void HandController::drawBone(const Leap::Bone& bone) { static const ColorA bone_color(CM_HSV, 0.5f, 0.0f, 1.0f, 0.5f); Leap::Vector midpoint = (bone.prevJoint() + bone.prevJoint()) / 2.0; glPushMatrix(); glTranslatef(midpoint.x, midpoint.y, midpoint.z); glMultMatrixf(GetBoneMatrix(bone)); glRotatef(90, -1, 0, 0); glMaterialfv(GL_FRONT, GL_DIFFUSE, bone_color); gl::drawCylinder(HAND_CYLINDER_RADIUS, HAND_CYLINDER_RADIUS, bone.length(), 12, 1); glPopMatrix(); }
void HandController::drawHands() { glPushMatrix(); glTranslatef(translation_); glScalef(scale_, scale_, scale_); Leap::Frame frame = controller_.frame(); for (int h = 0; h < frame.hands().count(); ++h) { Leap::Hand hand = frame.hands()[h]; for (int f = 0; f < hand.fingers().count(); ++f) { Leap::Finger finger = hand.fingers()[f]; // Draw first joint inside hand. Leap::Bone mcp = finger.bone(Leap::Bone::Type::TYPE_METACARPAL); drawJoint(mcp.prevJoint()); for (int b = 0; b < 4; ++b) { Leap::Bone bone = finger.bone(static_cast<Leap::Bone::Type>(b)); drawJoint(bone.nextJoint()); drawBone(bone); } } } glPopMatrix(); }
void LeapMotionPlugin::processFrame(const Leap::Frame& frame) { // Default to uncontrolled. for (int i = 0; i < _joints.size(); i++) { _joints[i].position = glm::vec3(); } auto hands = frame.hands(); const int MAX_NUMBER_OF_HANDS = 2; for (int i = 0; i < hands.count() && i < MAX_NUMBER_OF_HANDS; i++) { auto hand = hands[i]; int sideSign = hand.isLeft() ? LEFT_SIDE_SIGN : RIGHT_SIDE_SIGN; int jointIndex = hand.isLeft() ? LeapMotionJointIndex::LeftHand : LeapMotionJointIndex::RightHand; // Hand. _joints[jointIndex].position = LeapVectorToVec3(hand.wristPosition()); _joints[jointIndex].orientation = LeapBasisToQuat(sideSign, hand.basis()); // Fingers. // Leap Motion SDK guarantees full set of fingers and finger joints so can straightforwardly process them all. Leap::FingerList fingers = hand.fingers(); for (int j = Leap::Finger::Type::TYPE_THUMB; j <= Leap::Finger::Type::TYPE_PINKY; j++) { Leap::Finger finger; finger = fingers[j]; Leap::Bone bone; bone = finger.bone(Leap::Bone::Type::TYPE_PROXIMAL); jointIndex++; _joints[jointIndex].position = LeapVectorToVec3(bone.prevJoint()); _joints[jointIndex].orientation = LeapBasisToQuat(sideSign, bone.basis()); bone = finger.bone(Leap::Bone::Type::TYPE_INTERMEDIATE); jointIndex++; _joints[jointIndex].position = LeapVectorToVec3(bone.prevJoint()); _joints[jointIndex].orientation = LeapBasisToQuat(sideSign, bone.basis()); bone = finger.bone(Leap::Bone::Type::TYPE_DISTAL); jointIndex++; _joints[jointIndex].position = LeapVectorToVec3(bone.prevJoint()); _joints[jointIndex].orientation = LeapBasisToQuat(sideSign, bone.basis()); jointIndex++; _joints[jointIndex].position = LeapVectorToVec3(bone.nextJoint()); _joints[jointIndex].orientation = LeapBasisToQuat(sideSign, bone.basis()); } } }
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; } }