本文整理汇总了C++中leap::Hand::id方法的典型用法代码示例。如果您正苦于以下问题:C++ Hand::id方法的具体用法?C++ Hand::id怎么用?C++ Hand::id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::Hand
的用法示例。
在下文中一共展示了Hand::id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: 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2: handForId
bool handForId(int32 checkId, Leap::HandList hands, Leap::Hand& returnHand)
{
for (int i = 0; i < hands.count(); i++)
{
Leap::Hand hand = hands[i];
if (checkId == hand.id()){
returnHand = hand;
return true;
}
}
return false;
}
示例3: prepareDataClone
GestureFrame LMRecorder::prepareDataClone(const Leap::Frame frame, double timestamp)
{
GestureFrame outputFrame;
outputFrame.setTimestamp(timestamp);
Leap::HandList handsInFrame = frame.hands();
for(int handIndex=0; handIndex<handsInFrame.count(); handIndex++)
{
Leap::Hand currHand = handsInFrame[handIndex];
//create GestureHand
GestureHand gestureHand(
currHand.id(),
Vertex(currHand.palmPosition().x, currHand.palmPosition().y, currHand.palmPosition().z),
Vertex(0, 0, 0/*currHand.stabilizedPalmPosition().x, currHand.stabilizedPalmPosition().y, currHand.stabilizedPalmPosition().z*/),
Vertex(currHand.palmNormal().x, currHand.palmNormal().y, currHand.palmNormal().z),
Vertex(currHand.direction().x, currHand.direction().y, currHand.direction().z)
);
gestureHand.setOrderValue(currHand.palmPosition().x);
Vertex planeNormalVec = gestureHand.getDirection().crossProduct(gestureHand.getPalmNormal()).getNormalized();
Leap::FingerList fingersInCurrHand = currHand.fingers();
for (int fingerIndex=0; fingerIndex<fingersInCurrHand.count(); fingerIndex++)
{
Leap::Finger currFinger = fingersInCurrHand[fingerIndex];
Leap::Vector leapFingerTipPos = currFinger.tipPosition();
Vertex fingerTipPos(leapFingerTipPos.x, leapFingerTipPos.y, leapFingerTipPos.z);
float distance = getPointDistanceFromPlane(fingerTipPos, gestureHand.getPalmPosition(), planeNormalVec);
//create GestureFinger
GestureFinger gestureFinger(
currFinger.id(),
fingerTipPos,
Vertex(currFinger.stabilizedTipPosition().x, currFinger.stabilizedTipPosition().y, currFinger.stabilizedTipPosition(). z),
Vertex(currFinger.direction().x, currFinger.direction().y, currFinger.direction().z),
currFinger.length(),
currFinger.width()
);
gestureFinger.setOrderValue(distance);
gestureHand.addFinger(gestureFinger);
}
gestureHand.sortFingers();
outputFrame.addHand(gestureHand);
}
outputFrame.sortHands();
}
示例4: HandForId
bool FLeapMotionInputDevice::HandForId(int32 CheckId, Leap::HandList Hands, Leap::Hand& ReturnHand)
{
for (int i = 0; i < Hands.count(); i++)
{
Leap::Hand Hand = Hands[i];
if (CheckId == Hand.id())
{
ReturnHand = Hand;
return true;
}
}
return false;
}
示例5: onFrame
void LeapMotionListener::onFrame(const Leap::Controller & controller)
{
const Leap::Frame frame = controller.frame();
Leap::HandList hands = frame.hands();
for (Leap::HandList::const_iterator hl = hands.begin(); hl!=hands.end();hl++)
{
const Leap::Hand hand = *hl;
QString handType = hand.isLeft() ? "Left hand" : "Right hand";
qDebug()<<handType<<"id: "<<hand.id()<<"palm position: "
<<hand.palmPosition().x<<hand.palmPosition().y<<hand.palmPosition().z;
QFile f("share.dat");
if(!f.open(QIODevice::WriteOnly | QIODevice::Text))
return;
QTextStream out(&f);
out<<QString("%1 %2 %3").arg(hand.palmPosition().x)
.arg(hand.palmPosition().y).arg(hand.palmPosition().z);
f.close();
}
}
示例6: InterfaceEventTick
//Main Event driven tick
void ULeapController::InterfaceEventTick(float DeltaTime)
{
//This is our tick event that is forwarded from the delegate, check validity
if (!_private->interfaceDelegate) return;
//Pointers
Leap::Frame frame = _private->leap.frame();
Leap::Frame pastFrame = _private->leap.frame(1);
//-Hands-
//Hand Count
int handCount = frame.hands().count();
if (_private->pastState.handCount != handCount)
{
ILeapEventInterface::Execute_HandCountChanged(_private->interfaceDelegate, handCount);
//Zero our input mapping orientations (akin to letting go of a joystick)
if (handCount == 0)
{
EmitAnalogInputEventForKey(EKeysLeap::LeapLeftPalmPitch, 0, 0, 0);
EmitAnalogInputEventForKey(EKeysLeap::LeapLeftPalmYaw, 0, 0, 0);
EmitAnalogInputEventForKey(EKeysLeap::LeapLeftPalmRoll, 0, 0, 0);
EmitAnalogInputEventForKey(EKeysLeap::LeapRightPalmPitch, 0, 0, 0);
EmitAnalogInputEventForKey(EKeysLeap::LeapRightPalmYaw, 0, 0, 0);
EmitAnalogInputEventForKey(EKeysLeap::LeapRightPalmRoll, 0, 0, 0);
}
}
//Cycle through each hand
for (int i = 0; i < handCount; i++)
{
Leap::Hand hand = frame.hands()[i];
LeapHandStateData pastHandState = _private->pastState.stateForId(hand.id()); //we use a custom class to hold reliable state tracking based on id's
//Make a ULeapHand
if (_private->eventHand == NULL)
{
_private->eventHand = NewObject<ULeapHand>(this);
_private->eventHand->SetFlags(RF_RootSet);
}
_private->eventHand->setHand(hand);
//Emit hand
ILeapEventInterface::Execute_LeapHandMoved(_private->interfaceDelegate, _private->eventHand);
//Left/Right hand forwarding
if (hand.isRight())
{
ILeapEventInterface::Execute_LeapRightHandMoved(_private->interfaceDelegate, _private->eventHand);
//Input Mapping
FRotator palmOrientation = _private->eventHand->PalmOrientation;
EmitAnalogInputEventForKey(EKeysLeap::LeapRightPalmPitch, palmOrientation.Pitch * LEAP_IM_SCALE, 0, 0);
EmitAnalogInputEventForKey(EKeysLeap::LeapRightPalmYaw, palmOrientation.Yaw * LEAP_IM_SCALE, 0, 0);
EmitAnalogInputEventForKey(EKeysLeap::LeapRightPalmRoll, palmOrientation.Roll * LEAP_IM_SCALE, 0, 0);
} else if (hand.isLeft())
{
ILeapEventInterface::Execute_LeapLeftHandMoved(_private->interfaceDelegate, _private->eventHand);
//Input Mapping
FRotator palmOrientation = _private->eventHand->PalmOrientation;
EmitAnalogInputEventForKey(EKeysLeap::LeapLeftPalmPitch, palmOrientation.Pitch * LEAP_IM_SCALE, 0, 0);
EmitAnalogInputEventForKey(EKeysLeap::LeapLeftPalmYaw, palmOrientation.Yaw * LEAP_IM_SCALE, 0, 0);
EmitAnalogInputEventForKey(EKeysLeap::LeapLeftPalmRoll, palmOrientation.Roll * LEAP_IM_SCALE, 0, 0);
}
//Grabbing
float grabStrength = hand.grabStrength();
bool grabbed = handClosed(grabStrength);
if (grabbed)
ILeapEventInterface::Execute_LeapHandGrabbing(_private->interfaceDelegate, grabStrength, _private->eventHand);
if (grabbed && !pastHandState.grabbed)
{
ILeapEventInterface::Execute_LeapHandGrabbed(_private->interfaceDelegate, grabStrength, _private->eventHand);
//input mapping
if (_private->eventHand->HandType == LeapHandType::HAND_LEFT)
EmitKeyDownEventForKey(EKeysLeap::LeapLeftGrab, 0, 0);
else
EmitKeyDownEventForKey(EKeysLeap::LeapRightGrab, 0, 0);
}else if (!grabbed && pastHandState.grabbed)
{
ILeapEventInterface::Execute_LeapHandReleased(_private->interfaceDelegate, grabStrength, _private->eventHand);
//input mapping
if (_private->eventHand->HandType == LeapHandType::HAND_LEFT)
EmitKeyUpEventForKey(EKeysLeap::LeapLeftGrab, 0, 0);
else
EmitKeyUpEventForKey(EKeysLeap::LeapRightGrab, 0, 0);
}
//Pinching
float pinchStrength = hand.pinchStrength();
bool pinched = handPinched(pinchStrength);
//While grabbing disable pinching detection, this helps to reduce spam as pose confidence plummets
if (grabbed) pinched = pastHandState.pinched;
//.........这里部分代码省略.........
示例7: ParseEvents
void FLeapMotionInputDevice::ParseEvents()
{
//Optimization: If we don't have any delegates, skip
if (EventDelegates.Num() == 0)
{
return;
}
//Pointers
Leap::Frame Frame = ControllerData.LeapController.frame();
Leap::Frame PastFrame = ControllerData.LeapController.frame(1);
//Calculate HMD Timewarp if valid
if (GEngine->HMDDevice.IsValid() && ControllerData.bTimeWarpEnabled) {
LeapHMDSnapshot ThenSnapshot = HMDSamples->HMDSampleClosestToTimestamp(Frame.timestamp());
LeapHMDSnapshot NowSnapShot = HMDSamples->CurrentHMDSample();
LeapHMDSnapshot HistorySnapshot = HMDSamples->LastHMDSample(); //reduce jitter
//ControllerData.TimeWarpSnapshot = NowSnapShot.Difference(ThenSnapshot, ControllerData.TimeWarpFactor);// * ControllerData.TimeWarpFactor;
FQuat WarpQuat = NowSnapShot.Orientation;//FQuat::Slerp(NowSnapShot.Orientation, HistorySnapshot.Orientation, ControllerData.TimeWarpTween);
FQuat ThenTweened = FQuat::Slerp(ThenSnapshot.Orientation, HistorySnapshot.Orientation, ControllerData.TimeWarpTween);
ControllerData.TimeWarpSnapshot.Orientation = (WarpQuat.Inverse() * ControllerData.TimeWarpFactor) * ThenTweened;
ControllerData.TimeWarpAmountMs = (ControllerData.TimeWarpSnapshot.Timestamp) / 1000.f;
}
//-Hands-
//Hand Count
int HandCount = Frame.hands().count();
if (PastState->HandCount != HandCount)
{
CallFunctionOnDelegates([&](UObject* EventDelegate)
{
ILeapEventInterface::Execute_HandCountChanged(EventDelegate, HandCount);
});
//Zero our input mapping orientations (akin to letting go of a joystick)
if (HandCount == 0)
{
EmitAnalogInputEventForKey(EKeysLeap::LeapLeftPalmPitch, 0, 0, 0);
EmitAnalogInputEventForKey(EKeysLeap::LeapLeftPalmYaw, 0, 0, 0);
EmitAnalogInputEventForKey(EKeysLeap::LeapLeftPalmRoll, 0, 0, 0);
EmitAnalogInputEventForKey(EKeysLeap::LeapRightPalmPitch, 0, 0, 0);
EmitAnalogInputEventForKey(EKeysLeap::LeapRightPalmYaw, 0, 0, 0);
EmitAnalogInputEventForKey(EKeysLeap::LeapRightPalmRoll, 0, 0, 0);
}
}
//Cycle through each hand
for (int i = 0; i < HandCount; i++)
{
Leap::Hand Hand = Frame.hands()[i];
LeapHandStateData PastHandState = PastState->StateForId(Hand.id()); //we use a custom class to hold reliable state tracking based on id's
//Make a ULeapHand
if (PEventHand == nullptr)
{
PEventHand = NewObject<ULeapHand>();
PEventHand->AddToRoot();
}
PEventHand->SetHand(Hand);
//Emit hand
CallFunctionOnDelegates([&](UObject* EventDelegate)
{
ILeapEventInterface::Execute_LeapHandMoved(EventDelegate, PEventHand);
});
//Left/Right hand forwarding
if (Hand.isRight())
{
CallFunctionOnDelegates([&](UObject* EventDelegate)
{
ILeapEventInterface::Execute_LeapRightHandMoved(EventDelegate, PEventHand);
});
//Input Mapping
FRotator PalmOrientation = PEventHand->PalmOrientation;
EmitAnalogInputEventForKey(EKeysLeap::LeapRightPalmPitch, PalmOrientation.Pitch * LEAP_IM_SCALE, 0, 0);
EmitAnalogInputEventForKey(EKeysLeap::LeapRightPalmYaw, PalmOrientation.Yaw * LEAP_IM_SCALE, 0, 0);
EmitAnalogInputEventForKey(EKeysLeap::LeapRightPalmRoll, PalmOrientation.Roll * LEAP_IM_SCALE, 0, 0);
}
else if (Hand.isLeft())
{
CallFunctionOnDelegates([&](UObject* EventDelegate)
{
ILeapEventInterface::Execute_LeapLeftHandMoved(EventDelegate, PEventHand);
});
//Input Mapping
FRotator PalmOrientation = PEventHand->PalmOrientation;
EmitAnalogInputEventForKey(EKeysLeap::LeapLeftPalmPitch, PalmOrientation.Pitch * LEAP_IM_SCALE, 0, 0);
EmitAnalogInputEventForKey(EKeysLeap::LeapLeftPalmYaw, PalmOrientation.Yaw * LEAP_IM_SCALE, 0, 0);
EmitAnalogInputEventForKey(EKeysLeap::LeapLeftPalmRoll, PalmOrientation.Roll * LEAP_IM_SCALE, 0, 0);
}
//.........这里部分代码省略.........
示例8: oleap_bang
void oleap_bang(t_oleap *x)
{
const Leap::Frame frame = x->leap->frame();
const int64_t frame_id = frame.id();
Leap::Controller controller;
// ignore the same frame
if (frame_id == x->frame_id_save) return;
x->frame_id_save = frame_id;
//outlet_anything(x->outlet, gensym("frame_start"), 0, nil);
char buff[128];
const Leap::HandList hands = frame.hands();
const size_t numHands = hands.count();
const Leap::Hand leftmost = hands.leftmost();
const Leap::Hand rightmost = hands.rightmost();
t_osc_bundle_u *bundle = osc_bundle_u_alloc();//alloc creates memory for and initializes the bundle
controller.enableGesture(Leap::Gesture::TYPE_CIRCLE);
controller.enableGesture(Leap::Gesture::TYPE_KEY_TAP);
controller.enableGesture(Leap::Gesture::TYPE_SCREEN_TAP);
controller.enableGesture(Leap::Gesture::TYPE_SWIPE);
// 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;
sprintf(buff,"/gesture/circle/center/x");
oleap_bundleMessage(bundle,buff,circle.center().x);
sprintf(buff,"/gesture/circle/center/y");
oleap_bundleMessage(bundle,buff,circle.center().y);
sprintf(buff,"/gesture/circle/center/z");
oleap_bundleMessage(bundle,buff,circle.center().z);
sprintf(buff,"/gesture/circle/pitch");
oleap_bundleMessage(bundle,buff,circle.center().pitch());
sprintf(buff,"/gesture/circle/yaw");
oleap_bundleMessage(bundle,buff,circle.center().yaw());
sprintf(buff,"/gesture/circle/roll");
oleap_bundleMessage(bundle,buff,circle.center().roll());
sprintf(buff,"/gesture/circle/radius");
oleap_bundleMessage(bundle,buff,circle.radius());
sprintf(buff,"/gesture/circle/duration");
oleap_bundleMessage(bundle,buff,circle.duration());
if (circle.pointable().direction().angleTo(circle.normal()) <= Leap::PI/4) {
clockwiseness = "clockwise";
sprintf(buff,"/gesture/circle/clockwiseness/");
oleap_bundleMessage(bundle,buff,1);
} else {
clockwiseness = "counterclockwise";
sprintf(buff,"/gesture/circle/clockwiseness/");
oleap_bundleMessage(bundle,buff,-1);
}
// 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;
sprintf(buff,"/gesture/circle/angle/sweep");
oleap_bundleMessage(bundle,buff,sweptAngle);
}
}
case Leap::Gesture::TYPE_SWIPE:
{
Leap::SwipeGesture swipe = gesture;
int swipe_id = gesture.id();
int gesture_state = gesture.state();
Leap::Vector swipe_direction = swipe.direction();
float swipe_speed = swipe.speed();
////////////////////////////////Swipe data
//.........这里部分代码省略.........
示例9: nextFrame
void LeapManager::nextFrame(Avatar& avatar) {
// Apply the frame data directly to the avatar.
Hand& hand = avatar.getHand();
// If we actually get valid Leap data, this will be set to true;
bool gotRealData = false;
if (controllersExist()) {
_listener->onFrame(*_controller);
}
#ifndef LEAP_STUBS
if (controllersExist()) {
gotRealData = true;
// First, see which palms and fingers are still valid.
Leap::Frame& frame = _listener->lastFrame;
// Note that this is O(n^2) at worst, but n is very small.
// After this many frames of no data, assume the digit is lost.
const int assumeLostAfterFrameCount = 10;
// Increment our frame data counters
for (size_t i = 0; i < hand.getNumPalms(); ++i) {
PalmData& palm = hand.getPalms()[i];
palm.incrementFramesWithoutData();
if (palm.getFramesWithoutData() > assumeLostAfterFrameCount) {
palm.setActive(false);
}
for (size_t f = 0; f < palm.getNumFingers(); ++f) {
FingerData& finger = palm.getFingers()[f];
finger.incrementFramesWithoutData();
if (finger.getFramesWithoutData() > assumeLostAfterFrameCount) {
finger.setActive(false);
}
}
}
size_t numLeapHands = frame.hands().count();
std::vector<PalmData*> palmAssignment(numLeapHands);
// Look for matches
for (size_t index = 0; index < numLeapHands; ++index) {
PalmData* takeoverCandidate = NULL;
palmAssignment[index] = NULL;
Leap::Hand leapHand = frame.hands()[index];
int id = leapHand.id();
if (leapHand.isValid()) {
for (size_t i = 0; i < hand.getNumPalms() && palmAssignment[index] == NULL; ++i) {
PalmData& palm = hand.getPalms()[i];
if (palm.getLeapID() == id) {
// Found hand with the same ID. We're set!
palmAssignment[index] = &palm;
palm.resetFramesWithoutData();
}
else if (palm.getFramesWithoutData() > assumeLostAfterFrameCount) {
takeoverCandidate = &palm;
}
}
if (palmAssignment[index] == NULL) {
palmAssignment[index] = takeoverCandidate;
}
if (palmAssignment[index] == NULL) {
palmAssignment[index] = &hand.addNewPalm();
}
}
}
// Apply the assignments
for (size_t index = 0; index < numLeapHands; ++index) {
if (palmAssignment[index]) {
Leap::Hand leapHand = frame.hands()[index];
PalmData& palm = *(palmAssignment[index]);
palm.resetFramesWithoutData();
palm.setLeapID(leapHand.id());
palm.setActive(true);
const Leap::Vector pos = leapHand.palmPosition();
const Leap::Vector normal = leapHand.palmNormal();
palm.setRawPosition(glm::vec3(pos.x, pos.y, pos.z));
palm.setRawNormal(glm::vec3(normal.x, normal.y, normal.z));
}
}
// Look for fingers per palm
for (size_t i = 0; i < hand.getNumPalms(); ++i) {
PalmData& palm = hand.getPalms()[i];
if (palm.isActive()) {
Leap::Hand leapHand = frame.hand(palm.getLeapID());
if (leapHand.isValid()) {
int numLeapFingers = leapHand.fingers().count();
std::vector<FingerData*> fingerAssignment(numLeapFingers);
// Look for matches
for (size_t index = 0; index < numLeapFingers; ++index) {
FingerData* takeoverCandidate = NULL;
fingerAssignment[index] = NULL;
Leap::Finger leapFinger = leapHand.fingers()[index];
int id = leapFinger.id();
//.........这里部分代码省略.........
示例10: 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.........