[ADD] comments and cleanup includes

This commit is contained in:
Sem van der Hoeven
2021-06-18 11:06:25 +02:00
parent 01570d8045
commit 0d6f10dff5
3 changed files with 53 additions and 17 deletions

View File

@@ -23,7 +23,7 @@ namespace computervision
if (!background_calibrated || !skin_calibrated) if (!background_calibrated || !skin_calibrated)
if (time >= TIME_DURATION) if (time >= TIME_DURATION)
{ {
std::cout << "timer finised, seconds left: " << seconds_left << std::endl; //std::cout << "timer finised, seconds left: " << seconds_left << std::endl;
seconds_left--; seconds_left--;
time = 0; time = 0;
} }

View File

@@ -102,10 +102,7 @@ namespace scene
delete house_generator; delete house_generator;
} }
/**
* @brief sets up the hand detection regions and sets the callbacks for the skin calibration.
*
*/
void In_Game_Scene::SetupHandDetection() void In_Game_Scene::SetupHandDetection()
{ {
// set up squares according to size of camera input // set up squares according to size of camera input
@@ -126,13 +123,8 @@ namespace scene
reg_up.SetYPos(10); reg_up.SetYPos(10);
} }
/**
* @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera. void In_Game_Scene::LoadChunk(int model_pos)
*
* @param model_pos the amount of models the camera has passed already. This is the rounded result of (z position of camera) / (size of model)
*
*/
void load_chunk(int model_pos)
{ {
static unsigned int furniture_count = 0; static unsigned int furniture_count = 0;
std::cout << "loading model chunk" << std::endl; std::cout << "loading model chunk" << std::endl;

View File

@@ -3,6 +3,18 @@
#include <ostream> #include <ostream>
#include <vector> #include <vector>
#include <memory> #include <memory>
#include <string>
#include <opencv2/core/base.hpp>
#include <opencv2/imgcodecs.hpp>
#include <opencv2/imgproc.hpp>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <deque>
#include <functional>
#include <queue>
#include <opencv2/core/base.hpp>
#include "startup_Scene.h"
#include "scene.h" #include "scene.h"
#include "../gui/gui_interactable.h" #include "../gui/gui_interactable.h"
#include "../models/model.h" #include "../models/model.h"
@@ -11,9 +23,12 @@
#include "../renderEngine/renderer.h" #include "../renderEngine/renderer.h"
#include "../shaders/entity_shader.h" #include "../shaders/entity_shader.h"
#include "../toolbox/toolbox.h" #include "../toolbox/toolbox.h"
#include <opencv2/core/base.hpp> #include "../entities/main_character.h"
#include <opencv2/imgcodecs.hpp> #include "../collision/collision_handler.h"
#include <opencv2/imgproc.hpp> #include "../entities/house_generator.h"
#include "../computervision/hand_detect_region.h"
#include "../computervision/object_detection.h"
namespace scene namespace scene
@@ -56,7 +71,7 @@ namespace scene
std::vector<gui::GuiTexture*> guis; std::vector<gui::GuiTexture*> guis;
//pause_guis is a list of components that will be rendered when the game is paused. //pause_guis is a list of components that will be rendered when the game is paused.
std::vector<gui::GuiTexture*> pause_guis; std::vector<gui::GuiTexture*> pause_guis;
// list of gui texture that holds the textures for the score
std::vector<std::shared_ptr<gui::GuiTexture>> score_guis; std::vector<std::shared_ptr<gui::GuiTexture>> score_guis;
void UpdateDeltaTime(); void UpdateDeltaTime();
@@ -67,10 +82,39 @@ namespace scene
* @return void * @return void
*/ */
void render_pause_menu(); void render_pause_menu();
/**
* @brief updates the hand detection with the deltatime and checks the hand detection for each region. als updates the camera display
*
*/
void update_hand_detection(); void update_hand_detection();
/**
* @brief sets up the hand detection regions and sets the callbacks for the skin calibration.
*
*/
void SetupHandDetection(); void SetupHandDetection();
/**
* @brief callback that gets called when the left skin detect region timout has been reached. sets the other regions with the skin data from the first region
*
*/
void OnSkinCalibrationCallback(); void OnSkinCalibrationCallback();
/**
* @brief draws the score on the screen with the digit resources.
*
* @param score the score to display.
*/
void DrawScore(int score);
/**
* @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera.
*
* @param model_pos the amount of models the camera has passed already. This is the rounded result of (z position of camera) / (size of model)
*
*/
void LoadChunk(int model_pos);
public: public:
In_Game_Scene(); In_Game_Scene();
@@ -108,7 +152,7 @@ namespace scene
*/ */
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override; void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
void DrawScore(int score);
}; };
} }