// Update is called once per frame
    void Update()
    {
        Leap.Frame frame = controller.Frame();
        guiFrame = frame;

        if (!frame.Hands.Empty)
        {
            // Get the first hand
            hand0 = frame.Hands[0];
            hand1 = frame.Hands[1];

            // Check if the hand has any fingers
            Leap.FingerList fingers = hand0.Fingers;

            if (!fingers.Empty)
            {
                Leap.Finger firstfinger = fingers[0];

                // If at leasts 3 fingers are valid on the second hand (remember that when you take away your hand from leap,the second hand becomes the first on the HandsList) (*)<--
                if ((hand1.Fingers.Count) >= 3)
                {
                    hasPaused = true;
                }
                if (firstfinger.IsValid)
                {
                    hasPaused = false;
                    if (!hand1.IsValid || (hand1.IsValid && hand1.Fingers.Count <= 2))
                    {
                        if (hasPaused == false && frame.Hands[0].Id != hand1ID)                             // (*)<--
                        {
                            float moveInputX = firstfinger.TipVelocity.x / 600;
                            transform.position += new Vector3(moveInputX, 0, 0);

                            float moveInputY = firstfinger.TipVelocity.y / 600;
                            transform.position += new Vector3(0, moveInputY, 0);

                            float moveInputZ = firstfinger.TipVelocity.z / 600;
                            transform.position -= new Vector3(0, 0, moveInputZ);
                        }
                    }
                }

                // Calculate the hand's average finger tip position
                Leap.Vector avgPos = Leap.Vector.Zero;
                foreach (Leap.Finger finger in fingers)
                {
                    avgPos += finger.TipPosition;
                }
                avgPos /= fingers.Count;
                print("Hand has " + fingers.Count
                      + " fingers, average finger tip position: " + avgPos);
            }

//            // Get the hand's sphere radius and palm position
//            print("Hand sphere radius: " + hand0.SphereRadius.ToString("n2")
//                        + " mm, palm position: " + hand0.PalmPosition);
//
//            // Get the hand's normal vector and direction
//            Leap.Vector normal = hand0.PalmNormal;
//            Leap.Vector direction = hand0.Direction;
//
//            // Calculate the hand's pitch, roll, and yaw angles
//            print("Hand pitch: " + direction.Pitch * 180.0f / (float)3.14 + " degrees, "
//                        + "roll: " + normal.Roll * 180.0f / (float)3.14 + " degrees, "
//                        + "yaw: " + direction.Yaw * 180.0f / (float)3.14 + " degrees");
        }



        Leap.GestureList gestures = frame.Gestures();
        for (int i = 0; i < gestures.Count; i++)
        {
            Leap.Gesture gesture = gestures[i];

            switch (gesture.Type)
            {
            case Leap.Gesture.GestureType.TYPECIRCLE:
                Leap.CircleGesture circle = new Leap.CircleGesture(gesture);

                // Calculate clock direction using the angle between circle normal and pointable
                string clockwiseness;
                if (circle.Pointable.Direction.AngleTo(circle.Normal) <= 3.1487 / 4)
                {
                    //Clockwise if angle is less than 90 degrees
                    clockwiseness = "clockwise";
                }
                else
                {
                    clockwiseness = "counterclockwise";
                }

                float sweptAngle = 0;

                // Calculate angle swept since last frame
                if (circle.State != Leap.Gesture.GestureState.STATESTART)
                {
                    Leap.CircleGesture previousUpdate = new Leap.CircleGesture(controller.Frame(1).Gesture(circle.Id));
                    sweptAngle = (circle.Progress - previousUpdate.Progress) * 360;
                }
                globalInfo = ("Circle id: " + circle.Id
                              + ", " + circle.State
                              + ", progress: " + circle.Progress
                              + ", radius: " + circle.Radius
                              + ", angle: " + sweptAngle
                              + ", " + clockwiseness);

                break;

            case Leap.Gesture.GestureType.TYPESWIPE:
                Leap.SwipeGesture swipe = new Leap.SwipeGesture(gesture);
                globalInfo = ("Swipe id: " + swipe.Id
                              + ", " + swipe.State
                              + ", position: " + swipe.Position
                              + ", direction: " + swipe.Direction
                              + ", speed: " + swipe.Speed);
                break;

            case Leap.Gesture.GestureType.TYPEKEYTAP:
                Leap.KeyTapGesture keytap = new Leap.KeyTapGesture(gesture);
                globalInfo = ("Tap id: " + keytap.Id
                              + ", " + keytap.State
                              + ", position: " + keytap.Position
                              + ", direction: " + keytap.Direction);
                break;

            case Leap.Gesture.GestureType.TYPESCREENTAP:
                Leap.ScreenTapGesture screentap = new Leap.ScreenTapGesture(gesture);
                globalInfo = ("Tap id: " + screentap.Id
                              + ", " + screentap.State
                              + ", position: " + screentap.Position
                              + ", direction: " + screentap.Direction);
                break;

            default:
                print("Unknown gesture type.");
                break;
            }
        }


        if (!frame.Hands.Empty)
        {
            hand0ID = hand0.Id;
            if (hand1.Id != -1)
            {
                hand1ID = hand1.Id;                           // since when u take away your first hand,the second one becomes the first one on the list (with ID = 1),I want to remember its value
            }
        }
        else
        {
            hand0ID = -1;
        }
    }
Exemplo n.º 2
0
    // Update is called once per frame
    void Update()
    {
        Leap.Frame frame = controller.Frame();
        guiFrame=frame;

        if (!frame.Hands.Empty)
        {
            // Get the first hand
            hand0 = frame.Hands[0];
            hand1 = frame.Hands[1];

            // Check if the hand has any fingers
            Leap.FingerList fingers = hand0.Fingers;

            if (!fingers.Empty)
            {
                Leap.Finger firstfinger = fingers[0];

                // If at leasts 3 fingers are valid on the second hand (remember that when you take away your hand from leap,the second hand becomes the first on the HandsList) (*)<--
                if ((hand1.Fingers.Count) >=3 ){
                    mustPause=true;
                }

                    mustPause=false;
                    if (!hand1.IsValid ||(hand1.IsValid && hand1.Fingers.Count<=2) ){
                            if (mustPause==false && frame.Hands[0].Id != hand1ID){  // (*)<--

                                // first navigation type

        //								if (hand0.Fingers.Count<=2){

        //								float moveInputX = firstfinger.TipVelocity.x /400;
        //						        transform.position += new Vector3(moveInputX, 0, 0);

        //								float moveInputY = firstfinger.TipVelocity.y /400;
        //						        transform.position += new Vector3(0, moveInputY, 0);

        //								float moveInputZ = firstfinger.TipVelocity.z /400;
        //						        if (moveInputZ >=0) transform.position -= new Vector3(0, 0 , moveInputZ*2);
        //								else transform.position -= new Vector3(0, 0 , moveInputZ*2);

        //							}else{
        //								// second navigation type
        //								float moveStraightX = hand0.PalmPosition.x;
        //						        if (moveStraightX>25) transform.position += new Vector3(moveStraightX/45, 0 , 0);
        //								else if (moveStraightX<-25) transform.position -= new Vector3(5, 0 , 0);
        //
        //								float moveStraightZ = hand0.PalmPosition.z;
        //						        if (moveStraightZ>25) transform.position -= new Vector3(0, 0 , 1);
        //								else if (moveStraightZ<-2) transform.position += new Vector3(0, 0 , 1);
        //
                                ///////////////////////////////////////////////////////////////

                                float moveStraightY = hand0.PalmPosition.y;
                                if (moveStraightY >=160) {
                                    moveStraightY/=460;
                                    if (moveStraightY>1) {moveStraightY=1; }
                                    audio.pitch = moveStraightY;
                                }else{
                                    //if (audio.pitch > 0.0f ) {audio.pitch -=0.115f;} //disco fermo ----

                                //se velocità troppo bassa azzera pitch <<-------------------------------------------------------
                                ///////////////////////////////////////////////////////////////
                                fingerTemp = hand0.Fingers[0].TipVelocity.z;
                                float zPosition = hand0.Fingers[0].TipPosition.z/20;

                                        if (zPosition <10 ){ //se non sono in zona morta
                                            fingerTemp /= 250;

                                            if (fingerTemp>0 ){
                                                audio.pitch = -fingerTemp;
                                            }else if (fingerTemp<0 ){
                                                audio.pitch = -fingerTemp;
                                            } else{
                                                audio.pitch=0.0f;
                                            }
                                        }
                                }//-------
        //							}
                            }
                    }

                // Calculate the hand's average finger tip position
                Leap.Vector avgPos = Leap.Vector.Zero;
                foreach (Leap.Finger finger in fingers)
                {
                    avgPos += finger.TipPosition;
                }
                avgPos /= fingers.Count;
                //print("Hand has " + fingers.Count + " fingers, average finger tip position: " + avgPos);
            }

            //Ok no figners,but there's at least a hand,so a palm

            // Get the hand's normal vector and direction
            Leap.Vector normal = hand0.PalmNormal;
            Leap.Vector direction = hand0.Direction;

        //			float HandRoll = hand1.PalmNormal.Roll * 180.0f / (float)3.14 ;
        //			if (HandRoll > 100) HandRoll = 100;
        //			if (HandRoll < -100) HandRoll = -100;

            // Calculate the hand's pitch, roll, and yaw angles
            print ("Hand pitch: " + direction.Pitch * 180.0f / (float)3.14 + " degrees, "
                        /*+ "roll: " + HandRoll + " degrees, "*/
                        + "yaw: " + direction.Yaw * 180.0f / (float)3.14 + " degrees"
                        + "Hand sphere radius: " + hand0.SphereRadius.ToString("n2")
                        + " mm, palm position: " + hand0.PalmPosition);
        //
        //			if (hand1.IsValid) if (HandRoll > 25 || HandRoll < -25)  transform.Rotate(new Vector3(0, 1 , 0),HandRoll/100);

        }
        else {
            if (audio.pitch<0.95f) audio.pitch +=0.145f;
            if (audio.pitch>1.12f) audio.pitch -=0.145f;
            if (audio.pitch>0.95 && audio.pitch<1.12) audio.pitch = 1.0f;
            scratch= false;

        }

        counter= counter+1;
        if (counter>=19) {
            temp = hand0.Fingers[0].TipPosition.z/20;
            counter=0;
        }

        Leap.GestureList gestures = frame.Gestures();
        for (int i = 0; i < gestures.Count; i++)
        {
            Leap.Gesture gesture = gestures[i];

            switch (gesture.Type)
            {
                case Leap.Gesture.GestureType.TYPECIRCLE:
                    Leap.CircleGesture circle = new Leap.CircleGesture(gesture);

                    // Calculate clock direction using the angle between circle normal and pointable
                    string clockwiseness;
                    if (circle.Pointable.Direction.AngleTo(circle.Normal) <= 3.1487 / 4)
                    {
                        //Clockwise if angle is less than 90 degrees
                        clockwiseness = "clockwise";
                    }
                    else
                    {
                        clockwiseness = "counterclockwise";
                    }

                    float sweptAngle = 0;

                    // Calculate angle swept since last frame
                    if (circle.State != Leap.Gesture.GestureState.STATESTART)
                    {
                        Leap.CircleGesture previousUpdate = new Leap.CircleGesture(controller.Frame(1).Gesture(circle.Id));
                        sweptAngle = (circle.Progress - previousUpdate.Progress) * 360;
                    }
                    globalInfo = ("Circle id: " + circle.Id
                                   + ", " + circle.State
                                   + ", progress: " + circle.Progress
                                   + ", radius: " + circle.Radius
                                   + ", angle: " + sweptAngle
                                   + ", " + clockwiseness);

                    break;
                case Leap.Gesture.GestureType.TYPESWIPE:
                    Leap.SwipeGesture swipe = new Leap.SwipeGesture(gesture);
                    globalInfo = ("Swipe id: " + swipe.Id
                                   + ", " + swipe.State
                                   + ", position: " + swipe.Position
                                   + ", direction: " + swipe.Direction
                                   + ", speed: " + swipe.Speed);
                    break;
                case Leap.Gesture.GestureType.TYPEKEYTAP:
                    Leap.KeyTapGesture keytap = new Leap.KeyTapGesture(gesture);
                    globalInfo = ("Tap id: " + keytap.Id
                                   + ", " + keytap.State
                                   + ", position: " + keytap.Position
                                   + ", direction: " + keytap.Direction);
                    break;
                case Leap.Gesture.GestureType.TYPESCREENTAP:
                    Leap.ScreenTapGesture screentap = new Leap.ScreenTapGesture(gesture);
                    globalInfo = ("Tap id: " + screentap.Id
                                   + ", " + screentap.State
                                   + ", position: " + screentap.Position
                                   + ", direction: " + screentap.Direction);
                    break;
                default:
                    print("Unknown gesture type.");
                    break;
            }
        }

        if (!frame.Hands.Empty) {
            hand0ID = hand0.Id;
            if ( hand1.Id != -1 ) hand1ID = hand1.Id; // when first hand disappears,the second one becomes the first one on the list (with ID = 1).So before losing its ID,I want to remember its value
        }
        else hand0ID = -1; // if here no Hands on the scene. Hand1ID can be a dirty value.

        if (Input.GetKey (KeyCode.G)){
            float moveInputz = Time.deltaTime * 3;
            transform.position = new Vector3(0, 50, -50);
        }
    }
    // Update is called once per frame
    void Update()
    {
        Leap.Frame frame = controller.Frame();
        guiFrame=frame;

        if (!frame.Hands.Empty)
        {
            // Get the first hand
            hand0 = frame.Hands[0];
            hand1 = frame.Hands[1];

            // Check if the hand has any fingers
            Leap.FingerList fingers = hand0.Fingers;

            if (!fingers.Empty)
            {
                Leap.Finger firstfinger = fingers[0];

                // If at leasts 3 fingers are valid on the second hand (remember that when you take away your hand from leap,the second hand becomes the first on the HandsList) (*)<--
                if ((hand1.Fingers.Count) >=3 ){
                    hasPaused=true;
                }
                if (firstfinger.IsValid){
                    hasPaused=false;
                    if (!hand1.IsValid ||(hand1.IsValid && hand1.Fingers.Count<=2) ){
                            if (hasPaused==false && frame.Hands[0].Id != hand1ID){  // (*)<--
                                float moveInputX = firstfinger.TipVelocity.x /600;
                                transform.position += new Vector3(moveInputX, 0, 0);

                                float moveInputY = firstfinger.TipVelocity.y /600;
                                transform.position += new Vector3(0, moveInputY, 0);

                                float moveInputZ = firstfinger.TipVelocity.z /600;
                                transform.position -= new Vector3(0, 0 , moveInputZ);
                            }
                    }
                }

                // Calculate the hand's average finger tip position
                Leap.Vector avgPos = Leap.Vector.Zero;
                foreach (Leap.Finger finger in fingers)
                {
                    avgPos += finger.TipPosition;
                }
                avgPos /= fingers.Count;
                print("Hand has " + fingers.Count
                            + " fingers, average finger tip position: " + avgPos);
            }

        //            // Get the hand's sphere radius and palm position
        //            print("Hand sphere radius: " + hand0.SphereRadius.ToString("n2")
        //                        + " mm, palm position: " + hand0.PalmPosition);
        //
        //            // Get the hand's normal vector and direction
        //            Leap.Vector normal = hand0.PalmNormal;
        //            Leap.Vector direction = hand0.Direction;
        //
        //            // Calculate the hand's pitch, roll, and yaw angles
        //            print("Hand pitch: " + direction.Pitch * 180.0f / (float)3.14 + " degrees, "
        //                        + "roll: " + normal.Roll * 180.0f / (float)3.14 + " degrees, "
        //                        + "yaw: " + direction.Yaw * 180.0f / (float)3.14 + " degrees");
        }

        Leap.GestureList gestures = frame.Gestures();
        for (int i = 0; i < gestures.Count; i++)
        {
            Leap.Gesture gesture = gestures[i];

            switch (gesture.Type)
            {
                case Leap.Gesture.GestureType.TYPECIRCLE:
                    Leap.CircleGesture circle = new Leap.CircleGesture(gesture);

                    // Calculate clock direction using the angle between circle normal and pointable
                    string clockwiseness;
                    if (circle.Pointable.Direction.AngleTo(circle.Normal) <= 3.1487 / 4)
                    {
                        //Clockwise if angle is less than 90 degrees
                        clockwiseness = "clockwise";
                    }
                    else
                    {
                        clockwiseness = "counterclockwise";
                    }

                    float sweptAngle = 0;

                    // Calculate angle swept since last frame
                    if (circle.State != Leap.Gesture.GestureState.STATESTART)
                    {
                        Leap.CircleGesture previousUpdate = new Leap.CircleGesture(controller.Frame(1).Gesture(circle.Id));
                        sweptAngle = (circle.Progress - previousUpdate.Progress) * 360;
                    }
                    globalInfo = ("Circle id: " + circle.Id
                                   + ", " + circle.State
                                   + ", progress: " + circle.Progress
                                   + ", radius: " + circle.Radius
                                   + ", angle: " + sweptAngle
                                   + ", " + clockwiseness);

                    break;
                case Leap.Gesture.GestureType.TYPESWIPE:
                    Leap.SwipeGesture swipe = new Leap.SwipeGesture(gesture);
                    globalInfo = ("Swipe id: " + swipe.Id
                                   + ", " + swipe.State
                                   + ", position: " + swipe.Position
                                   + ", direction: " + swipe.Direction
                                   + ", speed: " + swipe.Speed);
                    break;
                case Leap.Gesture.GestureType.TYPEKEYTAP:
                    Leap.KeyTapGesture keytap = new Leap.KeyTapGesture(gesture);
                    globalInfo = ("Tap id: " + keytap.Id
                                   + ", " + keytap.State
                                   + ", position: " + keytap.Position
                                   + ", direction: " + keytap.Direction);
                    break;
                case Leap.Gesture.GestureType.TYPESCREENTAP:
                    Leap.ScreenTapGesture screentap = new Leap.ScreenTapGesture(gesture);
                    globalInfo = ("Tap id: " + screentap.Id
                                   + ", " + screentap.State
                                   + ", position: " + screentap.Position
                                   + ", direction: " + screentap.Direction);
                    break;
                default:
                    print("Unknown gesture type.");
                    break;
            }
        }

        if (!frame.Hands.Empty) {
            hand0ID = hand0.Id;
            if ( hand1.Id != -1 ) hand1ID = hand1.Id; // since when u take away your first hand,the second one becomes the first one on the list (with ID = 1),I want to remember its value
        }
        else{
            hand0ID = -1;
        }
    }