本文整理汇总了C++中Hand::direction方法的典型用法代码示例。如果您正苦于以下问题:C++ Hand::direction方法的具体用法?C++ Hand::direction怎么用?C++ Hand::direction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Hand
的用法示例。
在下文中一共展示了Hand::direction方法的10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 ScrollListener::onFrame(const Controller& controller) {
const Frame frame = controller.frame();
if(!frame.hands().empty()){
const Hand hand = frame.hands()[0];
float pitch = hand.direction().pitch()*RAD_TO_DEG;
// float roll = hand.palmNormal().roll()*RAD_TO_DEG;
// float yaw = hand.palmNormal().yaw()*RAD_TO_DEG + 180;
emit window->getXSlider()->valueChanged(pitch*52);
// emit window->getYSlider()->valueChanged(roll*52);
// emit window->getZSlider()->valueChanged(yaw*16);
}
}
示例2: onFrame
void MyListener::onFrame(const Controller& controller)
{
const Frame frame = controller.frame();
const GestureList gestures = frame.gestures();
HandList hands = frame.hands();
for (HandList::const_iterator hl = hands.begin(); hl != hands.end(); ++hl) {
const Hand hand = *hl;
// Smoothing and stabilization is performed in order to make this
// value more suitable for interaction with 2D content. The stabilized
// position lags behind the palm position by a variable amount,
// depending primarily on the speed of movement.
Vector position = hand.stabilizedPalmPosition();
if (m_positionChanged)
m_positionChanged(position[0], position[1], position[2],
frame.fingers().extended().count(),
hand.direction(),
hand.palmVelocity());
if (m_pinch)
m_pinch(hand.pinchStrength());
if (m_grab)
m_grab(hand.grabStrength());
}
for (int g = 0; g < gestures.count(); ++g) {
Gesture gesture = gestures[g];
switch (gesture.type()) {
case Gesture::TYPE_KEY_TAP:
case Gesture::TYPE_SCREEN_TAP:
if (m_tapped)
m_tapped();
break;
case Gesture::TYPE_SWIPE:
break;
}
}
}
示例3: onFrame
void LeapMotion_Listener::onFrame(const Controller& controller) {
boolean debug = false;
//std::cin.get();
const float min_roll_left = 15.0f, max_roll_left = std::numeric_limits<float>::max();
const float min_roll_right = std::numeric_limits<float>::lowest(), max_roll_right = -15.0f;
const float min_pitch_up = 25.0f, max_pitch_up = std::numeric_limits<float>::max();
const float min_pitch_down = std::numeric_limits<float>::lowest(), max_pitch_down = -5.0f;
const float min_y_down = 0.0f, max_y_down = 70.0f;
const float min_y_up = 190.0f, max_y_up = std::numeric_limits<float>::max();
const float min_x_left = std::numeric_limits<float>::lowest(), max_x_left = -90.0f;
const float min_x_right = 90.0f, max_x_right = std::numeric_limits<float>::max();
//const float min_yaw_left_finger = std::numeric_limits<float>::lowest(), max_yaw_left_finger = -45.0f;
//const float min_yaw_right_finger = 10.0f, max_yaw_right_finger = std::numeric_limits<float>::max();
// Get the most recent frame and report some basic information
const Frame frame = controller.frame();
if (!frame.hands().isEmpty())
{
const Hand hand = frame.hands()[0];
const Leap::Vector normal = hand.palmNormal();
const Leap::Vector direction = hand.direction();
const float pitch = direction.pitch() * RAD_TO_DEG;
const float roll = normal.roll() * RAD_TO_DEG;
const float yaw = direction.yaw() * RAD_TO_DEG;
const float y_palm = hand.palmPosition().y;
const float x_palm = hand.palmPosition().x;
float x_drone = 0.0f, y_drone = 0.0f, z_drone = 0.0f, turn_drone = 0.0f;
if(y_palm>min_y_down && y_palm<max_y_down)
y_drone = -1.0f;
else if(y_palm>min_y_up && y_palm<max_y_up)
y_drone = 1.0f;
if(x_palm>min_x_left && x_palm<max_x_left)
turn_drone = -1.0f;
else if(x_palm>min_x_right && x_palm<max_x_right)
turn_drone = 1.0f;
if(pitch>min_pitch_up && pitch<max_pitch_up)
z_drone = 1.0f;
else if(pitch>min_pitch_down && pitch<max_pitch_down)
z_drone = -1.0f;
if(roll>min_roll_right && roll< max_roll_right)
x_drone = 1.0f;
else if(roll>min_roll_left && roll< max_roll_left)
x_drone = -1.0f;
/*if(roll>min_yaw_left_finger && roll<max_yaw_left_finger)
std::cout<<"turn_left";
else if(roll>min_yaw_right_finger && roll<max_yaw_right_finger)
std::cout<<"turn_right";
*/
if(x_drone != 0.0f || y_drone != 0.0f || z_drone != 0.0f || turn_drone != 0.0f)
{
int _speed_drone = 10;
At_Command _command;
if(x_drone !=0.0f && z_drone != 0.0f)
{
float margin = 0.25f;
(x_drone < 0)? x_drone += margin : x_drone -= margin;
(z_drone < 0)? z_drone += margin : z_drone -= margin;
}
if(y_drone != 0.0f)
_command = At_Command(0, y_drone, 0, 0, Point(_speed_drone, 100), _input_type);
else if(turn_drone != 0.0f)
_command = At_Command(0, 0, 0, turn_drone, Point(_speed_drone, 100), _input_type);
else
_command = At_Command(x_drone, y_drone, z_drone, turn_drone, Point(_speed_drone, 100), _input_type);
_multiple_Input_Devices->prepare_to_send(_command);
if(debug)
{
if(x_drone < 0.0f)
cout<<"Go_Left ";
else if(x_drone > 0.0f)
cout<<"Go_Right ";
if(y_drone > 0.0f)
cout<<"UP ";
else if(y_drone < 0.0f)
cout<<"DOWN ";
//.........这里部分代码省略.........
示例4: paintGL
void Window::paintGL()
{
// Clear
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//LeapMotion
bool drawflag = true;
bool drawflag2 = true;
if( m_controller.isConnected()) //controller is a Controller object
{
Frame frame = m_controller.frame(); //The latest frame
if (!frame.hands().isEmpty())
{
Leap::HandList hands = frame.hands();
Hand firstHand = hands[0];
Leap::Vector handCenter = firstHand.palmPosition();
m_transform.setToIdentity();
//m_transform.rotate(180,QVector3D(0,0,-1));
m_transform.translate(QVector3D(-handCenter.x,handCenter.y,handCenter.z));
float yaw = firstHand.direction().yaw();
m_transform.rotate(-(yaw/3.14)*180,QVector3D(0,-1,0));
float roll = firstHand.palmNormal().roll();
m_transform.rotate((roll/3.14)*180,QVector3D(0,0,-1));
//Frame previous = controller.frame(1); //The previous frame
if (firstHand.grabStrength()>0.5) {
drawflag = false;
}
Hand secondHand = hands[1];
Leap::Vector handCenter2 = secondHand.palmPosition();
m_righthandtransform.setToIdentity();
//m_transform.rotate(180,QVector3D(0,0,-1));
m_righthandtransform.translate(QVector3D(-handCenter2.x,handCenter2.y,handCenter2.z));
float yaw2 = secondHand.direction().yaw();
m_righthandtransform.rotate(-(yaw2/3.14)*180,QVector3D(0,-1,0));
float roll2 = secondHand.palmNormal().roll();
m_righthandtransform.rotate((roll2/3.14)*180,QVector3D(0,0,-1));
//Frame previous = controller.frame(1); //The previous frame
if (secondHand.grabStrength()>0.5) {
drawflag2 = false;
}
}
else
{
m_transform.rotate(2,QVector3D(1,1,0));
m_transform.rotate(2,QVector3D(0,1,0));
m_transform.setTranslation(QVector3D(40,150,0));
//m_transform.setScale(QVector3D(5,5,5));
m_righthandtransform.rotate(2,QVector3D(0,1,0));
m_righthandtransform.setTranslation(QVector3D(-30,150,0));
//m_righthandtransform.setScale(QVector3D(250,250,250));
}
}
else
{
m_transform.setTranslation(QVector3D(0,150,0));
}
//create dynamic enviroment mapping
calcuSSBB(m_transform.getMatrix(),m_modelview,m_projection);
//opencv
Mat opencv_image = cvQueryFrame(capture);
Mat dest;
cvtColor(opencv_image, dest,CV_BGR2RGB);
QImage image((uchar*)dest.data, dest.cols, dest.rows,QImage::Format_RGB888);
//m_backTexture->bind(0);
//m_backTexture->setData(image,QOpenGLTexture::DontGenerateMipMaps);
//glActiveTexture(GL_TEXTURE0);
//generate FBO
// bind a framebuffer object
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_backfbo);
//glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
// Set Drawing buffers
GLuint attachments[1] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, attachments);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0,0,1280,720);
//glViewport(0,0,1280*2,720*2);
m_backTexture->bind();
m_backTexture->load(image);
m_backprogram->bind();
m_backprogram->setUniformValue("ourTexture", 0);
m_backprogram->setUniformValue(u_worldToCameraFloor, m_camera.getMatrix());
m_backprogram->setUniformValue(u_cameraToViewFloor, m_backgroundProjection);
if(m_back!= NULL)
{
//.........这里部分代码省略.........
示例5: 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6: 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.........
示例7: m_bang
void m_bang()
{
Frame frame;
t_atom generalInfo[6];
int num_hands, num_tools, num_gestures;
frame = dispatcher.frame;
num_hands = frame.hands().count();
num_tools = frame.tools().count();
num_gestures = frame.gestures().count();
if(general_flag){
SETFLOAT(&generalInfo[0], (float)frame.id());
SETFLOAT(&generalInfo[1], (float)frame.timestamp());
SETFLOAT(&generalInfo[2], (float)num_hands);
SETFLOAT(&generalInfo[3], (float)frame.fingers().count());
SETFLOAT(&generalInfo[4], (float)frame.tools().count());
SETFLOAT(&generalInfo[5], (float)frame.gestures().count());
ToOutList(0, 6, generalInfo);
}
// tools
for(int i = 0; i<num_tools; i++){
Tool tool;
tool = frame.tools()[i];
t_atom toolInfo[5];
if(tools_position_flag) {
SETFLOAT(&toolInfo[0], i);
SETSYMBOL(&toolInfo[1], gensym("direction"));
SETFLOAT(&toolInfo[2], tool.direction().x);
SETFLOAT(&toolInfo[3], tool.direction().y);
SETFLOAT(&toolInfo[4], tool.direction().z);
ToOutAnything(1, gensym("tool"), 5, toolInfo);
}
if(tools_position_flag) {
SETFLOAT(&toolInfo[0], i);
SETSYMBOL(&toolInfo[1], gensym("position"));
SETFLOAT(&toolInfo[2], tool.tipPosition().x);
SETFLOAT(&toolInfo[3], tool.tipPosition().y);
SETFLOAT(&toolInfo[4], tool.tipPosition().z);
ToOutAnything(1, gensym("tool"), 5, toolInfo);
}
if(tools_velocity_flag){
SETFLOAT(&toolInfo[0], i);
SETSYMBOL(&toolInfo[1], gensym("velocity"));
SETFLOAT(&toolInfo[2], tool.tipVelocity().x);
SETFLOAT(&toolInfo[3], tool.tipVelocity().y);
SETFLOAT(&toolInfo[4], tool.tipVelocity().z);
ToOutAnything(1, gensym("tool"), 5, toolInfo);
}
if(tools_size_flag){
SETFLOAT(&toolInfo[0], i);
SETSYMBOL(&toolInfo[1], gensym("size"));
SETFLOAT(&toolInfo[2], tool.width());
SETFLOAT(&toolInfo[3], tool.length());
ToOutAnything(1, gensym("tool"), 4, toolInfo);
}
}
// hands and fingers
for(int i = 0; i<num_hands; i++){
Hand hand;
hand = frame.hands()[i];
int num_fingers = hand.fingers().count();
int num_tools = hand.tools().count();
t_atom handInfo[5];
if(hands_direction_flag){
// direction
SETFLOAT(&handInfo[0], i);
SETSYMBOL(&handInfo[1], gensym("direction"));
SETFLOAT(&handInfo[2], hand.direction().x);
SETFLOAT(&handInfo[3], hand.direction().y);
SETFLOAT(&handInfo[4], hand.direction().z);
ToOutAnything(1, gensym("hand"), 5, handInfo);
}
if(hands_palm_position_flag){
// position
SETFLOAT(&handInfo[0], i);
SETSYMBOL(&handInfo[1], gensym("palm_position"));
SETFLOAT(&handInfo[2], hand.palmPosition().x);
SETFLOAT(&handInfo[3], hand.palmPosition().y);
SETFLOAT(&handInfo[4], hand.palmPosition().z);
ToOutAnything(1, gensym("hand"), 5, handInfo);
}
if(hands_palm_velocity_flag){
// velocity
SETFLOAT(&handInfo[0], i);
SETSYMBOL(&handInfo[1], gensym("palm_velocity"));
SETFLOAT(&handInfo[2], hand.palmVelocity().x);
SETFLOAT(&handInfo[3], hand.palmVelocity().y);
SETFLOAT(&handInfo[4], hand.palmVelocity().z);
ToOutAnything(1, gensym("hand"), 5, handInfo);
}
if(hands_palm_normal_flag){
// normal
SETFLOAT(&handInfo[0], i);
SETSYMBOL(&handInfo[1], gensym("palm_normal"));
SETFLOAT(&handInfo[2], hand.palmNormal().x);
SETFLOAT(&handInfo[3], hand.palmNormal().y);
SETFLOAT(&handInfo[4], hand.palmNormal().z);
//.........这里部分代码省略.........
示例8: update
void update(double p, double q, LeapHandMessage &message, const Hand &hand)
{
average(p,q,message.at,(1/25.4),hand.palmPosition());
average(p,q,message.point,1,hand.direction());
average(p,q,message.down,1,hand.palmNormal());
}
示例9: getFrame
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);
//.........这里部分代码省略.........
示例10: HandLogic
void QTVS_Leap::HandLogic()
{
//TODO: Fix this
if (hands.count() == 1)
{
int iHandToFingerShift = hand.isLeft() ? 5 : 0;
for (int iFingerCounter = iHandToFingerShift;
iFingerCounter <= iHandToFingerShift + 4;
iFingerCounter ++)
QCoreApplication::postEvent(fingerTraces.at(iFingerCounter), new QHideEvent());
iHandToFingerShift = hand.isLeft() ? 0 : 5;
if(ui.checkBox_ShowFingers->isChecked())
{
for (int iFingerCounter = iHandToFingerShift;
iFingerCounter <= iHandToFingerShift + 4;
iFingerCounter ++)
QCoreApplication::postEvent(fingerTraces.at(iFingerCounter), new QShowEvent());
}
}
else if (hands.isEmpty())
{
foreach (FingerTraceWindow * fTrace, fingerTraces)
QCoreApplication::postEvent(fTrace, new QHideEvent());
// QCoreApplication::postEvent(thumbTrace, new QHideEvent());
// QCoreApplication::postEvent(indexTrace, new QHideEvent());
// QCoreApplication::postEvent(middleTrace, new QHideEvent());
// QCoreApplication::postEvent(ringTrace, new QHideEvent());
// QCoreApplication::postEvent(pinkieTrace, new QHideEvent());
}
else
{
if(ui.checkBox_ShowFingers->isChecked())
{
foreach (FingerTraceWindow * fTrace, fingerTraces)
QCoreApplication::postEvent(fTrace, new QShowEvent());
}
// QCoreApplication::postEvent(thumbTrace, new QShowEvent());
// QCoreApplication::postEvent(indexTrace, new QShowEvent());
// QCoreApplication::postEvent(middleTrace, new QShowEvent());
// QCoreApplication::postEvent(ringTrace, new QShowEvent());
// QCoreApplication::postEvent(pinkieTrace, new QShowEvent());
}
for (HandList::const_iterator hl = hands.begin(); hl != hands.end(); ++hl) {
// Get the first hand
hand = *hl;
//TODO: Perhaps move this to gestures?
if (ui.checkBox_Crunch->isChecked())
{
if (hands.count() == 2)
{
// we check if one hand's dragging and the other's closed
if (hand.isLeft())
{
// if this hand is left, and the other hand (right) is dragging something..
if (debugWindowDrag_Right.left != -1)
{
debugDisplayString = QString::number(hand.grabStrength());
//pretty much closed
if (hand.grabStrength() >= 0.7)
{
SendMessage(debugWindowHWND_Right, WM_SYSCOMMAND, SC_CLOSE, 0);
// DestroyWindow();
}
}
}
else
{
// if this hand is left, and the other hand (right) is dragging something..
if (debugWindowDrag_Left.left != -1)
{
//pretty much closed
if (hand.grabStrength() >= 0.7)
{
// DestroyWindow(debugWindowHWND_Left);
SendMessage(debugWindowHWND_Left, WM_SYSCOMMAND, SC_CLOSE, 0);
}
}
}
}
}
// 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
// debugDisplayString = QString(", palm position: " + QString(hand.palmPosition().toString().data() ));
// debugDisplayString = QString::number(hand.palmPosition().x); //20
// debugDisplayString.append("\n");
//.........这里部分代码省略.........