1 | var glMatrix = require("gl-matrix")
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2 | , vec3 = glMatrix.vec3
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3 | , EventEmitter = require('events').EventEmitter
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4 | , _ = require('underscore');
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5 |
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6 | /**
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7 | * Constructs a new Gesture object.
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8 | *
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9 | * An uninitialized Gesture object is considered invalid. Get valid instances
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10 | * of the Gesture class, which will be one of the Gesture subclasses, from a
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11 | * Frame object.
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12 | *
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13 | * @class Gesture
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14 | * @abstract
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15 | * @memberof Leap
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16 | * @classdesc
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17 | * The Gesture class represents a recognized movement by the user.
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18 | *
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19 | * The Leap watches the activity within its field of view for certain movement
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20 | * patterns typical of a user gesture or command. For example, a movement from side to
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21 | * side with the hand can indicate a swipe gesture, while a finger poking forward
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22 | * can indicate a screen tap gesture.
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23 | *
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24 | * When the Leap recognizes a gesture, it assigns an ID and adds a
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25 | * Gesture object to the frame gesture list. For continuous gestures, which
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26 | * occur over many frames, the Leap updates the gesture by adding
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27 | * a Gesture object having the same ID and updated properties in each
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28 | * subsequent frame.
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29 | *
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30 | * **Important:** Recognition for each type of gesture must be enabled;
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31 | * otherwise **no gestures are recognized or reported**.
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32 | *
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33 | * Subclasses of Gesture define the properties for the specific movement patterns
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34 | * recognized by the Leap.
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35 | *
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36 | * The Gesture subclasses for include:
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37 | *
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38 | * * CircleGesture -- A circular movement by a finger.
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39 | * * SwipeGesture -- A straight line movement by the hand with fingers extended.
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40 | * * ScreenTapGesture -- A forward tapping movement by a finger.
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41 | * * KeyTapGesture -- A downward tapping movement by a finger.
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42 | *
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43 | * Circle and swipe gestures are continuous and these objects can have a
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44 | * state of start, update, and stop.
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45 | *
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46 | * The screen tap gesture is a discrete gesture. The Leap only creates a single
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47 | * ScreenTapGesture object appears for each tap and it always has a stop state.
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48 | *
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49 | * Get valid Gesture instances from a Frame object. You can get a list of gestures
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50 | * from the Frame gestures array. You can also use the Frame gesture() method
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51 | * to find a gesture in the current frame using an ID value obtained in a
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52 | * previous frame.
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53 | *
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54 | * Gesture objects can be invalid. For example, when you get a gesture by ID
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55 | * using Frame.gesture(), and there is no gesture with that ID in the current
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56 | * frame, then gesture() returns an Invalid Gesture object (rather than a null
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57 | * value). Always check object validity in situations where a gesture might be
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58 | * invalid.
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59 | */
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60 | var createGesture = exports.createGesture = function(data) {
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61 | var gesture;
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62 | switch (data.type) {
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63 | case 'circle':
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64 | gesture = new CircleGesture(data);
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65 | break;
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66 | case 'swipe':
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67 | gesture = new SwipeGesture(data);
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68 | break;
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69 | case 'screenTap':
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70 | gesture = new ScreenTapGesture(data);
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71 | break;
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72 | case 'keyTap':
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73 | gesture = new KeyTapGesture(data);
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74 | break;
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75 | default:
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76 | throw "unknown gesture type";
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77 | }
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78 |
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79 | /**
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80 | * The gesture ID.
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81 | *
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82 | * All Gesture objects belonging to the same recognized movement share the
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83 | * same ID value. Use the ID value with the Frame::gesture() method to
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84 | * find updates related to this Gesture object in subsequent frames.
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85 | *
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86 | * @member id
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87 | * @memberof Leap.Gesture.prototype
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88 | * @type {number}
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89 | */
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90 | gesture.id = data.id;
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91 | /**
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92 | * The list of hands associated with this Gesture, if any.
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93 | *
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94 | * If no hands are related to this gesture, the list is empty.
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95 | *
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96 | * @member handIds
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97 | * @memberof Leap.Gesture.prototype
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98 | * @type {Array}
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99 | */
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100 | gesture.handIds = data.handIds.slice();
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101 | /**
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102 | * The list of fingers and tools associated with this Gesture, if any.
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103 | *
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104 | * If no Pointable objects are related to this gesture, the list is empty.
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105 | *
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106 | * @member pointableIds
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107 | * @memberof Leap.Gesture.prototype
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108 | * @type {Array}
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109 | */
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110 | gesture.pointableIds = data.pointableIds.slice();
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111 | /**
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112 | * The elapsed duration of the recognized movement up to the
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113 | * frame containing this Gesture object, in microseconds.
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114 | *
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115 | * The duration reported for the first Gesture in the sequence (with the
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116 | * start state) will typically be a small positive number since
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117 | * the movement must progress far enough for the Leap to recognize it as
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118 | * an intentional gesture.
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119 | *
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120 | * @member duration
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121 | * @memberof Leap.Gesture.prototype
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122 | * @type {number}
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123 | */
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124 | gesture.duration = data.duration;
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125 | /**
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126 | * The gesture ID.
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127 | *
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128 | * Recognized movements occur over time and have a beginning, a middle,
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129 | * and an end. The 'state()' attribute reports where in that sequence this
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130 | * Gesture object falls.
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131 | *
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132 | * Possible values for the state field are:
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133 | *
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134 | * * start
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135 | * * update
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136 | * * stop
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137 | *
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138 | * @member state
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139 | * @memberof Leap.Gesture.prototype
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140 | * @type {String}
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141 | */
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142 | gesture.state = data.state;
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143 | /**
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144 | * The gesture type.
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145 | *
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146 | * Possible values for the type field are:
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147 | *
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148 | * * circle
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149 | * * swipe
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150 | * * screenTap
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151 | * * keyTap
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152 | *
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153 | * @member type
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154 | * @memberof Leap.Gesture.prototype
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155 | * @type {String}
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156 | */
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157 | gesture.type = data.type;
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158 | return gesture;
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159 | }
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160 |
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161 | /*
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162 | * Returns a builder object, which uses method chaining for gesture callback binding.
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163 | */
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164 | var gestureListener = exports.gestureListener = function(controller, type) {
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165 | var handlers = {};
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166 | var gestureMap = {};
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167 |
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168 | controller.on('gesture', function(gesture, frame) {
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169 | if (gesture.type == type) {
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170 | if (gesture.state == "start" || gesture.state == "stop") {
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171 | if (gestureMap[gesture.id] === undefined) {
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172 | var gestureTracker = new Gesture(gesture, frame);
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173 | gestureMap[gesture.id] = gestureTracker;
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174 | _.each(handlers, function(cb, name) {
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175 | gestureTracker.on(name, cb);
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176 | });
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177 | }
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178 | }
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179 | gestureMap[gesture.id].update(gesture, frame);
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180 | if (gesture.state == "stop") {
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181 | delete gestureMap[gesture.id];
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182 | }
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183 | }
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184 | });
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185 | var builder = {
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186 | start: function(cb) {
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187 | handlers['start'] = cb;
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188 | return builder;
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189 | },
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190 | stop: function(cb) {
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191 | handlers['stop'] = cb;
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192 | return builder;
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193 | },
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194 | complete: function(cb) {
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195 | handlers['stop'] = cb;
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196 | return builder;
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197 | },
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198 | update: function(cb) {
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199 | handlers['update'] = cb;
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200 | return builder;
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201 | }
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202 | }
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203 | return builder;
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204 | }
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205 |
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206 | var Gesture = exports.Gesture = function(gesture, frame) {
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207 | this.gestures = [gesture];
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208 | this.frames = [frame];
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209 | }
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210 |
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211 | Gesture.prototype.update = function(gesture, frame) {
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212 | this.lastGesture = gesture;
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213 | this.lastFrame = frame;
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214 | this.gestures.push(gesture);
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215 | this.frames.push(frame);
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216 | this.emit(gesture.state, this);
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217 | }
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218 |
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219 | Gesture.prototype.translation = function() {
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220 | return vec3.subtract(vec3.create(), this.lastGesture.startPosition, this.lastGesture.position);
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221 | }
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222 |
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223 | _.extend(Gesture.prototype, EventEmitter.prototype);
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224 |
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225 | /**
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226 | * Constructs a new CircleGesture object.
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227 | *
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228 | * An uninitialized CircleGesture object is considered invalid. Get valid instances
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229 | * of the CircleGesture class from a Frame object.
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230 | *
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231 | * @class CircleGesture
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232 | * @memberof Leap
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233 | * @augments Leap.Gesture
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234 | * @classdesc
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235 | * The CircleGesture classes represents a circular finger movement.
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236 | *
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237 | * A circle movement is recognized when the tip of a finger draws a circle
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238 | * within the Leap field of view.
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239 | *
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240 | * ![CircleGesture](images/Leap_Gesture_Circle.png)
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241 | *
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242 | * Circle gestures are continuous. The CircleGesture objects for the gesture have
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243 | * three possible states:
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244 | *
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245 | * * start -- The circle gesture has just started. The movement has
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246 | * progressed far enough for the recognizer to classify it as a circle.
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247 | * * update -- The circle gesture is continuing.
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248 | * * stop -- The circle gesture is finished.
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249 | */
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250 | var CircleGesture = function(data) {
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251 | /**
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252 | * The center point of the circle within the Leap frame of reference.
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253 | *
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254 | * @member center
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255 | * @memberof Leap.CircleGesture.prototype
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256 | * @type {number[]}
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257 | */
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258 | this.center = data.center;
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259 | /**
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260 | * The normal vector for the circle being traced.
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261 | *
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262 | * If you draw the circle clockwise, the normal vector points in the same
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263 | * general direction as the pointable object drawing the circle. If you draw
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264 | * the circle counterclockwise, the normal points back toward the
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265 | * pointable. If the angle between the normal and the pointable object
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266 | * drawing the circle is less than 90 degrees, then the circle is clockwise.
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267 | *
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268 | * ```javascript
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269 | * var clockwiseness;
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270 | * if (circle.pointable.direction.angleTo(circle.normal) <= PI/4) {
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271 | * clockwiseness = "clockwise";
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272 | * }
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273 | * else
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274 | * {
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275 | * clockwiseness = "counterclockwise";
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276 | * }
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277 | * ```
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278 | *
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279 | * @member normal
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280 | * @memberof Leap.CircleGesture.prototype
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281 | * @type {number[]}
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282 | */
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283 | this.normal = data.normal;
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284 | /**
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285 | * The number of times the finger tip has traversed the circle.
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286 | *
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287 | * Progress is reported as a positive number of the number. For example,
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288 | * a progress value of .5 indicates that the finger has gone halfway
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289 | * around, while a value of 3 indicates that the finger has gone around
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290 | * the the circle three times.
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291 | *
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292 | * Progress starts where the circle gesture began. Since the circle
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293 | * must be partially formed before the Leap can recognize it, progress
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294 | * will be greater than zero when a circle gesture first appears in the
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295 | * frame.
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296 | *
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297 | * @member progress
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298 | * @memberof Leap.CircleGesture.prototype
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299 | * @type {number}
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300 | */
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301 | this.progress = data.progress;
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302 | /**
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303 | * The radius of the circle in mm.
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304 | *
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305 | * @member radius
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306 | * @memberof Leap.CircleGesture.prototype
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307 | * @type {number}
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308 | */
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309 | this.radius = data.radius;
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310 | }
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311 |
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312 | CircleGesture.prototype.toString = function() {
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313 | return "CircleGesture ["+JSON.stringify(this)+"]";
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314 | }
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315 |
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316 | /**
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317 | * Constructs a new SwipeGesture object.
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318 | *
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319 | * An uninitialized SwipeGesture object is considered invalid. Get valid instances
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320 | * of the SwipeGesture class from a Frame object.
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321 | *
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322 | * @class SwipeGesture
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323 | * @memberof Leap
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324 | * @augments Leap.Gesture
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325 | * @classdesc
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326 | * The SwipeGesture class represents a swiping motion of a finger or tool.
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327 | *
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328 | * ![SwipeGesture](images/Leap_Gesture_Swipe.png)
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329 | *
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330 | * Swipe gestures are continuous.
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331 | */
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332 | var SwipeGesture = function(data) {
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333 | /**
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334 | * The starting position within the Leap frame of
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335 | * reference, in mm.
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336 | *
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337 | * @member startPosition
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338 | * @memberof Leap.SwipeGesture.prototype
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339 | * @type {number[]}
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340 | */
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341 | this.startPosition = data.startPosition;
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342 | /**
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343 | * The current swipe position within the Leap frame of
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344 | * reference, in mm.
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345 | *
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346 | * @member position
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347 | * @memberof Leap.SwipeGesture.prototype
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348 | * @type {number[]}
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349 | */
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350 | this.position = data.position;
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351 | /**
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352 | * The unit direction vector parallel to the swipe motion.
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353 | *
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354 | * You can compare the components of the vector to classify the swipe as
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355 | * appropriate for your application. For example, if you are using swipes
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356 | * for two dimensional scrolling, you can compare the x and y values to
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357 | * determine if the swipe is primarily horizontal or vertical.
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358 | *
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359 | * @member direction
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360 | * @memberof Leap.SwipeGesture.prototype
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361 | * @type {number[]}
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362 | */
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363 | this.direction = data.direction;
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364 | /**
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365 | * The speed of the finger performing the swipe gesture in
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366 | * millimeters per second.
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367 | *
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368 | * @member speed
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369 | * @memberof Leap.SwipeGesture.prototype
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370 | * @type {number}
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371 | */
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372 | this.speed = data.speed;
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373 | }
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374 |
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375 | SwipeGesture.prototype.toString = function() {
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376 | return "SwipeGesture ["+JSON.stringify(this)+"]";
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377 | }
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378 |
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379 | /**
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380 | * Constructs a new ScreenTapGesture object.
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381 | *
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382 | * An uninitialized ScreenTapGesture object is considered invalid. Get valid instances
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383 | * of the ScreenTapGesture class from a Frame object.
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384 | *
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385 | * @class ScreenTapGesture
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386 | * @memberof Leap
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387 | * @augments Leap.Gesture
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388 | * @classdesc
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389 | * The ScreenTapGesture class represents a tapping gesture by a finger or tool.
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390 | *
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391 | * A screen tap gesture is recognized when the tip of a finger pokes forward
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392 | * and then springs back to approximately the original postion, as if
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393 | * tapping a vertical screen. The tapping finger must pause briefly before beginning the tap.
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394 | *
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395 | * ![ScreenTap](images/Leap_Gesture_Tap2.png)
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396 | *
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397 | * ScreenTap gestures are discrete. The ScreenTapGesture object representing a tap always
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398 | * has the state, STATE_STOP. Only one ScreenTapGesture object is created for each
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399 | * screen tap gesture recognized.
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400 | */
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401 | var ScreenTapGesture = function(data) {
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402 | /**
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403 | * The position where the screen tap is registered.
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404 | *
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405 | * @member position
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406 | * @memberof Leap.ScreenTapGesture.prototype
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407 | * @type {number[]}
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408 | */
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409 | this.position = data.position;
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410 | /**
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411 | * The direction of finger tip motion.
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412 | *
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413 | * @member direction
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414 | * @memberof Leap.ScreenTapGesture.prototype
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415 | * @type {number[]}
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416 | */
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417 | this.direction = data.direction;
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418 | /**
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419 | * The progess value is always 1.0 for a screen tap gesture.
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420 | *
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421 | * @member progress
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422 | * @memberof Leap.ScreenTapGesture.prototype
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423 | * @type {number}
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424 | */
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425 | this.progress = data.progress;
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426 | }
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427 |
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428 | ScreenTapGesture.prototype.toString = function() {
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429 | return "ScreenTapGesture ["+JSON.stringify(this)+"]";
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430 | }
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431 |
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432 | /**
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433 | * Constructs a new KeyTapGesture object.
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434 | *
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435 | * An uninitialized KeyTapGesture object is considered invalid. Get valid instances
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436 | * of the KeyTapGesture class from a Frame object.
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437 | *
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438 | * @class KeyTapGesture
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439 | * @memberof Leap
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440 | * @augments Leap.Gesture
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441 | * @classdesc
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442 | * The KeyTapGesture class represents a tapping gesture by a finger or tool.
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443 | *
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444 | * A key tap gesture is recognized when the tip of a finger rotates down toward the
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445 | * palm and then springs back to approximately the original postion, as if
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446 | * tapping. The tapping finger must pause briefly before beginning the tap.
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447 | *
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448 | * ![KeyTap](images/Leap_Gesture_Tap.png)
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449 | *
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450 | * Key tap gestures are discrete. The KeyTapGesture object representing a tap always
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451 | * has the state, STATE_STOP. Only one KeyTapGesture object is created for each
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452 | * key tap gesture recognized.
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453 | */
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454 | var KeyTapGesture = function(data) {
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455 | /**
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456 | * The position where the key tap is registered.
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457 | *
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458 | * @member position
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459 | * @memberof Leap.KeyTapGesture.prototype
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460 | * @type {number[]}
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461 | */
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462 | this.position = data.position;
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463 | /**
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464 | * The direction of finger tip motion.
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465 | *
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466 | * @member direction
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467 | * @memberof Leap.KeyTapGesture.prototype
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468 | * @type {number[]}
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469 | */
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470 | this.direction = data.direction;
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471 | /**
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472 | * The progess value is always 1.0 for a key tap gesture.
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473 | *
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474 | * @member progress
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475 | * @memberof Leap.KeyTapGesture.prototype
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476 | * @type {number}
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477 | */
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478 | this.progress = data.progress;
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479 | }
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480 |
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481 | KeyTapGesture.prototype.toString = function() {
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482 | return "KeyTapGesture ["+JSON.stringify(this)+"]";
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483 | }
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