leapmotion-ts
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TypeScript framework for Leap Motion.
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text/typescript
/// <reference path="./Vector3.ts"/>
/// <reference path="./Hand.ts"/>
/// <reference path="./InteractionBox.ts"/>
/// <reference path="./Pointable.ts"/>
/// <reference path="./Finger.ts"/>
/// <reference path="./Tool.ts"/>
/// <reference path="./Matrix.ts"/>
/// <reference path="./Gesture.ts"/>
/// <reference path="./Controller.ts"/>
/**
* The Frame class represents a set of hand and finger tracking
* data detected in a single frame.
*
* <p>The Leap detects hands, fingers and tools within the tracking area,
* reporting their positions, orientations and motions in frames at
* the Leap frame rate.</p>
*
* <p>Access Frame objects through a listener of a Leap Controller.
* Add a listener to receive events when a new Frame is available.</p>
*
* @author logotype
*
*/
export class Frame
{
/**
* The list of Finger objects detected in this frame, given in arbitrary order.<br/>
* The list can be empty if no fingers are detected.
*/
public fingers:Finger[] = [];
/**
* The list of Hand objects detected in this frame, given in arbitrary order.<br/>
* The list can be empty if no hands are detected.
*/
public hands:Hand[] = [];
/**
* The Pointable object with the specified ID in this frame.
*
* <p>Use the <code>Frame.pointable()</code> to retrieve the Pointable
* object from this frame using an ID value obtained from a previous frame.
* This always returns a Pointable object, but if no finger
* or tool with the specified ID is present, an invalid Pointable
* object is returned.</p>
*
* <p>Note that ID values persist across frames, but only until tracking
* of a particular object is lost. If tracking of a finger or tool is
* lost and subsequently regained, the new Pointable object representing
* that finger or tool may have a different ID than that representing
* the finger or tool in an earlier frame.</p>
*
* @see Pointable
*
*/
public pointables:Pointable[] = [];
/**
* The gestures recognized or continuing in this frame.
*
* <p>Circle and swipe gestures are updated every frame.
* Tap gestures only appear in the list when they start.</p>
*/
public _gestures:Gesture[] = [];
/**
* A unique ID for this Frame.
* <p>Consecutive frames processed by the Leap have consecutive increasing values.</p>
*/
public id:number;
/**
* The current framerate (in frames per second) of the Leap Motion Controller.
* <p>This value may fluctuate depending on available computing resources,
* activity within the device field of view, software tracking settings,
* and other factors.</p>
* <p>An estimate of frames per second of the Leap Motion Controller.</p>
*/
public currentFramesPerSecond:number;
/**
* The current InteractionBox for the frame.
* <p>See the InteractionBox class documentation for more details on how this class should be used.</p>
* @see InteractionBox
*/
public interactionBox:InteractionBox;
/**
* The frame capture time in microseconds elapsed since the Leap started.
*/
public timestamp:number;
/**
* The list of Tool objects detected in this frame, given in arbitrary order.
*
* @see Tool
*/
public tools:Tool[] = [];
/**
* Rotation matrix.
*/
public rotation:Matrix;
/**
* Scale factor since last Frame.
*/
public scaleFactorNumber:number;
/**
* Translation since last Frame.
*/
public translationVector:Vector3;
/**
* Reference to the current Controller.
*/
public controller:Controller;
/**
* Constructs a Frame object.
*
* <p>Frame instances created with this constructor are invalid.
* Get valid Frame objects by calling the <code>LeapMotion.frame()</code> function.</p>
*
*/
constructor()
{
}
/**
* The Hand object with the specified ID in this frame.
*
* <p>Use the <code>Frame.hand()</code> to retrieve the Hand object
* from this frame using an ID value obtained from a previous frame.
* This always returns a Hand object, but if no hand
* with the specified ID is present, an invalid Hand object is returned.</p>
*
* <p>Note that ID values persist across frames, but only until tracking
* of a particular object is lost. If tracking of a hand is lost
* and subsequently regained, the new Hand object representing
* that physical hand may have a different ID than that
* representing the physical hand in an earlier frame.</p>
*
* @param id The ID value of a Hand object from a previous frame.
* @return The Hand object with the matching ID if one exists
* in this frame; otherwise, an invalid Hand object is returned.
* @see Hand
*
*/
public hand( id:number ):Hand
{
var returnValue:Hand = Hand.invalid();
var length:number = this.hands.length;
for ( var i:number = 0; i < length; i++ )
{
if ( this.hands[ i ].id === id )
{
returnValue = this.hands[ i ];
break;
}
}
return returnValue;
}
/**
* The Finger object with the specified ID in this frame.
*
* <p>Use the <code>Frame.finger()</code> to retrieve the Finger
* object from this frame using an ID value obtained from a
* previous frame. This always returns a Finger object,
* but if no finger with the specified ID is present, an
* invalid Finger object is returned.</p>
*
* <p>Note that ID values persist across frames, but only until
* tracking of a particular object is lost. If tracking of a
* finger is lost and subsequently regained, the new Finger
* object representing that physical finger may have a different
* ID than that representing the finger in an earlier frame.</p>
*
* @param id The ID value of a Finger object from a previous frame.
* @return The Finger object with the matching ID if one exists
* in this frame; otherwise, an invalid Finger object is returned.
* @see Finger
*
*/
public finger( id:number ):Finger
{
var returnValue:Finger = Finger.invalid();
var length:number = this.fingers.length;
for ( var i:number = 0; i < length; i++ )
{
if ( this.fingers[ i ].id === id )
{
returnValue = this.fingers[ i ];
break;
}
}
return returnValue;
}
/**
* The Tool object with the specified ID in this frame.
*
* <p>Use the <code>Frame.tool()</code> to retrieve the Tool
* object from this frame using an ID value obtained from
* a previous frame. This always returns a Tool
* object, but if no tool with the specified ID is present,
* an invalid Tool object is returned.</p>
*
* <p>Note that ID values persist across frames, but only until
* tracking of a particular object is lost. If tracking of a
* tool is lost and subsequently regained, the new Tool
* object representing that tool may have a different ID
* than that representing the tool in an earlier frame.</p>
*
* @param id The ID value of a Tool object from a previous frame.
* @return The Tool object with the matching ID if one exists in
* this frame; otherwise, an invalid Tool object is returned.
* @see Tool
*
*/
public tool( id:number ):Tool
{
var returnValue:Tool = Tool.invalid();
var length:number = this.fingers.length;
for ( var i:number = 0; i < length; i++ )
{
if ( this.tools[ i ].id === id )
{
returnValue = this.tools[ i ];
break;
}
}
return returnValue;
}
/**
* The Pointable object with the specified ID in this frame.
*
* <p>Use the <code>Frame.pointable()</code> to retrieve the Pointable
* object from this frame using an ID value obtained from a previous frame.
* This always returns a Pointable object, but if no finger
* or tool with the specified ID is present, an invalid
* Pointable object is returned.</p>
*
* <p>Note that ID values persist across frames, but only until tracking
* of a particular object is lost. If tracking of a finger or tool is
* lost and subsequently regained, the new Pointable object representing
* that finger or tool may have a different ID than that representing
* the finger or tool in an earlier frame.</p>
*
* @param id The ID value of a Pointable object from a previous frame.
* @return The Pointable object with the matching ID if one exists
* in this frame; otherwise, an invalid Pointable object is returned.
*
*/
public pointable( id:number ):Pointable
{
var returnValue:Pointable = Pointable.invalid();
var length:number = this.pointables.length;
for ( var i:number = 0; i < length; i++ )
{
if ( this.pointables[ i ].id === id )
{
returnValue = this.pointables[ i ];
break;
}
}
return returnValue;
}
/**
* The Gesture object with the specified ID in this frame.
*
* <p>Use the <code>Frame.gesture()</code> to return a Gesture object in this frame
* using an ID obtained in an earlier frame. The always returns a
* Gesture object, but if there was no update for the gesture in this frame,
* then an invalid Gesture object is returned.</p>
*
* <p>All Gesture objects representing the same recognized movement share the same ID.</p>
*
* @param id The ID of an Gesture object from a previous frame.
* @return The Gesture object in the frame with the specified ID if one
* exists; Otherwise, an Invalid Gesture object.
*
*/
public gesture( id:number ):Gesture
{
var returnValue:Gesture = Gesture.invalid();
var length:number = this._gestures.length;
for ( var i:number = 0; i < length; i++ )
{
if ( this._gestures[ i ].id === id )
{
returnValue = this._gestures[ i ];
break;
}
}
return returnValue;
}
/**
* Returns a Gesture vector containing all gestures that have occurred
* since the specified frame.
*
* <p>If no frame is specifed, the gestures recognized or continuing in
* this frame will be returned.</p>
*
* @param sinceFrame An earlier Frame object. The starting frame must
* still be in the frame history cache, which has a default length of 60 frames.
* @return The list of gestures.
*
*/
public gestures( sinceFrame:Frame = null ):Gesture[]
{
if( !sinceFrame )
{
// The gestures recognized or continuing in this frame.
return this._gestures;
}
else
{
// Returns a Gesture vector containing all gestures that have occurred since the specified frame.
var gesturesSinceFrame:Gesture[] = [];
for ( var i:number = 0; i < this.controller.frameHistory.length; i++ )
{
for ( var j:number = 0; j < this.controller.frameHistory[ i ]._gestures.length; ++j )
gesturesSinceFrame.push( this.controller.frameHistory[ i ]._gestures[ j ] );
if( sinceFrame === this.controller.frameHistory[ i ] )
break;
}
return gesturesSinceFrame;
}
}
/**
* The axis of rotation derived from the overall rotational
* motion between the current frame and the specified frame.
*
* <p>The returned direction vector is normalized.</p>
*
* <p>The Leap derives frame rotation from the relative change
* in position and orientation of all objects detected in
* the field of view.</p>
*
* <p>If either this frame or sinceFrame is an invalid Frame
* object, or if no rotation is detected between the
* two frames, a zero vector is returned.</p>
*
* @param sinceFrame The starting frame for computing the relative rotation.
* @return A normalized direction Vector representing the axis of the
* heuristically determined rotational change between the current
* frame and that specified in the sinceFrame parameter.
*
*/
public rotationAxis( sinceFrame:Frame ):Vector3
{
if( sinceFrame && sinceFrame.rotation )
{
var vector:Vector3 = new Vector3( this.rotation.zBasis.y - sinceFrame.rotation.yBasis.z, this.rotation.xBasis.z - sinceFrame.rotation.zBasis.x, this.rotation.yBasis.x - sinceFrame.rotation.xBasis.y );
return vector.normalized();
}
else
{
return new Vector3( 0, 0, 0 );
}
}
/**
* The angle of rotation around the rotation axis derived from the
* overall rotational motion between the current frame and the specified frame.
*
* <p>The returned angle is expressed in radians measured clockwise around
* the rotation axis (using the right-hand rule) between the
* start and end frames. The value is always between 0 and pi radians (0 and 180 degrees).</p>
*
* <p>The Leap derives frame rotation from the relative change in position
* and orientation of all objects detected in the field of view.</p>
*
* <p>If either this frame or sinceFrame is an invalid Frame object,
* then the angle of rotation is zero.</p>
*
* @param sinceFrame The starting frame for computing the relative rotation.
* @param axis Optional. The axis to measure rotation around.
* @return A positive value containing the heuristically determined rotational
* change between the current frame and that specified in the sinceFrame parameter.
*
*/
public rotationAngle( sinceFrame:Frame, axis:Vector3 = null ):number
{
if( !this.isValid() || !sinceFrame.isValid() )
return 0.0;
var returnValue:number = 0.0;
var rotationSinceFrameMatrix:Matrix = this.rotationMatrix( sinceFrame );
var cs:number = ( rotationSinceFrameMatrix.xBasis.x + rotationSinceFrameMatrix.yBasis.y + rotationSinceFrameMatrix.zBasis.z - 1 ) * 0.5;
var angle:number = Math.acos( cs );
returnValue = isNaN( angle ) ? 0.0 : angle;
if( axis )
{
var rotAxis:Vector3 = this.rotationAxis( sinceFrame );
returnValue *= rotAxis.dot( axis.normalized() );
}
return returnValue;
}
/**
* The transform matrix expressing the rotation derived from
* the change in orientation of this hand, and any associated
* fingers and tools, between the current frame and the specified frame.
*
* <p>If a corresponding Hand object is not found in sinceFrame,
* or if either this frame or sinceFrame are invalid Frame objects,
* then this method returns an identity matrix.</p>
*
* @param sinceFrame
* @return
*
*/
public rotationMatrix( sinceFrame:Frame ):Matrix
{
if( sinceFrame && sinceFrame.rotation )
{
return sinceFrame.rotation.multiply( new Matrix( new Vector3( this.rotation.xBasis.x, this.rotation.yBasis.x, this.rotation.zBasis.x ), new Vector3( this.rotation.xBasis.y, this.rotation.yBasis.y, this.rotation.zBasis.y ), new Vector3( this.rotation.xBasis.z, this.rotation.yBasis.z, this.rotation.zBasis.z ) ) );
}
else
{
return Matrix.identity();
}
}
/**
* The scale factor derived from the overall motion between the
* current frame and the specified frame.
*
* <p>The scale factor is always positive. A value of 1.0 indicates no
* scaling took place. Values between 0.0 and 1.0 indicate contraction
* and values greater than 1.0 indicate expansion.</p>
*
* <p>The Leap derives scaling from the relative inward or outward
* motion of all objects detected in the field of view (independent
* of translation and rotation).</p>
*
* <p>If either this frame or sinceFrame is an invalid Frame object,
* then this method returns 1.0.</p>
*
* @param sinceFrame The starting frame for computing the relative scaling.
* @return A positive value representing the heuristically determined
* scaling change ratio between the current frame and that specified
* in the sinceFrame parameter.
*
*/
public scaleFactor( sinceFrame:Frame ):number
{
var returnValue:number;
if ( sinceFrame && sinceFrame.scaleFactorNumber )
returnValue = Math.exp( this.scaleFactorNumber - sinceFrame.scaleFactorNumber );
else
returnValue = 1;
return returnValue;
}
/**
* The change of position derived from the overall linear motion
* between the current frame and the specified frame.
*
* <p>The returned translation vector provides the magnitude and
* direction of the movement in millimeters.</p>
*
* <p>The Leap derives frame translation from the linear motion
* of all objects detected in the field of view.</p>
*
* <p>If either this frame or sinceFrame is an invalid Frame object,
* then this method returns a zero vector.</p>
*
* @param sinceFrame The starting frame for computing the translation.
* @return A Vector representing the heuristically determined change
* in hand position between the current frame and that specified
* in the sinceFrame parameter.
*
*/
public translation( sinceFrame:Frame ):Vector3
{
var returnValue:Vector3;
if ( sinceFrame.translationVector )
returnValue = new Vector3( this.translationVector.x - sinceFrame.translationVector.x, this.translationVector.y - sinceFrame.translationVector.y, this.translationVector.z - sinceFrame.translationVector.z );
else
returnValue = new Vector3( 0, 0, 0 );
return returnValue;
}
/**
* Compare Frame object equality.
*
* <p>Two Frame objects are equal if and only if both Frame objects
* represent the exact same frame of tracking data and both
* Frame objects are valid.</p>
*
* @param other The Frame to compare with.
* @return True; if equal. False otherwise.
*
*/
public isEqualTo( other:Frame ):boolean
{
var returnValue:boolean = true;
if( this.id != other.id || !this.isValid() || other.isValid() )
returnValue = false;
return returnValue;
}
/**
* Reports whether this Frame instance is valid.
*
* <p>A valid Frame is one generated by the LeapMotion object that contains
* tracking data for all detected entities. An invalid Frame contains
* no actual tracking data, but you can call its functions without risk
* of a null pointer exception. The invalid Frame mechanism makes it
* more convenient to track individual data across the frame history.</p>
*
* <p>For example, you can invoke: <code>var finger:Finger = leap.frame(n).finger(fingerID);</code>
* for an arbitrary Frame history value, "n", without first checking whether
* frame(n) returned a null object.<br/>
* (You should still check that the returned Finger instance is valid.)</p>
*
* @return True, if this is a valid Frame object; false otherwise.
*
*/
public isValid():boolean
{
if( !this.id )
return false;
return true;
}
/**
* Returns an invalid Frame object.
*
* <p>You can use the instance returned by this in comparisons
* testing whether a given Frame instance is valid or invalid.
* (You can also use the <code>Frame.isValid()</code> function.)</p>
*
* @return The invalid Frame instance.
*
*/
public static invalid():Frame
{
return new Frame();
}
}