Пример #1
0
void MenuController::updateLeapPointer(const Leap::Controller& controller, const Leap::Frame& frame)
{
	pointer_ = frame.fingers().extended().frontmost();
	Leap::Vector n = frame.interactionBox().normalizePoint(pointer_.stabilizedTipPosition());
	leap.x = n.x * viewport_.width + viewport_.x;
	leap.y = n.y * viewport_.height + viewport_.y;
}
Пример #2
0
fdata get_finger_positions()
{
    Leap::Frame frame = control.frame();
    Leap::FingerList fingers = frame.fingers();
    Leap::ToolList tools = frame.tools();
    Leap::HandList hands = frame.hands();

    //std::vector<std::pair<cl_float4, int>> positions;

    fdata hand_data;


    int p = 0;

    for(int i=0; i<40; i++)
    {
        hand_data.fingers[i] = 0.0f;
    }

    ///will explode if more than 2
    for(int i=0; i<hands.count(); i++)
    {
        const Leap::Hand hand = hands[i];
        Leap::FingerList h_fingers = hand.fingers();

        float grab_strength = hand.grabStrength();

        hand_data.grab_confidence[i] = grab_strength;

        for(int j=0; j<h_fingers.count(); j++)
        {
            const Leap::Finger finger = h_fingers[j];

            float mfingerposx = finger.tipPosition().x;
            float mfingerposy = finger.tipPosition().y;
            float mfingerposz = finger.tipPosition().z;

            //cl_float4 ps = {mfingerposx, mfingerposy, mfingerposz, 0.0f};
            //cl_float4 ps = {mfingerposx, mfingerposy, mfingerposz, 0.0f};

            int id = finger.id();

            hand_data.fingers[p++] = mfingerposx;
            hand_data.fingers[p++] = mfingerposy;
            hand_data.fingers[p++] = mfingerposz;
            hand_data.fingers[p++] = 0.0f;

            //positions.push_back(std::pair<cl_float4, int>(ps, id));

        }
    }

    return hand_data;
}
void LeapCinderVectorFieldApp::processFingers()
{
	Leap::Frame frame = m_LeapController.frame();
	Leap::FingerList fingers = frame.fingers();

	m_VectorField->ClearPointTo();

	for( int i = 0; i < fingers.count(); i++ )
	{
		m_VectorField->CheckPointTo( normalizeCoords( fingers[i].tipPosition() ) );
	}
}
Пример #4
0
void LeapListener::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()
            << ", fingers: " << frame.fingers().count()
            << ", tools: " << frame.tools().count()
            << ", gestures: " << frame.gestures().count();
  */

  if (!frame.hands().isEmpty()) {
    // Get the first hand
    const Leap::Hand hand = frame.hands()[0];


    qDebug() << "Radius: " << hand.sphereRadius();

    // Grab
    if(hand.sphereRadius() < 50.0 && hand.translationProbability(controller.frame(1)) > 0.6){
        Leap::Vector v = hand.translation(controller.frame(1));
        v = 0.1 * v;
        glwidget_->camera_.translate(v.x, v.y, v.z);
        glwidget_->update();
    }

    qDebug() << "Hand pos" << hand.palmPosition().x << hand.palmPosition().y << hand.palmPosition().z;

    if(frame.fingers().count() > 200 && frame.hands().count() == 1){
        Leap::Vector trans = hand.translation(controller.frame(1));

        //int dir = trans.y > 0 ? 1 : -1;
        trans = 0.1 * trans;
        //glwidget_->camera_.translate(0, 0, dir*0.1);

        //Leap::Vector rot = hand.rotationAxis(controller.frame());

        float yaw = hand.rotationAngle(controller.frame(1), Leap::Vector(1, 0, 0));
        float pitch = hand.rotationAngle(controller.frame(1), Leap::Vector(1, 0, 0)); // works
        float roll = hand.rotationAngle(controller.frame(1), Leap::Vector(0, 0, 1));

        //qDebug() << yaw <<  pitch <<  roll;

        glwidget_->camera_.rotate3D(yaw, pitch, roll);

        //glwidget_->camera_.rotate2D(0.01 * trans.x, 0.01 * trans.y);

        glwidget_->update();
    }

/*
    // Check if the hand has any fingers
    const Leap::FingerList fingers = hand.fingers();
    if (!fingers.empty()) {
      // Calculate the hand's average finger tip position
      Leap::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 Leap::Vector normal = hand.palmNormal();
    const Leap::Vector direction = hand.direction();

    // Calculate the hand's pitch, roll, and yaw angles
    std::cout << "Hand 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 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()) <= M_PI/4) {
          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().gesture(circle.id()));
          sweptAngle = (circle.progress() - previousUpdate.progress()) * 2 * M_PI;
        }
        std::cout << "Circle id: " << gesture.id()
                  << ", state: " << 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 << "Swipe id: " << gesture.id()
          << ", state: " << gesture.state()
          << ", direction: " << swipe.direction()
          << ", speed: " << swipe.speed() << std::endl;
        break;
      }
      case Leap::Gesture::TYPE_KEY_TAP:
      {
        Leap::KeyTapGesture tap = gesture;
        std::cout << "Key Tap id: " << gesture.id()
          << ", state: " << gesture.state()
          << ", position: " << tap.position()
          << ", direction: " << tap.direction()<< std::endl;
        break;
      }
      case Leap::Gesture::TYPE_SCREEN_TAP:
      {
        Leap::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.";
        break;
    }
    */
  }

}
Пример #5
0
int main()
{
	//Leap Motion Vairables
	Leap::Controller controller;
	Leap::Frame frame;
	Leap::HandList hands;
	Leap::Hand h1;
	Leap::FingerList fingers;
	Leap::Finger index;
	Leap::Finger thumb;
	Leap::PointableList pointables;
	float indexX = 0, indexY = 0, indexZ = 0, thumbX = 0, thumbY = 0, thumbZ = 0, sum = 0;
	unsigned long cycles = 0;

	// TCP Variables
	WSADATA wsaData;
	SOCKET connectSocket = INVALID_SOCKET;

	struct addrinfo* result = NULL;
	struct addrinfo* ptr = NULL;
	struct addrinfo  hints;

	char cSendBuf[512][512];
	char sSendBuf[512];

	int iResult;
	int recvBufLen = DEFAULT_BUFLEN;

	int i = 0;

	iResult = WSAStartup(MAKEWORD(2, 2), &wsaData);
	if (iResult != 0) {
		printf("WSAStartup failed with error: %d\n", iResult);
		return 1;
	}

	// Initialize all address info to 0 to start.
	SecureZeroMemory(&hints, sizeof(hints));
	hints.ai_family = AF_UNSPEC;     // Doesn't matter if we use IPV4 or IPV6
	hints.ai_socktype = SOCK_STREAM; // TCP Stream sockets
	hints.ai_protocol = IPPROTO_TCP;

	// Resolve the server address and port
	iResult = getaddrinfo("127.0.0.1", DEFAULT_PORT, &hints, &result);
	if (iResult != 0) {
		printf("getaddrinfo failed with error: %d\n", iResult);
		WSACleanup();
		return 1;
	}

	// Attempt to connect to an address until one succeeds
	for (ptr = result; ptr != NULL; ptr = ptr->ai_next) {

		// create a socket for connecting to the server
		connectSocket = socket(ptr->ai_family, ptr->ai_socktype, ptr->ai_protocol);

		if (connectSocket == INVALID_SOCKET) {
			printf("socket failed with error: %ld\n", WSAGetLastError());
			WSACleanup();
			return 1;
		}

		// Connect to the server
		iResult = connect(connectSocket, ptr->ai_addr, (int)ptr->ai_addrlen);
		if (iResult == SOCKET_ERROR) {
			closesocket(connectSocket);
			connectSocket = INVALID_SOCKET;
			continue;
		}

		break;
	}

	// Deallocate the address info
	freeaddrinfo(result);

	if (connectSocket == INVALID_SOCKET) {
		printf("Unable to connect to server!\n");
		WSACleanup();
		return 1;
	}

	// Setup serial port connection and needed variables.
	SerialPort.Open(PORT_NUM, BAUD);

	Controller[20].value = 9;	//Verification Byte sent to make sure everything else ends up in the right location
	FillByteSize();

	while (true)
	{
		cycles++;
		UpdateControllerState();	//Updates all values on the controller
		WORD wButtons = g_Controllers[CONTROLLER1].state.Gamepad.wButtons;

		//Stores all of the values from the controller into the controller structure
		Controller[0].value = g_Controllers[CONTROLLER1].state.Gamepad.sThumbRX;
		Controller[1].value = g_Controllers[CONTROLLER1].state.Gamepad.sThumbRY;
		Controller[2].value = g_Controllers[CONTROLLER1].state.Gamepad.sThumbLX;
		Controller[3].value = g_Controllers[CONTROLLER1].state.Gamepad.sThumbLY;
		Controller[4].value = (g_Controllers[CONTROLLER1].state.Gamepad.bRightTrigger);
		Controller[5].value = (g_Controllers[CONTROLLER1].state.Gamepad.bLeftTrigger);
		Controller[6].value = (wButtons & XINPUT_GAMEPAD_RIGHT_THUMB);
		Controller[7].value = (wButtons & XINPUT_GAMEPAD_LEFT_THUMB);
		Controller[8].value = (wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER);
		Controller[9].value = (wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER);
		Controller[10].value = (wButtons & XINPUT_GAMEPAD_DPAD_UP);
		Controller[11].value = (wButtons & XINPUT_GAMEPAD_DPAD_DOWN);
		Controller[12].value = (wButtons & XINPUT_GAMEPAD_DPAD_LEFT);
		Controller[13].value = (wButtons & XINPUT_GAMEPAD_DPAD_RIGHT);
		Controller[14].value = (wButtons & XINPUT_GAMEPAD_A);
		Controller[15].value = (wButtons & XINPUT_GAMEPAD_B);
		Controller[16].value = (wButtons & XINPUT_GAMEPAD_Y);
		Controller[17].value = (wButtons & XINPUT_GAMEPAD_X);
		Controller[18].value = (wButtons & XINPUT_GAMEPAD_START);
		Controller[19].value = (wButtons & XINPUT_GAMEPAD_BACK);

		CheckDeadZone();

		if (controller.isConnected() == true)
		{ 
			sum = 0;
			frame = controller.frame();
			hands = frame.hands();
			h1 = hands[0];
			fingers = frame.fingers();
			thumb = fingers[0];
			index = fingers[1];
			pointables = frame.pointables();

			Leapvalues[0].value = h1.palmVelocity().x;
			Leapvalues[1].value = h1.palmVelocity().y;
			Leapvalues[2].value = h1.palmVelocity().z;

			Leapvalues[3].value = h1.direction().pitch()*Leap::RAD_TO_DEG;
			Leapvalues[4].value = h1.direction().yaw()*Leap::RAD_TO_DEG;
			Leapvalues[5].value = h1.direction().roll()*Leap::RAD_TO_DEG;

			indexX = index.tipPosition().x;
			indexY = index.tipPosition().y;
			indexZ = index.tipPosition().z;

			thumbX = thumb.tipPosition().x;
			thumbY = thumb.tipPosition().y;
			thumbZ = thumb.tipPosition().z;

			Leapvalues[6].value = sqrt(pow((indexX - thumbX), 2) + pow((indexY - thumbY), 2) + pow((indexZ - thumbZ), 2));

			leapConnected = true;
			CheckLeapDeadZone();

		}

		for (i = 6; i < NUMBER_OF_BUTTONS; i++)	//DO NOT SET TO <= NUMBER_OF_BUTTONS, NOT A MISTAKE. Verification bit should always keep its value
		{
			{
				Controller[i].value = AnalogToDigital(Controller[i].value);	//converts all of the button presses on the controller to a binary value
			}
		}

		//turns all of the numerical values into buffers that can be passed to the arduino
		for (i = 0; i <= NUMBER_OF_BUTTONS; i++)
		{
			_itoa_s(Controller[i].value, Controller[i].passedValue, 10);
		}

		/*
		for (i = 0; i < NUMBER_OF_BUTTONS; i++) {
			_itoa_s(Controller[i].value, cSendBuf[i], 10);
			cSendBuf[i][strlen(cSendBuf[i])] = '\0';

			iResult = send(connectSocket, cSendBuf[0], (int)strlen(cSendBuf[0]), 0);

			printf("String sent: %s\n", cSendBuf[0]);

			// Check for errors
			if (iResult == SOCKET_ERROR) {
				printf("send failed with error: %d\n", WSAGetLastError());
				closesocket(connectSocket);
				WSACleanup();
				return 1;
			}
		}

		// Try to send the packet
		iResult = send(connectSocket, "\n", (int)strlen("\n"), 0);

		//printf("String sent: %s\n", sendBuf);

		// Check for errors
		if (iResult == SOCKET_ERROR) {
			printf("send failed with error: %d\n", WSAGetLastError());
			closesocket(connectSocket);
			WSACleanup();
			return 1;
		}*/

		if (leapConnected = true)
		{
			for (i = 0; i < NUMBER_OF_LEAP_INPUTS; i++)
			{
				_itoa_s(Leapvalues[i].value, Leapvalues[i].passedValue, 10);
			}
		}

		/*Values recieved in this order:
		0) YAW
		1) PITCH
		2) ROLL
		3) ACCELERATION ON X AXIS
		4) ACCELERATION ON Y AXIS
		5) ACCELERATION ON Z AXIS
		6) SONAR SENSOR DISTANCE (IN METERS)
		*/
		if (SendData() == 1)
		{
			for (i = 0; i < 7; i++)
			{
				while (SerialPort.ReadDataWaiting() < 3)
				{
				}

				if (i > 2 && i < 6)
					SerialPort.ReadData(received[i], 5);

				else
					SerialPort.ReadData(received[i], 4);

				std::cout << received[i] << ' ';

				// Added this 6.25.14
				strcpy(sSendBuf, received[i]);
				sSendBuf[strlen(sSendBuf)] = '\0';
				iResult = send(connectSocket, sSendBuf, (int)strlen(sSendBuf), 0);

				printf("String sent: %s\n", sSendBuf);

				// Check for errors
				if (iResult == SOCKET_ERROR) {
					printf("send failed with error: %d\n", WSAGetLastError());
					closesocket(connectSocket);
					WSACleanup();
					return 1;
				}

				// Try to send the packet
				iResult = send(connectSocket, "\n", (int)strlen("\n"), 0);

				//printf("String sent: %s\n", sendBuf);

				// Check for errors
				if (iResult == SOCKET_ERROR) {
					printf("send failed with error: %d\n", WSAGetLastError());
					closesocket(connectSocket);
					WSACleanup();
					return 1;
				}
			}
		}
			
		
		
		//std::cout << recieved[0];
		printf("\t%d", cycles);
		printf("\n");
		//Sleep(500);  <<'\t' << recieved[1]

		
	}

	closesocket(connectSocket);
	WSACleanup();
	return 0;
}
Пример #6
0
int main()
{
	Leap::Controller controller;
	Leap::Frame frame;
	Leap::HandList hands;
	Leap::Hand h1;
	Leap::FingerList fingers;
	Leap::Finger index;
	Leap::Finger thumb;
	Leap::PointableList pointables;
	float indexX = 0, indexY = 0, indexZ = 0, thumbX = 0, thumbY = 0, thumbZ = 0, sum = 0, supersample[20];

	int i = 0;

	// Setup serial port connection and needed variables.
	HANDLE hSerial = CreateFile(L"COM6", GENERIC_WRITE | GENERIC_READ, 0, 0, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, 0);

	if (hSerial != INVALID_HANDLE_VALUE)
	{
		printf("Port opened! \n");

		DCB dcbSerialParams;
		GetCommState(hSerial, &dcbSerialParams);

		dcbSerialParams.BaudRate = CBR_14400;
		dcbSerialParams.ByteSize = 8;
		dcbSerialParams.Parity = NOPARITY;
		dcbSerialParams.StopBits = ONESTOPBIT;

		SetCommState(hSerial, &dcbSerialParams);

		Sleep(1000);
	}

	else
	{
		if (GetLastError() == ERROR_FILE_NOT_FOUND)
		{
			printf("Serial port doesn't exist! \n");
		}

		printf("Error while setting up serial port! \n");
	}

	Controller[20].value = 9;	//Verification Byte sent to make sure everything else ends up in the right location
	FillByteSize();

	while (true)
	{
		UpdateControllerState();	//Updates all values on the controller
		WORD wButtons = g_Controllers[CONTROLLER1].state.Gamepad.wButtons;

		//Stores all of the values from the controller into the controller structure
		Controller[0].value = g_Controllers[CONTROLLER1].state.Gamepad.sThumbRX;
		Controller[1].value = g_Controllers[CONTROLLER1].state.Gamepad.sThumbRY;
		Controller[2].value = g_Controllers[CONTROLLER1].state.Gamepad.sThumbLX;
		Controller[3].value = g_Controllers[CONTROLLER1].state.Gamepad.sThumbLY;
		Controller[4].value = (g_Controllers[CONTROLLER1].state.Gamepad.bRightTrigger);
		Controller[5].value = (g_Controllers[CONTROLLER1].state.Gamepad.bLeftTrigger);
		Controller[6].value = (wButtons & XINPUT_GAMEPAD_RIGHT_THUMB);
		Controller[7].value = (wButtons & XINPUT_GAMEPAD_LEFT_THUMB);
		Controller[8].value = (wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER);
		Controller[9].value = (wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER);
		Controller[10].value = (wButtons & XINPUT_GAMEPAD_DPAD_UP);
		Controller[11].value = (wButtons & XINPUT_GAMEPAD_DPAD_DOWN);
		Controller[12].value = (wButtons & XINPUT_GAMEPAD_DPAD_LEFT);
		Controller[13].value = (wButtons & XINPUT_GAMEPAD_DPAD_RIGHT);
		Controller[14].value = (wButtons & XINPUT_GAMEPAD_A);
		Controller[15].value = (wButtons & XINPUT_GAMEPAD_B);
		Controller[16].value = (wButtons & XINPUT_GAMEPAD_Y);
		Controller[17].value = (wButtons & XINPUT_GAMEPAD_X);
		Controller[18].value = (wButtons & XINPUT_GAMEPAD_START);
		Controller[19].value = (wButtons & XINPUT_GAMEPAD_BACK);

		CheckDeadZone();

		if (controller.isConnected() == true)
		{
			sum = 0;
			frame = controller.frame();
			hands = frame.hands();
			h1 = hands[0];
			fingers = frame.fingers();
			thumb = fingers[0];
			index = fingers[1];
			pointables = frame.pointables();

			Leapvalues[0].value = h1.palmVelocity().x;
			Leapvalues[1].value = h1.palmVelocity().y;
			Leapvalues[2].value = h1.palmVelocity().z;
			Leapvalues[3].value = h1.direction().pitch()*Leap::RAD_TO_DEG;
			Leapvalues[4].value = h1.direction().yaw()*Leap::RAD_TO_DEG;

			indexX = index.tipPosition().x;
			indexY = index.tipPosition().y;
			indexZ = index.tipPosition().z;

			thumbX = thumb.tipPosition().x;
			thumbY = thumb.tipPosition().y;
			thumbZ = thumb.tipPosition().z;

			Leapvalues[5].value = sqrt(pow((indexX - thumbX), 2) + pow((indexY - thumbY), 2) + pow((indexZ - thumbZ), 2));

			leapConnected = true;
			CheckLeapDeadZone();
		}



		for (i = 6; i < NUMBER_OF_BUTTONS; i++)	//DO NOT SET TO <= NUMBER_OF_BUTTONS, NOT A MISTAKE. Verification bit should always keep its value
		{
			{
				Controller[i].value = AnalogToDigital(Controller[i].value);	//converts all of the button presses on the controller to a binary value
			}
		}

		//turns all of the numerical values into buffers that can be passed to the arduino
		for (i = 0; i <= NUMBER_OF_BUTTONS; i++)
		{
			_itoa_s(Controller[i].value, Controller[i].passedValue, 10);
		}

		for (i = 0; i < NUMBER_OF_LEAP_INPUTS; i++)
		{
			_itoa_s(Leapvalues[i].value, Leapvalues[i].passedValue, 10);
		}

		SendData(hSerial);

		std::cout << Controller[8].value << std::endl;
	}
	return 0;
}
Пример #7
0
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;
  }

}