本文整理汇总了C++中leap::Controller::frame方法的典型用法代码示例。如果您正苦于以下问题:C++ Controller::frame方法的具体用法?C++ Controller::frame怎么用?C++ Controller::frame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leap::Controller
的用法示例。
在下文中一共展示了Controller::frame方法的15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 Listener::onFrame(const Leap::Controller &controller) {
Leap::Frame curFrame = controller.frame();
if (firstFrameLeap == 0 && ++frameCount > 10) {
gettimeofday(&firstFrameAbs, NULL);
firstFrameLeap = curFrame.timestamp();
cout << "First frame clock time: " << tv_to_usec(firstFrameAbs) << endl;
cout << "First frame leap time: " << firstFrameLeap << endl;
}
// use current active gesture recognizers to locate gestures
// and then trigger appropriate note/controls
// feed frames to recognizers
vector<GesturePtr> recognizers = gestureRecognizers();
for (vector<GesturePtr>::iterator it = recognizers.begin(); it != recognizers.end(); ++it) {
// get controls recognized from gestures
GesturePtr gesture = *it;
std::vector<ControlPtr> gestureControls; // controls from this gesture
gesture->recognizedControls(controller, gestureControls);
if (! gestureControls.size())
continue;
// call gesture recognized callback
onGestureRecognized(controller, gesture);
for (vector<ControlPtr>::iterator ctl = gestureControls.begin(); ctl != gestureControls.end(); ++ctl) {
ControlPtr control = *ctl;
onControlUpdated(controller, gesture, control);
}
}
}
示例2: onFrame
void Quickstart::onFrame(const Leap::Controller &controller) {
// returns the most recent frame. older frames can be accessed by passing in
// a "history" parameter to retrieve an older frame, up to about 60
// (exact number subject to change)
const Leap::Frame frame = controller.frame();
// do nothing unless hands are detected
if (frame.hands().empty())
return;
// first detected hand
const Leap::Hand firstHand = frame.hands()[0];
// first pointable object (finger or tool)
const Leap::PointableList pointables = firstHand.pointables();
if (pointables.empty()) return;
const Leap::Pointable firstPointable = pointables[0];
// print velocity on the X axis
cout << "Pointable X velocity: " << firstPointable.tipVelocity()[0] << endl;
const Leap::FingerList fingers = firstHand.fingers();
if (fingers.empty()) return;
for (int i = 0; i < fingers.count(); i++) {
const Leap::Finger finger = fingers[i];
std::cout << "Detected finger " << i << " at position (" <<
finger.tipPosition().x << ", " <<
finger.tipPosition().y << ", " <<
finger.tipPosition().z << ")" << std::endl;
}
}
示例3: onControlUpdated
void Listener::onControlUpdated(const Leap::Controller &controller, GesturePtr gesture, ControlPtr control) {
midi_control_index ctrlIdx = control->controlIndex();
midi_control_value ctrlVal = control->mappedValue();
//
// cout << "Recognized control index " << ctrlIdx
// << " (" << control->description() << ")"
// << ", raw value: "
// << control->rawValue() << " mapped value: " << ctrlVal << endl;
if (frameCount <= 10) return;
// control latency
struct timeval tv;
gettimeofday(&tv, NULL);
double elapsedTime = (tv.tv_sec - control->timestamp().tv_sec) * 1000.0; // sec to ms
elapsedTime += (tv.tv_usec - control->timestamp().tv_usec) / 1000.0; // us to ms
// frame latency
double absoluteTimeOffset = tv_to_usec(tv) - tv_to_usec(firstFrameAbs);
// cout << "absolute time offset: " << absoluteTimeOffset << endl;
int64_t curFrameTime = controller.frame().timestamp();
int64_t frameOffset = curFrameTime - firstFrameLeap;
int64_t frameLatency = absoluteTimeOffset - frameOffset;
// cout << "frame: " << curFrameTime << ", absolute offset: " << (absoluteTimeOffset / 1000) << ", frameOffset: " << (frameOffset / 1000) << ", diff: " << (frameLatency / 1000) << endl;
if (minLatency == 0 || frameLatency < minLatency)
minLatency = frameLatency;
if (frameLatency > maxLatency)
maxLatency = frameLatency;
controlCount++;
totalLatency += frameLatency;
if (elapsedTime > 3)
cout << "frame latency: " << (frameLatency / 1000) << ", control output latency: " << elapsedTime << endl;
}
示例4: processGesture
void LeapFishyApp::processGesture()
{
Leap::Frame frame = m_LeapController.frame();
if( m_LastFrame == frame )
return;
Leap::GestureList gestures = m_LastFrame.isValid() ?
frame.gestures( m_LastFrame ) :
frame.gestures();
m_LastFrame = frame;
for( int i = 0; i < gestures.count(); i++ )
{
if( gestures[i].type() == Leap::Gesture::TYPE_SWIPE )
{
Leap::SwipeGesture swipe = gestures[i];
Leap::Vector diff = 0.006f*(swipe.position() - swipe.startPosition());
Vec2f curSwipe(diff.x, -diff.y);
m_pPlayer->AddVelocity( curSwipe );
}
else if( gestures[i].type() == Leap::Gesture::TYPE_KEY_TAP ||
gestures[i].type() == Leap::Gesture::TYPE_SCREEN_TAP )
{
m_pPlayer->KillVelocity();
}
}
}
示例5: onFrame
void MouseController::onFrame(const Leap::Controller &controller) {
// get list of detected screens
const Leap::ScreenList screens = controller.calibratedScreens();
// make sure we have a detected screen
if (screens.empty()) return;
const Leap::Screen screen = screens[0];
// find the first finger or tool
const Leap::Frame frame = controller.frame();
const Leap::HandList hands = frame.hands();
if (hands.empty()) return;
const Leap::PointableList pointables = hands[0].pointables();
if (pointables.empty()) return;
const Leap::Pointable firstPointable = pointables[0];
// get x, y coordinates on the first screen
const Leap::Vector intersection = screen.intersect(
firstPointable,
true, // normalize
1.0f // clampRatio
);
// if the user is not pointing at the screen all components of
// the returned vector will be Not A Number (NaN)
// isValid() returns true only if all components are finite
if (! intersection.isValid()) return;
unsigned int x = screen.widthPixels() * intersection.x;
// flip y coordinate to standard top-left origin
unsigned int y = screen.heightPixels() * (1.0f - intersection.y);
CGPoint destPoint = CGPointMake(x, y);
CGDisplayMoveCursorToPoint(kCGDirectMainDisplay, destPoint);
}
示例6: onFrame
void LeapMotionListener::onFrame( const Leap::Controller& controller )
{
// get least frame
frame = controller.frame( 0 );
}
示例7: onFrame
void Listener::onFrame( const Leap::Controller& controller )
{
lock_guard<mutex> lock( *mMutex );
if ( !mNewFrame ) {
mFrame = controller.frame();
mNewFrame = true;
}
}
示例8: get_finger_positions
fdata get_finger_positions()
{
Leap::Frame frame = control.frame();
Leap::FingerList fingers = frame.fingers();
Leap::ToolList tools = frame.tools();
Leap::HandList hands = frame.hands();
//std::vector<std::pair<cl_float4, int>> positions;
fdata hand_data;
int p = 0;
for(int i=0; i<40; i++)
{
hand_data.fingers[i] = 0.0f;
}
///will explode if more than 2
for(int i=0; i<hands.count(); i++)
{
const Leap::Hand hand = hands[i];
Leap::FingerList h_fingers = hand.fingers();
float grab_strength = hand.grabStrength();
hand_data.grab_confidence[i] = grab_strength;
for(int j=0; j<h_fingers.count(); j++)
{
const Leap::Finger finger = h_fingers[j];
float mfingerposx = finger.tipPosition().x;
float mfingerposy = finger.tipPosition().y;
float mfingerposz = finger.tipPosition().z;
//cl_float4 ps = {mfingerposx, mfingerposy, mfingerposz, 0.0f};
//cl_float4 ps = {mfingerposx, mfingerposy, mfingerposz, 0.0f};
int id = finger.id();
hand_data.fingers[p++] = mfingerposx;
hand_data.fingers[p++] = mfingerposy;
hand_data.fingers[p++] = mfingerposz;
hand_data.fingers[p++] = 0.0f;
//positions.push_back(std::pair<cl_float4, int>(ps, id));
}
}
return hand_data;
}
示例9: processFingers
void LeapCinderRainApp::processFingers()
{
Leap::Frame frame = m_LeapController.frame();
Leap::FingerList fingers = frame.fingers();
m_Rain->ClearPointTo();
for( int i = 0; i < fingers.count(); i++ )
{
m_Rain->CheckPointTo( normalizeCoords( fingers[i].tipPosition() ), 40.0f );
}
}
示例10: stepFrame
// This is called every SL viewer frame
void LLLMImpl::stepFrame()
{
if (mLMController
&& mFrameAvailable
&& mLMConnected)
{
mFrameAvailable = false;
// Get the most recent frame and report some basic information
const Leap::Frame frame = mLMController->frame();
Leap::HandList hands = frame.hands();
static LLCachedControl<S32> sControllerMode(gSavedSettings, "LeapMotionTestMode", 0);
if( !mTool || mTool->getId() != sControllerMode )
{
delete mTool;
mTool = nd::leap::constructTool( sControllerMode );
}
if( mTool )
mTool->onRenderFrame( frame );
else
{
switch (sControllerMode)
{
case 1:
modeFlyingControlTest(hands);
break;
case 2:
modeStreamDataToSL(hands);
break;
case 3:
modeGestureDetection1(hands);
break;
case 4:
modeMoveAndCamTest1(hands);
break;
// <FS:Zi> Leap Motion flycam
case 10:
modeFlycam(hands);
break;
// </FS:Zi>
case 411:
modeDumpDebugInfo(hands);
break;
default:
// Do nothing
break;
}
}
}
}
示例11: memset
void eleap::eleap_t::impl_t::onFrame(const Leap::Controller& controller)
{
const Leap::Frame frame = controller.frame();
if (frame.isValid())
{
// send the known hands in this frame, this will handle hands coming and going
const Leap::HandList hands = frame.hands();
{
unsigned long long time_encoded = (0&0xffffffff)<<8 | (DATA_KNOWN_HANDS&0xff);
float *f;
unsigned char *dp;
piw::data_nb_t d = ctx_.allocate_host(time_encoded,INT32_MAX,INT32_MIN,0,BCTVTYPE_INT,sizeof(int32_t),&dp,hands.count(),&f);
memset(f,0,hands.count()*sizeof(int32_t));
*dp = 0;
for(int i = 0; i < hands.count(); ++i)
{
const Leap::Hand hand = hands[i];
if(hand.isValid() && hand.fingers().count() > 1)
{
((int32_t *)f)[i] = hand.id();
}
}
enqueue_fast(d,1);
}
// handle the actual data for the detected hands
for(int i = 0; i < hands.count(); ++i)
{
const Leap::Hand hand = hands[i];
if(hand.isValid() && hand.fingers().count() > 1)
{
unsigned long long time_encoded = (hand.id()&0xffffffff)<<8 | (DATA_PALM_POSITION&0xff);
const Leap::Vector palm_pos = hand.palmPosition();
float *f;
unsigned char *dp;
piw::data_nb_t d = ctx_.allocate_host(time_encoded,600,-600,0,BCTVTYPE_FLOAT,sizeof(float),&dp,3,&f);
memset(f,0,3*sizeof(float));
*dp = 0;
f[0] = piw::normalise(600,-600,0,palm_pos.x);
f[1] = piw::normalise(600,-600,0,palm_pos.y);
f[2] = piw::normalise(600,-600,0,palm_pos.z);
enqueue_fast(d,1);
}
}
}
}
示例12: frame
virtual void onFrame (const Leap::Controller&)
{
const Leap::Frame frame(m_Controller.frame(0));
const Leap::Hand hand(frame.hands().rightmost());
if (!hand.isValid())
{
m_LastNormalizedPos.reset();
return;
}
const Leap::Vector pos(hand.palmPosition());
m_LastNormalizedPos = frame.interactionBox().normalizePoint(pos);
}
示例13: if
void LeapSample03App::draw()
{
gl::clear( Color( .97, .93, .79 ) );
Leap::PointableList pointables = leap.frame().pointables();
Leap::InteractionBox iBox = leap.frame().interactionBox();
for ( int p = 0; p < pointables.count(); p++ ) {
Leap::Pointable pointable = pointables[p];
#if 1
// ここから追加
// 伸びている指、ツール以外は無視する
if ( !pointable.isExtended() ) {
continue;
}
// ここまで追加
#endif
Leap::Vector normalizedPosition =
iBox.normalizePoint( pointable.stabilizedTipPosition() );
float x = normalizedPosition.x * windowWidth;
float y = windowHeight - normalizedPosition.y * windowHeight;
// ホバー状態
if ( (pointable.touchDistance() > 0) &&
(pointable.touchZone() != Leap::Pointable::Zone::ZONE_NONE) ) {
gl::color(0, 1, 0, 1 - pointable.touchDistance());
}
// タッチ状態
else if ( pointable.touchDistance() <= 0 ) {
gl::color(1, 0, 0, -pointable.touchDistance());
}
// タッチ対象外
else {
gl::color(0, 0, 1, .05);
}
gl::drawSolidCircle( Vec2f( x, y ), 40 );
}
}
示例14: onFrame
void LeapMotionListener::onFrame( const Leap::Controller& controller )
{
// get least frame
frame = controller.frame( 0 );
// get fingerList
Leap::FingerList fingerList = frame.hand.fingers();
// copy
Leap::Finger *leapFinger = &fingerList[ 0 ];
Finger *finger = ( Finger * )leapFinger;
}
示例15: eventShake
int StateKen::eventShake(StateContext& context, const Leap::Controller& controller)
{
std::cout << "けん\n" << std::endl;
const Leap::Frame frame = controller.frame();
const Leap::Hand hand = frame.hands()[0];
Leap::Vector position = hand.palmPosition();
JankenApp::getInstance()->setShakeStartPosition(position);
int ret = context.changeState(StatePon::getInstance());
return ret;
}