本文整理汇总了C++中leap::Frame::fingers方法的典型用法代码示例。如果您正苦于以下问题:C++ Frame::fingers方法的具体用法?C++ Frame::fingers怎么用?C++ Frame::fingers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::Frame
的用法示例。
在下文中一共展示了Frame::fingers方法的7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: updateLeapPointer
void MenuController::updateLeapPointer(const Leap::Controller& controller, const Leap::Frame& frame)
{
pointer_ = frame.fingers().extended().frontmost();
Leap::Vector n = frame.interactionBox().normalizePoint(pointer_.stabilizedTipPosition());
leap.x = n.x * viewport_.width + viewport_.x;
leap.y = n.y * viewport_.height + viewport_.y;
}
示例2: 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3: processFingers
void LeapCinderVectorFieldApp::processFingers()
{
Leap::Frame frame = m_LeapController.frame();
Leap::FingerList fingers = frame.fingers();
m_VectorField->ClearPointTo();
for( int i = 0; i < fingers.count(); i++ )
{
m_VectorField->CheckPointTo( normalizeCoords( fingers[i].tipPosition() ) );
}
}
示例4: onFrame
void LeapListener::onFrame(const Leap::Controller& controller) {
// Get the most recent frame and report some basic information
const Leap::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();
*/
if (!frame.hands().isEmpty()) {
// Get the first hand
const Leap::Hand hand = frame.hands()[0];
qDebug() << "Radius: " << hand.sphereRadius();
// Grab
if(hand.sphereRadius() < 50.0 && hand.translationProbability(controller.frame(1)) > 0.6){
Leap::Vector v = hand.translation(controller.frame(1));
v = 0.1 * v;
glwidget_->camera_.translate(v.x, v.y, v.z);
glwidget_->update();
}
qDebug() << "Hand pos" << hand.palmPosition().x << hand.palmPosition().y << hand.palmPosition().z;
if(frame.fingers().count() > 200 && frame.hands().count() == 1){
Leap::Vector trans = hand.translation(controller.frame(1));
//int dir = trans.y > 0 ? 1 : -1;
trans = 0.1 * trans;
//glwidget_->camera_.translate(0, 0, dir*0.1);
//Leap::Vector rot = hand.rotationAxis(controller.frame());
float yaw = hand.rotationAngle(controller.frame(1), Leap::Vector(1, 0, 0));
float pitch = hand.rotationAngle(controller.frame(1), Leap::Vector(1, 0, 0)); // works
float roll = hand.rotationAngle(controller.frame(1), Leap::Vector(0, 0, 1));
//qDebug() << yaw << pitch << roll;
glwidget_->camera_.rotate3D(yaw, pitch, roll);
//glwidget_->camera_.rotate2D(0.01 * trans.x, 0.01 * trans.y);
glwidget_->update();
}
/*
// Check if the hand has any fingers
const Leap::FingerList fingers = hand.fingers();
if (!fingers.empty()) {
// Calculate the hand's average finger tip position
Leap::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 Leap::Vector normal = hand.palmNormal();
const Leap::Vector direction = hand.direction();
// Calculate the hand's pitch, roll, and yaw angles
std::cout << "Hand pitch: " << direction.pitch() * Leap::RAD_TO_DEG << " degrees, "
<< "roll: " << normal.roll() * Leap::RAD_TO_DEG << " degrees, "
<< "yaw: " << direction.yaw() * Leap::RAD_TO_DEG << " degrees"<< std::endl;
}
// Get gestures
const Leap::GestureList gestures = frame.gestures();
for (int g = 0; g < gestures.count(); ++g) {
Leap::Gesture gesture = gestures[g];
switch (gesture.type()) {
case Leap::Gesture::TYPE_CIRCLE:
{
Leap::CircleGesture circle = gesture;
std::string clockwiseness;
if (circle.pointable().direction().angleTo(circle.normal()) <= M_PI/4) {
clockwiseness = "clockwise";
} else {
clockwiseness = "counterclockwise";
}
// Calculate angle swept since last frame
float sweptAngle = 0;
if (circle.state() != Leap::Gesture::STATE_START) {
Leap::CircleGesture previousUpdate = Leap::CircleGesture(controller.frame().gesture(circle.id()));
sweptAngle = (circle.progress() - previousUpdate.progress()) * 2 * M_PI;
//.........这里部分代码省略.........
示例5: main
int main()
{
//Leap Motion Vairables
Leap::Controller controller;
Leap::Frame frame;
Leap::HandList hands;
Leap::Hand h1;
Leap::FingerList fingers;
Leap::Finger index;
Leap::Finger thumb;
Leap::PointableList pointables;
float indexX = 0, indexY = 0, indexZ = 0, thumbX = 0, thumbY = 0, thumbZ = 0, sum = 0;
unsigned long cycles = 0;
// TCP Variables
WSADATA wsaData;
SOCKET connectSocket = INVALID_SOCKET;
struct addrinfo* result = NULL;
struct addrinfo* ptr = NULL;
struct addrinfo hints;
char cSendBuf[512][512];
char sSendBuf[512];
int iResult;
int recvBufLen = DEFAULT_BUFLEN;
int i = 0;
iResult = WSAStartup(MAKEWORD(2, 2), &wsaData);
if (iResult != 0) {
printf("WSAStartup failed with error: %d\n", iResult);
return 1;
}
// Initialize all address info to 0 to start.
SecureZeroMemory(&hints, sizeof(hints));
hints.ai_family = AF_UNSPEC; // Doesn't matter if we use IPV4 or IPV6
hints.ai_socktype = SOCK_STREAM; // TCP Stream sockets
hints.ai_protocol = IPPROTO_TCP;
// Resolve the server address and port
iResult = getaddrinfo("127.0.0.1", DEFAULT_PORT, &hints, &result);
if (iResult != 0) {
printf("getaddrinfo failed with error: %d\n", iResult);
WSACleanup();
return 1;
}
// Attempt to connect to an address until one succeeds
for (ptr = result; ptr != NULL; ptr = ptr->ai_next) {
// create a socket for connecting to the server
connectSocket = socket(ptr->ai_family, ptr->ai_socktype, ptr->ai_protocol);
if (connectSocket == INVALID_SOCKET) {
printf("socket failed with error: %ld\n", WSAGetLastError());
WSACleanup();
return 1;
}
// Connect to the server
iResult = connect(connectSocket, ptr->ai_addr, (int)ptr->ai_addrlen);
if (iResult == SOCKET_ERROR) {
closesocket(connectSocket);
connectSocket = INVALID_SOCKET;
continue;
}
break;
}
// Deallocate the address info
freeaddrinfo(result);
if (connectSocket == INVALID_SOCKET) {
printf("Unable to connect to server!\n");
WSACleanup();
return 1;
}
// Setup serial port connection and needed variables.
SerialPort.Open(PORT_NUM, BAUD);
Controller[20].value = 9; //Verification Byte sent to make sure everything else ends up in the right location
FillByteSize();
while (true)
{
cycles++;
UpdateControllerState(); //Updates all values on the controller
WORD wButtons = g_Controllers[CONTROLLER1].state.Gamepad.wButtons;
//Stores all of the values from the controller into the controller structure
Controller[0].value = g_Controllers[CONTROLLER1].state.Gamepad.sThumbRX;
Controller[1].value = g_Controllers[CONTROLLER1].state.Gamepad.sThumbRY;
Controller[2].value = g_Controllers[CONTROLLER1].state.Gamepad.sThumbLX;
Controller[3].value = g_Controllers[CONTROLLER1].state.Gamepad.sThumbLY;
Controller[4].value = (g_Controllers[CONTROLLER1].state.Gamepad.bRightTrigger);
//.........这里部分代码省略.........
示例6: main
int main()
{
Leap::Controller controller;
Leap::Frame frame;
Leap::HandList hands;
Leap::Hand h1;
Leap::FingerList fingers;
Leap::Finger index;
Leap::Finger thumb;
Leap::PointableList pointables;
float indexX = 0, indexY = 0, indexZ = 0, thumbX = 0, thumbY = 0, thumbZ = 0, sum = 0, supersample[20];
int i = 0;
// Setup serial port connection and needed variables.
HANDLE hSerial = CreateFile(L"COM6", GENERIC_WRITE | GENERIC_READ, 0, 0, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, 0);
if (hSerial != INVALID_HANDLE_VALUE)
{
printf("Port opened! \n");
DCB dcbSerialParams;
GetCommState(hSerial, &dcbSerialParams);
dcbSerialParams.BaudRate = CBR_14400;
dcbSerialParams.ByteSize = 8;
dcbSerialParams.Parity = NOPARITY;
dcbSerialParams.StopBits = ONESTOPBIT;
SetCommState(hSerial, &dcbSerialParams);
Sleep(1000);
}
else
{
if (GetLastError() == ERROR_FILE_NOT_FOUND)
{
printf("Serial port doesn't exist! \n");
}
printf("Error while setting up serial port! \n");
}
Controller[20].value = 9; //Verification Byte sent to make sure everything else ends up in the right location
FillByteSize();
while (true)
{
UpdateControllerState(); //Updates all values on the controller
WORD wButtons = g_Controllers[CONTROLLER1].state.Gamepad.wButtons;
//Stores all of the values from the controller into the controller structure
Controller[0].value = g_Controllers[CONTROLLER1].state.Gamepad.sThumbRX;
Controller[1].value = g_Controllers[CONTROLLER1].state.Gamepad.sThumbRY;
Controller[2].value = g_Controllers[CONTROLLER1].state.Gamepad.sThumbLX;
Controller[3].value = g_Controllers[CONTROLLER1].state.Gamepad.sThumbLY;
Controller[4].value = (g_Controllers[CONTROLLER1].state.Gamepad.bRightTrigger);
Controller[5].value = (g_Controllers[CONTROLLER1].state.Gamepad.bLeftTrigger);
Controller[6].value = (wButtons & XINPUT_GAMEPAD_RIGHT_THUMB);
Controller[7].value = (wButtons & XINPUT_GAMEPAD_LEFT_THUMB);
Controller[8].value = (wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER);
Controller[9].value = (wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER);
Controller[10].value = (wButtons & XINPUT_GAMEPAD_DPAD_UP);
Controller[11].value = (wButtons & XINPUT_GAMEPAD_DPAD_DOWN);
Controller[12].value = (wButtons & XINPUT_GAMEPAD_DPAD_LEFT);
Controller[13].value = (wButtons & XINPUT_GAMEPAD_DPAD_RIGHT);
Controller[14].value = (wButtons & XINPUT_GAMEPAD_A);
Controller[15].value = (wButtons & XINPUT_GAMEPAD_B);
Controller[16].value = (wButtons & XINPUT_GAMEPAD_Y);
Controller[17].value = (wButtons & XINPUT_GAMEPAD_X);
Controller[18].value = (wButtons & XINPUT_GAMEPAD_START);
Controller[19].value = (wButtons & XINPUT_GAMEPAD_BACK);
CheckDeadZone();
if (controller.isConnected() == true)
{
sum = 0;
frame = controller.frame();
hands = frame.hands();
h1 = hands[0];
fingers = frame.fingers();
thumb = fingers[0];
index = fingers[1];
pointables = frame.pointables();
Leapvalues[0].value = h1.palmVelocity().x;
Leapvalues[1].value = h1.palmVelocity().y;
Leapvalues[2].value = h1.palmVelocity().z;
Leapvalues[3].value = h1.direction().pitch()*Leap::RAD_TO_DEG;
Leapvalues[4].value = h1.direction().yaw()*Leap::RAD_TO_DEG;
indexX = index.tipPosition().x;
indexY = index.tipPosition().y;
indexZ = index.tipPosition().z;
thumbX = thumb.tipPosition().x;
thumbY = thumb.tipPosition().y;
thumbZ = thumb.tipPosition().z;
//.........这里部分代码省略.........
示例7: onFrame
void SampleListener::onFrame(const Leap::Controller& controller) {
// Get the most recent frame and report some basic information
const Leap::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;
Leap::HandList hands = frame.hands();
for (Leap::HandList::const_iterator hl = hands.begin(); hl != hands.end(); ++hl) {
// Get the first hand
const Leap::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 Leap::Vector normal = hand.palmNormal();
const Leap::Vector direction = hand.direction();
// Calculate the hand's pitch, roll, and yaw angles
std::cout << std::string(2, ' ') << "pitch: " << direction.pitch() * Leap::RAD_TO_DEG << " degrees, "
<< "roll: " << normal.roll() * Leap::RAD_TO_DEG << " degrees, "
<< "yaw: " << direction.yaw() * Leap::RAD_TO_DEG << " degrees" << std::endl;
// Get the Arm bone
Leap::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 Leap::FingerList fingers = hand.fingers();
for (Leap::FingerList::const_iterator fl = fingers.begin(); fl != fingers.end(); ++fl) {
const Leap::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) {
Leap::Bone::Type boneType = static_cast<Leap::Bone::Type>(b);
Leap::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 Leap::ToolList tools = frame.tools();
for (Leap::ToolList::const_iterator tl = tools.begin(); tl != tools.end(); ++tl) {
const Leap::Tool tool = *tl;
std::cout << std::string(2, ' ') << "Tool, id: " << tool.id()
<< ", position: " << tool.tipPosition()
<< ", direction: " << tool.direction() << std::endl;
}
// Get gestures
const Leap::GestureList gestures = frame.gestures();
for (int g = 0; g < gestures.count(); ++g) {
Leap::Gesture gesture = gestures[g];
switch (gesture.type()) {
case Leap::Gesture::TYPE_CIRCLE:
{
Leap::CircleGesture circle = gesture;
std::string clockwiseness;
if (circle.pointable().direction().angleTo(circle.normal()) <= Leap::PI/2) {
clockwiseness = "clockwise";
} else {
clockwiseness = "counterclockwise";
}
// Calculate angle swept since last frame
float sweptAngle = 0;
if (circle.state() != Leap::Gesture::STATE_START) {
Leap::CircleGesture previousUpdate = Leap::CircleGesture(controller.frame(1).gesture(circle.id()));
sweptAngle = (circle.progress() - previousUpdate.progress()) * 2 * Leap::PI;
}
std::cout << std::string(2, ' ')
<< "Circle id: " << gesture.id()
<< ", state: " << stateNames[gesture.state()]
<< ", progress: " << circle.progress()
<< ", radius: " << circle.radius()
<< ", angle " << sweptAngle * Leap::RAD_TO_DEG
<< ", " << clockwiseness << std::endl;
break;
}
case Leap::Gesture::TYPE_SWIPE:
{
Leap::SwipeGesture swipe = gesture;
std::cout << std::string(2, ' ')
<< "Swipe id: " << gesture.id()
<< ", state: " << stateNames[gesture.state()]
//.........这里部分代码省略.........