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C++ Hand::isRight方法代码示例

本文整理汇总了C++中leap::Hand::isRight方法的典型用法代码示例。如果您正苦于以下问题:C++ Hand::isRight方法的具体用法?C++ Hand::isRight怎么用?C++ Hand::isRight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leap::Hand的用法示例。


在下文中一共展示了Hand::isRight方法的2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: 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.........
开发者ID:77stone,项目名称:leap-ue4,代码行数:101,代码来源:LeapController.cpp

示例2: 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.........
开发者ID:7hny,项目名称:leap-ue4,代码行数:101,代码来源:FLeapMotionInputDevice.cpp


注:本文中的leap::Hand::isRight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。