiseness; if (circle.pointable().direction().angleTo(circle.normal()) <= PI/4) { clockwiseness = "clockwise"; } else { clockwiseness = "counterclockwise"; } // Calculate angle swept since last frame float sweptAngle = 0; if (circle.state() != Gesture::STATE_START) { CircleGesture previousUpdate = CircleGesture(controller.frame(1).gesture(circle.id())); sweptAngle = (circle.progress() - previousUpdate.progress()) * 2 * PI; } std::cout << "Circle id: " << gesture.id() << ", state: " << gesture.state() << ", progress: " << circle.progress() << ", radius: " << circle.radius() << ", angle " << sweptAngle * RAD_TO_DEG << ", " << clockwiseness << std::endl; break; } case Gesture::TYPE_SWIPE: { SwipeGesture swipe = gesture; std::cout << "Swipe id: " << gesture.id() << ", state: " << gesture.state() << ", direction: " << swipe.direction() << ", speed: " << swipe.speed() << std::endl; break; } case Gesture::TYPE_KEY_TAP: { KeyTapGesture tap = gesture; std::cout << "Key Tap id: " << gesture.id() << ", state: " << gesture.state() << ", position: " << tap.position() << ", direction: " << tap.direction()<< std::endl; break; } case Gesture::TYPE_SCREEN_TAP: { ScreenTapGesture screentap = gesture; std::cout << "Screen Tap id: " << gesture.id() << ", state: " << gesture.state() << ", position: " << screentap.position() << ", direction: " << screentap.direction()<< std::endl; break; } default: std::cout << "Unknown gesture type." << std::endl; break; } } if (!frame.hands().isEmpty() || !gestures.isEmpty()) { std::cout << std::endl; } }
void m_bang() { Frame frame; t_atom generalInfo[6]; int num_hands, num_tools, num_gestures; frame = dispatcher.frame; num_hands = frame.hands().count(); num_tools = frame.tools().count(); num_gestures = frame.gestures().count(); if(general_flag){ SETFLOAT(&generalInfo[0], (float)frame.id()); SETFLOAT(&generalInfo[1], (float)frame.timestamp()); SETFLOAT(&generalInfo[2], (float)num_hands); SETFLOAT(&generalInfo[3], (float)frame.fingers().count()); SETFLOAT(&generalInfo[4], (float)frame.tools().count()); SETFLOAT(&generalInfo[5], (float)frame.gestures().count()); ToOutList(0, 6, generalInfo); } // tools for(int i = 0; i<num_tools; i++){ Tool tool; tool = frame.tools()[i]; t_atom toolInfo[5]; if(tools_position_flag) { SETFLOAT(&toolInfo[0], i); SETSYMBOL(&toolInfo[1], gensym("direction")); SETFLOAT(&toolInfo[2], tool.direction().x); SETFLOAT(&toolInfo[3], tool.direction().y); SETFLOAT(&toolInfo[4], tool.direction().z); ToOutAnything(1, gensym("tool"), 5, toolInfo); } if(tools_position_flag) { SETFLOAT(&toolInfo[0], i); SETSYMBOL(&toolInfo[1], gensym("position")); SETFLOAT(&toolInfo[2], tool.tipPosition().x); SETFLOAT(&toolInfo[3], tool.tipPosition().y); SETFLOAT(&toolInfo[4], tool.tipPosition().z); ToOutAnything(1, gensym("tool"), 5, toolInfo); } if(tools_velocity_flag){ SETFLOAT(&toolInfo[0], i); SETSYMBOL(&toolInfo[1], gensym("velocity")); SETFLOAT(&toolInfo[2], tool.tipVelocity().x); SETFLOAT(&toolInfo[3], tool.tipVelocity().y); SETFLOAT(&toolInfo[4], tool.tipVelocity().z); ToOutAnything(1, gensym("tool"), 5, toolInfo); } if(tools_size_flag){ SETFLOAT(&toolInfo[0], i); SETSYMBOL(&toolInfo[1], gensym("size")); SETFLOAT(&toolInfo[2], tool.width()); SETFLOAT(&toolInfo[3], tool.length()); ToOutAnything(1, gensym("tool"), 4, toolInfo); } } // hands and fingers for(int i = 0; i<num_hands; i++){ Hand hand; hand = frame.hands()[i]; int num_fingers = hand.fingers().count(); int num_tools = hand.tools().count(); t_atom handInfo[5]; if(hands_direction_flag){ // direction SETFLOAT(&handInfo[0], i); SETSYMBOL(&handInfo[1], gensym("direction")); SETFLOAT(&handInfo[2], hand.direction().x); SETFLOAT(&handInfo[3], hand.direction().y); SETFLOAT(&handInfo[4], hand.direction().z); ToOutAnything(1, gensym("hand"), 5, handInfo); } if(hands_palm_position_flag){ // position SETFLOAT(&handInfo[0], i); SETSYMBOL(&handInfo[1], gensym("palm_position")); SETFLOAT(&handInfo[2], hand.palmPosition().x); SETFLOAT(&handInfo[3], hand.palmPosition().y); SETFLOAT(&handInfo[4], hand.palmPosition().z); ToOutAnything(1, gensym("hand"), 5, handInfo); } if(hands_palm_velocity_flag){ // velocity SETFLOAT(&handInfo[0], i); SETSYMBOL(&handInfo[1], gensym("palm_velocity")); SETFLOAT(&handInfo[2], hand.palmVelocity().x); SETFLOAT(&handInfo[3], hand.palmVelocity().y); SETFLOAT(&handInfo[4], hand.palmVelocity().z); ToOutAnything(1, gensym("hand"), 5, handInfo); } if(hands_palm_normal_flag){ // normal SETFLOAT(&handInfo[0], i); SETSYMBOL(&handInfo[1], gensym("palm_normal")); SETFLOAT(&handInfo[2], hand.palmNormal().x); SETFLOAT(&handInfo[3], hand.palmNormal().y); SETFLOAT(&handInfo[4], hand.palmNormal().z); ToOutAnything(1, gensym("hand"), 5, handInfo); } if(hands_sphere_radius_flag){ // sphere radius SETFLOAT(&handInfo[0], i); SETSYMBOL(&handInfo[1], gensym("sphere_radius")); SETFLOAT(&handInfo[2], hand.sphereRadius()); ToOutAnything(1, gensym("hand"), 3, handInfo); } if(hands_sphere_center_flag){ // sphere center SETFLOAT(&handInfo[0], i); SETSYMBOL(&handInfo[1], gensym("sphere_center")); SETFLOAT(&handInfo[2], hand.sphereCenter().x); SETFLOAT(&handInfo[3], hand.sphereCenter().y); SETFLOAT(&handInfo[4], hand.sphereCenter().z); ToOutAnything(1, gensym("hand"), 5, handInfo); } if(hands_finger_count_flag){ // finger count SETFLOAT(&handInfo[0], i); SETSYMBOL(&handInfo[1], gensym("finger_count")); SETFLOAT(&handInfo[2], num_fingers); ToOutAnything(1, gensym("hand"), 3, handInfo); } if(hands_tool_count_flag){ // tool count SETFLOAT(&handInfo[0], i); SETSYMBOL(&handInfo[1], gensym("tool_count")); SETFLOAT(&handInfo[2], num_tools); ToOutAnything(1, gensym("hand"), 3, handInfo); } for(int j = 0; j<num_fingers; j++){ Finger finger; finger = hand.fingers()[j]; t_atom fingerInfo[7]; if(fingers_direction_flag){ SETFLOAT(&fingerInfo[0], i); // index SETSYMBOL(&fingerInfo[1], gensym("fingers")); SETFLOAT(&fingerInfo[2], j); SETSYMBOL(&fingerInfo[3], gensym("direction")); SETFLOAT(&fingerInfo[4], finger.direction().x); SETFLOAT(&fingerInfo[5], finger.direction().y); SETFLOAT(&fingerInfo[6], finger.direction().z); ToOutAnything(1, gensym("hand"), 7, fingerInfo); } if(fingers_position_flag){ SETFLOAT(&fingerInfo[0], i); // index SETSYMBOL(&fingerInfo[1], gensym("fingers")); SETFLOAT(&fingerInfo[2], j); SETSYMBOL(&fingerInfo[3], gensym("position")); SETFLOAT(&fingerInfo[4], finger.tipPosition().x); SETFLOAT(&fingerInfo[5], finger.tipPosition().y); SETFLOAT(&fingerInfo[6], finger.tipPosition().z); ToOutAnything(1, gensym("hand"), 7, fingerInfo); } if(fingers_velocity_flag){ SETFLOAT(&fingerInfo[0], i); // index SETSYMBOL(&fingerInfo[1], gensym("fingers")); SETFLOAT(&fingerInfo[2], j); SETSYMBOL(&fingerInfo[3], gensym("velocity")); SETFLOAT(&fingerInfo[4], finger.tipVelocity().x); SETFLOAT(&fingerInfo[5], finger.tipVelocity().y); SETFLOAT(&fingerInfo[6], finger.tipVelocity().z); ToOutAnything(1, gensym("hand"), 7, fingerInfo); } if(fingers_size_flag){ SETFLOAT(&fingerInfo[0], i); // index SETSYMBOL(&fingerInfo[1], gensym("fingers")); SETFLOAT(&fingerInfo[2], j); SETSYMBOL(&fingerInfo[3], gensym("size")); SETFLOAT(&fingerInfo[4], finger.width()); SETFLOAT(&fingerInfo[5], finger.length()); ToOutAnything(1, gensym("hand"), 6, fingerInfo); } } } t_atom gestureCountInfo[1]; for(int i = 0;i < num_gestures; i++){ Gesture gesture; gesture = frame.gestures()[i]; //type t_atom gestureTypeInfo[3]; SETFLOAT(&gestureTypeInfo[0], i); SETSYMBOL(&gestureTypeInfo[1], gensym("type")); switch(gesture.type()) { case Gesture::TYPE_INVALID: SETSYMBOL(&gestureTypeInfo[2], gensym("TYPE_INVALID")); break; case Gesture::TYPE_SWIPE: SETSYMBOL(&gestureTypeInfo[2], gensym("TYPE_SWIPE")); break; case Gesture::TYPE_CIRCLE: SETSYMBOL(&gestureTypeInfo[2], gensym("TYPE_CIRCLE")); break; case Gesture::TYPE_SCREEN_TAP: SETSYMBOL(&gestureTypeInfo[2], gensym("TYPE_SCREEN_TAP")); break; case Gesture::TYPE_KEY_TAP: SETSYMBOL(&gestureTypeInfo[2], gensym("TYPE_KEY_TAP")); break; } ToOutList(2, 3, gestureTypeInfo); //state t_atom gestureStateInfo[3]; SETFLOAT(&gestureStateInfo[0], i); SETSYMBOL(&gestureStateInfo[1], gensym("state")); switch(gesture.state()) { case Gesture::STATE_INVALID: SETSYMBOL(&gestureStateInfo[2], gensym("STATE_INVALID")); break; case Gesture::STATE_START: SETSYMBOL(&gestureStateInfo[2], gensym("TYPE_START")); break; case Gesture::STATE_UPDATE: SETSYMBOL(&gestureStateInfo[2], gensym("STATE_UPDATE")); break; case Gesture::STATE_STOP: SETSYMBOL(&gestureStateInfo[2], gensym("TYPE_STOP")); break; } ToOutList(2, 3, gestureStateInfo); t_atom gestureDurationInfo[3]; SETFLOAT(&gestureDurationInfo[0], i); SETSYMBOL(&gestureDurationInfo[1], gensym("duration")); SETFLOAT(&gestureDurationInfo[2], gesture.duration()); ToOutList(2, 3, gestureDurationInfo); t_atom gestureIdInfo[3]; SETFLOAT(&gestureIdInfo[0], i); SETSYMBOL(&gestureIdInfo[1], gensym("id")); SETFLOAT(&gestureIdInfo[2], gesture.id()); ToOutList(2, 3, gestureIdInfo); } }
void update(double p, double q, LeapHandMessage &message, const Hand &hand) { average(p,q,message.at,(1/25.4),hand.palmPosition()); average(p,q,message.point,1,hand.direction()); average(p,q,message.down,1,hand.palmNormal()); }
FREObject LNLeapDevice::getFrame() { Frame frame = controller->frame(); // TODO: Only continue with valid Frame? FREObject freCurrentFrame; FRENewObject( (const uint8_t*) "com.leapmotion.leap.Frame", 0, NULL, &freCurrentFrame, NULL); FREObject freFrameId; FRENewObjectFromInt32((int32_t) frame.id(), &freFrameId); FRESetObjectProperty(freCurrentFrame, (const uint8_t*) "id", freFrameId, NULL); const Vector frameTranslation = frame.translation(lastFrame); FRESetObjectProperty(freCurrentFrame, (const uint8_t*) "translationVector", createVector3(frameTranslation.x, frameTranslation.y, frameTranslation.z), NULL); const Matrix frameRotation = frame.rotationMatrix(lastFrame); FRESetObjectProperty(freCurrentFrame, (const uint8_t*) "rotation", createMatrix( createVector3(frameRotation.xBasis[0], frameRotation.xBasis[1], frameRotation.xBasis[2]), createVector3(frameRotation.yBasis[0], frameRotation.yBasis[1], frameRotation.yBasis[2]), createVector3(frameRotation.zBasis[0], frameRotation.zBasis[1], frameRotation.zBasis[2]), createVector3(frameRotation.origin[0], frameRotation.origin[1], frameRotation.origin[2]) ), NULL); FREObject freFrameScaleFactor; FRENewObjectFromDouble(frame.scaleFactor(lastFrame), &freFrameScaleFactor); FRESetObjectProperty(freCurrentFrame, (const uint8_t*) "scaleFactorNumber", freFrameScaleFactor, NULL); FREObject freTimestamp; FRENewObjectFromInt32((int32_t) frame.timestamp(), &freTimestamp); FRESetObjectProperty(freCurrentFrame, (const uint8_t*) "timestamp", freTimestamp, NULL); std::map<int, FREObject> freHandsMap; if (!frame.hands().empty()) { FREObject freHands; FREGetObjectProperty(freCurrentFrame, (const uint8_t*) "hands", &freHands, NULL); for(int i = 0; i < frame.hands().count(); i++) { const Hand hand = frame.hands()[i]; FREObject freHand; FRENewObject( (const uint8_t*) "com.leapmotion.leap.Hand", 0, NULL, &freHand, NULL); FRESetObjectProperty(freHand, (const uint8_t*) "frame", freCurrentFrame, NULL); FRESetObjectProperty(freHand, (const uint8_t*) "direction", createVector3(hand.direction()[0], hand.direction()[1], hand.direction()[2]), NULL); FREObject freHandId; FRENewObjectFromInt32(hand.id(), &freHandId); FRESetObjectProperty(freHand, (const uint8_t*) "id", freHandId, NULL); FRESetObjectProperty(freHand, (const uint8_t*) "palmNormal", createVector3(hand.palmNormal()[0], hand.palmNormal()[1], hand.palmNormal()[2]), NULL); FRESetObjectProperty(freHand, (const uint8_t*) "palmPosition", createVector3(hand.palmPosition()[0], hand.palmPosition()[1], hand.palmPosition()[2]), NULL); FRESetObjectProperty(freHand, (const uint8_t*) "palmVelocity", createVector3(hand.palmVelocity()[0], hand.palmVelocity()[1], hand.palmVelocity()[2]), NULL); const Matrix rotation = hand.rotationMatrix(lastFrame); FRESetObjectProperty(freHand, (const uint8_t*) "rotation", createMatrix( createVector3(rotation.xBasis[0], rotation.xBasis[1], rotation.xBasis[2]), createVector3(rotation.yBasis[0], rotation.yBasis[1], rotation.yBasis[2]), createVector3(rotation.zBasis[0], rotation.zBasis[1], rotation.zBasis[2]), createVector3(rotation.origin[0], rotation.origin[1], rotation.origin[2]) ), NULL); FREObject freScaleFactor; FRENewObjectFromDouble(hand.scaleFactor(lastFrame), &freScaleFactor); FRESetObjectProperty(freHand, (const uint8_t*) "scaleFactorNumber", freScaleFactor, NULL); FRESetObjectProperty(freHand, (const uint8_t*) "sphereCenter", createVector3(hand.sphereCenter()[0], hand.sphereCenter()[1], hand.sphereCenter()[2]), NULL); FREObject freSphereRadius; FRENewObjectFromDouble(hand.sphereRadius(), &freSphereRadius); FRESetObjectProperty(freHand, (const uint8_t*) "sphereRadius", freSphereRadius, NULL); const Vector translation = hand.translation(lastFrame); FRESetObjectProperty(freHand, (const uint8_t*) "translationVector", createVector3(translation.x, translation.y, translation.z), NULL); FRESetArrayElementAt(freHands, i, freHand); freHandsMap[hand.id()] = freHand; } } std::map<int, FREObject> frePointablesMap; if(!frame.pointables().empty()) { FREObject frePointables; FREGetObjectProperty(freCurrentFrame, (const uint8_t*) "pointables", &frePointables, NULL); for(int i = 0; i < frame.pointables().count(); i++) { const Pointable pointable = frame.pointables()[i]; FREObject frePointable; if(pointable.isTool()) { FRENewObject( (const uint8_t*) "com.leapmotion.leap.Tool", 0, NULL, &frePointable, NULL); } else { FRENewObject( (const uint8_t*) "com.leapmotion.leap.Finger", 0, NULL, &frePointable, NULL); } FRESetObjectProperty(frePointable, (const uint8_t*) "frame", freCurrentFrame, NULL); FREObject frePointableId; FRENewObjectFromInt32(pointable.id(), &frePointableId); FRESetObjectProperty(frePointable, (const uint8_t*) "id", frePointableId, NULL); FREObject frePointableLength; FRENewObjectFromDouble(pointable.length(), &frePointableLength); FRESetObjectProperty(frePointable, (const uint8_t*) "length", frePointableLength, NULL); FREObject frePointableWidth; FRENewObjectFromDouble(pointable.width(), &frePointableWidth); FRESetObjectProperty(frePointable, (const uint8_t*) "width", frePointableWidth, NULL); FRESetObjectProperty(frePointable, (const uint8_t*) "direction", createVector3(pointable.direction().x, pointable.direction().y, pointable.direction().z), NULL); FRESetObjectProperty(frePointable, (const uint8_t*) "tipPosition", createVector3(pointable.tipPosition().x, pointable.tipPosition().y, pointable.tipPosition().z), NULL); FRESetObjectProperty(frePointable, (const uint8_t*) "tipVelocity", createVector3(pointable.tipVelocity().x, pointable.tipVelocity().y, pointable.tipVelocity().z), NULL); //map to hand & back if(pointable.hand().isValid()) { FREObject freHand = freHandsMap[pointable.hand().id()]; FRESetObjectProperty(frePointable, (const uint8_t*) "hand", freHand, NULL); FREObject frePointables; FREGetObjectProperty(freHand, (const uint8_t*) "pointables", &frePointables, NULL); uint32_t numPointables; FREGetArrayLength(frePointables, &numPointables); FRESetArrayElementAt(frePointables, numPointables, frePointable); FREObject freSpecificHandPointables; if(pointable.isTool()) { FREGetObjectProperty(freHand, (const uint8_t*) "tools", &freSpecificHandPointables, NULL); } else { FREGetObjectProperty(freHand, (const uint8_t*) "fingers", &freSpecificHandPointables, NULL); } uint32_t numSpecificHandTools; FREGetArrayLength(freSpecificHandPointables, &numSpecificHandTools); FRESetArrayElementAt(freSpecificHandPointables, numSpecificHandTools, frePointable); } //push it in current frame FRESetArrayElementAt(frePointables, i, frePointable); //specific FREObject freSpecificPointables; if(pointable.isTool()) { FREGetObjectProperty(freCurrentFrame, (const uint8_t*) "tools", &freSpecificPointables, NULL); } else { FREGetObjectProperty(freCurrentFrame, (const uint8_t*) "fingers", &freSpecificPointables, NULL); } uint32_t numSpecificTools; FREGetArrayLength(freSpecificPointables, &numSpecificTools); FRESetArrayElementAt(freSpecificPointables, numSpecificTools, frePointable); frePointablesMap[pointable.id()] = frePointable; } } if(!frame.gestures().empty()) { FREObject freGestures; FREGetObjectProperty(freCurrentFrame, (const uint8_t*) "gesturesVector", &freGestures, NULL); for(int i = 0; i < frame.gestures().count(); i++) { const Gesture gesture = frame.gestures()[i]; int state; switch (gesture.state()) { case Gesture::STATE_INVALID: state = 0; break; case Gesture::STATE_START: state = 1; break; case Gesture::STATE_UPDATE: state = 2; break; case Gesture::STATE_STOP: state = 3; break; default: break; } int type; FREObject freGesture; switch (gesture.type()) { case Gesture::TYPE_SWIPE: { type = 5; SwipeGesture swipe = gesture; FRENewObject( (const uint8_t*) "com.leapmotion.leap.SwipeGesture", 0, NULL, &freGesture, NULL); FRESetObjectProperty(freGesture, (const uint8_t*) "direction", createVector3(swipe.direction().x, swipe.direction().y, swipe.direction().z), NULL); FRESetObjectProperty(freGesture, (const uint8_t*) "position", createVector3(swipe.position().x, swipe.position().y, swipe.position().z), NULL); FRESetObjectProperty(freGesture, (const uint8_t*) "startPosition", createVector3(swipe.startPosition().x, swipe.startPosition().y, swipe.startPosition().z), NULL); FREObject freSwipeGestureSpeed; FRENewObjectFromDouble(swipe.speed(), &freSwipeGestureSpeed); FRESetObjectProperty(freGesture, (const uint8_t*) "speed", freSwipeGestureSpeed, NULL); break; } case Gesture::TYPE_CIRCLE: { type = 6; CircleGesture circle = gesture; FRENewObject( (const uint8_t*) "com.leapmotion.leap.CircleGesture", 0, NULL, &freGesture, NULL); FRESetObjectProperty(freGesture, (const uint8_t*) "center", createVector3(circle.center().x, circle.center().y, circle.center().z), NULL); FRESetObjectProperty(freGesture, (const uint8_t*) "normal", createVector3(circle.normal().x, circle.normal().y, circle.normal().z), NULL); FREObject freCircleGestureProgress; FRENewObjectFromDouble(circle.progress(), &freCircleGestureProgress); FRESetObjectProperty(freGesture, (const uint8_t*) "progress", freCircleGestureProgress, NULL); FREObject freCircleGestureRadius; FRENewObjectFromDouble(circle.radius(), &freCircleGestureRadius); FRESetObjectProperty(freGesture, (const uint8_t*) "radius", freCircleGestureRadius, NULL); FREObject frePointable = frePointablesMap[circle.pointable().id()]; if(frePointable != NULL) { FRESetObjectProperty(freGesture, (const uint8_t*) "pointable", frePointable, NULL); } break; } case Gesture::TYPE_SCREEN_TAP: { type = 7; ScreenTapGesture screentap = gesture; FRENewObject( (const uint8_t*) "com.leapmotion.leap.ScreenTapGesture", 0, NULL, &freGesture, NULL); FRESetObjectProperty(freGesture, (const uint8_t*) "direction", createVector3(screentap.direction().x, screentap.direction().y, screentap.direction().z), NULL); FRESetObjectProperty(freGesture, (const uint8_t*) "position", createVector3(screentap.position().x, screentap.position().y, screentap.position().z), NULL); break; } case Gesture::TYPE_KEY_TAP: { type = 8; KeyTapGesture tap = gesture; FRENewObject( (const uint8_t*) "com.leapmotion.leap.KeyTapGesture", 0, NULL, &freGesture, NULL); FRESetObjectProperty(freGesture, (const uint8_t*) "direction", createVector3(tap.direction().x, tap.direction().y, tap.direction().z), NULL); FRESetObjectProperty(freGesture, (const uint8_t*) "position", createVector3(tap.position().x, tap.position().y, tap.position().z), NULL); break; } default: { type = 4; FRENewObject( (const uint8_t*) "com.leapmotion.leap.Gesture", 0, NULL, &freGesture, NULL); break; } } FREObject freGestureState; FRENewObjectFromInt32(state, &freGestureState); FRESetObjectProperty(freGesture, (const uint8_t*) "state", freGestureState, NULL); FREObject freGestureType; FRENewObjectFromInt32(type, &freGestureType); FRESetObjectProperty(freGesture, (const uint8_t*) "type", freGestureType, NULL); FREObject freGestureDuration; FRENewObjectFromInt32((int32_t) gesture.duration(), &freGestureDuration); FRESetObjectProperty(freGesture, (const uint8_t*) "duration", freGestureDuration, NULL); FREObject freGestureDurationSeconds; FRENewObjectFromDouble(gesture.durationSeconds(), &freGestureDurationSeconds); FRESetObjectProperty(freGesture, (const uint8_t*) "durationSeconds", freGestureDurationSeconds, NULL); FRESetObjectProperty(freGesture, (const uint8_t*) "frame", freCurrentFrame, NULL); FREObject freGestureId; FRENewObjectFromInt32(gesture.id(), &freGestureId); FRESetObjectProperty(freGesture, (const uint8_t*) "id", freGestureId, NULL); if (!gesture.hands().empty()) { FREObject freGestureHands; FREGetObjectProperty(freGesture, (const uint8_t*) "hands", &freGestureHands, NULL); for(int i = 0; i < gesture.hands().count(); i++) { const Hand hand = gesture.hands()[i]; FREObject freHand = freHandsMap[hand.id()]; FRESetArrayElementAt(freGestureHands, i, freHand); } } if (!gesture.pointables().empty()) { FREObject freGesturePointables; FREGetObjectProperty(freGesture, (const uint8_t*) "pointables", &freGesturePointables, NULL); for(int i = 0; i < gesture.pointables().count(); i++) { const Pointable pointable = gesture.pointables()[i]; FREObject frePointable = frePointablesMap[pointable.id()]; FRESetArrayElementAt(freGesturePointables, i, frePointable); } } //push it in current gesture vector FRESetArrayElementAt(freGestures, i, freGesture); } } lastFrame = frame; return freCurrentFrame; }
void QTVS_Leap::HandLogic() { //TODO: Fix this if (hands.count() == 1) { int iHandToFingerShift = hand.isLeft() ? 5 : 0; for (int iFingerCounter = iHandToFingerShift; iFingerCounter <= iHandToFingerShift + 4; iFingerCounter ++) QCoreApplication::postEvent(fingerTraces.at(iFingerCounter), new QHideEvent()); iHandToFingerShift = hand.isLeft() ? 0 : 5; if(ui.checkBox_ShowFingers->isChecked()) { for (int iFingerCounter = iHandToFingerShift; iFingerCounter <= iHandToFingerShift + 4; iFingerCounter ++) QCoreApplication::postEvent(fingerTraces.at(iFingerCounter), new QShowEvent()); } } else if (hands.isEmpty()) { foreach (FingerTraceWindow * fTrace, fingerTraces) QCoreApplication::postEvent(fTrace, new QHideEvent()); // QCoreApplication::postEvent(thumbTrace, new QHideEvent()); // QCoreApplication::postEvent(indexTrace, new QHideEvent()); // QCoreApplication::postEvent(middleTrace, new QHideEvent()); // QCoreApplication::postEvent(ringTrace, new QHideEvent()); // QCoreApplication::postEvent(pinkieTrace, new QHideEvent()); } else { if(ui.checkBox_ShowFingers->isChecked()) { foreach (FingerTraceWindow * fTrace, fingerTraces) QCoreApplication::postEvent(fTrace, new QShowEvent()); } // QCoreApplication::postEvent(thumbTrace, new QShowEvent()); // QCoreApplication::postEvent(indexTrace, new QShowEvent()); // QCoreApplication::postEvent(middleTrace, new QShowEvent()); // QCoreApplication::postEvent(ringTrace, new QShowEvent()); // QCoreApplication::postEvent(pinkieTrace, new QShowEvent()); } for (HandList::const_iterator hl = hands.begin(); hl != hands.end(); ++hl) { // Get the first hand hand = *hl; //TODO: Perhaps move this to gestures? if (ui.checkBox_Crunch->isChecked()) { if (hands.count() == 2) { // we check if one hand's dragging and the other's closed if (hand.isLeft()) { // if this hand is left, and the other hand (right) is dragging something.. if (debugWindowDrag_Right.left != -1) { debugDisplayString = QString::number(hand.grabStrength()); //pretty much closed if (hand.grabStrength() >= 0.7) { SendMessage(debugWindowHWND_Right, WM_SYSCOMMAND, SC_CLOSE, 0); // DestroyWindow(); } } } else { // if this hand is left, and the other hand (right) is dragging something.. if (debugWindowDrag_Left.left != -1) { //pretty much closed if (hand.grabStrength() >= 0.7) { // DestroyWindow(debugWindowHWND_Left); SendMessage(debugWindowHWND_Left, WM_SYSCOMMAND, SC_CLOSE, 0); } } } } } // 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 Vector normal = hand.palmNormal(); const Vector direction = hand.direction(); // Calculate the hand's pitch, roll, and yaw angles // debugDisplayString = QString(", palm position: " + QString(hand.palmPosition().toString().data() )); // debugDisplayString = QString::number(hand.palmPosition().x); //20 // debugDisplayString.append("\n"); // debugDisplayString.append(QString::number(hand.palmPosition().y)); // 5 // debugDisplayString.append("\n"); // debugDisplayString.append(QString::number(hand.palmPosition().z)); // debugDisplayString.append("\n"); // debugDisplayString.append("roll:" + QString::number(normal.roll())); ///-------------------------------------------------- if (debug_extendedFingerCounter != 0 && ui.checkBox_palmMouse->isChecked()) HandCursorPosition(hand.stabilizedPalmPosition()); if (ui.checkBox_HandRollDrag->isChecked()) { if (bDebug_HandRollDrag) { if (normal.roll() > 0.7) { bDebug_HandRollDrag = false; if (debug_extendedFingerCounter != 0) MouseKeyboardEmulation::MouseLeftClickDown(); } } } if (!bDebug_HandRollDrag) { if (normal.roll() < 0.5) { bDebug_HandRollDrag = true; MouseKeyboardEmulation::MouseLeftClickUp(); } } ///----------------------------------------------- debug_extendedFingerCounter = 0; foreach (Finger finger, fingers) { if (finger.isExtended()) debug_extendedFingerCounter++; } // Fist Scrolling if (debug_extendedFingerCounter == 0 && ui.checkBox_palmScroll->isChecked()) { if (fFistPositionY == 0) fFistPositionY = hand.palmPosition().y; if (hand.palmPosition().y > fFistPositionY + 10) { float fDifference = hand.palmPosition().y - fFistPositionY + 10; fDifference /= 10; MouseKeyboardEmulation::MouseWheelUp(fDifference); } else if (hand.palmPosition().y < fFistPositionY - 10) { float fDifference = abs(hand.palmPosition().y - fFistPositionY - 10); fDifference /= 10; MouseKeyboardEmulation::MouseWheelUp(-1 * fDifference); } // debugDisplayString = QString::number(ThumbMiddleDifference_X); //20 // debugDisplayString.append("\n"); // debugDisplayString.append(QString::number(abs(middleFinger.stabilizedTipPosition().y - indexFinger.stabilizedTipPosition().y))); // 5 // debugDisplayString.append("\n"); // debugDisplayString.append(QString::number(debug_extendedFingerCounter)); //works // if(direction.pitch() * RAD_TO_DEG > 30) // MouseKeyboardEmulation::MouseWheelUp((direction.pitch() * RAD_TO_DEG)/10); // if(direction.pitch() * RAD_TO_DEG < 30) // MouseKeyboardEmulation::MouseWheelDown(5); } else { if (fFistPositionY != 0) fFistPositionY = 0; } // std::cout << std::string(2, ' ') << "pitch: " << direction.pitch() * RAD_TO_DEG << " degrees, " // << "roll: " << normal.roll() * RAD_TO_DEG << " degrees, " // << "yaw: " << direction.yaw() * RAD_TO_DEG << " degrees" << std::endl; // Get the Arm bone 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 fingers = hand.fingers(); FingerLogic(hand.isLeft() ? handLeft : handRight); } }