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C++ Frame::hands方法代码示例

本文整理汇总了C++中leap::Frame::hands方法的典型用法代码示例。如果您正苦于以下问题:C++ Frame::hands方法的具体用法?C++ Frame::hands怎么用?C++ Frame::hands使用的例子?那么恭喜您, 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leap::Frame的用法示例。


在下文中一共展示了Frame::hands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: onLeapFrame

		void ExampleTool::onLeapFrame( Leap::Frame const &aFrame )
		{
			mHands = aFrame.hands().count();
			mFingers = 0;
			for( int i = 0; i < mHands; ++ i )
				mFingers += aFrame.hands()[ i ].fingers().count();
		}
开发者ID:CaseyraeStarfinder,项目名称:Firestorm-Viewer,代码行数:7,代码来源:fsleapexampletool.cpp

示例2: drawHands

void HandController::drawHands() {
  glPushMatrix();
  glTranslatef(translation_);
  glScalef(scale_, scale_, scale_);
  
  Leap::Frame frame = controller_.frame();
  for (int h = 0; h < frame.hands().count(); ++h) {
    Leap::Hand hand = frame.hands()[h];
    
    for (int f = 0; f < hand.fingers().count(); ++f) {
      Leap::Finger finger = hand.fingers()[f];
      
      // Draw first joint inside hand.
      Leap::Bone mcp = finger.bone(Leap::Bone::Type::TYPE_METACARPAL);
      drawJoint(mcp.prevJoint());
      
      for (int b = 0; b < 4; ++b) {
        Leap::Bone bone = finger.bone(static_cast<Leap::Bone::Type>(b));
        drawJoint(bone.nextJoint());
        drawBone(bone);
      }
    }
  }
  
  glPopMatrix();
}
开发者ID:gauntalt,项目名称:MagneticMesh,代码行数:26,代码来源:HandController.cpp

示例3: copyFromFrame

void LeapMotionFrame::copyFromFrame(const Leap::Frame& frame, const F32& maxHandAxisRadius)
{
   // This also resets all counters
   clear();

   // Retrieve frame information
   mFrameValid = frame.isValid();
   mFrameId = frame.id();
   mFrameTimeStamp = frame.timestamp();

   mFrameInternalId = smNextInternalFrameId;
   ++smNextInternalFrameId;
   mFrameSimTime = Sim::getCurrentTime();
   mFrameRealTime = Platform::getRealMilliseconds();

   if(!mFrameValid)
   {
      return;
   }

   // Retrieve hand information
   mHandCount = frame.hands().count();
   if(mHandCount > 0)
   {
      copyFromFrameHands(frame.hands(), maxHandAxisRadius);
   }

   // Retrieve pointable information
   mPointableCount = frame.pointables().count();
   if(mPointableCount > 0)
   {
      copyFromFramePointables(frame.pointables());
   }
}
开发者ID:campadrenalin,项目名称:terminal-overload,代码行数:34,代码来源:leapMotionFrame.cpp

示例4: 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;
    }
}
开发者ID:revmischa,项目名称:leapbook,代码行数:32,代码来源:quickstart.cpp

示例5: CopyHandsData

void LeapController::CopyHandsData( LeapFrame & a_frame_internal, Leap::Frame & a_frame_external )
{
    const Leap::Device & device = m_ctrl.devices()[0];

    a_frame_internal.hands.clear();
    a_frame_internal.hands.resize(a_frame_external.hands().count());
    a_frame_internal.fingers.clear();

    for ( int i_hand = 0; i_hand < a_frame_external.hands().count(); ++i_hand )
    {
        const Leap::Hand & hand_ext = a_frame_external.hands()[i_hand];

        // setup hand
        LeapHand & hand = a_frame_internal.hands[i_hand];
        hand.id				= hand_ext.id();
        hand.fingers_count	= 0;
        hand.dir			= toV3( hand_ext.direction() );
        hand.palm_normal	= toV3( hand_ext.palmNormal() );
        hand.palm_pos		= toV3( hand_ext.palmPosition() ) * LEAP_SCALE;
        hand.palm_vel		= toV3( hand_ext.palmVelocity() ) * LEAP_SCALE;
        hand.sphere_center	= toV3( hand_ext.sphereCenter() ) * LEAP_SCALE;
        hand.sphere_radius	= hand_ext.sphereRadius() * LEAP_SCALE;
        hand.age			= hand_ext.timeVisible();
        hand.dist_to_boundary = device.distanceToBoundary( hand_ext.palmPosition() ) * LEAP_SCALE;

        int hand_ext_finger_count = hand_ext.fingers().count();

        // clamp the number of fingers if LEAP bugs out and returns  hand with more than 5 fingers
        hand_ext_finger_count = max( hand_ext_finger_count, LEAP_MAX_NUM_FINGERS_PER_HAND );
        //ASSERT( hand_ext_finger_count <= LEAP_MAX_NUM_FINGERS_PER_HAND );

        for( int i_finger = 0; i_finger < hand_ext_finger_count; ++i_finger )
        {
            const Leap::Finger & finger_ext = hand_ext.fingers()[i_finger];

            if ( finger_ext.isValid() )
            {
                // alloc new finger
                a_frame_internal.fingers.resize( a_frame_internal.fingers.size()+1 );
                LeapFinger &finger  = a_frame_internal.fingers.back();

                finger.id			= finger_ext.id();
                finger.hand_id		= hand.id;
                finger.hand_index	= (int)i_hand;
                finger.finger_size	= v2( finger_ext.width(), finger_ext.length() ) * LEAP_SCALE;
                finger.dir			= toV3( finger_ext.direction() );
                finger.tip_pos		= toV3( finger_ext.tipPosition() ) * LEAP_SCALE;
                finger.tip_vel		= toV3( finger_ext.tipVelocity() ) * LEAP_SCALE;
                finger.age			= finger_ext.timeVisible();
                finger.tip_pos_stabilized = toV3( finger_ext.stabilizedTipPosition() ) * LEAP_SCALE;
                finger.dist_to_boundary = device.distanceToBoundary( finger_ext.tipPosition() ) * LEAP_SCALE;

                // add finger
                hand.fingers_index[hand.fingers_count] = (int)a_frame_internal.fingers.size()-1;
                ++hand.fingers_count;
            }
        }
    }
}
开发者ID:kalineh,项目名称:FunkEngine-Public,代码行数:59,代码来源:LeapController.cpp

示例6: onLeapFrame

		void ManipTool::onLeapFrame( Leap::Frame const &aFrame )
		{
			if( (aFrame.timestamp() - mLastExaminedFrame ) < 16*1000 )
				return;

			if( aFrame.hands().count() > 2 )
				return;

			mLastExaminedFrame = aFrame.timestamp();
			U16 curFrame = getNextFrameNo( mLastStoredFrame );
			Fingers &curFingers = mFingersPerFrame[ curFrame ];
			U16 curFinger = 0;
			curFingers.clear();
			curFingers.mTimestamp = mLastExaminedFrame;

			Leap::HandList hands = aFrame.hands();
			for( int i = 0; i < hands.count(); ++i )
			{
				for( int j = 0; j < hands[i].fingers().count(); ++j )
				{
					Leap::Finger oFinger( hands[i].fingers()[j] );

					Finger &oF = curFingers.mFingers[ curFinger++ ];

					oF.mId = oFinger.id();
					oF.mTimestamp = mLastExaminedFrame;
					copy( oFinger.direction(), oF.mDir );
					copy( oFinger.tipPosition(), oF.mTip );
					oF.mWidth = oFinger.width();
					oF.mLength = oFinger.length();
				}
			}

			curFingers.mStoredFingers = curFinger;

			if( mTotalStoredFrames > 0 )
			{
				Fingers &prevFingers = mFingersPerFrame[ mLastStoredFrame ];
	
				for( U16 i = 0; i < curFingers.mStoredFingers; ++i )
				{
					Finger &curFinger = curFingers.mFingers[i];
					Finger const *prevFinger = prevFingers.getFinger( curFinger.mId );
					if( !prevFinger )
						continue;

					subtract( curFinger.mTip, prevFinger->mTip, curFinger.mFromLast );
					curFinger.mLenFromLast = normalize( curFinger.mFromLast );
				}
			}

			mLastStoredFrame = curFrame;
			++mTotalStoredFrames;
		}
开发者ID:CaseyraeStarfinder,项目名称:Firestorm-Viewer,代码行数:54,代码来源:fsleapmaniptool.cpp

示例7: getPinches

pinch_list HandController::getPinches() {
  Leap::Frame frame = controller_.frame();
  pinch_list pinches;
  
  for (int i = 0; i < frame.hands().count(); ++i) {
    float pinch_strength = frame.hands()[i].pinchStrength();
    
    Leap::Vector tip = frame.hands()[i].fingers()[1].tipPosition();
    Vec3f transformed_tip = scale_ * ToVec3f(tip) + translation_;
    
    pinches.push_back(std::pair<Vec3f, float>(transformed_tip, pinch_strength));
  }
  
  return pinches;
}
开发者ID:gauntalt,项目名称:MagneticMesh,代码行数:15,代码来源:HandController.cpp

示例8: 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);
}
开发者ID:revmischa,项目名称:leapmouse,代码行数:35,代码来源:main.cpp

示例9: draw

void CinderProjectApp::draw() 
{
	// Clear window
	gl::setViewport( getWindowBounds() );
	gl::clear( Colorf::black() );
	gl::setMatrices( mCamera );
	
	// Iterate through hands
	const Leap::HandList& hands = mFrame.hands();
	for ( Leap::HandList::const_iterator handIter = hands.begin(); handIter != hands.end(); ++handIter ) {
		const Leap::Hand& hand = *handIter;

		// Draw palm
		gl::color(1, .2, .4, 1);
		gl::drawSphere(LeapMotion::toVec3f(hand.palmPosition()),20,12);

		// Pointables
		const Leap::PointableList& pointables = hand.pointables();
		for ( Leap::PointableList::const_iterator pointIter = pointables.begin(); pointIter != pointables.end(); ++pointIter ) {
			const Leap::Pointable& pointable = *pointIter;

			Vec3f dir		= LeapMotion::toVec3f( pointable.direction() );
			float length	= pointable.length();
			Vec3f tipPos	= LeapMotion::toVec3f( pointable.tipPosition() );
			Vec3f basePos	= tipPos + dir * length;
			

			gl::drawColorCube( tipPos, Vec3f( 20, 20, 20 ) );
			gl::color( ColorAf::gray( 0.8f ) );
			gl::drawLine( basePos, tipPos );
		}
	}
}
开发者ID:modbert,项目名称:RapidPrototyping-LeapMotion,代码行数:33,代码来源:CinderProjectApp_original.cpp

示例10: update

// Runs update logic
void TracerApp::update()
{
	// Update frame rate
	mFrameRate = getAverageFps();

	// Process hand data
	const Leap::HandList& hands = mFrame.hands();
	for ( Leap::HandList::const_iterator handIter = hands.begin(); handIter != hands.end(); ++handIter ) {
		const Leap::Hand& hand = *handIter;
		
		const Leap::PointableList& pointables = hand.pointables();
		for ( Leap::PointableList::const_iterator pointIter = pointables.begin(); pointIter != pointables.end(); ++pointIter ) {
			const Leap::Pointable& pointable = *pointIter;

			int32_t id = pointable.id();
			if ( mRibbons.find( id ) == mRibbons.end() ) {
				Vec3f v = randVec3f() * 0.01f;
				v.x = math<float>::abs( v.x );
				v.y = math<float>::abs( v.y );
				v.z = math<float>::abs( v.z );
				Colorf color( ColorModel::CM_RGB, v );
				Ribbon ribbon( id, color );
				mRibbons[ id ] = ribbon;
			}
			float width = math<float>::abs( pointable.tipVelocity().y ) * 0.0025f;
			width		= math<float>::max( width, 5.0f );
			mRibbons[ id ].addPoint( LeapMotion::toVec3f( pointable.tipPosition() ), width );
		}
	}

	// Update ribbons
	for ( RibbonMap::iterator iter = mRibbons.begin(); iter != mRibbons.end(); ++iter ) {
		iter->second.update();
	}
}
开发者ID:modbert,项目名称:RapidPrototyping-LeapMotion,代码行数:36,代码来源:TracerApp.cpp

示例11: update

// Runs update logic
void UiApp::update()
{
	// Update frame rate
	mFrameRate = getAverageFps();

	// Toggle fullscreen
	if ( mFullScreen != isFullScreen() ) {
		setFullScreen( mFullScreen );
	}

	// Interact with first hand
	const Leap::HandList& hands = mFrame.hands();
	if ( hands.isEmpty() ) {
		mCursorType		= CursorType::NONE;
	} else {
		const Leap::Hand& hand = *hands.begin();
		
		// Update cursor position
		mCursorPositionTarget	= warpVector( hand.palmPosition() );
		if ( mCursorType == CursorType::NONE ) {
			mCursorPosition = mCursorPositionTarget;
		}
		
		// Choose cursor type based on number of exposed fingers
		switch ( hand.fingers().count() ) {
			case 0:
				mCursorType	= CursorType::GRAB;
				
				// Slider
				if ( mSlider.getBounds().contains( mCursorPosition - mSliderPosition ) ) {
					float x1			= mTrackPosition.x;
					float x2			= mTrackPosition.x + (float)( mTrack.getWidth() - mSlider.getWidth() );
					mSliderPosition.x	= math<float>::clamp( mCursorPosition.x, x1, x2 );
				}
				break;
			case 1:
				mCursorType	= CursorType::TOUCH;
				
				// Buttons
				mFingerTipPosition = warpPointable( *hand.fingers().begin() );
				for ( size_t i = 0; i < 3; ++i ) {
					mButtonState[ i ] = false;
					if ( mButton[ 0 ].getBounds().contains( mFingerTipPosition - mButtonPosition[ i ] ) ) {
						mButtonState[ i ] = true;
					}
				}
				break;
			default:
				mCursorType	= CursorType::HAND;
				break;
		}
	}
	
	// Smooth cursor animation
	mCursorPosition = mCursorPosition.lerp( 0.21f, mCursorPositionTarget );
}
开发者ID:imclab,项目名称:Cinder-LeapMotion,代码行数:57,代码来源:UiApp.cpp

示例12:

void ClipController::clip2H(const Leap::Frame& frame)
{
	Hand hand = frame.hands().rightmost();
	Hand other_hand = frame.hands().leftmost();

	if (other_hand.grabStrength() > 0.95f) {
		VolumeController& vc = MainController::getInstance().volumeController();

		const Mat4& inv = vc.getCamera().viewInverse();
		Vec3 n = inv * hand.palmNormal().toVector4<Vec4>();
		Vec3 p = frame.interactionBox().normalizePoint(hand.palmPosition()).toVector4<Vec4>();
		p = (p - 0.5f) * 2.0f * 0.75f;
		p = inv * Vec4(p.x, p.y, p.z, 0.0f);

		selectedPlane().normal(n);
		selectedPlane().point(p);
		vc.markDirty();
	}
}
开发者ID:joemasterjohn,项目名称:medleap,代码行数:19,代码来源:ClipController.cpp

示例13: frame_hands

static VALUE frame_hands(VALUE self)
{
  Leap::Frame * f;
  Leap::HandList * list;

  Data_Get_Struct(self, Leap::Frame, f);

  list = new Leap::HandList(f->hands());

  return WrapHandList(list);
}
开发者ID:cpb,项目名称:leap_motion,代码行数:11,代码来源:frame.cpp

示例14: 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;
}
开发者ID:Michaelangel007,项目名称:openclamdrenderer,代码行数:54,代码来源:main.cpp

示例15: 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;
    
    // retrieve first pointable object (finger or tool)
    // from the frame
    const Leap::PointableList pointables = frame.hands()[0].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;
}
开发者ID:Belial2010,项目名称:leapbook,代码行数:20,代码来源:quickstart.cpp


注:本文中的leap::Frame::hands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。