示例#1
0
/*
void LeapActions::onScreenTap( Leap::Gesture gesture )
{
    // screen tap gesture
    qDebug() << "ScreenTapGesture";
}
*/
void Leap::LeapActions::rotateGraph( Leap::Gesture gesture )
{

	// swipe gesture
	SwipeGesture swipe = gesture;
	Vector direction = swipe.direction();

	// >= instead of > to avoid edge case, no rotation would happen with abs direction[0] equal to abs direction[1]
	if ( abs( direction[0] ) >= abs( direction[1] ) ) { // horizontal movement
		if ( direction[0] > 0 ) {
			cameraManipulator->rotateCamera( 0, 0, 1, 0, 0.05f );
		}
		else if ( direction[0] < 0 ) {
			cameraManipulator->rotateCamera( 0, 0, 1, 0, -0.05f );
		}
	}
	else { // vertical movement
		if ( direction[1] > 0 ) {
			cameraManipulator->rotateCamera( 0, 0 ,1, 0.05f, 0 );
		}
		else if ( direction[1] < 0 ) {
			cameraManipulator->rotateCamera( 0, 0, 1, -0.05f, 0 );
		}
	}
}
示例#2
0
void QLeapEventListener::onSwipe(const SwipeGesture &gesture)
{
    QLeapGesture *listener = qobject_cast<QLeapGesture*>(m_listener);
    float angle = (gesture.direction()).angleTo(Vector(1.0, 0.0, 0.0));
    if(listener){
        emit listener->swipe(angle, gesture.speed());
    }
}
示例#3
0
void Leap::LeapActions::moveCamera( Leap::Gesture gesture )
{
	// swipe gesture
	SwipeGesture swipe = gesture;
	Vector direction = swipe.direction();
	float gestureDuration = static_cast<float>( gesture.duration() )/1000.0f;

	//skip zero movement gesture
	if ( direction[0] == 0.0f && direction[1] == 0.0f && direction[2] == 0.0f ) {
		return;
	}

	float absDir0 = abs( direction[0] );
	float absDir1 = abs( direction[1] );

	// compare direction[0] and direction[1] to find out what kind of movement are we working with
	// >= instead of > to avoid edge case, no camera movement would happen with absDir0 equal to absDir1
	if ( absDir0 >= absDir1 ) { // horizontal movement
		if ( direction[0] > 0 ) {
			qDebug() << "SwipeGesture - right";
			cameraManipulator->enableCameraMovement( Leap::LeapCameraManipulator::Movement::RIGHT );
		}
		else if ( direction[0] < 0 ) {
			qDebug() << "SwipeGesture - left";
			cameraManipulator->enableCameraMovement( Leap::LeapCameraManipulator::Movement::LEFT );
		}
	}
	else if ( absDir0 < absDir1 ) { // vertical movement
		if ( direction[1] > 0 ) {
			qDebug() << "SwipeGesture - down";
			cameraManipulator->enableCameraMovement( Leap::LeapCameraManipulator::Movement::DOWN );
		}
		else if ( direction[1] < 0 ) {
			qDebug() << "SwipeGesture - up";
			cameraManipulator->enableCameraMovement( Leap::LeapCameraManipulator::Movement::UP );
		}
	}
	else {
		if ( direction[2] > 0 ) {
			qDebug() << "SwipeGesture - backward";
			cameraManipulator->enableCameraMovement( Leap::LeapCameraManipulator::Movement::BACKWARD );
		}
		else if ( direction[2] < 0 ) {
			qDebug() << "SwipeGesture - forward";
			cameraManipulator->enableCameraMovement( Leap::LeapCameraManipulator::Movement::FORWARD );
		}
	}
	//if we get here, the camera is moving
//	Sleep( ( DWORD )gestureDuration );
	LeapSleeper::sleep(gestureDuration);
	cameraManipulator->disableCameraMovement();
}
示例#4
0
文件: Tests.cpp 项目: Zandrr/Leap
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 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;
}
示例#6
0
void SampleListener::onFrame(const Controller& controller)
{
  // This function needs to be broken up, it's way too long
  const Frame frame = controller.frame();
  //int currid = 1;

  //check if we already processed this frame
  if (frame.id() == this->lastFrameID)
    return;
  this->lastFrameID = frame.id();

  //stop activity if we've not been used for ACTIVETIMEOUT
  if ((ACTIVETIMEOUT + this->lastEvent) < time(0) && this->active)
  {
    std::cout << "auto deactivated" << std::endl;
    this->active = false;
  }

  if (frame.fingers().count() == 2)
  {
    GestureList gestures = frame.gestures();
    for (int it = 0; it < gestures.count(); ++it)
    {
      if (gestures[it].type() != Gesture::TYPE_KEY_TAP)
        continue;
      if ((this->lastToggle + TOGGLE_FRAME_LIMIT) > frame.id()) //avoid detecting the same tap twice
        continue;
      KeyTapGesture gesture = gestures[it];
      Vector v = gesture.direction();
      this->active = !this->active;
      this->lastToggle = frame.id();
      this->lastEvent = time(0);
      std::cout << (this->active ? "activated" : "deactivated") << std::endl;
      break; //make sure we don't accidentally use the same list twice
    }
  }

  if (!this->active)
    return;

  if (frame.fingers().count() == 1 & side != 2)
  {
    PointableList pointables = frame.pointables();
    InteractionBox iBox = frame.interactionBox();
    for (int p = 0; p < pointables.count(); ++p)
    {
      Pointable pointable = pointables[p];
      Vector normalizedPosition = iBox.normalizePoint(pointable.stabilizedTipPosition());
      float distance = pointable.touchDistance();
      float x = normalizedPosition.x * (Mouse->w_width+250);
      float y = (Mouse->w_height + 250) - normalizedPosition.y * (Mouse->w_height + 250);
      if (side == 0)
      {
        Mouse->move((int)x, (int)y);
        pressedDelay = 0;
      }
      if (distance < 0)
      {
        clickcount++;
        side = 1;
        if (clickcount > sensibility)
        {
          if (pressstate == 0)
          {
            Mouse->leftPress();
            pressstate = 1;
          }
          else
          {
            if (clickcount >= 30)
            {
              if (rclick == 0)
                Mouse->move((int)x,(int)y);
              std::cout << "move side: "<< side << std::endl;
              clickcount = 20;
            }
          }
        }
      }
      else if (side == 1)
      {
        Mouse->leftRelease();
        std::cout << "released side: " << side << std::endl;
        side = 0;
        pressstate = 0;
        pressedDelay = 0;
        clickcount = 0;
        rclick = 0;
      }
    }
    this->lastEvent = time(0);
  }
  else if (frame.fingers().count() > 1 & side != 1)
  {
    clickcount = 0;
    std::cout << "active side: " << side << 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;
            if (gesture.state() == 3 & circle.progress() > 1)
            {
              side = 0;
              rclick = 1;
              Mouse->rightPress();
              Mouse->rightRelease();
            }
            break;
          }
          case Gesture::TYPE_SWIPE :
          {
            side = 2;
            SwipeGesture swipe = gesture;
            Vector d = swipe.direction();
            //  std::cout << "Swipe id: " << d(1) << std::endl;
            if (d[1] > 0.8)
            {
              this->mystate = 1; //up
              // std::cout << "wheel up " <<std::endl;
            }
            else if (d[1] < -0.8)
            {
              this->mystate = 2; //down
              //std::cout << "wheel down " <<std::endl;
            }
            if (swipe.state() == 3)
            {
              if (this->mystate == 1)
              {
                side = 0;
                this->mystate = 0;
                Mouse->wheelUp();
              }
              else if (this->mystate == 2)
              {
                side = 0;
                this->mystate = 0;
                Mouse->wheelDown();
              }
            }
            break;
          }

          default:
          //std::cout << "Unknown gesture type." << std::endl;
          break;
        }
    }
    this->lastEvent = time(0);
  }
}
示例#7
0
/*----------------------------------------------------------------------------------------------------*/
void Gestures::sendGesture(const Gesture& pGesture) {
    if ( !pGesture.isValid() ) {
        return;
    }

    Gesture::Type type = pGesture.type();
    Gesture::State state = pGesture.state();
    int64_t duration = pGesture.duration();

    Leap::Vector position;
    Leap::Vector direction;
    float progress = 0;
    float speed = 0;
    float radius = 0;
    std::string typeKey;
    std::string stateName;

    ////

    if ( type == Gesture::TYPE_CIRCLE ) {
        CircleGesture circle = (CircleGesture)pGesture;
        position = circle.center();
        progress = circle.progress();
        radius = circle.radius();
        typeKey = GestureKey::Circle;
    }
    else if ( type == Gesture::TYPE_SWIPE ) {
        SwipeGesture swipe = (SwipeGesture)pGesture;
        position = swipe.startPosition();
        direction = swipe.direction();
        speed = swipe.speed();
        typeKey = GestureKey::Swipe;
    }
    else if ( type == Gesture::TYPE_KEY_TAP ) {
        KeyTapGesture keyTap = (KeyTapGesture)pGesture;
        position = keyTap.position();
        direction = keyTap.direction();
        progress = keyTap.progress();
        typeKey = GestureKey::KeyTap;
    }
    else if ( type == Gesture::TYPE_SCREEN_TAP ) {
        ScreenTapGesture screenTap = (ScreenTapGesture)pGesture;
        position = screenTap.position();
        direction = screenTap.direction();
        progress = screenTap.progress();
        typeKey = GestureKey::ScreenTap;
    }
    else {
        std::cout << "[LEAP] Unsupported gesture type: " << type << std::endl;
        return;
    }

    ////

    switch ( state ) {
    case Gesture::STATE_INVALID:
        stateName = "Invalid";
        break;

    case Gesture::STATE_START:
        stateName = "Start";
        break;

    case Gesture::STATE_UPDATE:
        stateName = "Update";
        break;

    case Gesture::STATE_STOP:
        stateName = "Stop";
        break;

    default:
        std::cout << "[LEAP] Unsupported state type: " << state << std::endl;
        return;
    }

    ////

    std::cout << "GESTURE MESSAGE" <<
              "\n - type: " << type << " (" << typeKey << ")" <<
              "\n - stat: " << state << " (" << stateName << ")" <<
              "\n - dura: " << duration <<
              "\n - pos:  " << position <<
              "\n - dir:  " << direction <<
              "\n - prog: " << progress <<
              "\n - radi: " << radius <<
              "\n - spd:  " << speed <<
              "\n" << std::endl;
}
示例#8
0
void QLeapEventListener::onFrame(const Controller & controller)
{
    const Frame frame = controller.frame();
    // 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;
          onSwipe(swipe);
          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;
      }
    }
}
示例#9
0
void AppListener::onFrame(const Controller& controller) {
    // Get the most recent frame and report some basic information
    const Frame frame = controller.frame();

    ::Sleep(1);

    const HandList&     hands       = frame.hands();
    const FingerList&   fingers     = frame.fingers();
    const ToolList&     tools       = frame.tools();
    const GestureList&  gestures    = frame.gestures();

    if (hands.empty() && fingers.empty() && tools.empty() && gestures.empty())
        return;

#if 0
    std::cout 
        << "Frame id: "     << frame.id()
        << ", timestamp: "  << frame.timestamp()
        << " hands: "       << hands.count()
        << " fingers: "     << fingers.count()
        << " tools: "       << tools.count()
        << " gestures: "    << gestures.count() 
        << std::endl;
#endif
    ofxOscBundle bundle;

    ofxOscMessage alive;
    {
        alive.setAddress("/tuio/2Dcur");
        alive.addStringArg("alive");
    }

    ofxOscMessage fseq;
    {
        fseq.setAddress( "/tuio/2Dcur" );
        fseq.addStringArg( "fseq" );
        fseq.addIntArg(frame.id());
    }

    if (!hands.empty()) {
        // Get the first hand
        const Hand& hand = hands[0];

        // Check if the hand has any fingers
        const FingerList& fingers = hand.fingers();
        if (!fingers.empty()) {
            for (int i = 0; i < fingers.count(); ++i) {
                const Vector& tipPos = fingers[i].tipPosition();
                const Vector& tipVel = fingers[i].tipVelocity();
                {
#ifdef INIT_BBOX
                    // max/min bbox
                    bboxMax.x = std::max<float>(bboxMax.x, tipPos.x);
                    bboxMax.y = std::max<float>(bboxMax.y, tipPos.y);
                    bboxMax.z = std::max<float>(bboxMax.z, tipPos.z);

                    bboxMin.x = std::min<float>(bboxMin.x, tipPos.x);
                    bboxMin.y = std::min<float>(bboxMin.y, tipPos.y);
                    bboxMin.z = std::min<float>(bboxMin.z, tipPos.z);
#endif
                    Vector tuioPos;
                    tuioPos.x = normalize(tipPos.x, bboxMin.x, bboxMax.x);
                    tuioPos.y = normalize(tipPos.y, bboxMax.y, bboxMin.y);
                    tuioPos.z = normalize(tipPos.z, bboxMin.z, bboxMax.z);

                    // tuio
                    {
                        ofxOscMessage m;
                        m.setAddress( "/tuio/2Dcur" );
                        m.addStringArg("set");
                        m.addIntArg(fingers[i].id());				// id
                        m.addFloatArg(tuioPos.x);	// x
                        m.addFloatArg(tuioPos.y);	// y
                        // TOTO
                        m.addFloatArg(tipVel.x / 400);			// dX
                        m.addFloatArg(tipVel.y / 400);			// dY
                        m.addFloatArg(0);		// maccel
                        bundle.addMessage(m);
                        alive.addIntArg(fingers[i].id());				// add blob to list of ALL active IDs
                    }
                }
            }
#ifdef INIT_BBOX            
            std::cout << "min: " << bboxMin << std::endl;
            std::cout << "max: " << bboxMax << std::endl;
#endif
        }
#if 0
        // Get the hand's sphere radius and palm position
        std::cout << "Hand sphere radius: " << hand.sphereRadius()
            << " mm, palm position: " << hand.palmPosition() << std::endl;
#endif

        // Get the hand's normal vector and direction
        const Vector normal = hand.palmNormal();
        const Vector direction = hand.direction();

#if 0
        // 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;
#endif
    }

    bundle.addMessage(alive);
    bundle.addMessage(fseq);
    tuioSender.sendBundle(bundle);

    // Get 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 0
    if (!hands.empty() || !gestures.empty()) {
        std::cout << std::endl;
    }
#endif
}
示例#10
0
    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;
    }
示例#11
0
void QTVS_Leap::LeapGestureLogic()
{

  for (int g = 0; g < gestures.count(); ++g) {
    Gesture gesture = gestures[g];

    switch (gesture.type()) {
    case Gesture::TYPE_CIRCLE:
    {
//        emit Listener_Gesture(gesture, gesture.type());
      CircleGesture circle = gesture;
      std::string clockwiseness;

      if (circle.pointable().direction().angleTo(circle.normal()) <= PI / 2) {
        clockwiseness = "clockwise";

        // MouseKeyboardEmulation::MouseWheelDown(5);

      } else {
        clockwiseness = "counterclockwise";

        // MouseKeyboardEmulation::MouseWheelUp(5);
      }

      // 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;
      //            debugDisplayString = "";
      // debugDisplayString.append("Swipe id: " + QString::number(gesture.id()));
      // debugDisplayString.append( ", state: " + QString(stateNames[gesture.state()].data()));
      // debugDisplayString.append( ", direction: " + QString(swipe.direction().toString().data()));
      // debugDisplayString.append( ", speed: " + QString::number(swipe.speed()));
      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, ' ')
      //debugDisplayString = "";
      // debugDisplayString.append("Key Tap id: " + QString::number(gesture.id()));
      // debugDisplayString.append( ", state: " + QString(stateNames[gesture.state()].data()));
      //debugDisplayString.append( ", position: " + QString(tap.position().toString().data()));
      // debugDisplayString.append( ", direction: " + QString(tap.direction().toString().data()));
      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;
  }
}