===
Contributed library to use the Leap Motion in Processing.
The Leap detects and tracks hands, fingers and finger-like tools. The device operates in an intimate proximity with high precision and tracking frame rate.
The Leap software analyzes the objects observed in the device field of view. It recognizes hands, fingers, and tools, reporting both discrete positions and motion. The Leap field of view is an inverted pyramid centered on the device. The effective range of the Leap extends from approximately 25 to 600 millimeters above the device (1 inch to 2 feet).
Either you use the import manager of Processing (Sketch > Import library ... > Add library ... > Filter: "Leap Motion"
).
Or you download, unzip and copy the extracted LeapMotionForProcessing folder into the libraries folder of your Processing sketches. The reference and examples are stored in the LeapMotionForProcessing directory. For further help you can read the instructions by Daniel Shiffman.
- Running Leap Motion Software v2 (2.3.1+31549)
System:
- OSX (Mac OS 10.7 and higher)
- Linux (not tested yet, but it should work) (Ubuntu Linux 12.04 LTS and Ubuntu 13.04 Raring Ringtail)
- Windows (not tested yet, but x86 and x64 should work) (Windows 7 and 8)
Processing version:
- 3.2.3
- 3.1.2
- 3.1.1
- 3.0.2
- 3.0.1
- 3.0a5
To use an older version of Processing examine the release section:
- 2.2.1
- 2.1.2
- 2.1.1
- 2.1.0
- 2.0.1
- 2.0b9
- 2.0b8
- 2.0b7
Leap Motion Software version:
- 2.3.1+31549
- 2.2.5+26752
- 2.2.4+26750
- 2.2.3+25971
- 2.2.1+24116
- 2.2.0+23475
- 2.1.6+23110
- 2.1.5+22699
- 2.0.5+18024 beta
- 2.0.4+17546 beta
- 2.0.3+17004 beta
- 2.0.2+16391 beta
- 2.0.1+15831 beta
- 2.0.0+13819 beta
The following example shows the basic data access:
import de.voidplus.leapmotion.*;
// ======================================================
// Table of Contents:
// ├─ 1. Callbacks
// ├─ 2. Hand
// ├─ 3. Arms
// ├─ 4. Fingers
// ├─ 5. Bones
// ├─ 6. Tools
// └─ 7. Devices
// ======================================================
LeapMotion leap;
void setup() {
size(800, 500);
background(255);
// ...
leap = new LeapMotion(this);
}
// ======================================================
// 1. Callbacks
void leapOnInit() {
// println("Leap Motion Init");
}
void leapOnConnect() {
// println("Leap Motion Connect");
}
void leapOnFrame() {
// println("Leap Motion Frame");
}
void leapOnDisconnect() {
// println("Leap Motion Disconnect");
}
void leapOnExit() {
// println("Leap Motion Exit");
}
void draw() {
background(255);
// ...
int fps = leap.getFrameRate();
for (Hand hand : leap.getHands ()) {
// ==================================================
// 2. Hand
int handId = hand.getId();
PVector handPosition = hand.getPosition();
PVector handStabilized = hand.getStabilizedPosition();
PVector handDirection = hand.getDirection();
PVector handDynamics = hand.getDynamics();
float handRoll = hand.getRoll();
float handPitch = hand.getPitch();
float handYaw = hand.getYaw();
boolean handIsLeft = hand.isLeft();
boolean handIsRight = hand.isRight();
float handGrab = hand.getGrabStrength();
float handPinch = hand.getPinchStrength();
float handTime = hand.getTimeVisible();
PVector spherePosition = hand.getSpherePosition();
float sphereRadius = hand.getSphereRadius();
// --------------------------------------------------
// Drawing
hand.draw();
// ==================================================
// 3. Arm
if (hand.hasArm()) {
Arm arm = hand.getArm();
float armWidth = arm.getWidth();
PVector armWristPos = arm.getWristPosition();
PVector armElbowPos = arm.getElbowPosition();
}
// ==================================================
// 4. Finger
Finger fingerThumb = hand.getThumb();
// or hand.getFinger("thumb");
// or hand.getFinger(0);
Finger fingerIndex = hand.getIndexFinger();
// or hand.getFinger("index");
// or hand.getFinger(1);
Finger fingerMiddle = hand.getMiddleFinger();
// or hand.getFinger("middle");
// or hand.getFinger(2);
Finger fingerRing = hand.getRingFinger();
// or hand.getFinger("ring");
// or hand.getFinger(3);
Finger fingerPink = hand.getPinkyFinger();
// or hand.getFinger("pinky");
// or hand.getFinger(4);
for (Finger finger : hand.getFingers()) {
// or hand.getOutstretchedFingers();
// or hand.getOutstretchedFingersByAngle();
int fingerId = finger.getId();
PVector fingerPosition = finger.getPosition();
PVector fingerStabilized = finger.getStabilizedPosition();
PVector fingerVelocity = finger.getVelocity();
PVector fingerDirection = finger.getDirection();
float fingerTime = finger.getTimeVisible();
// ------------------------------------------------
// Drawing
// Drawing:
// finger.draw(); // Executes drawBones() and drawJoints()
// finger.drawBones();
// finger.drawJoints();
// ------------------------------------------------
// Selection
switch(finger.getType()) {
case 0:
// System.out.println("thumb");
break;
case 1:
// System.out.println("index");
break;
case 2:
// System.out.println("middle");
break;
case 3:
// System.out.println("ring");
break;
case 4:
// System.out.println("pinky");
break;
}
// ================================================
// 5. Bones
// --------
// https://developer.leapmotion.com/documentation/java/devguide/Leap_Overview.html#Layer_1
Bone boneDistal = finger.getDistalBone();
// or finger.get("distal");
// or finger.getBone(0);
Bone boneIntermediate = finger.getIntermediateBone();
// or finger.get("intermediate");
// or finger.getBone(1);
Bone boneProximal = finger.getProximalBone();
// or finger.get("proximal");
// or finger.getBone(2);
Bone boneMetacarpal = finger.getMetacarpalBone();
// or finger.get("metacarpal");
// or finger.getBone(3);
// ------------------------------------------------
// Touch emulation
int touchZone = finger.getTouchZone();
float touchDistance = finger.getTouchDistance();
switch(touchZone) {
case -1: // None
break;
case 0: // Hovering
// println("Hovering (#" + fingerId + "): " + touchDistance);
break;
case 1: // Touching
// println("Touching (#" + fingerId + ")");
break;
}
}
// ==================================================
// 6. Tools
for (Tool tool : hand.getTools()) {
int toolId = tool.getId();
PVector toolPosition = tool.getPosition();
PVector toolStabilized = tool.getStabilizedPosition();
PVector toolVelocity = tool.getVelocity();
PVector toolDirection = tool.getDirection();
float toolTime = tool.getTimeVisible();
// ------------------------------------------------
// Drawing:
// tool.draw();
// ------------------------------------------------
// Touch emulation
int touchZone = tool.getTouchZone();
float touchDistance = tool.getTouchDistance();
switch(touchZone) {
case -1: // None
break;
case 0: // Hovering
// println("Hovering (#" + toolId + "): " + touchDistance);
break;
case 1: // Touching
// println("Touching (#" + toolId + ")");
break;
}
}
}
// ====================================================
// 7. Devices
for (Device device : leap.getDevices()) {
float deviceHorizontalViewAngle = device.getHorizontalViewAngle();
float deviceVericalViewAngle = device.getVerticalViewAngle();
float deviceRange = device.getRange();
}
}
Source: Leap Motion
The following example shows how to recognize predefined gestures:
import de.voidplus.leapmotion.*;
// ======================================================
// Table of Contents:
// ├─ 1. Swipe Gesture
// ├─ 2. Circle Gesture
// ├─ 3. Screen Tap Gesture
// └─ 4. Key Tap Gesture
// ======================================================
LeapMotion leap;
void setup(){
size(800, 500);
background(255);
// ...
leap = new LeapMotion(this).allowGestures(); // All gestures
// leap = new LeapMotion(this).allowGestures("circle, swipe, screen_tap, key_tap");
// leap = new LeapMotion(this).allowGestures("swipe"); // Leap detects only swipe gestures
}
void draw(){
background(255);
// ...
}
// ======================================================
// 1. Swipe Gesture
void leapOnSwipeGesture(SwipeGesture g, int state){
int id = g.getId();
Finger finger = g.getFinger();
PVector position = g.getPosition();
PVector positionStart = g.getStartPosition();
PVector direction = g.getDirection();
float speed = g.getSpeed();
long duration = g.getDuration();
float durationSeconds = g.getDurationInSeconds();
switch(state){
case 1: // Start
break;
case 2: // Update
break;
case 3: // Stop
println("SwipeGesture: " + id);
break;
}
}
// ======================================================
// 2. Circle Gesture
void leapOnCircleGesture(CircleGesture g, int state){
int id = g.getId();
Finger finger = g.getFinger();
PVector positionCenter = g.getCenter();
float radius = g.getRadius();
float progress = g.getProgress();
long duration = g.getDuration();
float durationSeconds = g.getDurationInSeconds();
int direction = g.getDirection();
switch(state){
case 1: // Start
break;
case 2: // Update
break;
case 3: // Stop
println("CircleGesture: " + id);
break;
}
switch(direction){
case 0: // Anticlockwise/Left gesture
break;
case 1: // Clockwise/Right gesture
break;
}
}
// ======================================================
// 3. Screen Tap Gesture
void leapOnScreenTapGesture(ScreenTapGesture g){
int id = g.getId();
Finger finger = g.getFinger();
PVector position = g.getPosition();
PVector direction = g.getDirection();
long duration = g.getDuration();
float durationSeconds = g.getDurationInSeconds();
println("ScreenTapGesture: " + id);
}
// ======================================================
// 4. Key Tap Gesture
void leapOnKeyTapGesture(KeyTapGesture g){
int id = g.getId();
Finger finger = g.getFinger();
PVector position = g.getPosition();
PVector direction = g.getDirection();
long duration = g.getDuration();
float durationSeconds = g.getDurationInSeconds();
println("KeyTapGesture: " + id);
}
Furthermore you have access to the raw camera images:
import de.voidplus.leapmotion.*;
LeapMotion leap;
void setup(){
size(640, 480);
background(255);
leap = new LeapMotion(this);
}
void draw(){
background(255);
if (leap.hasImages()) {
for (Image camera : leap.getImages()) {
if (camera.isLeft()) {
// left camera
image(camera, 0, 0);
} else {
// right camera
image(camera, 0, camera.getHeight());
}
}
}
}
You can find the changes in the release section.
Don't be shy and feel free to contact me on Twitter or Gitter.
The library is Open Source Software released under the license.