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LeapMotionで親指と人差し指の開閉具合を取得して変化量を操作。
Sphere control by LeapMotion.
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#pragma once #include "ofMain.h" // Leap Motion SDK #include "Leap.h" #pragma comment(lib, "Leap.lib") class ofApp : public ofBaseApp { public: void setup(); void update(); void draw(); void keyPressed(int key) {}; void keyReleased(int key) {}; void mouseMoved(int x, int y) {}; void mouseDragged(int x, int y, int button) {}; void mousePressed(int x, int y, int button) {}; void mouseReleased(int x, int y, int button) {}; void mouseEntered(int x, int y) {}; void mouseExited(int x, int y) {}; void windowResized(int w, int h) {}; void dragEvent(ofDragInfo dragInfo) {}; void gotMessage(ofMessage msg) {}; // Leap Motion Leap::Controller leap; ofEasyCam cam; ofIcoSpherePrimitive ico_sphere; vector<ofMesh> mesh_list; float threshold; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofEnableDepthTest(); ofSetLineWidth(5); this->ico_sphere = ofIcoSpherePrimitive(150, 3); this->threshold = 0; } //-------------------------------------------------------------- void ofApp::update() { Leap::Frame frame = this->leap.frame(); for (Leap::Hand hand : frame.hands()) { if (hand.pinchStrength() > 0.5) { this->threshold -= this->threshold > 0 ? 0.03 : 0; } else { this->threshold += this->threshold <= 1 ? 0.03 : 0; } } this->mesh_list.clear(); auto triangle_list = this->ico_sphere.getMesh().getUniqueFaces(); for (auto& triangle : triangle_list) { glm::vec3 avg = (triangle.getVertex(0) + triangle.getVertex(1) + triangle.getVertex(2)) / 3; auto noise_value = ofNoise(avg.x * 0.03, avg.y * 0.03, avg.z * 0.03, ofGetFrameNum() * 0.003); auto noise_radius = ofMap(noise_value, 0, 1, 250, 250 + 500 * this->threshold); ofMesh mesh; mesh.addVertex(glm::normalize(avg) * (noise_radius - 50)); mesh.addVertex(glm::normalize(triangle.getVertex(0)) * noise_radius); mesh.addVertex(glm::normalize(triangle.getVertex(1)) * noise_radius); mesh.addVertex(glm::normalize(triangle.getVertex(2)) * noise_radius); mesh.addIndex(0); mesh.addIndex(1); mesh.addIndex(2); mesh.addIndex(0); mesh.addIndex(2); mesh.addIndex(3); mesh.addIndex(0); mesh.addIndex(1); mesh.addIndex(3); mesh.addIndex(1); mesh.addIndex(2); mesh.addIndex(3); this->mesh_list.push_back(mesh); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum() * 0.5); ofRotateX(ofGetFrameNum() * 0.25); for (auto& mesh : this->mesh_list) { ofSetColor(239); mesh.drawFaces(); ofSetColor(39); mesh.drawWireframe(); } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |