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leapmotion-ts

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TypeScript framework for Leap Motion.

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import Leap = require('../build/leapmotionts-2.2.4'); 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; } } });