本文整理汇总了C++中leap::Hand::palmPosition方法的典型用法代码示例。如果您正苦于以下问题:C++ Hand::palmPosition方法的具体用法?C++ Hand::palmPosition怎么用?C++ Hand::palmPosition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::palmPosition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: 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2:
void jester::LeapMotionImpl::processHand(Leap::Hand hand, LeapHand whichHand) {
Bone::JointId toSet = (whichHand == LeapHand::LEFT ? Bone::JointId::WRIST_L : Bone::JointId::WRIST_R);
Bone::BoneId firstFinger = (whichHand == LeapHand::LEFT ? Bone::BoneId::PHALANX_L_1 : Bone::BoneId::PHALANX_R_1);
JointFusionData wristData;
wristData.confidence = LeapConfidence;
wristData.position = glm::vec3(hand.palmPosition()[0] / LeapMeasurmentScalingFactor,
hand.palmPosition()[1] / LeapMeasurmentScalingFactor,
hand.palmPosition()[2] / LeapMeasurmentScalingFactor);
wristData.id = toSet;
kJointData.insert(std::pair<Bone::JointId, JointFusionData>(toSet, wristData));
processFingers(hand, firstFinger, whichHand);
}
示例3: modeStreamDataToSL
// This experimental mode sends chat messages into SL on a back channel for LSL scripts
// to intercept with a listen() event. This is experimental and not sustainable for
// a production feature ... many avatars using this would flood the chat system and
// hurt server performance. Depending on how useful this proves to be, a better
// mechanism should be designed to stream data from the viewer into SL scripts.
void LLLMImpl::modeStreamDataToSL(Leap::HandList & hands)
{
S32 numHands = hands.count();
if (numHands == 1 &&
mChatMsgTimer.checkExpirationAndReset(LLLEAP_CHAT_MSG_INTERVAL))
{
// Get the first (and only) hand
Leap::Hand hand = hands[0];
Leap::Vector palm_pos = hand.palmPosition();
Leap::Vector palm_normal = hand.palmNormal();
F32 ball_radius = (F32) hand.sphereRadius();
Leap::Vector ball_center = hand.sphereCenter();
// Chat message looks like "/2343 LM1,<palm pos>,<palm normal>,<sphere center>,<sphere radius>"
LLVector3 vec;
std::stringstream status_chat_msg;
status_chat_msg << "/2343 LM,";
status_chat_msg << "<" << palm_pos.x << "," << palm_pos.y << "," << palm_pos.z << ">,";
status_chat_msg << "<" << palm_normal.x << "," << palm_normal.y << "," << palm_normal.z << ">,";
status_chat_msg << "<" << ball_center.x << "," << ball_center.y << "," << ball_center.z << ">," << ball_radius;
FSNearbyChat::instance().sendChatFromViewer(status_chat_msg.str(), CHAT_TYPE_SHOUT, FALSE);
}
}
示例4: onFrame
void LeapListener::onFrame(const Controller& controller) {
const Frame frame = controller.frame();
static int64_t lastFrameID = 0;
if(frame.id() < lastFrameID+10)
return;
Leap::HandList hands = frame.hands();
Leap::Hand hand = hands[0];
if(hand.isValid()) {
float pitch = hand.direction().pitch();
float yaw = hand.direction().yaw();
float roll = hand.palmNormal().roll();
float height = hand.palmPosition().y;
std::cout << "Pitch: " << RAD_TO_DEG*pitch << " Yaw: " << RAD_TO_DEG*yaw << " Roll: " << RAD_TO_DEG*roll << " Height: " << height << " Frame: " << frame.id() << std::endl;
// switch(gest.type()) {
// case Gesture::TYPE_CIRCLE:
// std::cout << "Takeoff" << std::endl;
// if (jakopter_takeoff() < 0)
// return;
// break;
// case Gesture::TYPE_SWIPE:
// std::cout << "Land" << std::endl;
// if (jakopter_land() < 0)
// return;
// break;
// default:
// break;
// }
char c = 's';
if (height > 300)
c = 'u';
else if(height < 75)
c = 'k';
else if (height < 150)
c = 'd';
if (roll > 0.7)
c = 'l';
else if (roll < -0.7)
c = 'r';
if (pitch > 0.7)
c = 'b';
else if (pitch < -0.7)
c = 'f';
FILE *cmd = fopen(CMDFILENAME,"w");
fprintf(cmd, "%c\n", c);
fclose(cmd);
}
lastFrameID = frame.id();
}
示例5: modeDumpDebugInfo
// This controller mode just dumps out a bunch of the Leap Motion device data, which can then be
// analyzed for other use.
void LLLMImpl::modeDumpDebugInfo(Leap::HandList & hands)
{
S32 numHands = hands.count();
if (numHands == 1)
{
// Get the first hand
Leap::Hand hand = hands[0];
// Check if the hand has any fingers
Leap::FingerList finger_list = hand.fingers();
S32 num_fingers = finger_list.count();
if (num_fingers >= 1)
{ // Calculate the hand's average finger tip position
Leap::Vector pos(0, 0, 0);
Leap::Vector direction(0, 0, 0);
for (size_t i = 0; i < num_fingers; ++i)
{
Leap::Finger finger = finger_list[i];
pos += finger.tipPosition();
direction += finger.direction();
// Lots of log spam
LL_INFOS("LeapMotion") << "Finger " << i << " string is " << finger.toString() << LL_ENDL;
}
pos = Leap::Vector(pos.x/num_fingers, pos.y/num_fingers, pos.z/num_fingers);
direction = Leap::Vector(direction.x/num_fingers, direction.y/num_fingers, direction.z/num_fingers);
LL_INFOS("LeapMotion") << "Hand has " << num_fingers << " fingers with average tip position"
<< " (" << pos.x << ", " << pos.y << ", " << pos.z << ")"
<< " direction (" << direction.x << ", " << direction.y << ", " << direction.z << ")"
<< LL_ENDL;
}
Leap::Vector palm_pos = hand.palmPosition();
Leap::Vector palm_normal = hand.palmNormal();
LL_INFOS("LeapMotion") << "Palm pos " << palm_pos.x
<< ", " << palm_pos.y
<< ", " << palm_pos.z
<< ". Normal: " << palm_normal.x
<< ", " << palm_normal.y
<< ", " << palm_normal.z
<< LL_ENDL;
F32 ball_radius = (F32) hand.sphereRadius();
Leap::Vector ball_center = hand.sphereCenter();
LL_INFOS("LeapMotion") << "Ball pos " << ball_center.x
<< ", " << ball_center.y
<< ", " << ball_center.z
<< ", radius " << ball_radius
<< LL_ENDL;
} // dump_out_data
}
示例6: 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7: 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8: 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;
}
示例9: onFrame
void LeapListener::onFrame(const Controller& controller) {
const Frame frame = controller.frame();
Leap::HandList hands = frame.hands();
Leap::Hand hand = hands[0];
if(hand.isValid()){
leapData.pitch = hand.direction().pitch();
leapData.yaw = hand.direction().yaw();
leapData.roll = hand.palmNormal().roll();
leapData.height = hand.palmPosition().y;
std::cout << "Frame id: " << frame.id()
<< ", timestamp: " << frame.timestamp()
<< ", height: " << leapData.height
<< ", pitch: " << RAD_TO_DEG * leapData.pitch
<< ", yaw: " << RAD_TO_DEG * leapData.yaw
<< ", roll: " << RAD_TO_DEG * leapData.roll << std::endl;
}
}
示例10: 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11: 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.........
示例12: 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13: modeFlyingControlTest
// This controller mode is used to fly the avatar, going up, down, forward and turning.
void LLLMImpl::modeFlyingControlTest(Leap::HandList & hands)
{
static S32 sLMFlyingHysteresis = 0;
S32 numHands = hands.count();
BOOL agent_is_flying = gAgent.getFlying();
if (numHands == 0
&& agent_is_flying
&& sLMFlyingHysteresis > 0)
{
sLMFlyingHysteresis--;
if (sLMFlyingHysteresis == 0)
{
LL_INFOS("LeapMotion") << "LM stop flying - look ma, no hands!" << LL_ENDL;
gAgent.setFlying(FALSE);
}
}
else if (numHands == 1)
{
// Get the first hand
Leap::Hand hand = hands[0];
// Check if the hand has any fingers
Leap::FingerList finger_list = hand.fingers();
S32 num_fingers = finger_list.count();
Leap::Vector palm_pos = hand.palmPosition();
Leap::Vector palm_normal = hand.palmNormal();
F32 ball_radius = (F32) hand.sphereRadius();
Leap::Vector ball_center = hand.sphereCenter();
// Number of fingers controls flying on / off
if (num_fingers == 0 && // To do - add hysteresis or data smoothing?
agent_is_flying)
{
if (sLMFlyingHysteresis > 0)
{
sLMFlyingHysteresis--;
}
else
{
LL_INFOS("LeapMotion") << "LM stop flying" << LL_ENDL;
gAgent.setFlying(FALSE);
}
}
else if (num_fingers > 2 &&
!agent_is_flying)
{
LL_INFOS("LeapMotion") << "LM start flying" << LL_ENDL;
gAgent.setFlying(TRUE);
sLMFlyingHysteresis = 5;
}
// Radius of ball controls forward motion
if (agent_is_flying)
{
if (ball_radius > 110.f)
{ // Open hand, move fast
gAgent.setControlFlags(AGENT_CONTROL_AT_POS | AGENT_CONTROL_FAST_AT);
}
else if (ball_radius > 85.f)
{ // Partially open, move slow
gAgent.setControlFlags(AGENT_CONTROL_AT_POS);
}
else
{ // Closed - stop
gAgent.clearControlFlags(AGENT_CONTROL_AT_POS);
}
// Height of palm controls moving up and down
if (palm_pos.y > 260.f)
{ // Go up fast
gAgent.setControlFlags(AGENT_CONTROL_UP_POS | AGENT_CONTROL_FAST_UP);
}
else if (palm_pos.y > 200.f)
{ // Go up
gAgent.setControlFlags(AGENT_CONTROL_UP_POS);
}
else if (palm_pos.y < 60.f)
{ // Go down fast
gAgent.setControlFlags(AGENT_CONTROL_FAST_UP | AGENT_CONTROL_UP_NEG);
}
else if (palm_pos.y < 120.f)
{ // Go down
gAgent.setControlFlags(AGENT_CONTROL_UP_NEG);
}
else
{ // Clear up / down
gAgent.clearControlFlags(AGENT_CONTROL_FAST_UP | AGENT_CONTROL_UP_POS | AGENT_CONTROL_UP_NEG);
}
// Palm normal going left / right controls direction
if (mYawTimer.checkExpirationAndReset(LLLEAP_YAW_INTERVAL))
{
if (palm_normal.x > 0.4f)
{ // Go left fast
//.........这里部分代码省略.........
示例14: hand_x_coordinate_comparator
bool hand_x_coordinate_comparator (Leap::Hand a, Leap::Hand b) { return a.palmPosition()[0] < b.palmPosition()[0]; }
示例15: PrintHand
void Output::PrintHand(Leap::Hand hand){
Leap::Vector handCenter = hand.palmPosition();
std::cout << "Hand " << std::endl;
PrintVector(handCenter);
std::cout<< std::endl;
}