研:手势与眼动相结合-手势SDK的整合

本文介绍了Leap SDK的集成过程及遇到的问题解决方法,重点讨论了如何避免命名空间冲突,并提供了一个具体的SampleListener类实现示例,展示了如何监听并处理手势事件。

Leap提供了SDK。但是整合有很多的问题,写博客记录一下;

写一个类:SampleListener.cpp以及头文件SampleListener.h。

这里主要碰到的问题是找不到以及冲突问题;

这里最关键的是用的不能写using namespace Lead。必须写Lead::这种形式。

代码如下:

#include <iostream>
#include <cstring>
#include "Leap.h"
//using namespace Leap;
class SampleListener : public Leap::Listener {
public:
    int civiv;//手机识别的标志
 void onInit(const Leap:: Controller&);
     void onConnect(const  Leap::Controller&);
      void onDisconnect(const Leap:: Controller&);
     void onExit(const Leap:: Controller&);
     void onFrame(const Leap:: Controller&);
     void onFocusGained(const Leap:: Controller&);
     void onFocusLost(const  Leap::Controller&);
     void onDeviceChange(const Leap:: Controller&);
     void onServiceConnect(const Leap:: Controller&);
     void onServiceDisconnect(const Leap:: Controller&);
     void onStart();

private:
};

SampleListener.cpp:

#include "stdafx.h"
#include "SampleListener.h"
using namespace Leap;



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"};

void SampleListener::onInit(const  Leap::Controller& controller) {
    std::cout << "Initialized" << std::endl;
}

void SampleListener::onConnect(const Leap:: 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 Leap:: Controller& controller) {
    // Note: not dispatched when running in a debugger.
    std::cout << "Disconnected" << std::endl;
}

void SampleListener::onExit(const  Leap::Controller& controller) {
    std::cout << "Exited" << std::endl;
}

void SampleListener::onFrame(const Leap:: Controller& controller) {
    // Get the most recent frame and report some basic information
    const 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) {

                civiv=2;
            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 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 Leap::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;
}
void SampleListener::onStart()
{
//    civiv=1;
    // Create a sample listener and controller
    SampleListener listener;
    listener.civiv=1;
    Controller controller;
    //controller.Config.SetFloat ("Gesture.Circle.MinRadius", 10.0f);  .............................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................
    //................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................// controller.Config.SetFloat ("Gesture.Circle.MinArc", .5f);
//    controller.config().setFloat("Gesture.Circle.MinRadius", 10.0f);
//    controller.config().setFloat("Gesture.Circle.MinRadius", .5f);

    // Have the sample listener receive events from the controller
    controller.addListener(listener);

    //if (argc > 1 && strcmp(argv[1], "--bg") == 0)
        //controller.setPolicy(Leap::Controller::POLICY_BACKGROUND_FRAMES);

    // Keep this process running until Enter is pressed
    

    // Remove the sample listener when done
    controller.removeListener(listener);

    
}

/*int main(int argc, char** argv) {
    // Create a sample listener and controller
    SampleListener listener;
    Controller controller;
    //controller.Config.SetFloat ("Gesture.Circle.MinRadius", 10.0f);  
    // controller.Config.SetFloat ("Gesture.Circle.MinArc", .5f);
    controller.config().setFloat("Gesture.Circle.MinRadius", 10.0f);
    controller.config().setFloat("Gesture.Circle.MinRadius", .5f);

    // Have the sample listener receive events from the controller
    controller.addListener(listener);

    if (argc > 1 && strcmp(argv[1], "--bg") == 0)
        controller.setPolicy(Leap::Controller::POLICY_BACKGROUND_FRAMES);

    // Keep this process running until Enter is pressed
    std::cout << "Press Enter to quit..." << std::endl;
    std::cin.get();

    // Remove the sample listener when done
    controller.removeListener(listener);

    return 0;
}
*/

 

 

嵌入师兄的MFC写的程序中:

注意因为与师兄写的变量冲突,所以这里不能写using namespace Lead。必须写Lead::这种形式。

 

EyeTrackView.h:

#include "TshirtCode.h"
#include "TshirtDraw.h"
#include "GeneticAlgorithm.cpp"
#include "CvvImage.h"
#include <deque>
#include "shockwaveflash1.h"
#include "pupilDetector.h"
#include "Device.h"
#include "communication.h"
#include "DeviceEyeDataAnalyze.h"
#include "HardWord.h"
#include "SampleListener.h"

 

EyeTrackView.cpp照常引入EyeTrackView.h。

 

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