本文整理汇总了C++中Finger::type方法的典型用法代码示例。如果您正苦于以下问题:C++ Finger::type方法的具体用法?C++ Finger::type怎么用?C++ Finger::type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::type方法的11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: drawBone
//--------------------------------------------------------------
void LeapVisualizer::drawBone (const Finger & finger, Bone & bone,ofxLeapMotion & leap){
Finger::Type fingerType = finger.type();
Bone::Type boneType = bone.type();
// The Leap returns data in millimeters.
ofPoint bonePt0 = leap.getofPoint ( bone.prevJoint());
ofPoint bonePt1 = leap.getofPoint ( bone.nextJoint());
float boneThickness = bone.width();
// ofPoint bonePtC = leap.getofPoint ( bone.center()); // works, but:
ofPoint bonePtC = (bonePt0 + bonePt1)/2.0;
if (bDrawSimple){
// Draw a simple white skeleton.
ofSetColor(ofColor::white);
ofLine(bonePt0, bonePt1);
ofDrawSphere(bonePt0, boneThickness * 0.15);
ofDrawSphere(bonePt1, boneThickness * 0.15);
ofDrawSphere(bonePtC, boneThickness * 0.05);
} else {
// Draw a colored cylinder with double-sphere caps.
setColorByFinger (fingerType, boneType);
drawOrientedCylinder (bonePt0, bonePt1, boneThickness/2.0);
ofDrawSphere(bonePt0, boneThickness/2.0);
ofDrawSphere(bonePt1, boneThickness/2.0);
}
}
示例2: recordBoneXML
//--------------------------------------------------------------
void testApp::recordBoneXML (const Finger & finger, Bone & bone){
if (bRecordingThisFrame){
Finger::Type fingerType = finger.type();
Bone::Type boneType = bone.type();
// The Leap returns data in millimeters.
ofPoint bonePt0 = leap.getofPoint ( bone.prevJoint());
ofPoint bonePt1 = leap.getofPoint ( bone.nextJoint());
float boneThickness = bone.width();
int boneTagNum = XML.addTag("B");
if( XML.pushTag("B", boneTagNum) ){
XML.setValue("TYPE", (int)boneType, boneTagNum);
if ((boneType == 0) || ((fingerType == 0) && (boneType == 1))) {
// bone points are redundant, so only use the P point.
// except for bone 0, which gets both Q and P.
int p0TagNum = XML.addTag("Q");
XML.setValue("Q:X", bonePt0.x, p0TagNum);
XML.setValue("Q:Y", bonePt0.y, p0TagNum);
XML.setValue("Q:Z", bonePt0.z, p0TagNum);
}
int p1TagNum = XML.addTag("P");
XML.setValue("P:X", bonePt1.x, p1TagNum);
XML.setValue("P:Y", bonePt1.y, p1TagNum);
XML.setValue("P:Z", bonePt1.z, p1TagNum);
XML.popTag(); // pop B(ONE)
}
}
}
示例3: sample
void AirwritingListener::sample(const Finger &finger, unsigned long long timestamp) {
if (finger.type() == FINGER_INDEX) {
if ((sampling) && (timestamp - lastTimestamp > GESTURE_TAP_MIN_TIMESTAMP_DELTA)) {
float x = finger.tipPosition().x;
float y = finger.tipPosition().y;
float z = finger.tipPosition().z;
if ((y > FINGER_Y_MIN) && (y < FINGER_Y_MAX)) {
if ((fabs(x) < FINGER_X_MAX) && (fabs(z) < FINGER_Z_MAX)) {
Canvas::getInstance()->setPixel(x / FINGER_X_MAX, z / FINGER_Z_MAX, y / 10);
}
}
}
}
}
示例4: recordFingerXML
//--------------------------------------------------------------
void testApp::recordFingerXML (const Finger & finger){
if (bRecordingThisFrame){
if (finger.isValid()){
Finger::Type fingerType = finger.type();
int fingerTagNum = XML.addTag("F");
if( XML.pushTag("F", fingerTagNum) ){
XML.setValue("TYPE", (int)fingerType, fingerTagNum);
XML.setValue("WIDTH", finger.width(), fingerTagNum);
// Add in the fingerTip point as its own point.
ofPoint fingerTipPt = leap.getofPoint ( finger.tipPosition() );
int tipTagNum = XML.addTag("T");
XML.setValue("T:X", fingerTipPt.x, tipTagNum);
XML.setValue("T:Y", fingerTipPt.y, tipTagNum);
XML.setValue("T:Z", fingerTipPt.z, tipTagNum);
// For every bone (i.e. phalange) in the finger,
for (int b=0; b<4; b++) {
// Get each bone;
Bone::Type boneType = static_cast<Bone::Type>(b);
Bone bone = finger.bone(boneType);
if (bone.isValid()){
// Don't consider zero-length bones, such as the Thumb's metacarpal.
if (bone.length() > 0){
recordBoneXML (finger, bone);
} // end if boneLength
} // end if bone isValid()
} // end for each bone
XML.popTag(); // pop F(INGER)
}
} //end if finger isValid()
}
}
示例5: updateCursorLocation
void LeapBrowser::updateCursorLocation()
{
bool is_index_found = false;
Frame frame = leap_controller.frame();
HandList hands = frame.hands();
for( int h=0; h < hands.count(); h++ )
{
Hand hand = hands[h];
FingerList fingers = hand.fingers();
for( int f=0; f < fingers.count(); f++ )
{
Finger finger = fingers[f];
if( finger.type() == Finger::Type::TYPE_INDEX )
{
is_index_found = true;
Vector position = finger.tipPosition();
cursor_location = math::position(position.x, position.y, position.z) * leap_transform;
break;
}
}
if( is_index_found )
{
break;
}
}
if( !is_index_found )
{
cursor_location = math::position(0,0,0);
is_cursor_located = false;
}
else
{
is_cursor_located = true;
}
}
示例6: 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7: onFrame
void SampleListener::onFrame(const Controller& controller)
{
bool thand, index = false;
// Get the most recent frame and report some basic information
const Frame frame = controller.frame();
// Receive Hand List
HandList hands = frame.hands();
// For all hands
for (HandList::const_iterator hl = hands.begin(); hl != hands.end(); ++hl)
{
// Get the first hand
const Hand hand = *hl;
// Only for right hand
if( hand.isRight() )
{
// Get fingers
const FingerList fingers = hand.fingers();
// For all fingers in the list
for (FingerList::const_iterator fl = fingers.begin(); fl != fingers.end(); ++fl)
{
Bone bone;
const Finger finger = *fl;
// If thamb or Index finger
if( finger.type() == Finger::TYPE_THUMB )
{
// Receive nided bone
bone = finger.bone(Bone::TYPE_DISTAL);
m_vThand = bone.center();
thand = true;
}
else if( finger.type() == Finger::TYPE_INDEX )
{
// Receive nided bone
bone = finger.bone(Bone::TYPE_DISTAL);
m_vIndex = bone.center();
index = true;
}
}
}
}
bool newState;
if( !thand || !index )
{
newState = false;
}
else
{
float distance = m_vThand.distanceTo(m_vIndex);
qDebug () << "Distance: " << distance;
if( distance < 40 )
{
newState = true;
}
else
{
newState = false;
}
}
if( newState != m_bLastState )
{
Q_EMIT releySignal( newState );
m_bLastState = newState;
}
}
示例8: 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();
}
示例9: drawHands
void LeapBrowser::drawHands()
{
Frame frame = leap_controller.frame();
math::vector trans = leap_transform.translation;
math::quater rot_quat = leap_transform.rotation;
math::vector rot_vect = math::ln( rot_quat );
double angle = rot_vect.length() * 2.0;
math::vector axis = ( angle != 0 ? rot_vect / angle : rot_vect );
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
glTranslatef( trans.x(), trans.y(), trans.z() );
if( angle != 0 )
{
glRotatef( angle * 180.0 / M_PI, axis.x(), axis.y(), axis.z() );
}
HandList hands = frame.hands();
for( HandList::const_iterator hl = hands.begin(); hl != hands.end(); ++hl )
{
const Hand hand = *hl;
float joint_radius = 5.0f;
float bone_radius = 4.5f;
Vector prev_palm_start(0,0,0);
Vector prev_palm_end(0,0,0);
int f = 0;
const FingerList fingers = hand.fingers();
for( FingerList::const_iterator fl = fingers.begin(); fl != fingers.end(); ++fl, ++f )
{
const Finger finger = *fl;
Vector curr_palm_start(0,0,0);
Vector curr_palm_end(0,0,0);
for( int b=0; b < 4; b++ )
{
Bone::Type bone_type = static_cast<Bone::Type>( b );
Bone bone = finger.bone( bone_type );
Vector start = bone.prevJoint();
Vector end = bone.nextJoint();
math::position p0( start.x, start.y, start.z );
math::position p1( end.x, end.y, end.z );
if( is_tracking_pose == true && finger.type() == Finger::Type::TYPE_INDEX && b==3 )
{
drawing_tool.setColor( 1, 0, 0, 1 );
}
else
{
drawing_tool.setColor( 0.5, 0.7, 0.5, 1 );
}
drawing_tool.drawSphere( p1, joint_radius );
drawing_tool.setColor( 0.5, 0.7, 0.5, 1 );
drawing_tool.drawSphere( p0, joint_radius );
drawing_tool.drawCylinder( p0, p1, bone_radius );
//
if( b == 0 && fl != fingers.begin() || b == 1 && fl == fingers.begin() )
{
curr_palm_start = start;
curr_palm_end = end;
}
}
if( f > 1 ) //fl != fingers.begin() )
{
drawing_tool.setColor( 0.5, 0.7, 0.5, 1 );
drawing_tool.applyColor();
glBegin( GL_QUADS );
glVertex3f( prev_palm_start.x, prev_palm_start.y, prev_palm_start.z );
glVertex3f( prev_palm_end.x, prev_palm_end.y, prev_palm_end.z );
glVertex3f( curr_palm_end.x, curr_palm_end.y, curr_palm_end.z );
glVertex3f( curr_palm_start.x, curr_palm_start.y, curr_palm_start.z );
glEnd();
}
prev_palm_start = curr_palm_start;
prev_palm_end = curr_palm_end;
}
}
glPopMatrix();
}
示例10: FingerLogic
void QTVS_Leap::FingerLogic(handIndex hIndex)
{
if (ui.checkBox_gesturesParangus->isChecked())
ParangusGestureLogic();
if (ui.checkBox_gesturesLeap->isChecked())
LeapGestureLogic();
//DEBUG: Atm we cancel
// return;
// 0 -> 4 = left hand
// 5 -> 9 = right hand
// So lets use a shift and no redundant code
int iHandToFingerShift = 0;
if (hIndex == handRight)
iHandToFingerShift += 5;
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;
Leap::Vector position = finger.stabilizedTipPosition();
// Convert Leap::Vector position to Screen Coords
QPoint screenPosition = FingerCursorPosition(position);
// Lerp coords for smoothness if required
int xCoord = lerp(fingerTraces.at(finger.type() + iHandToFingerShift)->geometry().left(), screenPosition.x(), dMouseLerpValue);
int yCoord = lerp(fingerTraces.at(finger.type() + iHandToFingerShift)->geometry().top(), screenPosition.y(), dMouseLerpValue);
// Qt Doesn't allow different threads to overwride gui locations.
// Therefore, the usage of events are well, used.
// This updates visual finger representation to correct location
QMoveEvent *tEvent = new QMoveEvent(QPoint(xCoord, yCoord), fingerTraces.at(finger.type() + iHandToFingerShift)->pos());
QCoreApplication::postEvent(fingerTraces.at(finger.type() + iHandToFingerShift), tEvent);
// Z axis does NOT use stabilized position.
// Stabilized position is generally used for X/Y movement (2D display)
// Therefore Z is updated quite poorely. So we used unStabalized position instead
// Setup position limits (manual testing for values
position = finger.tipPosition();
float zFinger = position.z < 0 ? 0 : position.z > 200 ? 200 : position.z;
// Convert to percentages
// trim lowerend of percentages
zFinger /= 200;
if (zFinger < 0.1) zFinger = 0.1;
if (hIndex == handLeft)
{
if(ui.checkBox_FingerDragsWindows->isChecked())
{
// We're on index finger and its close to screen / center of Z-plane on leap motion
if (finger.type() == leapIndex && zFinger < 0.12)
{
POINT pt;
pt.x = screenPosition.x();
pt.y = screenPosition.y();
// if our rect was reset
// Therefore, we just started to drag
if (debugWindowDrag_Left.left == -1)
{
// Find window under point
// Find window's dimmensions
// Find difference between player's finger coords and window's coords
debugWindowHWND_Left = GetRealParent(WindowFromPoint(pt));
// Set it as active window if need be.
if(debugWindowHWND_Left != GetForegroundWindow() && ui.checkBox_DragSetsActive->isChecked())
{
SetForegroundWindow(debugWindowHWND_Left);
// Backup incase SetForegroundWindow fails
// TODO: Perhaps replace in future? since foreground window DOES faile occasionally.
// SetWindowPos(debugWindowHWND_Left,HWND_TOPMOST,0,0,0,0, SWP_SHOWWINDOW|SWP_NOSIZE|SWP_NOMOVE);
}
// Restore window if maximized Section
WINDOWPLACEMENT wndpl = { sizeof(WINDOWPLACEMENT) };
GetWindowPlacement(debugWindowHWND_Left, &wndpl);
// Determine if window is maximized to begin with
if (wndpl.showCmd == SW_MAXIMIZE)
{
// Setup the restore command and send it
wndpl.showCmd = SW_RESTORE;
SetWindowPlacement(debugWindowHWND_Left, &wndpl);
// Center restored window around player's fingers
int iTempWindowWidth = wndpl.rcNormalPosition.right - wndpl.rcNormalPosition.left;
int iTempWindowHeight = wndpl.rcNormalPosition.bottom - wndpl.rcNormalPosition.top;
MoveWindow(debugWindowHWND_Left, pt.x - iTempWindowWidth / 2, pt.y - iTempWindowHeight / 2,
iTempWindowWidth, iTempWindowHeight, true);
}
//.........这里部分代码省略.........
示例11: ParangusGestureLogic
void QTVS_Leap::ParangusGestureLogic()
{
if (ui.checkBox_PalmForSwipes->isChecked())
{
Leap::Vector palmPosition = controller.frame(3).hands()[0].palmPosition();
float previousPalmYPosAndDifference = palmPosition.y;
float previousPalmXPosAndDifference = palmPosition.x;
previousPalmYPosAndDifference = hand.palmPosition().y - previousPalmYPosAndDifference;
previousPalmXPosAndDifference = hand.palmPosition().x - previousPalmXPosAndDifference;
// std::cout << previousFingerXPosAndDifference << "\n";
if (previousPalmYPosAndDifference < -2.5 && handCache.bGestureToggle)
{
std::cout << "down \n";
handCache.bGestureToggle = false;
QtConcurrent::run(this, &QTVS_Leap::ParangusGesture, NULL, swipe_Down);
}
if (previousPalmYPosAndDifference > 2.5 && handCache.bGestureToggle)
{
std::cout << "swipe_Up \n";
handCache.bGestureToggle = false;
QtConcurrent::run(this, &QTVS_Leap::ParangusGesture, NULL, swipe_Up);
}
if (previousPalmXPosAndDifference < -2.5 && handCache.bGestureToggle)
{
std::cout << "swipe_Left \n";
handCache.bGestureToggle = false;
QtConcurrent::run(this, &QTVS_Leap::ParangusGesture, NULL, swipe_Left);
}
if (previousPalmXPosAndDifference > 2.5 && handCache.bGestureToggle)
{
std::cout << "swipe_Right \n";
handCache.bGestureToggle = false;
QtConcurrent::run(this, &QTVS_Leap::ParangusGesture, NULL, swipe_Right);
}
if (!handCache.bGestureToggle &&
abs(previousPalmYPosAndDifference) <= 0.5 &&
abs(previousPalmXPosAndDifference) <= 0.5 )
handCache.bGestureToggle = true;
return;
}
// if palm for swipes isn't checked, we go for fingers instead:
for (FingerList::const_iterator fl = fingers.begin(); fl != fingers.end(); ++fl)
{
const Finger finger = *fl;
//To simplify things down the road
int leapFingerIndex = finger.type();
if (finger.isExtended())
{
Leap::Vector fingerPosition = controller.frame(3).fingers()[leapFingerIndex].stabilizedTipPosition();
float previousFingerYPosAndDifference = fingerPosition.y;
float previousFingerXPosAndDifference = fingerPosition.x;
previousFingerYPosAndDifference = finger.stabilizedTipPosition().y - previousFingerYPosAndDifference;
previousFingerXPosAndDifference = finger.stabilizedTipPosition().x - previousFingerXPosAndDifference;
// std::cout << previousFingerXPosAndDifference << "\n";
if (previousFingerYPosAndDifference < -10 && handCache.fingers_p[leapFingerIndex].bGestureToggle)
{
handCache.fingers_p[leapFingerIndex].bGestureToggle = false;
QtConcurrent::run(this, &QTVS_Leap::ParangusGesture, leapFingerIndex, swipe_Down);
}
if (previousFingerYPosAndDifference > 10 && handCache.fingers_p[leapFingerIndex].bGestureToggle)
{
handCache.fingers_p[leapFingerIndex].bGestureToggle = false;
QtConcurrent::run(this, &QTVS_Leap::ParangusGesture, leapFingerIndex, swipe_Up);
}
if (previousFingerXPosAndDifference < -10 && handCache.fingers_p[leapFingerIndex].bGestureToggle)
{
handCache.fingers_p[leapFingerIndex].bGestureToggle = false;
QtConcurrent::run(this, &QTVS_Leap::ParangusGesture, leapFingerIndex, swipe_Left);
}
if (previousFingerXPosAndDifference > 10 && handCache.fingers_p[leapFingerIndex].bGestureToggle)
{
handCache.fingers_p[leapFingerIndex].bGestureToggle = false;
QtConcurrent::run(this, &QTVS_Leap::ParangusGesture, leapFingerIndex, swipe_Right);
}
if (!handCache.fingers_p[leapFingerIndex].bGestureToggle &&
abs(previousFingerYPosAndDifference) <= 0.1 &&
abs(previousFingerXPosAndDifference) <= 0.1 )
handCache.fingers_p[leapFingerIndex].bGestureToggle = true;
//.........这里部分代码省略.........