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XnVMultipleHands.h
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XnVMultipleHands.h
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/*******************************************************************************
* *
* PrimeSense NITE 1.3 *
* Copyright (C) 2010 PrimeSense Ltd. *
* *
*******************************************************************************/
#ifndef _XNV_MULTIPLE_HANDS_H_
#define _XNV_MULTIPLE_HANDS_H_
#include "XnVHandPointContext.h"
#include "XnVNiteEvents.h"
/**
* A XnVMultipleHands holds all the known hands in the system.
* It holds lists of which hands are new, which are active, and another list of the hands that aren't there anymore,
* but were still there last frame.
*/
class XNV_NITE_API XnVMultipleHands
{
public:
/**
* Create an empty list of hands
*/
XnVMultipleHands();
/**
* Copy constructor. Create a list of the same hands as the other.
*
* @param [in] other The object from which to copy the list of hands
*/
XnVMultipleHands(const XnVMultipleHands& other);
~XnVMultipleHands();
/**
* Add a hand
*
* @param [in] pContext The Hand Point Context of the new hand
*/
XnStatus Add(const XnVHandPointContext* pContext);
/**
* Remove an existing hand
*
* @param [in] nID The ID of the hand to be removed
*
* @return The Hand Point Context that was removed, or NULL if it doesn't exist
*/
XnStatus Remove(XnUInt32 nID);
/**
* Get the context of a hand
*
* @param [in] nID The ID of the hand
*
* @return The Hand Point Context of that ID, or NULL if it doesn't exist
*/
XnVHandPointContext* GetContext(XnUInt32 nID);
/**
* Get the context of a hand
*
* @param [in] nID The ID of the hand
*
* @return The Hand Point Context of that ID, or NULL if it doesn't exist
*/
const XnVHandPointContext* GetContext(XnUInt32 nID) const;
/**
* Get the context of the single selected hand
*
* @return The Hand Point Context of the single selected hand, or NULL if no hands exist
*/
XnVHandPointContext* GetPrimaryContext();
/**
* Get the context of the single selected hand
*
* @return The Hand Point Context of the single selected hand, or NULL if no hands exist
*/
const XnVHandPointContext* GetPrimaryContext() const;
/**
* Mark a hand as 'New'
*
* @param [in] nID The ID that should be considered 'New'
*/
void MarkNew(XnUInt32 nID);
/**
* Mark a hand as 'Old'. This means a Hand Point Context may not exist for this ID
*
* @param [in] nID The ID that should be considered 'Old'
*/
void MarkOld(XnUInt32 nID);
/**
* Mark a hand as 'Active'.
*
* @param [in] nID The ID the should be considered 'Active'
*/
void MarkActive(XnUInt32 nID);
/**
* Remove marking as 'New'
*
* @param [in] nID The ID that should no longer be considered 'New'
*/
void RemoveNew(XnUInt32 nID);
/**
* Remove marking as 'Old'
*
* @param [in] nID The ID that should no longer be considered 'Old'
*/
void RemoveOld(XnUInt32 nID);
/**
* Remove marking as 'Active'
*
* @param [in] nID The ID that should no longer be considered 'Active'
*/
void RemoveActive(XnUInt32 nID);
/**
* Get the number of hands that are considered 'New'
*
* @return The number of 'New' entries
*/
XnUInt32 NewEntries() const;
/**
* Get the number of hands that are considered 'Old'
*
* @return The number of 'Old' entries
*/
XnUInt32 OldEntries() const;
/**
* Get the number of hands that are considered 'Active'
*
* @return The number of 'Active' entries
*/
XnUInt32 ActiveEntries() const;
/**
* Create a copy of the object, with same lists and copies of all Hand Point Contexts
*
* @param [out] other The new copy of the object
*/
void Clone(XnVMultipleHands& other) const;
/**
* Remove all Hand Point Contexts
*/
void Clear();
/**
* Remove all entries from 'New', 'Old' and 'Active' lists
*/
void ClearLists();
/**
* Remove all entries from the 'New' list.
*/
void ClearNewList();
/**
* Remove all entries from the 'Old' list.
*/
void ClearOldList();
/**
* Enable iteration over hands. This is the const version of the iterator.
*/
class XNV_NITE_API ConstIterator
{
public:
friend class XnVMultipleHands;
/**
* Copy constructor. Copies the internal state of the other iterator
*
* @param [in] other The other iterator
*/
ConstIterator(const ConstIterator& other);
/**
* Advance the iterator to the next position.
*
* @return iterator after advancing
*/
ConstIterator& operator++();
/**
* Advance the iterator to the next position.
*
* @return iterator before advancing
*/
ConstIterator operator++(int);
/**
* Compare with another iterator.
*
* @return TRUE if both iterators are valid and refer to the same position in the same MultipleHands, o/w FALSE
*/
XnBool operator==(const ConstIterator& other) const;
/**
* Compare with another iterator.
*
* @return FALSE if both iterators are valid and refer to the same position in the same MultipleHands, o/w TRUE
*/
XnBool operator!=(const ConstIterator& other) const;
/**
* Get the HandPointContext the iterator currently refers to.
*
* @return The current HandPointContext. NULL if invalid.
*/
const XnVHandPointContext* operator*() const;
/**
* Check if the current Point is a new point.
*
* @return TRUE if point is new, FALSE o/w
*/
XnBool IsNew() const;
/**
* Check if the current Point is active
*
* @return TRUE if point is active, FALSE o/w
*/
XnBool IsActive() const;
/**
* Check if the iterator is valid
*
* @return TRUE if iterator is valid, FALSE o/w
*/
XnBool IsValid() const;
protected:
ConstIterator(const XnVMultipleHands* pHands);
ConstIterator(const XnVMultipleHands* pHands, XnUInt32 nPosition);
const XnVMultipleHands* m_pHands;
XnUInt32 m_nPosition;
XnBool m_bValid;
};
/**
* Enable iteration over hands. This is the non-const version of the iterator.
*/
class XNV_NITE_API Iterator : public ConstIterator
{
public:
friend class XnVMultipleHands;
/**
* Copy constructor. Copies the internal state of the other iterator
*
* @param [in] other The other iterator
*/
Iterator(const Iterator& other);
/**
* Advance the iterator to the next position.
*
* @return iterator after advancing
*/
Iterator& operator++();
/**
* Advance the iterator to the next position.
*
* @return iterator before advancing
*/
Iterator operator++(int);
/**
* Get the HandPointContext the iterator currently refers to.
*
* @return The current HandPointContext. NULL if invalid.
*/
XnVHandPointContext* operator*() const;
protected:
Iterator(XnVMultipleHands* pHands);
Iterator(XnVMultipleHands* pHands, XnUInt32 nPosition);
};
/**
* Get an iterator to the first Hand Point Context
*
* @return An iterator to the first Hand Point Context. Will be equal to end() if none exist
*/
Iterator begin();
/**
* Get a const iterator to the first Hand Point Context
*
* @return A const iterator to the first Hand Point Context. Will be equal to end() if none exist
*/
ConstIterator begin() const;
/**
* Get an iterator after the last Hand Point Context
*
* @return An iterator to after the last Hand Point Context
*/
Iterator end();
/**
* Get a const iterator after the last Hand Point Context
*
* @return A const iterator to after the last Hand Point Context
*/
ConstIterator end() const;
/**
* Search for a Hand Point Context by ID
*
* @param [in] nID The ID of the requested Hand Point Context
*
* @return An iterator to the Hand Point Context that matches the ID, or to end() if no match
*/
Iterator Find(XnUInt32 nID);
/**
* Search for a Hand Point Context by ID
*
* @param [in] nID The ID of the requested Hand Point Context
*
* @return A const iterator to the Hand Point Context that matches the ID, or to end() if no match
*/
ConstIterator Find(XnUInt32 nID) const;
/**
* Check if a certain ID exists in the 'New' list
*
* @param [in] nID The ID to check
*
* @return TRUE of the ID is 'New', FALSE otherwise
*/
XnBool IsNew(XnUInt32 nID) const;
/**
* Check if a certain ID exists in the 'Old' list
*
* @param [in] nID The ID to check
*
* @return TRUE of the ID is 'Old', FALSE otherwise
*/
XnBool IsOld(XnUInt32 nID) const;
/**
* Check if a certain ID exists in the 'Active' list
*
* @param [in] nID The ID to check
*
* @return TRUE of the ID is 'Active', FALSE otherwise
*/
XnBool IsActive(XnUInt32 nID) const;
/**
* Get an iterator to the first item in the 'Old' list
*
* @return An iterator to the first old ID. Will be equal to end() if list is empty
*/
XnVIntList::Iterator beginOld();
/**
* Get a const iterator to the first item in the 'Old' list
*
* @return A const iterator to the first old ID. Will be equal to end() if list is empty
*/
XnVIntList::ConstIterator beginOld() const;
/**
* Get an iterator after the last item in the 'Old list
*
* @return An iterator to after the last old ID
*/
XnVIntList::Iterator endOld();
/**
* Get a const iterator after the last item in the 'Old list
*
* @return A const iterator to after the last old ID
*/
XnVIntList::ConstIterator endOld() const;
/**
* Pick a new Single Interesting Point
*/
void ReassignPrimary(XnUInt32 nHint = 0);
/**
* Replace the focus point
*
* @param [in] ptFocusPoint the new focus point
*/
void SetFocusPoint(const XnPoint3D& ptFocusPoint);
/**
* Get the focus point
*
* @return The focus point
*/
const XnPoint3D& GetFocusPoint() const;
private:
XnVHandPointContext m_Hands[32];
XnUInt32 m_nNextAvailable;
XnUInt32 m_nAvailable;
XnVIntHash m_Id2Position;
XnVIntList m_ActiveIDs;
XnVIntList m_NewIDs;
XnVIntList m_OldIDs;
XnUInt32 m_nPrimaryID;
XnPoint3D m_ptFocusPoint;
};
#endif