threex
Version:
Game Extensions for three.js http://www.threejsgames.com/extensions/
1,225 lines (1,133 loc) • 140 kB
JavaScript
;(function(e,t,n,r){function i(r){if(!n[r]){if(!t[r]){if(e)return e(r);throw new Error("Cannot find module '"+r+"'")}var s=n[r]={exports:{}};t[r][0](function(e){var n=t[r][1][e];return i(n?n:e)},s,s.exports)}return n[r].exports}for(var s=0;s<r.length;s++)i(r[s]);return i})(typeof require!=="undefined"&&require,{1:[function(require,module,exports){(function(){// Copyright: Hiroshi Ichikawa <http://gimite.net/en/>
// License: New BSD License
// Reference: http://dev.w3.org/html5/websockets/
// Reference: http://tools.ietf.org/html/rfc6455
(function() {
if (window.WEB_SOCKET_FORCE_FLASH) {
// Keeps going.
} else if (window.WebSocket) {
return;
} else if (window.MozWebSocket) {
// Firefox.
window.WebSocket = MozWebSocket;
return;
}
var logger;
if (window.WEB_SOCKET_LOGGER) {
logger = WEB_SOCKET_LOGGER;
} else if (window.console && window.console.log && window.console.error) {
// In some environment, console is defined but console.log or console.error is missing.
logger = window.console;
} else {
logger = {log: function(){ }, error: function(){ }};
}
// swfobject.hasFlashPlayerVersion("10.0.0") doesn't work with Gnash.
if (swfobject.getFlashPlayerVersion().major < 10) {
logger.error("Flash Player >= 10.0.0 is required.");
return;
}
if (location.protocol == "file:") {
logger.error(
"WARNING: web-socket-js doesn't work in file:///... URL " +
"unless you set Flash Security Settings properly. " +
"Open the page via Web server i.e. http://...");
}
/**
* Our own implementation of WebSocket class using Flash.
* @param {string} url
* @param {array or string} protocols
* @param {string} proxyHost
* @param {int} proxyPort
* @param {string} headers
*/
window.WebSocket = function(url, protocols, proxyHost, proxyPort, headers) {
var self = this;
self.__id = WebSocket.__nextId++;
WebSocket.__instances[self.__id] = self;
self.readyState = WebSocket.CONNECTING;
self.bufferedAmount = 0;
self.__events = {};
if (!protocols) {
protocols = [];
} else if (typeof protocols == "string") {
protocols = [protocols];
}
// Uses setTimeout() to make sure __createFlash() runs after the caller sets ws.onopen etc.
// Otherwise, when onopen fires immediately, onopen is called before it is set.
self.__createTask = setTimeout(function() {
WebSocket.__addTask(function() {
self.__createTask = null;
WebSocket.__flash.create(
self.__id, url, protocols, proxyHost || null, proxyPort || 0, headers || null);
});
}, 0);
};
/**
* Send data to the web socket.
* @param {string} data The data to send to the socket.
* @return {boolean} True for success, false for failure.
*/
WebSocket.prototype.send = function(data) {
if (this.readyState == WebSocket.CONNECTING) {
throw "INVALID_STATE_ERR: Web Socket connection has not been established";
}
// We use encodeURIComponent() here, because FABridge doesn't work if
// the argument includes some characters. We don't use escape() here
// because of this:
// https://developer.mozilla.org/en/Core_JavaScript_1.5_Guide/Functions#escape_and_unescape_Functions
// But it looks decodeURIComponent(encodeURIComponent(s)) doesn't
// preserve all Unicode characters either e.g. "\uffff" in Firefox.
// Note by wtritch: Hopefully this will not be necessary using ExternalInterface. Will require
// additional testing.
var result = WebSocket.__flash.send(this.__id, encodeURIComponent(data));
if (result < 0) { // success
return true;
} else {
this.bufferedAmount += result;
return false;
}
};
/**
* Close this web socket gracefully.
*/
WebSocket.prototype.close = function() {
if (this.__createTask) {
clearTimeout(this.__createTask);
this.__createTask = null;
this.readyState = WebSocket.CLOSED;
return;
}
if (this.readyState == WebSocket.CLOSED || this.readyState == WebSocket.CLOSING) {
return;
}
this.readyState = WebSocket.CLOSING;
WebSocket.__flash.close(this.__id);
};
/**
* Implementation of {@link <a href="http://www.w3.org/TR/DOM-Level-2-Events/events.html#Events-registration">DOM 2 EventTarget Interface</a>}
*
* @param {string} type
* @param {function} listener
* @param {boolean} useCapture
* @return void
*/
WebSocket.prototype.addEventListener = function(type, listener, useCapture) {
if (!(type in this.__events)) {
this.__events[type] = [];
}
this.__events[type].push(listener);
};
/**
* Implementation of {@link <a href="http://www.w3.org/TR/DOM-Level-2-Events/events.html#Events-registration">DOM 2 EventTarget Interface</a>}
*
* @param {string} type
* @param {function} listener
* @param {boolean} useCapture
* @return void
*/
WebSocket.prototype.removeEventListener = function(type, listener, useCapture) {
if (!(type in this.__events)) return;
var events = this.__events[type];
for (var i = events.length - 1; i >= 0; --i) {
if (events[i] === listener) {
events.splice(i, 1);
break;
}
}
};
/**
* Implementation of {@link <a href="http://www.w3.org/TR/DOM-Level-2-Events/events.html#Events-registration">DOM 2 EventTarget Interface</a>}
*
* @param {Event} event
* @return void
*/
WebSocket.prototype.dispatchEvent = function(event) {
var events = this.__events[event.type] || [];
for (var i = 0; i < events.length; ++i) {
events[i](event);
}
var handler = this["on" + event.type];
if (handler) handler.apply(this, [event]);
};
/**
* Handles an event from Flash.
* @param {Object} flashEvent
*/
WebSocket.prototype.__handleEvent = function(flashEvent) {
if ("readyState" in flashEvent) {
this.readyState = flashEvent.readyState;
}
if ("protocol" in flashEvent) {
this.protocol = flashEvent.protocol;
}
var jsEvent;
if (flashEvent.type == "open" || flashEvent.type == "error") {
jsEvent = this.__createSimpleEvent(flashEvent.type);
} else if (flashEvent.type == "close") {
jsEvent = this.__createSimpleEvent("close");
jsEvent.wasClean = flashEvent.wasClean ? true : false;
jsEvent.code = flashEvent.code;
jsEvent.reason = flashEvent.reason;
} else if (flashEvent.type == "message") {
var data = decodeURIComponent(flashEvent.message);
jsEvent = this.__createMessageEvent("message", data);
} else {
throw "unknown event type: " + flashEvent.type;
}
this.dispatchEvent(jsEvent);
};
WebSocket.prototype.__createSimpleEvent = function(type) {
if (document.createEvent && window.Event) {
var event = document.createEvent("Event");
event.initEvent(type, false, false);
return event;
} else {
return {type: type, bubbles: false, cancelable: false};
}
};
WebSocket.prototype.__createMessageEvent = function(type, data) {
if (document.createEvent && window.MessageEvent && !window.opera) {
var event = document.createEvent("MessageEvent");
event.initMessageEvent("message", false, false, data, null, null, window, null);
return event;
} else {
// IE and Opera, the latter one truncates the data parameter after any 0x00 bytes.
return {type: type, data: data, bubbles: false, cancelable: false};
}
};
/**
* Define the WebSocket readyState enumeration.
*/
WebSocket.CONNECTING = 0;
WebSocket.OPEN = 1;
WebSocket.CLOSING = 2;
WebSocket.CLOSED = 3;
// Field to check implementation of WebSocket.
WebSocket.__isFlashImplementation = true;
WebSocket.__initialized = false;
WebSocket.__flash = null;
WebSocket.__instances = {};
WebSocket.__tasks = [];
WebSocket.__nextId = 0;
/**
* Load a new flash security policy file.
* @param {string} url
*/
WebSocket.loadFlashPolicyFile = function(url){
WebSocket.__addTask(function() {
WebSocket.__flash.loadManualPolicyFile(url);
});
};
/**
* Loads WebSocketMain.swf and creates WebSocketMain object in Flash.
*/
WebSocket.__initialize = function() {
if (WebSocket.__initialized) return;
WebSocket.__initialized = true;
if (WebSocket.__swfLocation) {
// For backword compatibility.
window.WEB_SOCKET_SWF_LOCATION = WebSocket.__swfLocation;
}
if (!window.WEB_SOCKET_SWF_LOCATION) {
logger.error("[WebSocket] set WEB_SOCKET_SWF_LOCATION to location of WebSocketMain.swf");
return;
}
if (!window.WEB_SOCKET_SUPPRESS_CROSS_DOMAIN_SWF_ERROR &&
!WEB_SOCKET_SWF_LOCATION.match(/(^|\/)WebSocketMainInsecure\.swf(\?.*)?$/) &&
WEB_SOCKET_SWF_LOCATION.match(/^\w+:\/\/([^\/]+)/)) {
var swfHost = RegExp.$1;
if (location.host != swfHost) {
logger.error(
"[WebSocket] You must host HTML and WebSocketMain.swf in the same host " +
"('" + location.host + "' != '" + swfHost + "'). " +
"See also 'How to host HTML file and SWF file in different domains' section " +
"in README.md. If you use WebSocketMainInsecure.swf, you can suppress this message " +
"by WEB_SOCKET_SUPPRESS_CROSS_DOMAIN_SWF_ERROR = true;");
}
}
var container = document.createElement("div");
container.id = "webSocketContainer";
// Hides Flash box. We cannot use display: none or visibility: hidden because it prevents
// Flash from loading at least in IE. So we move it out of the screen at (-100, -100).
// But this even doesn't work with Flash Lite (e.g. in Droid Incredible). So with Flash
// Lite, we put it at (0, 0). This shows 1x1 box visible at left-top corner but this is
// the best we can do as far as we know now.
container.style.position = "absolute";
if (WebSocket.__isFlashLite()) {
container.style.left = "0px";
container.style.top = "0px";
} else {
container.style.left = "-100px";
container.style.top = "-100px";
}
var holder = document.createElement("div");
holder.id = "webSocketFlash";
container.appendChild(holder);
document.body.appendChild(container);
// See this article for hasPriority:
// http://help.adobe.com/en_US/as3/mobile/WS4bebcd66a74275c36cfb8137124318eebc6-7ffd.html
swfobject.embedSWF(
WEB_SOCKET_SWF_LOCATION,
"webSocketFlash",
"1" /* width */,
"1" /* height */,
"10.0.0" /* SWF version */,
null,
null,
{hasPriority: true, swliveconnect : true, allowScriptAccess: "always"},
null,
function(e) {
if (!e.success) {
logger.error("[WebSocket] swfobject.embedSWF failed");
}
}
);
};
/**
* Called by Flash to notify JS that it's fully loaded and ready
* for communication.
*/
WebSocket.__onFlashInitialized = function() {
// We need to set a timeout here to avoid round-trip calls
// to flash during the initialization process.
setTimeout(function() {
WebSocket.__flash = document.getElementById("webSocketFlash");
WebSocket.__flash.setCallerUrl(location.href);
WebSocket.__flash.setDebug(!!window.WEB_SOCKET_DEBUG);
for (var i = 0; i < WebSocket.__tasks.length; ++i) {
WebSocket.__tasks[i]();
}
WebSocket.__tasks = [];
}, 0);
};
/**
* Called by Flash to notify WebSockets events are fired.
*/
WebSocket.__onFlashEvent = function() {
setTimeout(function() {
try {
// Gets events using receiveEvents() instead of getting it from event object
// of Flash event. This is to make sure to keep message order.
// It seems sometimes Flash events don't arrive in the same order as they are sent.
var events = WebSocket.__flash.receiveEvents();
for (var i = 0; i < events.length; ++i) {
WebSocket.__instances[events[i].webSocketId].__handleEvent(events[i]);
}
} catch (e) {
logger.error(e);
}
}, 0);
return true;
};
// Called by Flash.
WebSocket.__log = function(message) {
logger.log(decodeURIComponent(message));
};
// Called by Flash.
WebSocket.__error = function(message) {
logger.error(decodeURIComponent(message));
};
WebSocket.__addTask = function(task) {
if (WebSocket.__flash) {
task();
} else {
WebSocket.__tasks.push(task);
}
};
/**
* Test if the browser is running flash lite.
* @return {boolean} True if flash lite is running, false otherwise.
*/
WebSocket.__isFlashLite = function() {
if (!window.navigator || !window.navigator.mimeTypes) {
return false;
}
var mimeType = window.navigator.mimeTypes["application/x-shockwave-flash"];
if (!mimeType || !mimeType.enabledPlugin || !mimeType.enabledPlugin.filename) {
return false;
}
return mimeType.enabledPlugin.filename.match(/flashlite/i) ? true : false;
};
if (!window.WEB_SOCKET_DISABLE_AUTO_INITIALIZATION) {
// NOTE:
// This fires immediately if web_socket.js is dynamically loaded after
// the document is loaded.
swfobject.addDomLoadEvent(function() {
WebSocket.__initialize();
});
}
})();
})()
},{}],2:[function(require,module,exports){/* SWFObject v2.2 <http://code.google.com/p/swfobject/>
is released under the MIT License <http://www.opensource.org/licenses/mit-license.php>
*/
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},{}],3:[function(require,module,exports){window.requestAnimFrame = (function() {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(callback) { window.setTimeout(callback, 1000 / 60); }
})();
Leap = require("../lib/index").Leap
},{"../lib/index":4}],4:[function(require,module,exports){(function(){var Controller = require("./controller").Controller
, Frame = require("./frame").Frame
, CircularBuffer = require("./circular_buffer").CircularBuffer
, Connection = require("./connection").Connection
, UI = require("./ui").UI
, loopController = undefined;
/**
* The Leap.loop() function passes a frame of Leap data to your
* callback function and then calls window.requestAnimationFrame() after
* executing your callback function.
*
* Leap.loop() sets up the Leap controller and WebSocket connection for you.
* You do not need to create your own controller when using this method.
*
* Your callback function is called on an interval determined by the client
* browser. Typically, this is on an interval of 60 frames/second. The most
* recent frame of Leap data is passed to your callback function. If the Leap
* is producing frames at a slower rate than the browser frame rate, the same
* frame of Leap data can be passed to your function in successive animation
* updates.
*
* As an alternative, you can create your own Controller object and use a
* {@link Controller#onFrame onFrame} callback to process the data at
* the frame rate of the Leap device. See {@link Controller} for an
* example.
*
* @method Leap.loop
* @param {function} callback A function called when the browser is ready to
* draw to the screen. The most recent {@link Frame} object is passed to
* your callback function.
* @example
* Leap.loop( function( frame ) {
* // ... your code here
* })
*/
exports.Leap = {
loop: function(opts, callback) {
if (callback === undefined) {
callback = opts;
opts = {};
}
if (!loopController) loopController = new Controller(opts);
loopController.loop(callback);
},
Controller: Controller,
Connection: Connection,
Frame: Frame,
CircularBuffer: CircularBuffer,
UI: UI
}
})()
},{"./controller":5,"./frame":6,"./circular_buffer":7,"./connection":8,"./ui":9}],7:[function(require,module,exports){var CircularBuffer = exports.CircularBuffer = function(size) {
this.pos = 0;
this._buf = [];
this.size = size;
}
CircularBuffer.prototype.get = function(i) {
if (i == undefined) i = 0;
if (i >= this.size) return undefined;
if (i >= this._buf.length) return undefined;
return this._buf[(this.pos - i - 1) % this.size];
}
CircularBuffer.prototype.push = function(o) {
this._buf[this.pos % this.size] = o;
return this.pos++;
}
},{}],8:[function(require,module,exports){var Connection = exports.Connection = require('./base_connection').Connection
Connection.prototype.setupSocket = function() {
var connection = this;
var socket = new WebSocket("ws://" + this.host + ":" + this.port);
socket.onopen = function() { connection.handleOpen() };
socket.onmessage = function(message) { connection.handleData(message.data) };
socket.onclose = function() { connection.handleClose() };
return socket;
}
Connection.prototype.teardownSocket = function() {
this.socket.close();
delete this.socket;
delete this.protocol;
}
},{"./base_connection":10}],9:[function(require,module,exports){exports.UI = {
Region: require("./ui/region").Region,
Cursor: require("./ui/cursor").Cursor
};
},{"./ui/region":11,"./ui/cursor":12}],13:[function(require,module,exports){// shim for using process in browser
var process = module.exports = {};
process.nextTick = (function () {
var canSetImmediate = typeof window !== 'undefined'
&& window.setImmediate;
var canPost = typeof window !== 'undefined'
&& window.postMessage && window.addEventListener
;
if (canSetImmediate) {
return function (f) { return window.setImmediate(f) };
}
if (canPost) {
var queue = [];
window.addEventListener('message', function (ev) {
if (ev.source === window && ev.data === 'process-tick') {
ev.stopPropagation();
if (queue.length > 0) {
var fn = queue.shift();
fn();
}
}
}, true);
return function nextTick(fn) {
queue.push(fn);
window.postMessage('process-tick', '*');
};
}
return function nextTick(fn) {
setTimeout(fn, 0);
};
})();
process.title = 'browser';
process.browser = true;
process.env = {};
process.argv = [];
process.binding = function (name) {
throw new Error('process.binding is not supported');
}
// TODO(shtylman)
process.cwd = function () { return '/' };
process.chdir = function (dir) {
throw new Error('process.chdir is not supported');
};
},{}],14:[function(require,module,exports){(function(process){if (!process.EventEmitter) process.EventEmitter = function () {};
var EventEmitter = exports.EventEmitter = process.EventEmitter;
var isArray = typeof Array.isArray === 'function'
? Array.isArray
: function (xs) {
return Object.prototype.toString.call(xs) === '[object Array]'
}
;
function indexOf (xs, x) {
if (xs.indexOf) return xs.indexOf(x);
for (var i = 0; i < xs.length; i++) {
if (x === xs[i]) return i;
}
return -1;
}
// By default EventEmitters will print a warning if more than
// 10 listeners are added to it. This is a useful default which
// helps finding memory leaks.
//
// Obviously not all Emitters should be limited to 10. This function allows
// that to be increased. Set to zero for unlimited.
var defaultMaxListeners = 10;
EventEmitter.prototype.setMaxListeners = function(n) {
if (!this._events) this._events = {};
this._events.maxListeners = n;
};
EventEmitter.prototype.emit = function(type) {
// If there is no 'error' event listener then throw.
if (type === 'error') {
if (!this._events || !this._events.error ||
(isArray(this._events.error) && !this._events.error.length))
{
if (arguments[1] instanceof Error) {
throw arguments[1]; // Unhandled 'error' event
} else {
throw new Error("Uncaught, unspecified 'error' event.");
}
return false;
}
}
if (!this._events) return false;
var handler = this._events[type];
if (!handler) return false;
if (typeof handler == 'function') {
switch (arguments.length) {
// fast cases
case 1:
handler.call(this);
break;
case 2:
handler.call(this, arguments[1]);
break;
case 3:
handler.call(this, arguments[1], arguments[2]);
break;
// slower
default:
var args = Array.prototype.slice.call(arguments, 1);
handler.apply(this, args);
}
return true;
} else if (isArray(handler)) {
var args = Array.prototype.slice.call(arguments, 1);
var listeners = handler.slice();
for (var i = 0, l = listeners.length; i < l; i++) {
listeners[i].apply(this, args);
}
return true;
} else {
return false;
}
};
// EventEmitter is defined in src/node_events.cc
// EventEmitter.prototype.emit() is also defined there.
EventEmitter.prototype.addListener = function(type, listener) {
if ('function' !== typeof listener) {
throw new Error('addListener only takes instances of Function');
}
if (!this._events) this._events = {};
// To avoid recursion in the case that type == "newListeners"! Before
// adding it to the listeners, first emit "newListeners".
this.emit('newListener', type, listener);
if (!this._events[type]) {
// Optimize the case of one listener. Don't need the extra array object.
this._events[type] = listener;
} else if (isArray(this._events[type])) {
// Check for listener leak
if (!this._events[type].warned) {
var m;
if (this._events.maxListeners !== undefined) {
m = this._events.maxListeners;
} else {
m = defaultMaxListeners;
}
if (m && m > 0 && this._events[type].length > m) {
this._events[type].warned = true;
console.error('(node) warning: possible EventEmitter memory ' +
'leak detected. %d listeners added. ' +
'Use emitter.setMaxListeners() to increase limit.',
this._events[type].length);
console.trace();
}
}
// If we've already got an array, just append.
this._events[type].push(listener);
} else {
// Adding the second element, need to change to array.
this._events[type] = [this._events[type], listener];
}
return this;
};
EventEmitter.prototype.on = EventEmitter.prototype.addListener;
EventEmitter.prototype.once = function(type, listener) {
var self = this;
self.on(type, function g() {
self.removeListener(type, g);
listener.apply(this, arguments);
});
return this;
};
EventEmitter.prototype.removeListener = function(type, listener) {
if ('function' !== typeof listener) {
throw new Error('removeListener only takes instances of Function');
}
// does not use listeners(), so no side effect of creating _events[type]
if (!this._events || !this._events[type]) return this;
var list = this._events[type];
if (isArray(list)) {
var i = indexOf(list, listener);
if (i < 0) return this;
list.splice(i, 1);
if (list.length == 0)
delete this._events[type];
} else if (this._events[type] === listener) {
delete this._events[type];
}
return this;
};
EventEmitter.prototype.removeAllListeners = function(type) {
if (arguments.length === 0) {
this._events = {};
return this;
}
// does not use listeners(), so no side effect of creating _events[type]
if (type && this._events && this._events[type]) this._events[type] = null;
return this;
};
EventEmitter.prototype.listeners = function(type) {
if (!this._events) this._events = {};
if (!this._events[type]) this._events[type] = [];
if (!isArray(this._events[type])) {
this._events[type] = [this._events[type]];
}
return this._events[type];
};
})(require("__browserify_process"))
},{"__browserify_process":13}],15:[function(require,module,exports){var Pipeline = exports.Pipeline = function() {
this.steps = [];
}
Pipeline.prototype.addStep = function(step) {
this.steps.push(step);
}
Pipeline.prototype.run = function(frame) {
var stepsLength = this.steps.length;
for (var i = 0; i != stepsLength; i++) {
if (!frame) break;
frame = this.steps[i](frame);
}
return frame;
}
},{}],16:[function(require,module,exports){/**
* Constructs a new Gesture object.
*
* An uninitialized Gesture object is considered invalid. Get valid instances
* of the Gesture class, which will be one of the Gesture subclasses, from a
* Frame object.
*
* @class Gesture
* @classdesc
* The Gesture class represents a recognized movement by the user.
*
* The Leap watches the activity within its field of view for certain movement
* patterns typical of a user gesture or command. For example, a movement from side to
* side with the hand can indicate a swipe gesture, while a finger poking forward
* can indicate a screen tap gesture.
*
* When the Leap recognizes a gesture, it assigns an ID and adds a
* Gesture object to the frame gesture list. For continuous gestures, which
* occur over many frames, the Leap updates the gesture by adding
* a Gesture object having the same ID and updated properties in each
* subsequent frame.
*
* **Important:** Recognition for each type of gesture must be enabled;
* otherwise **no gestures are recognized or reported**.
*
* Subclasses of Gesture define the properties for the specific movement patterns
* recognized by the Leap.
*
* The Gesture subclasses for include:
*
* * CircleGesture -- A circular movement by a finger.
* * SwipeGesture -- A straight line movement by the hand with fingers extended.
* * ScreenTapGesture -- A forward tapping movement by a finger.
* * KeyTapGesture -- A downward tapping movement by a finger.
*
* Circle and swipe gestures are continuous and these objects can have a
* state of start, update, and stop.
*
* The screen tap gesture is a discrete gesture. The Leap only creates a single
* ScreenTapGesture object appears for each tap and it always has a stop state.
*
* Get valid Gesture instances from a Frame object. You can get a list of gestures
* from the Frame gestures array. You can also use the Frame gesture() method
* to find a gesture in the current frame using an ID value obtained in a
* previous frame.
*
* Gesture objects can be invalid. For example, when you get a gesture by ID
* using Frame.gesture(), and there is no gesture with that ID in the current
* frame, then gesture() returns an Invalid Gesture object (rather than a null
* value). Always check object validity in situations where a gesture might be
* invalid.
*/
var Gesture = exports.Gesture = function(data) {
var gesture = undefined
switch (data.type) {
case 'circle':
gesture = new CircleGesture(data);
break;
case 'swipe':
gesture = new SwipeGesture(data);
break;
case 'screenTap':
gesture = new ScreenTapGesture(data);
break;
case 'keyTap':
gesture = new KeyTapGesture(data);
break;
default:
throw "unkown gesture type";
}
/**
* The gesture ID.
*
* All Gesture objects belonging to the same recognized movement share the
* same ID value. Use the ID value with the Frame::gesture() method to
* find updates related to this Gesture object in subsequent frames.
*
* @member Gesture.prototype.id
* @type {Number}
*/
gesture.id = data.id;
/**
* The list of hands associated with this Gesture, if any.
*
* If no hands are related to this gesture, the list is empty.
*
* @member Gesture.prototype.handIds
* @type {Array}
*/
gesture.handIds = data.handIds;
/**
* The list of fingers and tools associated with this Gesture, if any.
*
* If no Pointable objects are related to this gesture, the list is empty.
*
* @member Gesture.prototype.pointableIds
* @type {Array}
*/
gesture.pointableIds = data.pointableIds;
/**
* The elapsed duration of the recognized movement up to the
* frame containing this Gesture object, in microseconds.
*
* The duration reported for the first Gesture in the sequence (with the
* start state) will typically be a small positive number since
* the movement must progress far enough for the Leap to recognize it as
* an intentional gesture.
*
* @member Gesture.prototype.duration
* @type {Number}
*/
gesture.duration = data.duration;
/**
* The gesture ID.
*
* Recognized movements occur over time and have a beginning, a middle,
* and an end. The 'state()' attribute reports where in that sequence this
* Gesture object falls.
*
* Possible values for the state field are:
*
* * start
* * update
* * stop
*
* @member Gesture.prototype.state
* @type {String}
*/
gesture.state = data.state;
/**
* The gesture type.
*
* Possible values for the type field are:
*
* * circle
* * swipe
* * screentap
* * keyTap
*
* @member Gesture.prototype.type
* @type {String}
*/
gesture.type = data.type;
return gesture;
}
/**
* Constructs a new CircleGesture object.
*
* An uninitialized CircleGesture object is considered invalid. Get valid instances
* of the CircleGesture class from a Frame object.
*
* @class CircleGesture
* @classdesc
* The CircleGesture classes represents a circular finger movement.
*
* A circle movement is recognized when the tip of a finger draws a circle
* within the Leap field of view.
*
* <img src="images/Leap_Gesture_Circle.png"/>
*
* **Important:** To use circle gestures in your application, you must enable
* recognition of the circle gesture. You can enable recognition when you create
* the Leap Controller or start the Leap.loop().
*
* TODO
*
* Circle gestures are continuous. The CircleGesture objects for the gesture have
* three possible states:
*
* * start -- The circle gesture has just started. The movement has
* progressed far enough for the recognizer to classify it as a circle.
* * update -- The circle gesture is continuing.
* * stop -- The circle gesture is finished.
*/
var CircleGesture = function(data) {
/**
* The center point of the circle within the Leap frame of reference.
*
* @member CircleGesture.prototype.center
* @type {Array: [x,y,z]}
*/
this.center = data.center;
/**
* The normal vector for the circle being traced.
*
* If you draw the circle clockwise, the normal vector points in the same
* general direction as the pointable object drawing the circle. If you draw
* the circle counterclockwise, the normal points back toward the
* pointable. If the angle between the normal and the pointable object
* drawing the circle is less than 90 degrees, then the circle is clockwise.
*
* var clockwiseness;
* if (circle.pointable.direction.angleTo(circle.normal) <= PI/4) {
* clockwiseness = "clockwise";
* }
* else
* {
* clockwiseness = "counterclockwise";
* }
*
*
* @member CircleGesture.prototype.normal
* @type {Array: [x,y,z]}
*/
this.normal = data.normal;
/**
* The number of times the finger tip has traversed the circle.
*
* Progress is reported as a positive number of the number. For example,
* a progress value of .5 indicates that the finger has gone halfway
* around, while a value of 3 indicates that the finger has gone around
* the the circle three times.
*
* Progress starts where the circle gesture began. Since the circle
* must be partially formed before the Leap can recognize it, progress
* will be greater than zero when a circle gesture first appears in the
* frame.
*
* @member CircleGesture.prototype.progress
* @type {Number}
*/
this.progress = data.progress;
/**
* The radius of the circle in mm.
*
* @member CircleGesture.prototype.radius
* @type {Number}
*/
this.radius = data.radius;
}
/**
* Constructs a new SwipeGesture object.
*
* An uninitialized SwipeGesture object is considered invalid. Get valid instances
* of the SwipeGesture class from a Frame object.
*
* @class SwipeGesture
* @classdesc
* The SwipeGesture class represents a swiping motion of a finger or tool.
*
* <img src="images/Leap_Gesture_Swipe.png"/>
*
* **Important:** To use swipe gestures in your application, you must enable
* recognition of the swipe gesture. You can enable recognition with:
*
* TODO
*
* Swipe gestures are continuous.
*/
var SwipeGesture = function(data) {
/**
* The starting position within the Leap frame of
* reference, in mm.
*
* @member SwipeGesture.prototype.startPosition
* @type {Array: [x,y,z]}
*/
this.startPosition = data.startPosition;
/**
* The current swipe position within the Leap frame of
* reference, in mm.
*
* @member SwipeGesture.prototype.position
* @type {Array: [x,y,z]}
*/
this.position = data.position;
/**
* The unit direction vector parallel to the swipe motion.
*
* You can compare the components of the vector to classify the swipe as
* appropriate for your application. For example, if you are using swipes
* for two dimensional scrolling, you can compare the x and y values to
* determine if the swipe is primarily horizontal or vertical.
*
* @member SwipeGesture.prototype.direction
* @type {Array: [x,y,z]}
*/
this.direction = data.direction;
/**
* The speed of the finger performing the swipe gesture in
* millimeters per second.
*
* @member SwipeGesture.prototype.speed
* @type {Number}
*/
this.speed = data.speed;
}
/**
* Constructs a new ScreenTapGesture object.
*
* An uninitialized ScreenTapGesture object is considered invalid. Get valid instances
* of the ScreenTapGesture class from a Frame object.
*
* @class ScreenTapGesture
* @classdesc
* The ScreenTapGesture class represents a tapping gesture by a finger or tool.
*
* A screen tap gesture is recognized when the tip of a finger pokes forward
* and then springs back to approximately the original postion, as if
* tapping a vertical screen. The tapping finger must pause briefly before beginning the tap.
*
* <img src="images/Leap_Gesture_Tap2.png"/>
*
* **Important:** To use screen tap gestures in your application, you must enable
* recognition of the screen tap gesture. You can enable recognition with:
*
* TODO
*
* ScreenTap gestures are discrete. The ScreenTapGesture object representing a tap always
* has the state, STATE_STOP. Only one ScreenTapGesture object is created for each
* screen tap gesture recognized.
*/
var ScreenTapGesture = function(data) {
/**
* The position where the screen tap is registered.
*
* @member ScreenTapGesture.prototype.position
* @type {Array: [x,y,z]}
*/
this.position = data.position;
/**
* The direction of finger tip motion.
*
* @member ScreenTapGesture.prototype.direction
* @type {Array: [x,y,z]}
*/
this.direction = data.direction;
/**
* The progess value is always 1.0 for a screen tap gesture.
*
* @member ScreenTapGesture.prototype.progress
* @type {Number}
*/
this.progress = data.progress;
}
/**
* Constructs a new KeyTapGesture object.
*
* An uninitialized KeyTapGesture object is considered invalid. Get valid instances
* of the KeyTapGesture class from a Frame object.
*
* @class KeyTapGesture
* @classdesc
* The KeyTapGesture class represents a tapping gesture by a finger or tool.
*
* A key tap gesture is recognized when the tip of a finger rotates down toward the
* palm and then springs back to approximately the original postion, as if
* tapping. The tapping finger must pause briefly before beginning the tap.
*
* <img src="images/Leap_Gesture_Tap.png"/>
*
* **Important:** To use key tap gestures in your application, you must enable
* recognition of the key tap gesture. You can enable recognition with:
*
* TODO
*
* Key tap gestures are discrete. The KeyTapGesture object representing a tap always
* has the state, STATE_STOP. Only one KeyTapGesture object is created for each
* key tap gesture recognized.
*/
var KeyTapGesture = function(data) {
/**
* The position where the key tap is registered.
*
* @member KeyTapGesture.prototype.position
* @type {Array: [x,y,z]}
*/
this.position = data.position;
/**
* The direction of finger tip motion.
*
* @member KeyTapGesture.prototype.direction
* @type {Array: [x,y,z]}
*/
this.direction = data.direction;
/**
* The progess value is always 1.0 for a key tap gesture.
*
* @member KeyTapGesture.prototype.progress
* @type {Number}
*/
this.progress = data.progress;
}
},{}],12:[function(require,module,exports){var Cursor = exports.Cursor = function() {
return function(frame) {
var pointable = frame.pointables.sort(function(a, b) { return a[2] - b[2] })[0]
if (pointable && pointable.valid) {
frame.cursorPosition = pointable.tipPosition
}
return frame
}
}
},{}],17:[function(require,module,exports){var Motion = require("./motion").Motion
/**
* Constructs a Pointable object.
*
* An uninitialized pointable is considered invalid.
* Get valid Pointable objects from a Frame or a Hand object.
*
* @class Pointable
* @classdesc
* The Pointable class reports the physical characteristics of a detected
* finger or tool.
*
* Both fingers and tools are classified as Pointable objects. Use the
* Pointable.tool property to determine whether a Pointable object represents a
* tool or finger. The Leap classifies a detected entity as a tool when it is
* thinner, straighter, and longer than a typical finger.
*
* Note that Pointable objects can be invalid, which means that they do not
* contain valid tracking data and do not correspond to a physical entity.
* Invalid Pointable objects can be the result of asking for a Pointable object
* using an ID from an earlier frame when no Pointable objects with that ID
* exist in the current frame. A Pointable object created from the Pointable
* constructor is also invalid. Test for validity with the Pointable.valid
* property.
*/
var Pointable = exports.Pointable = function(data) {
/**
* Indicates whether this is a valid Pointable object.
*
* @member Pointable.prototype.valid {Boolean}
*/
this.valid = true;
/**
* A unique ID assigned to this Pointable object, whose value remains the
* same across consecutive frames while the tracked finger or tool remains
* visible. If tracking is lost (for example, when a finger is occluded by
* another finger or when it is withdrawn from the Leap field of view), the
* Leap may assign a new ID when it detects the entity in a future frame.
*
* Use the ID value with the pointable() functions defined for the
* {@link Frame} and {@link Frame.Hand} classes to find this
* Pointable object in future frames.
*
* @member Pointable.prototype.id {String}
*/
this.id = data.id;
this.handId = data.handId;
/**
* The estimated length of the finger or tool in millimeters.
*
* The reported length is the visible length of the finger or tool from the
* hand to tip. If the length isn't known, then a value of 0 is returned.
*
* @member Pointable.prototype.length {Number}
*/
this.length = data.length;
/**
* Whether or not the Pointable is believed to be a tool.
* Tools are generally longer, thinner, and straighter than fingers.
*
* If tool is false, then this Pointable must be a finger.
*
* @member Pointable.prototype.tool {Boolean}
*/
this.tool = data.tool;
/**
* The estimated width of the tool in millimeters.
*
* The reported width is the average width of the visible portion of the
* tool from the hand to the tip. If the width isn't known,
* th