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@@ -1,674 +0,0 @@
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-//-----------------------------------------------------------------------------
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-// Copyright (c) 2013 GarageGames, LLC
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-//
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-// Permission is hereby granted, free of charge, to any person obtaining a copy
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-// of this software and associated documentation files (the "Software"), to
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-// deal in the Software without restriction, including without limitation the
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-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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-// sell copies of the Software, and to permit persons to whom the Software is
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-// furnished to do so, subject to the following conditions:
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-//
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-// The above copyright notice and this permission notice shall be included in
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-// all copies or substantial portions of the Software.
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-//
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-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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-// IN THE SOFTWARE.
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-//-----------------------------------------------------------------------------
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-
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-#ifndef _LEAPMOTIONMANAGER_H_
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-#include "input/leapMotion/leapMotionManager.h"
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-#endif
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-
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-#ifndef _PLATFORM_MEMORY_H_
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-#include "platform/platformMemory.h"
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-#endif
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-
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-#ifndef _CONSOLETYPES_H_
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-#include "console/consoleTypes.h"
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-#endif
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-
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-#ifndef _EVENT_H_
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-#include "platform/event.h"
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-#endif
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-
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-#ifndef _GAMEINTERFACE_H_
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-#include "game/gameInterface.h"
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-#endif
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-
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-#ifndef _GUICANVAS_H_
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-#include "gui/guiCanvas.h"
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-#endif
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-
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-#ifndef _LEAPMOTIONUTIL_H_
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-#include "leapMotionUtil.h"
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-#endif
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-
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-#ifndef _VECTOR2_H_
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-#include "2d/core/Vector2.h"
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-#endif
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-
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-#include "input/leapMotion/LeapMotionManager_ScriptBinding.h"
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-
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-//-----------------------------------------------------------------------------
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-
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-bool LeapMotionManager::smEnableDevice = true;
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-
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-bool LeapMotionManager::smGenerateIndividualEvents = true;
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-bool LeapMotionManager::smKeepHandIndexPersistent = false;
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-bool LeapMotionManager::smKeepPointableIndexPersistent = false;
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-
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-bool LeapMotionManager::smGenerateSingleHandRotationAsAxisEvents = false;
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-
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-F32 LeapMotionManager::smMaximumHandAxisAngle = 25.0f;
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-
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-bool LeapMotionManager::smGenerateWholeFrameEvents = false;
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-
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-U32 LeapMotionManager::LM_FRAMEVALIDDATA = 0;
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-U32 LeapMotionManager::LM_HAND[LeapMotionConstants::MaxHands] = {0};
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-//U32 LeapMotionManager::LM_HANDROT[LeapMotionConstants::MaxHands] = {0};
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-U32 LeapMotionManager::LM_HANDAXISX = 0;
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-U32 LeapMotionManager::LM_HANDAXISY = 0;
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-U32 LeapMotionManager::LM_HANDPOINTABLE[LeapMotionConstants::MaxHands][LeapMotionConstants::MaxPointablesPerHand] = {0};
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-U32 LeapMotionManager::LM_HANDPOINTABLEROT[LeapMotionConstants::MaxHands][LeapMotionConstants::MaxPointablesPerHand] = {0};
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-U32 LeapMotionManager::LM_FRAME = 0;
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-
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-//-----------------------------------------------------------------------------
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-
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-LeapMotionManager::LeapMotionManager()
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-{
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- // Initialize the console variables
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- staticInit();
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-
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- // Create our controller and listener
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- mListener = new MotionListener();
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- mController = new Leap::Controller();
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- mController->addListener(*mListener);
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-
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- // Allocate a mutex to use later
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- mActiveMutex = Mutex::createMutex();
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-
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- // Nothing is ready yet
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- mEnabled = false;
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- mActive = false;
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- mMouseControl = false;
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- mMinCircleProgress = 0.0;
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-}
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-
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-//-----------------------------------------------------------------------------
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-
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-LeapMotionManager::~LeapMotionManager()
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-{
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- // Disable and delete internal members
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- disable();
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-
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- // Get rid of the mutex
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- Mutex::destroyMutex(mActiveMutex);
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-}
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-
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-//-----------------------------------------------------------------------------
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-
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-void LeapMotionManager::staticInit()
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-{
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- // If true, the Leap Motion device will be enabled, if present
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- Con::addVariable("pref::LeapMotion::EnableDevice", TypeBool, &smEnableDevice);
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-
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- // Indicates that events for each hand and pointable will be created.
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- Con::addVariable("LeapMotion::GenerateIndividualEvents", TypeBool, &smGenerateIndividualEvents);
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-
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- // Indicates that we track hand IDs and will ensure that the same hand will remain at the same index between frames.
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- Con::addVariable("LeapMotion::KeepHandIndexPersistent", TypeBool, &smKeepHandIndexPersistent);
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-
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- // Indicates that we track pointable IDs and will ensure that the same pointable will remain at the same index between frames.
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- Con::addVariable("LeapMotion::KeepPointableIndexPersistent", TypeBool, &smKeepPointableIndexPersistent);
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-
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- // If true, broadcast single hand rotation as axis events.
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- Con::addVariable("LeapMotion::GenerateSingleHandRotationAsAxisEvents", TypeBool, &smGenerateSingleHandRotationAsAxisEvents);
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-
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- // The maximum hand angle when used as an axis event as measured from a vector pointing straight up (in degrees).
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- // Shoud range from 0 to 90 degrees.
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- Con::addVariable("LeapMotion::MaximumHandAxisAngle", TypeF32, &smMaximumHandAxisAngle);
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-
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- // Indicates that a whole frame event should be generated and frames should be buffered.
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- Con::addVariable("LeapMotion::GenerateWholeFrameEvents", TypeBool, &smGenerateWholeFrameEvents);
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-}
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-
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-//-----------------------------------------------------------------------------
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-
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-void LeapMotionManager::enable(bool enabledState)
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-{
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- Mutex::lockMutex(mActiveMutex);
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- mEnabled = enabledState;
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- Mutex::unlockMutex(mActiveMutex);
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-}
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-
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-//-----------------------------------------------------------------------------
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-
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-void LeapMotionManager::disable()
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-{
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- if (mController)
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- {
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- delete mController;
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- mController = NULL;
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-
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- if (mListener)
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- {
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- delete mListener;
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- mListener = NULL;
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- }
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- }
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-
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- setActive(false);
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- mEnabled = false;
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-}
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-
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-//-----------------------------------------------------------------------------
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-
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-bool LeapMotionManager::getActive()
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-{
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- Mutex::lockMutex(mActiveMutex);
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- bool active = mActive;
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- Mutex::unlockMutex(mActiveMutex);
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-
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- return active;
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-}
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-
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-//-----------------------------------------------------------------------------
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-
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-void LeapMotionManager::setActive(bool state)
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-{
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- Mutex::lockMutex(mActiveMutex);
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- mActive = state;
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- Mutex::unlockMutex(mActiveMutex);
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-}
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-
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-//-----------------------------------------------------------------------------
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-
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-void LeapMotionManager::toggleMouseControl(bool enabledState)
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-{
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- Mutex::lockMutex(mActiveMutex);
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- mMouseControl = enabledState;
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- Mutex::unlockMutex(mActiveMutex);
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-}
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-
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-//-----------------------------------------------------------------------------
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-
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-bool LeapMotionManager::getMouseControlToggle()
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-{
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- Mutex::lockMutex(mActiveMutex);
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- bool mouseControlled = mMouseControl;
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- Mutex::unlockMutex(mActiveMutex);
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-
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- return mouseControlled;
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-}
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-
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-//-----------------------------------------------------------------------------
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-// You can get and set gesture configuration parameters using the Config object
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-// obtained from a connected Controller object. The key strings required to
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-// * identify a configuration parameter include:
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-//*
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-//* Key string | Value type | Default value | Units
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-//* -----------|------------|---------------|------
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-//* Gesture.Circle.MinRadius | float | 5.0 | mm
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-//* Gesture.Circle.MinArc | float | 1.5 | radians
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-//* Gesture.Swipe.MinLength | float | 150 | mm
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-//* Gesture.Swipe.MinVelocity | float | 1000 | mm/s
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-//* Gesture.KeyTap.MinDownVelocity | float | 50 | mm/s
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-//* Gesture.KeyTap.HistorySeconds | float | 0.1 | s
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-//* Gesture.KeyTap.MinDistance | float | 3.0 | mm
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-//* Gesture.ScreenTap.MinForwardVelocity | float | 50 | mm/s
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-//* Gesture.ScreenTap.HistorySeconds | float | 0.1 | s
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-//* Gesture.ScreenTap.MinDistance | float | 5.0 | mm
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-bool LeapMotionManager::configureLeapGesture(const char* configString, const F32 value)
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-{
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- // Get this controller's config.
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- Leap::Config config = mController->config();
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-
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- // Convert and pass the key, along with the value.
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- std::string *keyString = new std::string(configString);
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- bool success = config.setFloat(*keyString, value);
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-
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- // Free memory and return the result.
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- delete keyString;
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- return success;
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-}
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-
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-//-----------------------------------------------------------------------------
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-
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-bool LeapMotionManager::setMinCircleProgress(const F32 value)
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-{
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- mMinCircleProgress = value;
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- return true;
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-}
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-
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-//-----------------------------------------------------------------------------
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-
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-void LeapMotionManager::processHand(const Leap::Hand& hand, S32 id)
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-{
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- // Get hand (palm) position
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- /*Point3F rawHandPosition;
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- Point3I convertedHandPosition;
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-
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- LeapMotionUtil::convertPosition(hand.palmPosition(), rawHandPosition);
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- convertedHandPosition.x = (S32)mFloor(rawHandPosition.x);
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- convertedHandPosition.y = (S32)mFloor(rawHandPosition.y);
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- convertedHandPosition.z = (S32)mFloor(rawHandPosition.z);*/
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-
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- // Get the hand's normal vector and direction
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- const Leap::Vector normal = hand.palmNormal();
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- const Leap::Vector direction = hand.direction();
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-
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- F32 pitch = direction.pitch() * Leap::RAD_TO_DEG;
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- F32 roll = normal.roll() * Leap::RAD_TO_DEG;
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- F32 yaw = direction.yaw() * Leap::RAD_TO_DEG;
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-
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- // Position Event
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- InputEvent handPosEvent;
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-
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- handPosEvent.deviceInst = 0;
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- handPosEvent.iValue = id;
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- handPosEvent.fValues[0] = hand.palmPosition().x;
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- handPosEvent.fValues[1] = hand.palmPosition().y;
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- handPosEvent.fValues[2] = hand.palmPosition().z;
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- handPosEvent.deviceType = LeapMotionDeviceType;
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- handPosEvent.objType = LM_HANDPOS;
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- handPosEvent.objInst = 0;
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- handPosEvent.action = SI_LEAP;
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- handPosEvent.modifier = 0;
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-
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- InputEvent handRotEvent;
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-
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- handRotEvent.deviceInst = 0;
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- handRotEvent.iValue = id;
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- handRotEvent.fValues[0] = yaw;
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- handRotEvent.fValues[1] = pitch;
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- handRotEvent.fValues[2] = roll;
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- handRotEvent.objType = LM_HANDROT;
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- handRotEvent.deviceType = LeapMotionDeviceType;
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- handRotEvent.objInst = 0;
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- handRotEvent.action = SI_LEAP;
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- handRotEvent.modifier = 0;
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-
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- Game->postEvent(handPosEvent);
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- Game->postEvent(handRotEvent);
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-}
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-
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-//-----------------------------------------------------------------------------
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-
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-void LeapMotionManager::processHandPointables(const Leap::PointableList& pointables)
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-{
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- InputEvent pointablePositionEvent;
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- pointablePositionEvent.deviceInst = 0;
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- pointablePositionEvent.objInst = 0;
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- pointablePositionEvent.modifier = 0;
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- pointablePositionEvent.deviceType = LeapMotionDeviceType;
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- pointablePositionEvent.objType = LM_FINGERPOS;
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- pointablePositionEvent.action = SI_LEAP;
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-
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- for (int f = 0; f < pointables.count(); ++f)
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- {
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- Leap::Pointable pointable = pointables[f];
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-
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- char charHolder[10];
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- Leap::Vector tipPosition = pointables[f].tipPosition();
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-
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- dItoa((S32)tipPosition.x, charHolder);
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- dStrcat(pointablePositionEvent.fingersX, charHolder);
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- dStrcat(pointablePositionEvent.fingersX, " ");
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-
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- dItoa((S32)tipPosition.y, charHolder);
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- dStrcat(pointablePositionEvent.fingersY, charHolder);
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- dStrcat(pointablePositionEvent.fingersY, " ");
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-
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- dItoa((S32)tipPosition.z, charHolder);
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- dStrcat(pointablePositionEvent.fingersZ, charHolder);
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- dStrcat(pointablePositionEvent.fingersZ, " ");
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-
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- dItoa(pointables[f].id(), charHolder);
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- dStrcat(pointablePositionEvent.fingerIDs, charHolder);
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- dStrcat(pointablePositionEvent.fingerIDs, " ");
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- }
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-
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- // Post
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- Game->postEvent(pointablePositionEvent);
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-}
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-
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-//-----------------------------------------------------------------------------
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-
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-void LeapMotionManager::processGestures(const Leap::GestureList& gestures)
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-{
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- for (int g = 0; g < gestures.count(); ++g)
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- {
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- Leap::Gesture gesture = gestures[g];
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-
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- switch (gesture.type())
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- {
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- case Leap::Gesture::TYPE_CIRCLE:
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- {
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- Leap::CircleGesture circle = gesture;
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-
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- if (circle.progress() < mMinCircleProgress)
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- break;
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-
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|
|
|
- bool clockWise;
|
|
|
|
-
|
|
|
|
- if (circle.pointable().direction().angleTo(circle.normal()) <= Leap::PI/4)
|
|
|
|
- clockWise = true;
|
|
|
|
- else
|
|
|
|
- clockWise = false;
|
|
|
|
-
|
|
|
|
- InputEvent event;
|
|
|
|
-
|
|
|
|
- event.deviceInst = 0;
|
|
|
|
- event.iValue = g;
|
|
|
|
- event.fValues[0] = circle.progress();
|
|
|
|
- event.fValues[1] = circle.radius();
|
|
|
|
- event.fValues[2] = clockWise;
|
|
|
|
- event.fValues[3] = (F32)circle.state();
|
|
|
|
- event.deviceType = LeapMotionDeviceType;
|
|
|
|
- event.objType = SI_CIRCLE_GESTURE;
|
|
|
|
- event.objInst = 0;
|
|
|
|
- event.action = SI_GESTURE;
|
|
|
|
- event.modifier = 0;
|
|
|
|
-
|
|
|
|
- Game->postEvent(event);
|
|
|
|
- break;
|
|
|
|
- }
|
|
|
|
- case Leap::Gesture::TYPE_SWIPE:
|
|
|
|
- {
|
|
|
|
- Leap::SwipeGesture swipe = gesture;
|
|
|
|
-
|
|
|
|
- // Comment to post begin and update swipes
|
|
|
|
- if (swipe.state() != Leap::Gesture::STATE_STOP)
|
|
|
|
- {
|
|
|
|
- break;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- InputEvent event;
|
|
|
|
-
|
|
|
|
- event.deviceInst = 0;
|
|
|
|
- event.iValue = g;
|
|
|
|
- event.fValues[0] = (F32)swipe.state();
|
|
|
|
- event.fValues[1] = swipe.direction().x;
|
|
|
|
- event.fValues[2] = swipe.direction().y;
|
|
|
|
- event.fValues[3] = swipe.direction().z;
|
|
|
|
- event.fValues[4] = swipe.speed();
|
|
|
|
- event.deviceType = LeapMotionDeviceType;
|
|
|
|
- event.objType = SI_SWIPE_GESTURE;
|
|
|
|
- event.objInst = 0;
|
|
|
|
- event.action = SI_GESTURE;
|
|
|
|
- event.modifier = 0;
|
|
|
|
-
|
|
|
|
- Game->postEvent(event);
|
|
|
|
- break;
|
|
|
|
- }
|
|
|
|
- case Leap::Gesture::TYPE_KEY_TAP:
|
|
|
|
- {
|
|
|
|
- Leap::KeyTapGesture tap = gesture;
|
|
|
|
-
|
|
|
|
- InputEvent event;
|
|
|
|
-
|
|
|
|
- event.deviceInst = 0;
|
|
|
|
- event.iValue = g;
|
|
|
|
- event.fValues[0] = tap.position().x;
|
|
|
|
- event.fValues[1] = tap.position().y;
|
|
|
|
- event.fValues[2] = tap.position().z;
|
|
|
|
- event.fValues[3] = tap.direction().x;
|
|
|
|
- event.fValues[4] = tap.direction().y;
|
|
|
|
- event.fValues[5] = tap.direction().z;
|
|
|
|
- event.deviceType = LeapMotionDeviceType;
|
|
|
|
- event.objType = SI_KEYTAP_GESTURE;
|
|
|
|
- event.objInst = 0;
|
|
|
|
- event.action = SI_GESTURE;
|
|
|
|
- event.modifier = 0;
|
|
|
|
-
|
|
|
|
- Game->postEvent(event);
|
|
|
|
- break;
|
|
|
|
- }
|
|
|
|
- case Leap::Gesture::TYPE_SCREEN_TAP:
|
|
|
|
- {
|
|
|
|
- Leap::ScreenTapGesture screentap = gesture;
|
|
|
|
-
|
|
|
|
- InputEvent event;
|
|
|
|
-
|
|
|
|
- event.deviceInst = 0;
|
|
|
|
- event.iValue = g;
|
|
|
|
- event.fValues[0] = screentap.position().x;
|
|
|
|
- event.fValues[1] = screentap.position().y;
|
|
|
|
- event.fValues[2] = screentap.position().z;
|
|
|
|
- event.fValues[3] = screentap.direction().x;
|
|
|
|
- event.fValues[4] = screentap.direction().y;
|
|
|
|
- event.fValues[5] = screentap.direction().z;
|
|
|
|
- event.deviceType = LeapMotionDeviceType;
|
|
|
|
- event.objType = SI_SCREENTAP_GESTURE;
|
|
|
|
- event.objInst = 0;
|
|
|
|
- event.action = SI_GESTURE;
|
|
|
|
- event.modifier = 0;
|
|
|
|
-
|
|
|
|
- Game->postEvent(event);
|
|
|
|
- break;
|
|
|
|
- }
|
|
|
|
- default:
|
|
|
|
- Con::warnf("LeapMotionManager::process() - Unknown gesture detected");
|
|
|
|
- break;
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-//-----------------------------------------------------------------------------
|
|
|
|
-
|
|
|
|
-void LeapMotionManager::process(const Leap::Controller& controller)
|
|
|
|
-{
|
|
|
|
- // Is the manager enabled?
|
|
|
|
- if (!mEnabled)
|
|
|
|
- return;
|
|
|
|
-
|
|
|
|
- // Was the leap device activated
|
|
|
|
- if (!getActive())
|
|
|
|
- return;
|
|
|
|
-
|
|
|
|
- // Get the current frame
|
|
|
|
- const Leap::Frame frame = controller.frame();
|
|
|
|
-
|
|
|
|
- if (!frame.isValid())
|
|
|
|
- return;
|
|
|
|
-
|
|
|
|
- mLastFrame = frame;
|
|
|
|
-
|
|
|
|
- // Get gestures
|
|
|
|
- const Leap::GestureList gestures = frame.gestures();
|
|
|
|
-
|
|
|
|
- if (!gestures.isEmpty())
|
|
|
|
- processGestures(gestures);
|
|
|
|
-
|
|
|
|
- if (getMouseControlToggle())
|
|
|
|
- {
|
|
|
|
- generateMouseEvent(controller);
|
|
|
|
- return;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- // Is a hand present?
|
|
|
|
- if ( !frame.hands().isEmpty() )
|
|
|
|
- {
|
|
|
|
- for (int h = 0; h < frame.hands().count(); ++h)
|
|
|
|
- {
|
|
|
|
- const Leap::Hand hand = frame.hands()[h];
|
|
|
|
-
|
|
|
|
- processHand(hand, h);
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- if (frame.pointables().count())
|
|
|
|
- {
|
|
|
|
- const Leap::PointableList pointables = frame.pointables();
|
|
|
|
-
|
|
|
|
- if (pointables.count())
|
|
|
|
- processHandPointables(pointables);
|
|
|
|
- }
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-//-----------------------------------------------------------------------------
|
|
|
|
-
|
|
|
|
-void LeapMotionManager::generateMouseEvent(Leap::Controller const & controller)
|
|
|
|
-{
|
|
|
|
-
|
|
|
|
- const Leap::ScreenList screens = controller.locatedScreens();
|
|
|
|
-
|
|
|
|
- // make sure we have a detected screen
|
|
|
|
- if (screens.isEmpty())
|
|
|
|
- return;
|
|
|
|
-
|
|
|
|
- const Leap::Screen screen = screens[0];
|
|
|
|
-
|
|
|
|
- // find the first finger or tool
|
|
|
|
- const Leap::Frame frame = controller.frame();
|
|
|
|
- const Leap::HandList hands = frame.hands();
|
|
|
|
-
|
|
|
|
- if (hands.isEmpty())
|
|
|
|
- return;
|
|
|
|
-
|
|
|
|
- const Leap::PointableList pointables = hands[0].pointables();
|
|
|
|
-
|
|
|
|
- if (pointables.isEmpty())
|
|
|
|
- return;
|
|
|
|
-
|
|
|
|
- const Leap::Pointable firstPointable = pointables[0];
|
|
|
|
-
|
|
|
|
- // get x, y coordinates on the first screen
|
|
|
|
- const Leap::Vector intersection = screen.intersect( firstPointable, true, 1.0f );
|
|
|
|
-
|
|
|
|
- // if the user is not pointing at the screen all components of
|
|
|
|
- // the returned vector will be Not A Number (NaN)
|
|
|
|
- // isValid() returns true only if all components are finite
|
|
|
|
- if (!intersection.isValid())
|
|
|
|
- return;
|
|
|
|
-
|
|
|
|
- F32 x = screen.widthPixels() * intersection.x;
|
|
|
|
-
|
|
|
|
- // flip y coordinate to standard top-left origin
|
|
|
|
- F32 y = screen.heightPixels() * (1.0f - intersection.y);
|
|
|
|
-
|
|
|
|
- // Move the cursor
|
|
|
|
- Point2I location((S32)x, (S32)y);
|
|
|
|
- Canvas->setCursorPos(location);
|
|
|
|
-
|
|
|
|
- // Build and postthe mouse event
|
|
|
|
- MouseMoveEvent TorqueEvent;
|
|
|
|
- TorqueEvent.xPos = (S32) location.x;
|
|
|
|
- TorqueEvent.yPos = (S32) location.y;
|
|
|
|
- Game->postEvent(TorqueEvent);
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-//-----------------------------------------------------------------------------
|
|
|
|
-
|
|
|
|
-Vector2 LeapMotionManager::getPointFromProjection(Point3F position)
|
|
|
|
-{
|
|
|
|
- // Get the screen and projection
|
|
|
|
- const Leap::Vector pointablePosition(position.x, position.y, position.z);
|
|
|
|
- const Leap::Screen screen = mController->locatedScreens()[0];
|
|
|
|
- const Leap::Vector projectedPosition = screen.project(pointablePosition, true, 1.0f);
|
|
|
|
-
|
|
|
|
- // if the user is not pointing at the screen all components of
|
|
|
|
- // the returned vector will be Not A Number (NaN)
|
|
|
|
- // isValid() returns true only if all components are finite
|
|
|
|
- if (!projectedPosition.isValid())
|
|
|
|
- return Vector2("");
|
|
|
|
-
|
|
|
|
- // Get the screen coordinates
|
|
|
|
- F32 x = screen.widthPixels() * projectedPosition.x;
|
|
|
|
-
|
|
|
|
- // flip y coordinate to standard top-left origin
|
|
|
|
- F32 y = screen.heightPixels() * (1.0f - projectedPosition.y);
|
|
|
|
-
|
|
|
|
- // Build the screenPosition and return it
|
|
|
|
- Vector2 screenPosition;
|
|
|
|
- screenPosition.x = x;
|
|
|
|
- screenPosition.y = y;
|
|
|
|
-
|
|
|
|
- return screenPosition;
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-//-----------------------------------------------------------------------------
|
|
|
|
-
|
|
|
|
-Vector2 LeapMotionManager::getPointFromIntersection(S32 pointableID)
|
|
|
|
-{
|
|
|
|
- // Get the finger via ID and check for validity
|
|
|
|
- Leap::Pointable lastPointable = mLastFrame.pointable(pointableID);
|
|
|
|
-
|
|
|
|
- if (!lastPointable.isValid())
|
|
|
|
- return Vector2("");
|
|
|
|
-
|
|
|
|
- // Get the screen and intersection
|
|
|
|
- const Leap::Screen screen = mController->locatedScreens()[0];
|
|
|
|
- const Leap::Vector intersection = screen.intersect( lastPointable, true, 1.0f );
|
|
|
|
-
|
|
|
|
- // if the user is not pointing at the screen all components of
|
|
|
|
- // the returned vector will be Not A Number (NaN)
|
|
|
|
- // isValid() returns true only if all components are finite
|
|
|
|
- if (!intersection.isValid())
|
|
|
|
- return Vector2("");
|
|
|
|
-
|
|
|
|
- // Get the screen coordinates
|
|
|
|
- F32 x = screen.widthPixels() * intersection.x;
|
|
|
|
-
|
|
|
|
- // flip y coordinate to standard top-left origin
|
|
|
|
- F32 y = screen.heightPixels() * (1.0f - intersection.y);
|
|
|
|
-
|
|
|
|
- // Build the screenPosition and return it
|
|
|
|
- Vector2 screenPosition;
|
|
|
|
- screenPosition.x = x;
|
|
|
|
- screenPosition.y = y;
|
|
|
|
-
|
|
|
|
- return screenPosition;
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-//-----------------------------------------------------------------------------
|
|
|
|
-
|
|
|
|
-void LeapMotionManager::MotionListener::onInit(const Leap::Controller& controller)
|
|
|
|
-{
|
|
|
|
- //Con::printf("MotionListener::onInit()");
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-//-----------------------------------------------------------------------------
|
|
|
|
-
|
|
|
|
-void LeapMotionManager::MotionListener::onFrame(const Leap::Controller& controller)
|
|
|
|
-{
|
|
|
|
- gLeapMotionManager->process(controller);
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-//-----------------------------------------------------------------------------
|
|
|
|
-
|
|
|
|
-void LeapMotionManager::MotionListener::onConnect(const Leap::Controller& controller)
|
|
|
|
-{
|
|
|
|
- gLeapMotionManager->setActive(true);
|
|
|
|
- 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);
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-//-----------------------------------------------------------------------------
|
|
|
|
-
|
|
|
|
-void LeapMotionManager::MotionListener::onDisconnect (const Leap::Controller& controller)
|
|
|
|
-{
|
|
|
|
- gLeapMotionManager->setActive(false);
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-//-----------------------------------------------------------------------------
|
|
|
|
-
|
|
|
|
-void LeapMotionManager::MotionListener::onFocusGained(const Leap::Controller& controller)
|
|
|
|
-{
|
|
|
|
- gLeapMotionManager->setActive(true);
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-//-----------------------------------------------------------------------------
|
|
|
|
-
|
|
|
|
-void LeapMotionManager::MotionListener::onFocusLost(const Leap::Controller& controller)
|
|
|
|
-{
|
|
|
|
- gLeapMotionManager->setActive(false);
|
|
|
|
-}
|
|
|