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leapmotion-ts

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TypeScript framework for Leap Motion.

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[<img src="http://logotype.se/leapmotion/logo_ts.png">](https://github.com/logotype/LeapMotionTS) This is the TypeScript framework for working with Leap Motion. Leap Motion is a motion-control software and hardware company developing the world's most powerful and sensitive 3D motion-control and motion-sensing technology. [leapmotion.com](http://www.leapmotion.com) TypeScript is a free and open source programming language developed by Microsoft. TypeScript adds optional types, classes, interfaces and modules to JavaScript. TypeScript supports tools for large-scale JavaScript applications for any browser, for any host, on any OS. TypeScript compiles to readable, standards-based JavaScript. [typescriptlang.org](http://www.typescriptlang.org) Quick start ----------- Clone the repo, `git clone git://github.com/logotype/LeapMotionTS.git`. Import the library and create an instance of the Controller class. What you'll get from the `LEAPMOTION_FRAME` handler is a `Frame` instance, with strongly typed properties such as `Hands`, `Pointables`, `Direction`, `Gestures` and more: import Leap = require('../LeapMotionTS'); var controller:Leap.Controller = new Leap.Controller(); controller.addEventListener(Leap.LeapEvent.LEAPMOTION_CONNECTED, (event:Leap.LeapEvent) => { controller.enableGesture(Leap.Type.TYPE_CIRCLE, true); controller.enableGesture(Leap.Type.TYPE_SWIPE, true); controller.enableGesture(Leap.Type.TYPE_SCREEN_TAP, true); controller.enableGesture(Leap.Type.TYPE_KEY_TAP, true); }); controller.addEventListener(Leap.LeapEvent.LEAPMOTION_FRAME, (event:Leap.LeapEvent) => { var frame:Leap.Frame = event.frame; console.log("Frame id:" + frame.id + ", timestamp:" + frame.timestamp + ", hands:" + frame.hands.length + ", fingers:" + frame.fingers.length + ", tools:" + frame.tools.length + ", gestures:" + frame.gestures().length); if (frame.hands.length > 0) { // Get the first hand var hand:Leap.Hand = frame.hands[0]; // Check if the hand has any fingers var fingers:Leap.Finger[] = hand.fingers; if (fingers.length > 0) { // Calculate the hand's average finger tip position var avgPos:Leap.Vector3 = Leap.Vector3.zero(); for (var i:number = 0; i < fingers.length; i++) avgPos = avgPos.plus((<Leap.Finger>fingers[i]).tipPosition); avgPos = avgPos.divide(fingers.length); console.log("Hand has " + fingers.length + " fingers, average finger tip position:" + avgPos); } // Get the hand's sphere radius and palm position console.log("Hand sphere radius:" + hand.sphereRadius + " mm, palm position:" + hand.palmPosition); // Get the hand's normal vector and direction var normal:Leap.Vector3 = hand.palmNormal; var direction:Leap.Vector3 = hand.direction; // Calculate the hand's pitch, roll, and yaw angles console.log("Hand pitch:" + Leap.LeapUtil.toDegrees(direction.pitch) + " degrees, " + "roll:" + Leap.LeapUtil.toDegrees(normal.roll) + " degrees, " + "yaw:" + Leap.LeapUtil.toDegrees(direction.yaw) + " degrees\n"); } var gestures:Leap.Gesture[] = frame.gestures(); for (var i:number = 0; i < gestures.length; i++) { var gesture:Leap.Gesture = gestures[i]; switch (gesture.type) { case Leap.Type.TYPE_CIRCLE: var circle:Leap.CircleGesture = <Leap.CircleGesture>gesture; // Calculate clock direction using the angle between circle normal and pointable var clockwiseness:string; if (circle.pointable.direction.angleTo(circle.normal) <= Math.PI / 4) { // Clockwise if angle is less than 90 degrees clockwiseness = "clockwise"; } else { clockwiseness = "counterclockwise"; } // Calculate angle swept since last frame var sweptAngle:number = 0; if (circle.state != Leap.State.STATE_START) { var previousGesture:Leap.Gesture = controller.frame(1).gesture(circle.id); if (previousGesture.isValid()) { var previousUpdate:Leap.CircleGesture = (<Leap.CircleGesture>controller.frame(1).gesture(circle.id)); sweptAngle = (circle.progress - previousUpdate.progress) * 2 * Math.PI; } } console.log("Circle id:" + circle.id + ", " + circle.state + ", progress:" + circle.progress + ", radius:" + circle.radius + ", angle:" + Leap.LeapUtil.toDegrees(sweptAngle) + ", " + clockwiseness); break; case Leap.Type.TYPE_SWIPE: var swipe:Leap.SwipeGesture = <Leap.SwipeGesture>gesture; console.log("Swipe id:" + swipe.id + ", " + swipe.state + ", position:" + swipe.position + ", direction:" + swipe.direction + ", speed:" + swipe.speed); break; case Leap.Type.TYPE_SCREEN_TAP: var screenTap:Leap.ScreenTapGesture = <Leap.ScreenTapGesture>gesture; console.log("Screen Tap id:" + screenTap.id + ", " + screenTap.state + ", position:" + screenTap.position + ", direction:" + screenTap.direction); break; case Leap.Type.TYPE_KEY_TAP: var keyTap:Leap.KeyTapGesture = <Leap.KeyTapGesture>gesture; console.log("Key Tap id:" + keyTap.id + ", " + keyTap.state + ", position:" + keyTap.position + ", direction:" + keyTap.direction); break; } } }); Example output: Frame id:1125277, timestamp:14800590398, hands:1, fingers:5, tools:0, gestures:5 Hand has 5 fingers, average finger tip position:[Vector3 x:4.767591999999996 y:129.5072 z:-28.39772] Hand sphere radius:136.979 mm, palm position:[Vector3 x:19.067 y:127.976 z:42.0272] Hand pitch:6.500235603666339 degrees, roll:6.0708401144239925 degrees, yaw:-9.621146044782972 degrees Circle id:27, 2, progress:3.92605, radius:43.2705, angle:13.417199999999967, counterclockwise Circle id:25, 2, progress:3.90497, radius:40.3004, angle:13.489199999999961, counterclockwise Optionally, you can simply call `controller.frame()` e.g. in your main loop, or implement the `Listener` interface for callbacks. Authors ------- **Victor Norgren** + http://twitter.com/logotype + http://github.com/logotype + https://logotype.se Copyright and license --------------------- Copyright © 2015 logotype Author: Victor Norgren Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.