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threex

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Game Extensions for three.js http://www.threejsgames.com/extensions/

1,225 lines (1,133 loc) 140 kB
;(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. 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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). 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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. 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X=c(R);if(X&&l){X.parentNode.replaceChild(l,X);if(Q){w(Q,true);if(M.ie&&M.win){l.style.display="block"}}if(E){E(B)}}a=false}}}}(); },{}],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