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@@ -64,20 +64,20 @@ namespace scene
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gui_shader->Init();
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score = 0;
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for (int i = 0; i <= 9; i++)
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for (int i = 0; i <= 9; i++)
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{
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std::shared_ptr<gui::GuiTexture> score_pointer;
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std::string texture_path = "res/";
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texture_path += std::to_string(i);
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texture_path += ".png";
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score_pointer = std::make_unique<gui::GuiTexture>(render_engine::loader::LoadTexture(texture_path), glm::vec2(-0.9f, 0.8f), glm::vec2(0.07, 0.15));
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score_textures.push_back(score_pointer);
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}
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}
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/**
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@@ -102,6 +102,29 @@ namespace scene
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delete house_generator;
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}
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/**
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* @brief sets up the hand detection regions and sets the callbacks for the skin calibration.
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*
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*/
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void In_Game_Scene::SetupHandDetection()
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{
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// set up squares according to size of camera input
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cv::Mat camera_frame;
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static_camera::getCap().read(camera_frame); // get camera frame to know the width and heigth
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reg_left.SetMainSkinDetecRegion(true);
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reg_right.SetMainSkinDetecRegion(false);
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reg_right.SetMainSkinDetecRegion(false);
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std::function<void()> callback = [this]() {OnSkinCalibrationCallback(); };
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reg_left.SetSkinTimerCallback(callback);
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reg_left.SetXPos(10);
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reg_left.SetYPos(camera_frame.rows / 2 - reg_left.GetHeight() / 2);
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reg_right.SetXPos(camera_frame.cols - 10 - reg_right.GetWidth());
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reg_right.SetYPos(camera_frame.rows / 2 - reg_right.GetHeight() / 2);
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reg_up.SetXPos(camera_frame.cols / 2 - reg_up.GetWidth() / 2);
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reg_up.SetYPos(10);
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}
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/**
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* @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera.
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@@ -112,16 +135,6 @@ namespace scene
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void load_chunk(int model_pos)
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{
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static unsigned int furniture_count = 0;
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// set up squares according to size of camera input
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cv::Mat camera_frame;
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static_camera::getCap().read(camera_frame); // get camera frame to know the width and heigth
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reg_left.SetXPos(10);
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reg_left.SetYPos(camera_frame.rows / 2 - reg_left.GetHeight() / 2);
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reg_right.SetXPos(camera_frame.cols - 10 - reg_right.GetWidth());
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reg_right.SetYPos(camera_frame.rows / 2 - reg_right.GetHeight() / 2);
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reg_up.SetXPos(camera_frame.cols / 2 - reg_up.GetWidth() / 2);
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reg_up.SetYPos(10);
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std::cout << "loading model chunk" << std::endl;
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if (house_models.size() >= MAX_MODEL_DEQUE_SIZE * furniture_count)
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{
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@@ -156,6 +169,9 @@ namespace scene
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main_character = std::make_shared<entities::MainCharacter>(model_char, glm::vec3(0, -50, -100), glm::vec3(0, 90, 0), 5, char_box);
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collision_entities.push_back(main_character);
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house_generator = new entities::HouseGenerator();
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SetupHandDetection();
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// load the first few house models
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for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
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{
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@@ -285,14 +301,14 @@ namespace scene
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score += furniture_count_old;
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std::cout << "Score: " << score << std::endl;
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std::cout << "Furniture_count_old in model (house excluded): " << furniture_count_old << std::endl;
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}
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// remember the position at which the new model was added
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last_model_pos = model_pos;
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collision::CheckCollisions(collision_entities);
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update_hand_detection();
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}
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@@ -343,22 +359,30 @@ namespace scene
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cv::imshow("camera", camera_frame);
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}
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void scene::In_Game_Scene::OnSkinCalibrationCallback()
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{
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std::cout << "on skin calibration callback" << std::endl;
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std::vector<int> tresholds = reg_left.CalculateSkinTresholds();
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reg_right.setSkinTresholds(tresholds);
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reg_up.setSkinTresholds(tresholds);
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}
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//renders the models for the pause menu
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void In_Game_Scene::render_pause_menu()
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{
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render_engine::renderer::Render(pause_guis, *gui_shader);
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}
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void In_Game_Scene::DrawScore(int score)
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{
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void In_Game_Scene::DrawScore(int score)
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{
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std::vector<int> digits;
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score_guis.clear();
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toolbox::GetDigitsFromNumber(score, digits);
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for (int i = digits.size()-1; i >= 0; i--)
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for (int i = digits.size() - 1; i >= 0; i--)
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{
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score_textures[digits[i]].get()->position.x = 0.15 * i -0.9;
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score_textures[digits[i]].get()->position.x = 0.15 * i - 0.9;
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render_engine::renderer::Render(score_textures[digits[i]], *gui_shader);
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}
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