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C++ Gesture::state方法代码示例

本文整理汇总了C++中Gesture::state方法的典型用法代码示例。如果您正苦于以下问题:C++ Gesture::state方法的具体用法?C++ Gesture::state怎么用?C++ Gesture::state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Gesture的用法示例。


在下文中一共展示了Gesture::state方法的9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.........
开发者ID:quantum0813,项目名称:Erics3DEngine,代码行数:101,代码来源:LeapListener.cpp

示例2: onFrame

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:
//.........这里部分代码省略.........
开发者ID:Zandrr,项目名称:Leap,代码行数:101,代码来源:Tests.cpp

示例3: m_bang


//.........这里部分代码省略.........
                    SETSYMBOL(&fingerInfo[3], gensym("direction"));
                    SETFLOAT(&fingerInfo[4], finger.direction().x);
                    SETFLOAT(&fingerInfo[5], finger.direction().y);
                    SETFLOAT(&fingerInfo[6], finger.direction().z);
                    ToOutAnything(1, gensym("hand"), 7, fingerInfo);
                }
                if(fingers_position_flag){
                    SETFLOAT(&fingerInfo[0], i); // index
                    SETSYMBOL(&fingerInfo[1], gensym("fingers"));
                    SETFLOAT(&fingerInfo[2], j);
                    SETSYMBOL(&fingerInfo[3], gensym("position"));
                    SETFLOAT(&fingerInfo[4], finger.tipPosition().x);
                    SETFLOAT(&fingerInfo[5], finger.tipPosition().y);
                    SETFLOAT(&fingerInfo[6], finger.tipPosition().z);
                    ToOutAnything(1, gensym("hand"), 7, fingerInfo);
                }
                if(fingers_velocity_flag){
                    SETFLOAT(&fingerInfo[0], i); // index
                    SETSYMBOL(&fingerInfo[1], gensym("fingers"));
                    SETFLOAT(&fingerInfo[2], j);
                    SETSYMBOL(&fingerInfo[3], gensym("velocity"));
                    SETFLOAT(&fingerInfo[4], finger.tipVelocity().x);
                    SETFLOAT(&fingerInfo[5], finger.tipVelocity().y);
                    SETFLOAT(&fingerInfo[6], finger.tipVelocity().z);
                    ToOutAnything(1, gensym("hand"), 7, fingerInfo);
                }
                if(fingers_size_flag){
                    SETFLOAT(&fingerInfo[0], i); // index
                    SETSYMBOL(&fingerInfo[1], gensym("fingers"));
                    SETFLOAT(&fingerInfo[2], j);
                    SETSYMBOL(&fingerInfo[3], gensym("size"));
                    SETFLOAT(&fingerInfo[4], finger.width());
                    SETFLOAT(&fingerInfo[5], finger.length());
                    ToOutAnything(1, gensym("hand"), 6, fingerInfo);
                }
            }
        }
        t_atom gestureCountInfo[1];            
        for(int i = 0;i < num_gestures; i++){
            Gesture gesture;
            gesture = frame.gestures()[i];
            //type
            t_atom gestureTypeInfo[3];
            SETFLOAT(&gestureTypeInfo[0], i);
            SETSYMBOL(&gestureTypeInfo[1], gensym("type"));
            switch(gesture.type())
            {
                case Gesture::TYPE_INVALID:
                    SETSYMBOL(&gestureTypeInfo[2], gensym("TYPE_INVALID"));
                    break;
                case Gesture::TYPE_SWIPE:
                    SETSYMBOL(&gestureTypeInfo[2], gensym("TYPE_SWIPE"));
                    break;
                case Gesture::TYPE_CIRCLE:
                    SETSYMBOL(&gestureTypeInfo[2], gensym("TYPE_CIRCLE"));
                    break;
                case Gesture::TYPE_SCREEN_TAP:
                    SETSYMBOL(&gestureTypeInfo[2], gensym("TYPE_SCREEN_TAP"));
                    break;
                case Gesture::TYPE_KEY_TAP:
                    SETSYMBOL(&gestureTypeInfo[2], gensym("TYPE_KEY_TAP"));
                    break;
            }
            ToOutList(2, 3, gestureTypeInfo);

            //state
            t_atom gestureStateInfo[3];
            SETFLOAT(&gestureStateInfo[0], i);
            SETSYMBOL(&gestureStateInfo[1], gensym("state"));
            switch(gesture.state())
            {
                case Gesture::STATE_INVALID:
                    SETSYMBOL(&gestureStateInfo[2], gensym("STATE_INVALID"));
                    break;
                case Gesture::STATE_START:
                    SETSYMBOL(&gestureStateInfo[2], gensym("TYPE_START"));
                    break;
                case Gesture::STATE_UPDATE:
                    SETSYMBOL(&gestureStateInfo[2], gensym("STATE_UPDATE"));
                    break;
                case Gesture::STATE_STOP:
                    SETSYMBOL(&gestureStateInfo[2], gensym("TYPE_STOP"));
                    break;
            }
            ToOutList(2, 3, gestureStateInfo);

            t_atom gestureDurationInfo[3];
            SETFLOAT(&gestureDurationInfo[0], i);
            SETSYMBOL(&gestureDurationInfo[1], gensym("duration"));
            SETFLOAT(&gestureDurationInfo[2], gesture.duration());
            ToOutList(2, 3, gestureDurationInfo);

            t_atom gestureIdInfo[3];
            SETFLOAT(&gestureIdInfo[0], i);
            SETSYMBOL(&gestureIdInfo[1], gensym("id"));
            SETFLOAT(&gestureIdInfo[2], gesture.id());
            ToOutList(2, 3, gestureIdInfo);

        }
    }
开发者ID:amatecha,项目名称:Pd_leapmotion,代码行数:101,代码来源:main.cpp

示例4: sendGesture

/*----------------------------------------------------------------------------------------------------*/
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;
}
开发者ID:itguy327,项目名称:OSVR-Leap-Motion,代码行数:90,代码来源:Gestures.cpp

示例5: onFrame

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;
      }
    }
}
开发者ID:nobo66,项目名称:Study,代码行数:68,代码来源:qleapeventlistener.cpp

示例6: onFrame


//.........这里部分代码省略.........
                        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
}
开发者ID:garfunklett,项目名称:LeapMotionLess,代码行数:101,代码来源:motionLess.cpp

示例7: getFrame


//.........这里部分代码省略.........
                    } 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);
                        
开发者ID:cjyeh,项目名称:LeapMotionAS3,代码行数:66,代码来源:LNLeapDevice.cpp

示例8: onFrame

void LeapInput::onFrame(const Controller& controller)
{
	Frame frame = controller.frame();
	HandList hands = frame.hands();
	this->hands = hands.count();
	if(hands.count() == 2)
	{
		Hand leftHand = hands.leftmost();
		Hand rightHand = hands.rightmost();
		leftHandY = leftHand.palmPosition().y;
		rightHandY = rightHand.palmPosition().y;
		leftFingers = leftHand.fingers().count();
		rightFingers = rightHand.fingers().count();

		float threshold = tanf(5* 3.141592f / 180.0f);
		float maxTan = tanf(45 * 3.141592f / 180.0f);
		if(leftHand.palmPosition().x != rightHand.palmPosition().x){
			float tanValue = fabs((leftHand.palmPosition().y - rightHand.palmPosition().y) / (leftHand.palmPosition().x - rightHand.palmPosition().x));
			if(tanValue > threshold){
				curve = tanValue  / maxTan;
				if(curve > 1)
					curve = 1;
			}else
				curve = 0;
		}else
			curve = 0;
	}
	else
	{
		leftHandY = rightHandY = 0;
	}

	boost = false;
	GestureList gestureList = frame.gestures();
	for(GestureList::const_iterator i = gestureList.begin(); i != gestureList.end(); ++i)
	{
		Gesture gesture = *i;
		if(gesture.state() != Gesture::State::STATE_INVALID)
		{
			switch(gesture.type())
			{
			case Gesture::Type::TYPE_SCREEN_TAP:
				boost = true;
				break;
			}
			
		}
	}

	back = false;
	if(hands.count() == 2 && leftFingers == 1 && rightFingers == 1 &&
		hands.leftmost().fingers()[0].direction().z > 0 &&
		hands.rightmost().fingers()[0].direction().z > 0)
	{
		back = true;
	}

	//accelGesture = brakeGesture = false;
	//GestureList gestureList = frame.gestures();
	//for(GestureList::const_iterator i = gestureList.begin(); i != gestureList.end(); ++i)
	//{
	//	Gesture gesture = *i;
	//	if(gesture.state() != Gesture::State::STATE_INVALID)
	//	{
	//		if(typeid(gesture) == typeid(MyGesture))
	//		{
	//			accelGesture = true;
	//		}
	//		
	//	}
	//}
}
开发者ID:Ihasa,项目名称:LeapDriving,代码行数:72,代码来源:LeapInput.cpp

示例9: LeapGestureLogic

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;
  }
}
开发者ID:Inathero,项目名称:QTVS_Leap,代码行数:85,代码来源:qtvs_leap.cpp


注:本文中的Gesture::state方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。