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my-leap.h
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my-leap.h
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//
// Created by Zohar Azar on 2019-01-13.
//
#ifndef LEAP_MY_LEAP_H
#define LEAP_MY_LEAP_H
#define SHOW_DEBUG false
#include <iostream>
#include <cstring>
#include <sstream>
#include <vector>
#include <OpenGL/OpenGL.h>
#include "LeapConfig.h"
#include "Leap.h"
using namespace Leap;
std::mutex read_mutex;
std::vector<float> fingersBonesTriangles;
std::vector<float> fingersBonesTrianglesColors;
class SampleListener : public Listener {
public:
virtual void onInit(const Controller&);
virtual void onConnect(const Controller&);
virtual void onDisconnect(const Controller&);
virtual void onExit(const Controller&);
virtual void onFrame(const Controller&);
virtual void onFocusGained(const Controller&);
virtual void onFocusLost(const Controller&);
virtual void onDeviceChange(const Controller&);
virtual void onServiceConnect(const Controller&);
virtual void onServiceDisconnect(const Controller&);
private:
};
const std::string fingerNames[] = {"Thumb", "Index", "Middle", "Ring", "Pinky"};
const std::string boneNames[] = {"Metacarpal", "Proximal", "Middle", "Distal"};
const std::string stateNames[] = {"STATE_INVALID", "STATE_START", "STATE_UPDATE", "STATE_END"};
std::vector<GLfloat> fingerBonesTriangles;
std::vector<GLfloat> fingerBonesTrianglesColors;
bool isFingerBonesRendered = false;
bool isFingerBonesComputed = false;
void SampleListener::onInit(const Controller& controller) {
std::cout << "Initialized" << std::endl;
}
void SampleListener::onConnect(const Controller& controller) {
std::cout << "Connected" << std::endl;
controller.enableGesture(Gesture::TYPE_CIRCLE);
controller.enableGesture(Gesture::TYPE_KEY_TAP);
controller.enableGesture(Gesture::TYPE_SCREEN_TAP);
controller.enableGesture(Gesture::TYPE_SWIPE);
}
void SampleListener::onDisconnect(const Controller& controller) {
// Note: not dispatched when running in a debugger.
std::cout << "Disconnected" << std::endl;
}
void SampleListener::onExit(const Controller& controller) {
std::cout << "Exited" << std::endl;
}
void SampleListener::onFrame(const Controller& controller) {
// Get the most recent frame and report some basic information
if (!isFingerBonesComputed) {
fingersBonesTriangles.clear();
fingersBonesTrianglesColors.clear();
const Frame frame = controller.frame();
if (SHOW_DEBUG) {
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;
}
HandList hands = frame.hands();
for (HandList::const_iterator hl = hands.begin(); hl != hands.end(); ++hl) {
// Get the first hand
const Hand hand = *hl;
std::string handType = hand.isLeft() ? "Left hand" : "Right hand";
if (SHOW_DEBUG) {
std::cout << std::string(2, ' ') << handType << ", id: " << hand.id()
<< ", palm position: " << hand.palmPosition() << std::endl;
}
if (SHOW_DEBUG) {
// Get the hand's normal vector and direction
const Vector normal = hand.palmNormal();
const Vector direction = hand.direction();
// Calculate the hand's pitch, roll, and yaw angles
std::cout << std::string(2, ' ') << "pitch: " << direction.pitch() * RAD_TO_DEG << " degrees, "
<< "roll: " << normal.roll() * RAD_TO_DEG << " degrees, "
<< "yaw: " << direction.yaw() * RAD_TO_DEG << " degrees" << std::endl;
}
// Get the Arm bone
if (SHOW_DEBUG) {
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 FingerList fingers = hand.fingers();
for (FingerList::const_iterator fl = fingers.begin(); fl != fingers.end(); ++fl) {
const Finger finger = *fl;
if (SHOW_DEBUG) {
std::cout << std::string(4, ' ') << fingerNames[finger.type()]
<< " finger, id: " << finger.id()
<< ", length: " << finger.length()
<< "mm, width: " << finger.width() << std::endl;
}
// Get finger bones
/*if (finger.type() == 1) { // index finger
std::ostringstream fingerStr;
fingerStr << "normalize: " << finger.direction().x << " " << finger.direction().y << " " << finger.direction().z;
std::cout << fingerStr.str() << "\n";
fingerStr.clear();
}*/
// if (finger.type() == 0) {
for (int b = 0; b <5; b++) {
Bone::Type boneType = static_cast<Bone::Type>(b);
Bone bone = finger.bone(boneType);
Vector usedBasic = bone.basis().zBasis;
if (finger.type() != 1) {
fingersBonesTrianglesColors.push_back(1.0f);
fingersBonesTrianglesColors.push_back(1.0f);
fingersBonesTrianglesColors.push_back(1.0f);
if (b==2) {
printf("bone: %d x: %f y: %f z: %f\n", b, usedBasic.x, usedBasic.y, usedBasic.z);
}
} else {
fingersBonesTrianglesColors.push_back(0.0f);
fingersBonesTrianglesColors.push_back(1.0f);
fingersBonesTrianglesColors.push_back(0.0f);
}
fingersBonesTrianglesColors.push_back(1.0f);
fingersBonesTriangles.push_back(usedBasic.x);
fingersBonesTriangles.push_back(usedBasic.y);
fingersBonesTriangles.push_back(usedBasic.z);
}
}
/*if (hand.isRight()) {
printf("%.2f %.2f %.2f %.2f %.2f", fingerY[0], fingerY[1], fingerY[2], fingerY[3], fingerY[4]);
} else {
printf("%.2f %.2f %.2f %.2f %.2f", fingerY[4], fingerY[3], fingerY[2], fingerY[1], fingerY[0]);
}*/
//printf("\n");
}
isFingerBonesComputed = true;
isFingerBonesRendered = false;
// Get tools
const ToolList tools = frame.tools();
for (ToolList::const_iterator tl = tools.begin(); tl != tools.end(); ++tl) {
const Tool tool = *tl;
std::cout << std::string(2, ' ') << "Tool, id: " << tool.id()
<< ", position: " << tool.tipPosition()
<< ", direction: " << tool.direction() << std::endl;
}
// Get gestures
const GestureList gestures = frame.gestures();
for (int g = 0; g < gestures.count(); ++g) {
Gesture gesture = gestures[g];
switch (gesture.type()) {
case Gesture::TYPE_CIRCLE: {
CircleGesture circle = gesture;
std::string clockwiseness;
if (circle.pointable().direction().angleTo(circle.normal()) <= PI / 2) {
clockwiseness = "clockwise";
} else {
clockwiseness = "counterclockwise";
}
// Calculate angle swept since last frame
float sweptAngle = 0;
if (circle.state() != Gesture::STATE_START) {
CircleGesture previousUpdate = CircleGesture(controller.frame(1).gesture(circle.id()));
sweptAngle = (circle.progress() - previousUpdate.progress()) * 2 * PI;
}
std::cout << std::string(2, ' ')
<< "Circle id: " << gesture.id()
<< ", state: " << stateNames[gesture.state()]
<< ", progress: " << circle.progress()
<< ", radius: " << circle.radius()
<< ", angle " << sweptAngle * RAD_TO_DEG
<< ", " << clockwiseness << std::endl;
break;
}
case Gesture::TYPE_SWIPE: {
SwipeGesture swipe = gesture;
std::cout << std::string(2, ' ')
<< "Swipe id: " << gesture.id()
<< ", state: " << stateNames[gesture.state()]
<< ", direction: " << swipe.direction()
<< ", speed: " << swipe.speed() << std::endl;
break;
}
case Gesture::TYPE_KEY_TAP: {
KeyTapGesture tap = gesture;
std::cout << std::string(2, ' ')
<< "Key Tap id: " << gesture.id()
<< ", state: " << stateNames[gesture.state()]
<< ", position: " << tap.position()
<< ", direction: " << tap.direction() << std::endl;
break;
}
case Gesture::TYPE_SCREEN_TAP: {
ScreenTapGesture screentap = gesture;
std::cout << std::string(2, ' ')
<< "Screen Tap id: " << gesture.id()
<< ", state: " << stateNames[gesture.state()]
<< ", position: " << screentap.position()
<< ", direction: " << screentap.direction() << std::endl;
break;
}
default:
std::cout << std::string(2, ' ') << "Unknown gesture type." << std::endl;
break;
}
}
if (!frame.hands().isEmpty() || !gestures.isEmpty()) {
//std::cout << std::endl;
}
}
}
void SampleListener::onFocusGained(const Controller& controller) {
std::cout << "Focus Gained" << std::endl;
}
void SampleListener::onFocusLost(const Controller& controller) {
std::cout << "Focus Lost" << std::endl;
}
void SampleListener::onDeviceChange(const Controller& controller) {
std::cout << "Device Changed" << std::endl;
const DeviceList devices = controller.devices();
for (int i = 0; i < devices.count(); ++i) {
std::cout << "id: " << devices[i].toString() << std::endl;
std::cout << " isStreaming: " << (devices[i].isStreaming() ? "true" : "false") << std::endl;
}
}
void SampleListener::onServiceConnect(const Controller& controller) {
std::cout << "Service Connected" << std::endl;
}
void SampleListener::onServiceDisconnect(const Controller& controller) {
std::cout << "Service Disconnected" << std::endl;
}
#endif //LEAP_MY_LEAP_H