本文整理汇总了C++中leap::Pointable::isValid方法的典型用法代码示例。如果您正苦于以下问题:C++ Pointable::isValid方法的具体用法?C++ Pointable::isValid怎么用?C++ Pointable::isValid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::Pointable
的用法示例。
在下文中一共展示了Pointable::isValid方法的4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: valid_p
static VALUE valid_p(VALUE self)
{
Leap::Pointable * pointer;
Data_Get_Struct(self, Leap::Pointable, pointer);
if (pointer->isValid())
return Qtrue;
return Qfalse;
}
示例2: updateInteraction
void Scene::updateInteraction( const Frame& frame )
{
static const uint8_t kMaxContactMissedFrames = 64;
(void)frame;
for (size_t i=0; i < m_uiNumObjects; i++)
{
const SceneObjectPtr& pObj = m_apObjects[i];
if (!pObj->HasInitialContact() && pObj->GetNumContacts() == 0 && pObj->GetNumPointing() == 0)
{
pObj->m_fTotalHitTime = 0.0f;
}
/// selection state change from not selected to selected
else if ( !pObj->IsSelected() && pObj->m_fTotalHitTime >= m_fSelectHitTime )
{
SceneInteraction selection;
selection.m_uiFlags = kIT_SelectionChange | kIT_IsSelected;
selection.m_pObject = pObj;
queueInteraction( selection );
}
/// possible manipulation
else if ( pObj->IsSelected() )
{
if ( pObj->HasInitialContact() )
{
const SceneContactPoint& initContact = pObj->m_initialContactPoint;
Leap::Pointable contactPointable = frame.pointable(initContact.m_iPointableID);
if ( contactPointable.isValid() )
{
const Vector vPointablePos = TransformFramePoint(contactPointable.tipPosition());
const Vector vTrans = (vPointablePos - pObj->GetCenter());
SceneInteraction translation;
translation.m_mtxTransform.origin = vTrans;
translation.m_uiFlags |= kIT_Translation;
translation.m_pObject = pObj;
queueInteraction( translation );
pObj->m_uiHasInitialContact = kMaxContactMissedFrames;
}
else
{
pObj->m_uiHasInitialContact--;
if ( !pObj->m_uiLastNumContacts )
{
pObj->ClearHits();
}
}
}
else
{
if ( pObj->GetNumContacts() )
{
pObj->m_initialContactPoint = *(pObj->GetContactPoint(0));
pObj->m_initialContactPoint.m_vPoint -= pObj->GetCenter();
pObj->m_uiHasInitialContact = kMaxContactMissedFrames;
}
else if ( pObj->GetLastNumContacts() )
{
pObj->m_initialContactPoint = *(pObj->GetLastContactPoint(0));
pObj->m_initialContactPoint.m_vPoint -= pObj->GetCenter();
pObj->m_uiHasInitialContact = kMaxContactMissedFrames;
}
}
/// multi touch
if (pObj->GetLastNumContacts() >= 2 && pObj->GetNumContacts() >= 2)
{
const SceneContactPoint& lastContact0 = *(pObj->GetLastContactPoint(0));
const SceneContactPoint& lastContact1 = *(pObj->GetLastContactPoint(1));
const SceneContactPoint* pCurContact0 = pObj->GetContactPointByPointableID( lastContact0.m_iPointableID );
const SceneContactPoint* pCurContact1 = pObj->GetContactPointByPointableID( lastContact1.m_iPointableID );
if ( pCurContact0 && pCurContact1 )
{
const Vector lastVec = (lastContact1.m_vPoint - lastContact0.m_vPoint);
const Vector newVec = (pCurContact1->m_vPoint - pCurContact0->m_vPoint);
if ( !IsNearEqual(lastVec, newVec) && !IsNearZero(lastVec) )
{
const float fLastDist = lastVec.magnitude();
const float fNewDist = newVec.magnitude();
/// scale by change in pinch distance
const float fScale = fNewDist/fLastDist;
/// rotate by tilt of fingers
const Vector vLastDir = lastVec * 1.0f/fLastDist;
const Vector vNewDir = newVec * 1.0f/fNewDist;
const Vector vAxis = vNewDir.cross(vLastDir);
const float fAngle = acosf( vNewDir.dot(vLastDir) );
/// translate by average movement
const Vector vTrans = ( (pCurContact0->m_vPoint - lastContact0.m_vPoint) +
//.........这里部分代码省略.........
示例3: onFrame
void ZirkLeap::onFrame(const Leap::Controller& controller) {
if(controller.hasFocus()) {
Leap::Frame frame = controller.frame();
if (mPointableId >= 0) {
ourProcessor->setSelectedSource(mEditor->getCBSelectedSource()-1);
Leap::Pointable p = frame.pointable(mPointableId);
if (!p.isValid() || !p.isExtended()) {
mPointableId = -1;
mLastPositionValid = false;
} else {
Leap::Vector pos = p.tipPosition();
const float zPlane1 = 50; // 5 cm
const float zPlane2 = 100; // 10 cm
if (pos.z < zPlane2) {
if (mLastPositionValid) {
//Leap Motion mouvement are calculated from the last position in order to have something dynamic and ergonomic
Leap::Vector delta = pos- mLastPosition;
float scale = 3;
if (pos.z > zPlane1) {
float s = 1 - (pos.z - zPlane1) / (zPlane2 - zPlane1);
scale *= s;
}
int src = ourProcessor->getSelectedSource();
float fX, fY;
ourProcessor->getSources()[src].getXY(fX, fY);
fX += delta.x * scale;
fY -= delta.y * scale;
//clamp coordinates to circle
float fCurR = hypotf(fX, fY);
if ( fCurR > ZirkOscAudioProcessor::s_iDomeRadius){
float fExtraRatio = ZirkOscAudioProcessor::s_iDomeRadius / fCurR;
fX *= fExtraRatio;
fY *= fExtraRatio;
}
mEditor->move(src, fX, fY);
} else {
//std::cout << "pointable last pos not valid" << std::endl;
}
mLastPosition = pos;
mLastPositionValid = true;
} else {
//std::cout << "pointable not touching plane" << std::endl;
mLastPositionValid = false;
}
}
}
if (mPointableId < 0) {
Leap::PointableList pl = frame.pointables().extended();
if (pl.count() > 0) {
mPointableId = pl[0].id();
//std::cout << "got new pointable: " << mPointableId << std::endl;
}
}
}
}
示例4: onFrame
void DefaultQtLeapMouseHandler::onFrame(const Leap::Frame &frame)
{
/////// MOUSE EVENTS /////////
// MOUSE BUTTON PRESSED
// MOUSE BUTTON RELEASED
// MOUSE MOVE
if (this->listeners.empty())
return ;
Leap::Pointable pointer = frame.pointable(this->savedMousePointableId);
if (!pointer.isValid())
{
pointer = frame.pointables().frontmost();
this->savedMousePointableId = pointer.id();
}
bool forceRelease = (frame.pointables().count() == 0 && this->mousePressed);
QMouseEvent::Type frameMouseEvent = QMouseEvent::None;
QPointF globalPointerPos = QtLeapUtils::convertPointablePosToScreenPos(frame.interactionBox(), pointer);
Qt::MouseButton button = Qt::NoButton;
Qt::MouseButtons buttons = Qt::NoButton;
// FINGER TOUCHING AND NO PREVIOUS PRESS -> SETTING BUTTON PRESS
if (pointer.touchDistance() <= 0 &&
pointer.touchZone() == Leap::Pointable::ZONE_TOUCHING &&
!this->mousePressed)
{
this->mousePressed = true;
frameMouseEvent = QMouseEvent::MouseButtonPress;
button = Qt::LeftButton;
}
else if (this->mousePressed && (pointer.touchDistance() > 0 ||
pointer.touchZone() == Leap::Pointable::ZONE_NONE ||
forceRelease)) // FINGER NOT TOUCHING AND PREVIOUS PRESS -> RELEASING BUTTON PRESS
{
frameMouseEvent = QMouseEvent::MouseButtonRelease;
this->mousePressed = false;
button = Qt::LeftButton;
}
else if (frameMouseEvent == QMouseEvent::None && // FINGER IN TOUCHING OR HOVERING ZONE AND NO BUTTON PRESS / RELEASE CHANGE -> MouseMove
pointer.touchZone() != Leap::Pointable::ZONE_NONE
&& globalPointerPos.toPoint() != this->previousPos)
{
frameMouseEvent = QMouseEvent::MouseMove;
this->previousPos = globalPointerPos.toPoint();
QCursor::setPos(this->previousPos);
}
if (this->mousePressed)
buttons |= Qt::LeftButton;
if (frameMouseEvent != QMouseEvent::None)
foreach (QObject *listener, this->listeners)
QCoreApplication::postEvent(listener, new QMouseEvent(frameMouseEvent,
QtLeapUtils::convertGlobalPosToLocalPos(listener, globalPointerPos),
globalPointerPos,
button,
buttons,
Qt::NoModifier));
}