bool ULeapMotionFunctionLibrary::SetImagePolicy(bool UseImagePolicy)
{
	FLeapMotionDevice* LeapDevice = FLeapMotionControllerPlugin::GetLeapDeviceSafe();
	if (LeapDevice)
	{
		return LeapDevice->SetImagePolicy(UseImagePolicy);
	}
	return false;
}
bool ULeapMotionFunctionLibrary::GetPinchStrength(int32 HandId, float& PinchStrength)
{
	FLeapMotionDevice* LeapDevice = FLeapMotionControllerPlugin::GetLeapDeviceSafe();
	if (LeapDevice)
	{
		LeapDevice->SetReferenceFrameOncePerTick();
		return LeapDevice->GetPinchStrength(HandId, PinchStrength);
	}
	return false;
}
bool ULeapMotionFunctionLibrary::GetOldestLeftOrRightHandId(ELeapSide LeapSide, int32& OutHandId)
{
	FLeapMotionDevice* LeapDevice = FLeapMotionControllerPlugin::GetLeapDeviceSafe();
	if (LeapDevice)
	{
		LeapDevice->SetReferenceFrameOncePerTick();
		return LeapDevice->GetOldestLeftOrRightHandId(LeapSide, OutHandId);
	}
	return false;
}
bool ULeapMotionFunctionLibrary::GetAllHandsIds(TArray<int32>& OutAllHandIds)
{
	FLeapMotionDevice* LeapDevice = FLeapMotionControllerPlugin::GetLeapDeviceSafe();
	if (LeapDevice)
	{
		LeapDevice->SetReferenceFrameOncePerTick();
		return LeapDevice->GetAllHandsIds(OutAllHandIds);
	}
	return false;
}
bool ULeapMotionFunctionLibrary::IsConnected()
{
	FLeapMotionDevice* LeapDevice = FLeapMotionControllerPlugin::GetLeapDeviceSafe();
	if (LeapDevice)
	{
		return LeapDevice->IsConnected();
	}

	return false;
}
示例#6
0
void ALeapMotionHandActor::Update(float DeltaSeconds)
{
	FLeapMotionDevice* Device = FLeapMotionControllerPlugin::GetLeapDeviceSafe();
	if (Device && Device->IsConnected())
	{
		Device->GetPinchStrength(HandId, PinchStrength);
		Device->GetGrabStrength(HandId, GrabStrength);
	}

	UpdateBones(DeltaSeconds);

	OnHandUpdated.Broadcast(HandId, DeltaSeconds);
}
示例#7
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void ALeapMotionHandActor::UpdateBones(float DeltaSeconds)
{
	if (BoneActors.Num() == 0) { return; }

	float CombinedScale = GetCombinedScale();

	FLeapMotionDevice* Device = FLeapMotionControllerPlugin::GetLeapDeviceSafe();
	if (Device && Device->IsConnected())
	{
		int BoneArrayIndex = 0;
		for (ELeapBone LeapBone = bShowArm ? ELeapBone::Forearm : ELeapBone::Palm; LeapBone <= ELeapBone::Finger4Tip; ((int8&)LeapBone)++)
		{
			FVector TargetPosition;
			FRotator TargetOrientation;

			bool Success = Device->GetBonePostionAndOrientation(HandId, LeapBone, TargetPosition, TargetOrientation);

			if (Success)
			{
				// Offset target position & rotation by the SpawnReference actor's transform
				FQuat RefQuat = GetRootComponent()->GetComponentRotation().Quaternion();
				TargetPosition = RefQuat * TargetPosition * CombinedScale + GetRootComponent()->GetComponentLocation();
				TargetOrientation = (RefQuat * TargetOrientation.Quaternion()).Rotator();

				// Get current position & rotation
				ALeapMotionBoneActor* BoneActor = BoneActors[BoneArrayIndex++];

				UPrimitiveComponent* PrimitiveComponent = Cast<UPrimitiveComponent>(BoneActor->GetRootComponent());
				if (PrimitiveComponent && PrimitiveComponent->IsSimulatingPhysics())
				{
					FVector CurrentPositon = PrimitiveComponent->GetComponentLocation();
					FRotator CurrentRotation = PrimitiveComponent->GetComponentRotation();

					// Compute linear velocity
					FVector LinearVelocity = (TargetPosition - CurrentPositon) / DeltaSeconds;

					// Compute angular velocity
					FVector Axis;
					float Angle;
					ConvertDeltaRotationsToAxisAngle(CurrentRotation, TargetOrientation, Axis, Angle);
					if (Angle > PI) { Angle -= 2 * PI; }
					FVector AngularVelcity = Axis * (Angle / DeltaSeconds);

					// Apply velocities
					PrimitiveComponent->SetPhysicsLinearVelocity(LinearVelocity);
					PrimitiveComponent->SetAllPhysicsAngularVelocity(AngularVelcity * 180.0f / PI);
				}
			}
		}
	}
}
bool ULeapMotionFunctionLibrary::GetBoneWidthAndLength(int32 HandId, ELeapBone LeapBone, float& OutWidth, float& OutLength)
{
	OutWidth = 0.0f;
	OutLength = 0.0f;

	FLeapMotionDevice* LeapDevice = FLeapMotionControllerPlugin::GetLeapDeviceSafe();
	if (LeapDevice)
	{
		LeapDevice->SetReferenceFrameOncePerTick();
		return LeapDevice->GetBoneWidthAndLength(HandId, LeapBone, OutWidth, OutLength);
	}

	return false;
}
bool ULeapMotionFunctionLibrary::GetBonePostionAndOrientation(int32 HandId, ELeapBone LeapBone, FVector& OutPosition, FRotator& OutOrientation)
{
	OutPosition = FVector::ZeroVector;
	OutOrientation = FRotator::ZeroRotator;

	FLeapMotionDevice* LeapDevice = FLeapMotionControllerPlugin::GetLeapDeviceSafe();
	if (LeapDevice)
	{
		LeapDevice->SetReferenceFrameOncePerTick();
		return LeapDevice->GetBonePostionAndOrientation(HandId, LeapBone, OutPosition, OutOrientation);
	}

	return false;
}
// Called when the game starts
void ULeapMotionImageComponent::InitializeComponent()
{
	Super::InitializeComponent();

	// ...

	DynamicPassthroughMaterial = UKismetMaterialLibrary::CreateDynamicMaterialInstance(this, PassthroughMaterial);
	DisplaySurfaceComponent->SetMaterial(0, DynamicPassthroughMaterial);

	FLeapMotionDevice* Device = FLeapMotionControllerPlugin::GetLeapDeviceSafe();
	if (Device && Device->IsConnected())
	{
		Device->SetImagePolicy(true);
	}

}
示例#11
0
void ALeapMotionHandActor::Init(int32 HandIdParam, const TSubclassOf<class ALeapMotionBoneActor>& BoneBlueprint)
{
	FLeapMotionDevice* Device = FLeapMotionControllerPlugin::GetLeapDeviceSafe();
	if (Device && Device->IsConnected())
	{
		Leap::Hand Hand = Device->Frame().hand(HandIdParam);

		HandId = HandIdParam;
		bool IsLeft;
		Device->GetIsHandLeft(HandId, IsLeft);
		HandSide = IsLeft ? ELeapSide::Left : ELeapSide::Right;
	}

	CreateBones(BoneBlueprint);

	OnHandAdded.Broadcast(HandId);
}
示例#12
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void ALeapMotionHandActor::CreateBones(const TSubclassOf<class ALeapMotionBoneActor>& BoneBlueprint)
{
	FActorSpawnParameters SpawnParams;
	SpawnParams.Owner = GetOwner();
	SpawnParams.Instigator = GetInstigator();

	float CombinedScale = GetCombinedScale();

	FLeapMotionDevice* Device = FLeapMotionControllerPlugin::GetLeapDeviceSafe();
	if (Device && Device->IsConnected())
	{
		for (ELeapBone LeapBone = bShowArm ? ELeapBone::Forearm : ELeapBone::Palm; LeapBone <= ELeapBone::Finger4Tip; ((int8&)LeapBone)++)
		{
			FVector Position;
			FRotator Orientation;
			float Width;
			float Length;

			bool Success = Device->GetBonePostionAndOrientation(HandId, LeapBone, Position, Orientation);
			Success &= Device->GetBoneWidthAndLength(HandId, LeapBone, Width, Length);
			if (Success)
			{
				FQuat RefQuat = GetRootComponent()->GetComponentRotation().Quaternion();
				Position = RefQuat * Position * CombinedScale + GetRootComponent()->GetComponentLocation();
				Orientation = (RefQuat * Orientation.Quaternion()).Rotator();

				ALeapMotionBoneActor* BoneActor = GWorld->SpawnActor<ALeapMotionBoneActor>(BoneBlueprint ? BoneBlueprint : ALeapMotionBoneActor::StaticClass(), Position, Orientation, SpawnParams);
				if (BoneActor) 
				{
					BoneActors.Add(BoneActor);
#					if WITH_EDITOR
						BoneActor->SetActorLabel(*FString::Printf(TEXT("LeapBone:%s"), ANSI_TO_TCHAR(LEAP_GET_BONE_NAME(LeapBone))));
#					endif
					BoneActor->AttachRootComponentToActor(this, NAME_None, EAttachLocation::KeepWorldPosition, true);
					BoneActor->Init(LeapBone, CombinedScale, Width, Length, bShowCollider, bShowMesh);
				}
			}
		}
	}
}
void ULeapMotionImageComponent::UpdateImageTexture()
{
	FLeapMotionDevice* Device = FLeapMotionControllerPlugin::GetLeapDeviceSafe();

	if (Device && Device->IsConnected())
	{
		Device->SetReferenceFrameOncePerTick();
	}
	
	if (Device && Device->IsConnected() && Device->Frame().images().count() > 1)
	{
		Leap::ImageList ImageList = Device->Frame().images();
		
		for (int eye = 0; eye < 2; eye++)
		{
			Leap::Image Image = ImageList[eye];
			bool isRGB = Image.format() != Leap::Image::INFRARED;
			UTexture2D*& Texture = eye ? ImagePassthroughRight : ImagePassthroughLeft;
			UTexture2D*& Distortion = eye ? DistortionTextureRight : DistortionTextureLeft;
			
			// Recreate the image & distortion textures.
			if (!Texture || Image.width() != Texture->PlatformData->SizeX || Image.height() != Texture->PlatformData->SizeY)
			{
				EPixelFormat PixelFormat = !isRGB ? PF_G8 : PF_R8G8B8A8;
				Texture = UTexture2D::CreateTransient(Image.width(), Image.height(), PixelFormat);
				Texture->SRGB = 0;
				Texture->UpdateResource();

				Distortion = BuildDistortionTextures(Image);

				if (isRGB)
				{
					DynamicPassthroughMaterial->SetTextureParameterValue(eye ? TEXT("BaseTextureRGB_Right") : TEXT("BaseTextureRGB"), Texture);
					DynamicPassthroughMaterial->SetScalarParameterValue(TEXT("ImageFormat"), 1.0);
				}
				else
				{
					DynamicPassthroughMaterial->SetTextureParameterValue(eye ? TEXT("BaseTextureIR_Right") : TEXT("BaseTextureIR"), Texture);
					DynamicPassthroughMaterial->SetScalarParameterValue(TEXT("ImageFormat"), -1.0);
				}

				DynamicPassthroughMaterial->SetTextureParameterValue(eye ? TEXT("DistortionTextureRight") : TEXT("DistortionTexture"), Distortion);

				if (GEngine && GEngine->GameViewport && GEngine->GameViewport->Viewport)
				{
					FIntPoint Resolution = GEngine->GameViewport->Viewport->GetSizeXY();
					FLinearColor ScreenRes = FLinearColor(Resolution.X, Resolution.Y, 0.f, 0.f);
					DynamicPassthroughMaterial->SetVectorParameterValue(TEXT("ScreenResolution"), ScreenRes);
				}
				
				AttachDisplaySurface();
			}

			// Extract the image 
			{
				UTexture2D*& Texture = eye ? ImagePassthroughRight : ImagePassthroughLeft;

				const uint8* LeapData = Image.data();
				const int LeapDataSize = Image.width() * Image.height() * Image.bytesPerPixel();

				//Check for dragonfly
				if (!isRGB)
				{
					uint8* Dest = (uint8*)Texture->PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE);
					FMemory::Memcpy(Dest, LeapData, LeapDataSize);
				}
				else
				{
					uint32* Dest = (uint32*)Texture->PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE);
					FMemory::Memcpy(Dest, LeapData, LeapDataSize);
				}

				Texture->PlatformData->Mips[0].BulkData.Unlock();
				Texture->UpdateResource();
			}

			// Hack: need to update distortion texture every frame to handle device flipping.
			UpdateDistortionTextures(Image, Distortion);
		}

		const bool bUsingHmd = GEngine->HMDDevice.IsValid() && GEngine->HMDDevice->IsHeadTrackingAllowed();
		DynamicPassthroughMaterial->SetScalarParameterValue("HorizontalTanHalfFOV", bUsingHmd ? 1.4f : 1.0f);

	}
	else
	{
		// We can't find two images, that might be due to device being detached & maybe exchanged later -- trigger reset.
		ImagePassthroughLeft = nullptr;
		ImagePassthroughRight = nullptr;
		DistortionTextureLeft = nullptr;
		DistortionTextureRight = nullptr;
	}
}