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gdlm_sensor.cpp
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gdlm_sensor.cpp
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#include "gdlm_sensor.h"
#include <iostream>
#include <thread>
#include "core/object.h"
#include "scene/main/node.h"
#include "core/array.h"
#include "servers/arvr_server.h"
#include "servers/arvr/arvr_positional_tracker.h"
#include "servers/arvr/arvr_interface.h"
#include "scene/3d/arvr_nodes.h"
#include "core/dictionary.h"
#include "core/global_constants.h"
#include "core/os/os.h"
#include "scene/resources/packed_scene.h"
#include "core/resource.h"
#include "core/io/resource_loader.h"
#include "scene/3d/skeleton.h"
#include "scene/3d/spatial.h"
#include "core/math/transform.h"
//#include <LeapC.h>
#include <Leap.h>
#define PI 3.14159265359f
// // void GDLMSensor::_register_methods() {
// // Dictionary args;
// // args[Variant("hand")] = Variant(Variant::OBJECT);
// // register_signal<GDLMSensor>("new_hand", args);
// // register_signal<GDLMSensor>("about_to_remove_hand", args);
// // register_method("get_is_running", &GDLMSensor::get_is_running);
// // register_method("get_is_connected", &GDLMSensor::get_is_connected);
// // register_method("get_left_hand_scene", &GDLMSensor::get_left_hand_scene);
// // register_method("set_left_hand_scene", &GDLMSensor::set_left_hand_scene);
// // register_method("get_right_hand_scene", &GDLMSensor::get_right_hand_scene);
// // register_method("set_right_hand_scene", &GDLMSensor::set_right_hand_scene);
// // register_method("get_arvr", &GDLMSensor::get_arvr);
// // register_method("set_arvr", &GDLMSensor::set_arvr);
// // register_method("get_smooth_factor", &GDLMSensor::get_smooth_factor);
// // register_method("set_smooth_factor", &GDLMSensor::set_smooth_factor);
// // register_method("get_keep_frames", &GDLMSensor::get_keep_frames);
// // register_method("set_keep_frames", &GDLMSensor::set_keep_frames);
// // register_method("get_keep_last_hand", &GDLMSensor::get_keep_last_hand);
// // register_method("set_keep_last_hand", &GDLMSensor::set_keep_last_hand);
// // register_method("get_hmd_to_leap_motion", &GDLMSensor::get_hmd_to_leap_motion);
// // register_method("set_hmd_to_leap_motion", &GDLMSensor::set_hmd_to_leap_motion);
// // register_method("_physics_process", &GDLMSensor::_physics_process);
// // register_method("get_finger_name", &GDLMSensor::get_finger_name);
// // register_method("get_finger_bone_name", &GDLMSensor::get_finger_bone_name);
// // register_property<GDLMSensor, bool>("arvr", &GDLMSensor::set_arvr, &GDLMSensor::get_arvr, false);
// // register_property<GDLMSensor, float>("smooth_factor", &GDLMSensor::set_smooth_factor, &GDLMSensor::get_smooth_factor, 0.5);
// // register_property<GDLMSensor, int>("keep_hands_for_frames", &GDLMSensor::set_keep_frames, &GDLMSensor::get_keep_frames, 60);
// // register_property<GDLMSensor, bool>("keep_last_hand", &GDLMSensor::set_keep_last_hand, &GDLMSensor::get_keep_last_hand, true);
// // register_property<GDLMSensor, String>("left_hand_scene", &GDLMSensor::set_left_hand_scene, &GDLMSensor::get_left_hand_scene, String());
// // register_property<GDLMSensor, String>("right_hand_scene", &GDLMSensor::set_right_hand_scene, &GDLMSensor::get_right_hand_scene, String());
// // // assume rotated by 90 degrees on x axis and -180 on Y and 8cm from center
// // Transform htlp;
// // htlp.basis = Basis(Vector3(90.0f * PI / 180.0f, -180.0f * PI / 180.0f, 0.0f));
// // htlp.origin = Vector3(0.0f, 0.0f, -0.08f);
// // register_property<GDLMSensor, Transform>("hmd_to_leap_motion", &GDLMSensor::set_hmd_to_leap_motion, &GDLMSensor::get_hmd_to_leap_motion, htlp);
// // }
void GDLMSensor::_init() {
}
GDLMSensor::GDLMSensor() {
printf("Construct leap motion\n");
is_running = false;
is_connected = false;
arvr = false;
keep_last_hand = true;
smooth_factor = 0.5;
last_device = NULL;
last_frame_id = 0;
keep_hands_for_frames = 60;
// assume rotated by 90 degrees on x axis and -180 on Y and 8cm from center
hmd_to_leap_motion.basis = Basis(Vector3(90.0f * PI / 180.0f, -180.0f * PI / 180.0f, 0.0f));
hmd_to_leap_motion.origin = Vector3(0.0f, 0.0f, -0.08f);
while (!controller.isConnected()) {
//printf("Waiting for controller to connect..\n");
}
controller.addListener(listener);
set_is_running(true);
}
GDLMSensor::~GDLMSensor() {
printf("Cleanup leap motion\n");
// if our loop is still running, this will exit it...
set_is_running(false);
set_is_connected(false);
if (last_device != NULL) {
// free our device
::free(last_device);
last_device = NULL;
}
// and clear this JIC
last_frame = Leap::Frame();
// finally clean up hands, note that we don't need to free our scenes because they will be removed by Godot.
while (hand_nodes.size() > 0) {
GDLMSensor::hand_data *hd = hand_nodes.back();
hand_nodes.pop_back();
::free(hd);
}
}
bool GDLMSensor::get_is_running() {
bool ret;
ret = is_running;
return ret;
}
void GDLMSensor::set_is_running(bool p_set) {
is_running = p_set;
// maybe issue signal?
}
bool GDLMSensor::get_is_connected() {
bool ret;
ret = is_connected;
return ret;
}
void GDLMSensor::set_is_connected(bool p_set) {
if (is_connected != p_set) {
is_connected = p_set;
if (p_set) {
if (arvr) {
printf("Setting arvr to true\n");
controller.setPolicy(Leap::Controller::POLICY_OPTIMIZE_HMD);
} else {
printf("Setting arvr to false\n");
controller.clearPolicy(Leap::Controller::POLICY_OPTIMIZE_HMD);
}
}
// maybe issue signal?
}
}
bool GDLMSensor::wait_for_connection(int timeout, int waittime) {
int time_passed = 0;
while (!get_is_connected() && time_passed < timeout) {
printf("Check...\n");
std::this_thread::sleep_for(std::chrono::milliseconds(waittime));
time_passed += waittime;
}
return get_is_connected();
}
Leap::Frame GDLMSensor::get_last_frame() {
Leap::Frame ret;
ret = last_frame;
return ret;
}
void GDLMSensor::set_last_frame(Leap::Frame p_frame) {
last_frame = p_frame;
}
const Leap::Device *GDLMSensor::get_last_device() {
const Leap::Device *ret;
ret = last_device;
return ret;
}
void GDLMSensor::set_last_device(const Leap::Device *p_device) {
if (last_device != NULL) {
} else {
// allocate memory to store our device in
last_device = (Leap::Device *)malloc(sizeof(*p_device));
}
// make a copy of our settings
*last_device = *p_device;
}
bool GDLMSensor::get_arvr() const {
return arvr;
}
void GDLMSensor::set_arvr(bool p_set) {
if (arvr != p_set) {
arvr = p_set;
if (is_connected) {
if (arvr) {
printf("Setting arvr to true\n");
controller.setPolicy(Leap::Controller::POLICY_OPTIMIZE_HMD);
} else {
printf("Setting arvr to false\n");
controller.clearPolicy(Leap::Controller::POLICY_OPTIMIZE_HMD);
}
}
}
}
float GDLMSensor::get_smooth_factor() const {
return smooth_factor;
}
void GDLMSensor::set_smooth_factor(float p_smooth_factor) {
smooth_factor = p_smooth_factor;
}
int GDLMSensor::get_keep_frames() const {
return keep_hands_for_frames;
}
void GDLMSensor::set_keep_frames(int p_keep_frames) {
keep_hands_for_frames = p_keep_frames;
}
bool GDLMSensor::get_keep_last_hand() const {
return keep_last_hand;
}
void GDLMSensor::set_keep_last_hand(bool p_keep_hand) {
keep_last_hand = p_keep_hand;
}
Transform GDLMSensor::get_hmd_to_leap_motion() const {
return hmd_to_leap_motion;
}
void GDLMSensor::set_hmd_to_leap_motion(Transform p_transform) {
hmd_to_leap_motion = p_transform;
}
String GDLMSensor::get_left_hand_scene() const {
return hand_scene_names[0];
}
void GDLMSensor::set_left_hand_scene(String p_resource) {
if (hand_scene_names[0] != p_resource) {
hand_scene_names[0] = p_resource;
// maybe delay loading until we need it?
hand_scenes[0] = ResourceLoader::load(p_resource);
}
}
String GDLMSensor::get_right_hand_scene() const {
return hand_scene_names[1];
}
void GDLMSensor::set_right_hand_scene(String p_resource) {
if (hand_scene_names[1] != p_resource) {
hand_scene_names[1] = p_resource;
// maybe delay loading until we need it?
hand_scenes[1] = ResourceLoader::load(p_resource);
}
}
const char *const GDLMSensor::finger[] = {
"Thumb", "Index", "Middle", "Ring", "Pink"
};
String GDLMSensor::get_finger_name(int p_idx) {
String finger_name;
if (p_idx > 0 && p_idx <= 5) {
finger_name = finger[p_idx - 1];
}
return finger_name;
}
const char *const GDLMSensor::finger_bone[] = {
"Metacarpal", "Proximal", "Intermediate", "Distal"
};
String GDLMSensor::get_finger_bone_name(int p_idx) {
String finger_bone_name;
if (p_idx > 0 && p_idx <= 5) {
finger_bone_name = finger_bone[p_idx - 1];
}
return finger_bone_name;
}
void GDLMSensor::update_hand_data(GDLMSensor::hand_data *p_hand_data, Leap::Hand *p_leap_hand) {
Array args;
if (p_hand_data == NULL)
return;
if (p_hand_data->scene == NULL)
return;
// first pinch distance
//args.push_back(Variant(p_leap_hand->pinchDistance())); //pinchDistance() doesn't exist until V3 SDK
args.push_back(Variant(p_leap_hand->pinchStrength())); //...so just use pinchStrength() again? :/
//p_hand_data->scene->call("set_pinch_distance", args);
p_hand_data->scene->call("set_pinch_distance", p_leap_hand->pinchStrength());
// then pinch strength
args.clear();
args.push_back(Variant(p_leap_hand->pinchStrength()));
//p_hand_data->scene->call("set_pinch_strength", args);
p_hand_data->scene->call("set_pinch_strength", p_leap_hand->pinchStrength());
// and grab strength
args.clear();
args.push_back(Variant(p_leap_hand->grabStrength()));
//p_hand_data->scene->call("set_grab_strength", args);
p_hand_data->scene->call("set_grab_strength", p_leap_hand->grabStrength());
//printf("pinchStrength(): %f\n", p_leap_hand->pinchStrength());
if(p_leap_hand->pinchStrength() > 0.9) {
if (p_hand_data->type == 0) {
if (is_pinched_left) {
// ..do nothing..
} else {
is_pinched_left = true;
last_pinched_frame = controller.frame();
}
} else if (p_hand_data->type == 1) {
if (is_pinched_right) {
// ..do nothing..
} else {
is_pinched_right = true;
last_pinched_frame = controller.frame();
}
}
} else {
if (p_hand_data->type == 0) {
is_pinched_left = false;
} else if (p_hand_data->type == 1) {
is_pinched_right = false;
}
}
//printf("grabStrength(): %f\n", p_leap_hand->grabStrength());
if(p_leap_hand->grabStrength() > 0.9) {
if (p_hand_data->type == 0) {
if (is_grabbed_left) {
// ..do nothing..
} else {
is_grabbed_left = true;
last_grabbed_frame = controller.frame();
}
} else if (p_hand_data->type == 1) {
if (is_grabbed_right) {
// ..do nothing..
} else {
is_grabbed_right = true;
last_grabbed_frame = controller.frame();
}
}
} else {
if (p_hand_data->type == 0) {
is_grabbed_left = false;
} else if (p_hand_data->type == 1) {
is_grabbed_right = false;
}
}
};
void GDLMSensor::update_hand_position(GDLMSensor::hand_data *p_hand_data, Leap::Hand *p_leap_hand) {
Transform hand_transform;
if (p_hand_data == NULL)
return;
if (p_hand_data->scene == NULL)
return;
Leap::Matrix mat = p_leap_hand->basis();
Basis base_orientation( Vector3(mat.xBasis.x, mat.xBasis.y, mat.xBasis.z)
, Vector3(mat.yBasis.x, mat.yBasis.y, mat.yBasis.z)
, Vector3(mat.zBasis.x, mat.zBasis.y, mat.zBasis.z));
// apply to our transform
hand_transform.set_basis(base_orientation);
// position of our hand
Leap::Vector palmPosition = p_leap_hand->palmPosition();
Vector3 hand_position(
palmPosition.x * world_scale,
palmPosition.y * world_scale,
palmPosition.z * world_scale);
hand_transform.set_origin(hand_position);
// get our inverse for positioning the rest of the hand
Transform hand_inverse = hand_transform.inverse();
// if in ARVR mode we should xform this to convert from HMD relative position to Origin world position
if (arvr) {
Transform last_transform = p_hand_data->scene->get_transform();
hand_transform = hmd_transform * hmd_to_leap_motion * hand_transform;
// leap motions frame interpolation is pretty good but we're going to smooth things out a little bit
// to stop hands from visible drifting when the user turns his/her head. We can live with the position
// of the hand being a few frames behind
hand_transform.origin = last_transform.origin.linear_interpolate(hand_transform.origin, smooth_factor);
};
// and apply
p_hand_data->scene->set_transform(hand_transform);
// lets parse our digits
for (int d = 0; d < 5; d++) {
Leap::Finger digit = p_leap_hand->fingers()[d];
Leap::Bone::Type boneType = static_cast<Leap::Bone::Type>(0);
Leap::Bone bone = digit.bone(boneType);
// logic for positioning stuff
Transform parent_inverse = hand_inverse;
Vector3 up = Vector3(0.0, 1.0, 0.0);
Transform bone_pose;
// Our first bone provides our starting position for our first node
Leap::Vector prevJoint = bone.prevJoint();
Vector3 bone_start_pos(
prevJoint.x * world_scale,
prevJoint.y * world_scale,
prevJoint.z * world_scale);
bone_start_pos = parent_inverse.xform(bone_start_pos);
bone_pose.origin = bone_start_pos;
// For now assume order, we may change this to naming, we should cache this, maybe do this when we load our scene.
Spatial *digit_node = p_hand_data->finger_nodes[d];
if (digit_node != NULL) {
// And handle our bones.
int first_bone = d == 0 ? 1 : 0; // we skip the first bone for our thumb
for (int b = first_bone; b < 4; b++) {
Leap::Bone::Type boneType = static_cast<Leap::Bone::Type>(b);
bone = digit.bone(boneType);
// We calculate rotation based on our next joint position
Leap::Vector nextJoint = bone.nextJoint();
Vector3 bone_pos(
nextJoint.x * world_scale,
nextJoint.y * world_scale,
nextJoint.z * world_scale);
// transform it based on our last locale
bone_pos = parent_inverse.xform(bone_pos);
// remove previous position to get our delta
bone_pos -= bone_pose.origin;
// Standard cross normalise with up to create our matrix. Could fail on a 90 degree bend.
Vector3 axis_z = bone_pos;
axis_z.normalize();
Vector3 axis_x = up.cross(axis_z).normalized();
Vector3 axis_y = axis_z.cross(axis_x).normalized();
bone_pose.basis.set_axis(0, axis_x);
bone_pose.basis.set_axis(1, axis_y);
bone_pose.basis.set_axis(2, axis_z);
if (digit_node != NULL) {
// now we can set our parent
digit_node->set_transform(bone_pose);
digit_node = p_hand_data->digit_nodes[d][b];
}
// and update for next iteration
parent_inverse = bone_pose.inverse() * parent_inverse;
// Our next nodes origin...
bone_pose.origin = Vector3(0.0, 0.0, bone_pos.length());
}
// set our last digits transform...
if (digit_node != NULL) {
bone_pose.basis = Basis();
digit_node->set_transform(bone_pose);
}
}
}
// do we want to do something with the arm?
}
GDLMSensor::hand_data *GDLMSensor::find_hand_by_id(int p_type, uint32_t p_leap_id) {
for (int h = 0; h < hand_nodes.size(); h++) {
if ((hand_nodes[h]->type == p_type) && (hand_nodes[h]->leap_id == p_leap_id)) {
return hand_nodes[h];
}
}
return NULL;
}
GDLMSensor::hand_data *GDLMSensor::find_unused_hand(int p_type) {
for (int h = 0; h < hand_nodes.size(); h++) {
// note, unused_frames must be bigger then 0, else its just that we've reset this.
if ((hand_nodes[h]->type == p_type) && (hand_nodes[h]->active_this_frame == false) && (hand_nodes[h]->unused_frames > 0)) {
return hand_nodes[h];
}
}
return NULL;
}
int GDLMSensor::count_hands(int p_type, bool p_active_only) {
int count = 0;
for (int h = 0; h < hand_nodes.size(); h++) {
if (hand_nodes[h]->type == p_type && (hand_nodes[h]->active_this_frame || !p_active_only)) {
count++;
}
}
return count;
}
GDLMSensor::hand_data *GDLMSensor::new_hand(int p_type, uint32_t p_leap_id) {
printf("GDLMSensor::new_hand(..)");
if (hand_scenes[p_type].is_null()) {
return NULL;
} else if (!hand_scenes[p_type]->can_instance()) {
return NULL;
}
hand_data *new_hand_data = (hand_data *)malloc(sizeof(hand_data));
new_hand_data->type = p_type;
new_hand_data->leap_id = p_leap_id;
new_hand_data->active_this_frame = true;
new_hand_data->unused_frames = 0;
new_hand_data->scene = (Spatial *)hand_scenes[p_type]->instance(); // is it safe to cast like this?
new_hand_data->scene->set_name(String("Hand ") + String(std::to_string(p_type).c_str()) + String(" ") + String(std::to_string(p_leap_id).c_str()));
add_child(new_hand_data->scene, false);
for (int d = 0; d < 5; d++) {
Spatial *node = (Spatial *)new_hand_data->scene->find_node(String(finger[d]), false);
if (node == NULL) {
printf("Couldn''t find node %s\n", finger[d]);
// clear just in case
new_hand_data->finger_nodes[d] = NULL;
for (int b = 0; b < 4; b++) {
new_hand_data->digit_nodes[d][b] = NULL;
}
} else {
new_hand_data->finger_nodes[d] = node;
int first_bone = 0;
if (d == 0) {
// we're one digit short on our thumb...
new_hand_data->digit_nodes[0][0] = NULL;
first_bone = 1;
}
for (int b = first_bone; b < 4; b++) {
if (node != NULL) {
// find our child node...
char node_name[256];
sprintf(node_name, "%s_%s", finger[d], finger_bone[b]);
node = (Spatial *)node->find_node(String(node_name), false);
if (node == NULL) {
printf("Couldn''t find node %s\n", node_name);
}
}
// even if node is NULL, assign it, we want to make sure we don't have old pointers...
new_hand_data->digit_nodes[d][b] = node;
}
}
}
//Array args;
//args.push_back(Variant(new_hand_data->scene));
//args.push_back(new_hand_data->type);
printf("new_hand signal emitted from gdlm_sensor.cpp");
emit_signal("new_hand", new_hand_data->scene, new_hand_data->type);
return new_hand_data;
}
void GDLMSensor::delete_hand(GDLMSensor::hand_data *p_hand_data) {
printf("GDLMSensor::delete_hand(..)");
// this should free everything up and invalidate it, no need to do anything more...
if (p_hand_data->scene != NULL) {
//Array args;
//args.push_back(Variant(p_hand_data->scene));
emit_signal("about_to_remove_hand", p_hand_data->scene);
// hide and then queue free, this will properly destruct our scene and remove it from our tree
p_hand_data->scene->hide();
p_hand_data->scene->queue_delete(); // since `ClassDB::bind_method(D_METHOD("queue_free"), &Node::queue_delete);`
}
::free(p_hand_data);
}
// our Godot physics process, runs within the physic thread and is responsible for updating physics related stuff
void GDLMSensor::_physics_process_cpp(float delta) {
//printf("GDLMSensor::_physics_process_cpp(..)");
Leap::Frame frame;
uint64_t arvr_frame_usec;
// We're getting our measurements in mm, want them in m
world_scale = 0.001f;
// get some arvr stuff
if (arvr) {
// At this point in time our timing is such that last_process_usec + last_frame_usec = last_commit_usec
// and it will be the frame previous to the one we're rendering and it will be the frame get_hmd_transform relates to.
// Once we start running rendering in a separate thread last_commit_usec will still be the last frame
// but last_process_usec will be newer and get_hmd_transform could be more up to date.
// last_frame_usec will be an average.
// We probably should put this whole thing into a mutex with the render thread once the time is right.
// For now however.... :)
ARVRServer *arvr_server = ARVRServer::get_singleton();
world_scale *= arvr_server->get_world_scale();
hmd_transform = arvr_server->get_hmd_transform();
arvr_frame_usec = arvr_server->get_last_process_usec() + arvr_server->get_last_frame_usec();
}
// update our timing
uint64_t godot_usec = OS::get_singleton()->get_ticks_msec() * 1000; // why does godot not give us usec while it records it, grmbl...
// get our frame, either interpolated or latest
if (arvr && arvr_frame_usec != 0) {
frame = controller.frame();
last_frame = controller.frame(); //hack
} else {
// ok lets process our last frame. Note that leap motion says it caches these so I'm assuming they
// are valid for a few frames.
frame = get_last_frame();
}
frame = controller.frame(); //hack
// was everything above successful?
if (!arvr && (last_frame_id == frame.id())) {
// we already parsed this, no need to do this. In ARVR we may need to do more
return;
}
last_frame_id = frame.id();
// Lets process our frames...
// Mark all current hand nodes as inactive, we'll mark the ones that are active as we find they are still used
for (int h = 0; h < hand_nodes.size(); h++) {
// if its already inactive we don't want to reset unused frames.
if (hand_nodes[h]->active_this_frame) {
hand_nodes[h]->active_this_frame = false;
hand_nodes[h]->unused_frames = 0;
}
}
// process the hands we're getting from leap motion
for (uint32_t h = 0; h < frame.hands().count(); h++) {
Leap::Hand hand = frame.hands()[h];
int type = hand.isLeft() ? 0 : 1;
// see if we already have a scene for this hand
hand_data *hd = find_hand_by_id(type, hand.id());
if (hd == NULL) {
// nope? then see if we can find a hand we lost tracking for
hd = find_unused_hand(type);
}
if (hd == NULL) {
// nope? time to get a new hand
hd = new_hand(type, hand.id());
if (hd != NULL) {
hand_nodes.push_back(hd);
//emit_signal("new_hand")
}
}
if (hd != NULL) {
// yeah! mark as used and relate to our hand
hd->active_this_frame = true;
hd->unused_frames = 0;
hd->leap_id = hand.id();
// and update
update_hand_data(hd, &hand);
update_hand_position(hd, &hand);
// should make sure hand is visible
}
}
// and clean up, in reverse because we may remove entries
for (int h = hand_nodes.size() - 1; h >= 0; h--) {
hand_data *hd = hand_nodes[h];
// not active?
if (!hd->active_this_frame) {
hd->unused_frames++;
// lost tracking for awhile now? remove it unless its the last one
if (hd->unused_frames > keep_hands_for_frames && (count_hands(hd->type) > 1 || !keep_last_hand)) {
delete_hand(hd);
hand_nodes.erase(hand_nodes.begin() + h);
} else {
// should make sure hand is invisible
}
}
}
}
void GDLMSensor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_PHYSICS_PROCESS:
{
float time = get_physics_process_delta_time();
_physics_process_cpp(time);
break;
}
default:
return;
}
}
bool GDLMSensor::get_is_pinched_left() {
return is_pinched_left;
}
bool GDLMSensor::get_is_pinched_right() {
return is_pinched_right;
}
bool GDLMSensor::get_is_grabbed_left() {
return is_grabbed_left;
}
bool GDLMSensor::get_is_grabbed_right() {
return is_grabbed_right;
}
float GDLMSensor::get_hands_scale_factor() {
return last_frame.scaleFactor(last_pinched_frame);
}
void GDLMSensor::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_is_running"), &GDLMSensor::get_is_running);
ClassDB::bind_method(D_METHOD("get_is_connected"), &GDLMSensor::get_is_connected);
ClassDB::bind_method(D_METHOD("get_left_hand_scene"), &GDLMSensor::get_left_hand_scene);
ClassDB::bind_method(D_METHOD("set_left_hand_scene", "left_hand_scene"), &GDLMSensor::set_left_hand_scene);
ClassDB::bind_method(D_METHOD("get_right_hand_scene"), &GDLMSensor::get_right_hand_scene);
ClassDB::bind_method(D_METHOD("set_right_hand_scene", "right_hand_scene"), &GDLMSensor::set_right_hand_scene);
ClassDB::bind_method(D_METHOD("get_arvr"), &GDLMSensor::get_arvr);
ClassDB::bind_method(D_METHOD("set_arvr", "arvr"), &GDLMSensor::set_arvr);
ClassDB::bind_method(D_METHOD("get_smooth_factor"), &GDLMSensor::get_smooth_factor);
ClassDB::bind_method(D_METHOD("set_smooth_factor", "smooth_factor"), &GDLMSensor::set_smooth_factor);
ClassDB::bind_method(D_METHOD("get_keep_frames"), &GDLMSensor::get_keep_frames);
ClassDB::bind_method(D_METHOD("set_keep_frames", "keep_frames"), &GDLMSensor::set_keep_frames);
ClassDB::bind_method(D_METHOD("get_keep_last_hand"), &GDLMSensor::get_keep_last_hand);
ClassDB::bind_method(D_METHOD("set_keep_last_hand", "keep_last_hand"), &GDLMSensor::set_keep_last_hand);
ClassDB::bind_method(D_METHOD("get_hmd_to_leap_motion"), &GDLMSensor::get_hmd_to_leap_motion);
ClassDB::bind_method(D_METHOD("set_hmd_to_leap_motion", "hmd_to_leap_motion"), &GDLMSensor::set_hmd_to_leap_motion);
//ClassDB::bind_method(D_METHOD("_physics_process"), &GDLMSensor::_physics_process);
ClassDB::bind_method(D_METHOD("get_finger_name"), &GDLMSensor::get_finger_name);
ClassDB::bind_method(D_METHOD("get_finger_bone_name"), &GDLMSensor::get_finger_bone_name);
ClassDB::bind_method(D_METHOD("get_is_pinched_left"), &GDLMSensor::get_is_pinched_left);
ClassDB::bind_method(D_METHOD("get_is_pinched_right"), &GDLMSensor::get_is_pinched_right);
ClassDB::bind_method(D_METHOD("get_is_grabbed_left"), &GDLMSensor::get_is_grabbed_left);
ClassDB::bind_method(D_METHOD("get_is_grabbed_right"), &GDLMSensor::get_is_grabbed_right);
ClassDB::bind_method(D_METHOD("get_hands_scale_factor"), &GDLMSensor::get_hands_scale_factor);
ADD_SIGNAL(MethodInfo("new_hand", PropertyInfo(Variant::OBJECT, "hand", PROPERTY_HINT_RESOURCE_TYPE, "SceneTree")
, PropertyInfo(Variant::INT, "hand_type")));
ADD_SIGNAL(MethodInfo("about_to_remove_hand", PropertyInfo(Variant::OBJECT, "hand", PROPERTY_HINT_RESOURCE_TYPE, "SceneTree")));
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "arvr",
PROPERTY_HINT_PLACEHOLDER_TEXT, "arvr",
PROPERTY_USAGE_DEFAULT_INTL),
"set_arvr", "get_arvr");
ADD_PROPERTY(PropertyInfo(Variant::INT, "smooth_factor",
PROPERTY_HINT_PLACEHOLDER_TEXT, "smooth_factor",
PROPERTY_USAGE_DEFAULT_INTL),
"set_smooth_factor", "get_smooth_factor");
ADD_PROPERTY(PropertyInfo(Variant::INT, "keep_hands_for_frames",
PROPERTY_HINT_PLACEHOLDER_TEXT, "keep_hands_for_frames",
PROPERTY_USAGE_DEFAULT_INTL),
"set_keep_frames", "get_keep_frames");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_last_hand",
PROPERTY_HINT_PLACEHOLDER_TEXT, "keep_last_hand",
PROPERTY_USAGE_DEFAULT_INTL),
"set_keep_last_hand", "get_keep_last_hand");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "left_hand_scene",
PROPERTY_HINT_PLACEHOLDER_TEXT, "left_hand_scene",
PROPERTY_USAGE_DEFAULT_INTL),
"set_left_hand_scene", "get_left_hand_scene");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "right_hand_scene",
PROPERTY_HINT_PLACEHOLDER_TEXT, "right_hand_scene",
PROPERTY_USAGE_DEFAULT_INTL),
"set_right_hand_scene", "get_right_hand_scene");
}
void GDLMListener::onConnect(const Leap::Controller &controller) {
printf("LeapMotion - connected to leap motion\n");
// update our status
// GDLMSensor *sensor = (GDLMSensor *)controller;
// sensor->set_is_connected(true);
}
void GDLMListener::onDisconnect(const Leap::Controller &) {
// update our status
//set_is_connected(false);
// log...
printf("LeapMotion - onDisconnect\n");
}
void GDLMListener::onDeviceChange(const Leap::Controller &controller) {
printf("Opening new device.\n");
// GDLMSensor *sensor = (GDLMSensor *)controller;
// sensor->set_last_device(controller->devices()[0]);
}
void GDLMListener::onDeviceFailure(const Leap::Controller &) {
printf("Device has failed.\n");
}
// void GDLMListener::onDisconnect(const Leap::Controller &) {
// // just log for now
// printf("LeapMotion - Leap Motion daemon/service has been disconnected from your application.\n");
// }
void GDLMListener::onFrame(const Leap::Controller &controller) {
/*
printf("LeapMotion - onFrame\n");
// Leap::Frame frame = controller->frame();
// GDLMSensor *sensor = (GDLMSensor *)controller;
// sensor->set_last_frame(&frame);
// Get the most recent frame and report some basic information
const Leap::Frame frame = controller.frame();
std::cout << "Frame id: " << frame.id()
<< ", timestamp: " << frame.timestamp()
<< ", hands: " << frame.hands().count()
<< ", extended fingers: " << frame.fingers().extended().count()
<< ", tools: " << frame.tools().count()
<< ", gestures: " << frame.gestures().count() << std::endl;
*/
}
// void GDLMListener::onLogMessage(const Leap::Controller &, Leap::MessageSeverity severity, int64_t timestamp, const char *msg) {
// printf("LeapMotion - onLogMessage\n");
// }
void GDLMListener::onExit(const Leap::Controller &) {
printf("LeapMotion - onExit\n");
}
void GDLMListener::onFocusGained(const Leap::Controller &) {
printf("LeapMotion - onFocusGained\n");
}
void GDLMListener::onFocusLost(const Leap::Controller &) {
printf("LeapMotion - onFocusLost\n");
}
void GDLMListener::onImages(const Leap::Controller &) {
printf("LeapMotion - onImages\n");
}
void GDLMListener::onInit(const Leap::Controller &) {
printf("LeapMotion - onInit\n");
}
void GDLMListener::onServiceChange(const Leap::Controller &) {
printf("LeapMotion - onServiceChange\n");
}
void GDLMListener::onServiceConnect(const Leap::Controller &) {
printf("LeapMotion - onServiceConnect\n");
}
void GDLMListener::onServiceDisconnect(const Leap::Controller &) {
printf("LeapMotion - onServiceDisconnect\n");
}