[ADD] comments and cleanup includes
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@@ -23,7 +23,7 @@ namespace computervision
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if (!background_calibrated || !skin_calibrated)
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if (time >= TIME_DURATION)
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{
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std::cout << "timer finised, seconds left: " << seconds_left << std::endl;
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//std::cout << "timer finised, seconds left: " << seconds_left << std::endl;
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seconds_left--;
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time = 0;
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}
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@@ -102,10 +102,7 @@ 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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@@ -126,13 +123,8 @@ namespace scene
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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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*
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* @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)
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*
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*/
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void load_chunk(int model_pos)
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void In_Game_Scene::LoadChunk(int model_pos)
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{
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static unsigned int furniture_count = 0;
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std::cout << "loading model chunk" << std::endl;
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@@ -3,6 +3,18 @@
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#include <ostream>
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#include <vector>
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#include <memory>
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#include <string>
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#include <opencv2/core/base.hpp>
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#include <opencv2/imgcodecs.hpp>
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#include <opencv2/imgproc.hpp>
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <deque>
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#include <functional>
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#include <queue>
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#include <opencv2/core/base.hpp>
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#include "startup_Scene.h"
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#include "scene.h"
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#include "../gui/gui_interactable.h"
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#include "../models/model.h"
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@@ -11,9 +23,12 @@
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#include "../renderEngine/renderer.h"
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#include "../shaders/entity_shader.h"
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#include "../toolbox/toolbox.h"
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#include <opencv2/core/base.hpp>
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#include <opencv2/imgcodecs.hpp>
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#include <opencv2/imgproc.hpp>
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#include "../entities/main_character.h"
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#include "../collision/collision_handler.h"
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#include "../entities/house_generator.h"
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#include "../computervision/hand_detect_region.h"
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#include "../computervision/object_detection.h"
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namespace scene
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@@ -56,7 +71,7 @@ namespace scene
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std::vector<gui::GuiTexture*> guis;
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//pause_guis is a list of components that will be rendered when the game is paused.
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std::vector<gui::GuiTexture*> pause_guis;
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// list of gui texture that holds the textures for the score
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std::vector<std::shared_ptr<gui::GuiTexture>> score_guis;
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void UpdateDeltaTime();
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@@ -67,10 +82,39 @@ namespace scene
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* @return void
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*/
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void render_pause_menu();
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/**
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* @brief updates the hand detection with the deltatime and checks the hand detection for each region. als updates the camera display
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*
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*/
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void update_hand_detection();
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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 SetupHandDetection();
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/**
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* @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
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*
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*/
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void OnSkinCalibrationCallback();
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/**
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* @brief draws the score on the screen with the digit resources.
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*
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* @param score the score to display.
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*/
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void DrawScore(int score);
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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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*
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* @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)
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*
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*/
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void LoadChunk(int model_pos);
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public:
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In_Game_Scene();
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@@ -108,7 +152,7 @@ namespace scene
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*/
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void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
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void DrawScore(int score);
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};
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}
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