本文整理汇总了C++中Finger::id方法的典型用法代码示例。如果您正苦于以下问题:C++ Finger::id方法的具体用法?C++ Finger::id怎么用?C++ Finger::id使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Finger
的用法示例。
在下文中一共展示了Finger::id方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: onFrame
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;
//.........这里部分代码省略.........
示例2: frame
void LeapHander::frame(pugi::xml_node &frameNode){
Leap::Frame currentFrame = m_sampleListener.frame();
m_lock.lock();
frameNode.append_attribute("id").set_value(currentFrame.id());
pugi::xml_node handList = frameNode.append_child("hands");
HandList hands = currentFrame.hands();
for (HandList::const_iterator hl = hands.begin(); hl != hands.end(); ++hl) {
// Get the first hand
const Hand hand = *hl;
pugi::xml_node handNode = handList.append_child("hand");
handNode.append_attribute("id").set_value(hand.id());
std::string handType;
if (hand.isLeft()) {
handType = "Left";
}
else {
handType = "Right";
}
handNode.append_attribute("type").set_value(handType.c_str());
pugi::xml_node positionNode = handNode.append_child("position");
positionToXml(positionNode, hand.palmPosition());
/*pugi::xml_node normalNode = handNode.append_child("normal");
positionToXml(normalNode, hand.palmNormal());
pugi::xml_node directionNode = handNode.append_child("direction");
positionToXml(directionNode, hand.direction());
pugi::xml_node rotationNode = handNode.append_child("basis");
rotationToXml(rotationNode, hand.basis());*/
//// Get fingers
pugi::xml_node fingerList = handNode.append_child("fingers");
const FingerList fingers = hand.fingers();
for (FingerList::const_iterator fl = fingers.begin(); fl != fingers.end(); ++fl) {
const Finger finger = *fl;
pugi::xml_node fingerNode = fingerList.append_child("finger");
fingerNode.append_attribute("id").set_value(finger.id());
fingerNode.append_attribute("name").set_value(fingerNames[finger.type()].c_str());
pugi::xml_node boneList = fingerNode.append_child("bones");
// Get finger bones
for (int b = 0; b < 4; ++b) {
Bone::Type boneType = static_cast<Bone::Type>(b);
Bone bone = finger.bone(boneType);
pugi::xml_node boneNode = boneList.append_child("bone");
boneNode.append_attribute("length").set_value(bone.length());
boneNode.append_attribute("name").set_value(boneNames[boneType].c_str());
pugi::xml_node prevJoint = boneNode.append_child("prevJoint");
positionToXml(prevJoint, bone.prevJoint());
pugi::xml_node nextJoint = boneNode.append_child("nextJoint");
positionToXml(nextJoint, bone.nextJoint());
/*pugi::xml_node rotation = boneNode.append_child("basis");
rotationToXml(rotation, bone.basis());*/
}
}
}
m_lock.unlock();
}