[MERGE] develop into this

This commit is contained in:
Sem van der Hoeven
2021-06-18 15:25:15 +02:00
21 changed files with 461 additions and 106 deletions

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@@ -1,4 +1,4 @@
#include "BackgroundRemover.h"
#include "background_remover.h"
/*
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti

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@@ -1,4 +1,4 @@
#include "FingerCount.h"
#include "finger_count.h"
#include "opencv2/imgproc.hpp"
#include "opencv2/highgui.hpp"

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@@ -1,6 +1,6 @@
#include "HandDetectRegion.h"
#include "hand_detect_region.h"
#define TIME_DURATION 1.0f
namespace computervision
{
@@ -20,6 +20,15 @@ namespace computervision
Mat input_frame = GenerateHandMaskSquare(camera_frame);
frame_out = input_frame.clone();
if (!background_calibrated || !skin_calibrated)
if (time >= TIME_DURATION)
{
//std::cout << "timer finised, seconds left: " << seconds_left << std::endl;
seconds_left--;
time = 0;
}
// detect skin color
skin_detector.drawSkinColorSampler(camera_frame,start_x_pos,start_y_pos,region_width,region_height);
@@ -33,6 +42,29 @@ namespace computervision
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
DrawHandMask(&camera_frame);
if (seconds_left <= 0)
{
if (!background_calibrated)
{
background_remover.calibrate(input_frame);
background_calibrated = true;
hand_calibrator.SetBackGroundCalibrated(background_calibrated);
seconds_left = 5;
time = 0;
}
else
{
if (!skin_calibrated)
{
if (is_main_skin_detection_region)
skin_timer_callback();
}
}
}
// uncomment these lines to show debug hand information
//imshow("output" + region_id, frame_out);
//imshow("foreground" + region_id, foreground);
//imshow("handMask" + region_id, handMask);
@@ -48,7 +80,17 @@ namespace computervision
hand_calibrator.DrawBackgroundSkinCalibrated(camera_frame);
std::string calibration_text = (!background_calibrated ? "calibrating background in " : (!skin_calibrated ? "calibrating skin in " : ""));
calibration_text += std::to_string(seconds_left);
if (!background_calibrated || !skin_calibrated)
{
cv::rectangle(camera_frame, cv::Rect(0, camera_frame.rows - 130, 600, 60), cv::Scalar(0, 0, 0), -1);
cv:putText(camera_frame, calibration_text, cv::Point(5, 400), cv::FONT_HERSHEY_COMPLEX, 1.0, cv::Scalar(255, 0, 255), 2);
}
if (background_calibrated && !skin_calibrated)
{
cv::putText(camera_frame, "put your hand in the left square", cv::Point(5, camera_frame.rows - 105), cv::FONT_HERSHEY_COMPLEX, 1.0, cv::Scalar(255, 0, 255), 2);
}
}
@@ -93,6 +135,8 @@ namespace computervision
{
std::cout << "calibrating skin " << region_id << std::endl;
hand_calibrator.SetSkinCalibration(true);
skin_calibrated = true;
time = 0;
return skin_detector.calibrateAndReturn(frame_out);
}
@@ -101,6 +145,13 @@ namespace computervision
std::cout << "setting skin " << region_id << std::endl;
skin_detector.setTresholds(tresholds);
hand_calibrator.SetSkinCalibration(true);
skin_calibrated = true;
time = 0;
}
void HandDetectRegion::UpdateTime(float delta_time)
{
time += delta_time;
}
}

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@@ -2,11 +2,13 @@
#include <opencv2/core.hpp>
#include <opencv2/imgproc.hpp>
#include <GLFW/glfw3.h>
#include "async/StaticCameraInstance.h"
#include "calibration/HandCalibrator.h"
#include "BackgroundRemover.h"
#include "SkinDetector.h"
#include "FingerCount.h"
#include "background_remover.h"
#include "skin_detector.h"
#include "finger_count.h"
namespace computervision
{
class HandDetectRegion
@@ -36,8 +38,12 @@ namespace computervision
std::vector<int> CalculateSkinTresholds();
void setSkinTresholds(std::vector<int>& tresholds);
void UpdateTime(float delta_time);
void SetMainSkinDetecRegion(bool val) { is_main_skin_detection_region = val; };
void SetSkinTimerCallback(std::function<void()> fun) { skin_timer_callback = fun; };
private:
int start_x_pos;
int start_y_pos;
int region_height;
@@ -51,6 +57,17 @@ namespace computervision
std::string region_id;
bool DrawHandMask(cv::Mat* input);
float time = 0;
int seconds_left = 5; // calibration countdown
bool background_calibrated = false;
bool skin_calibrated = false;
bool is_main_skin_detection_region = false;
std::function<void()> skin_timer_callback;
};
}

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@@ -1,14 +1,7 @@
#include <opencv2/videoio.hpp>
#include <opencv2/highgui.hpp>
#include <opencv2/video.hpp>
#include "object_detection.h"
#include "ObjectDetection.h"
#include "BackgroundRemover.h"
#include "SkinDetector.h"
#include "FingerCount.h"
#include "async/StaticCameraInstance.h"
#include "calibration/HandCalibrator.h"
#define TIME_DURATION 1.0f
namespace computervision
{
@@ -25,6 +18,11 @@ namespace computervision
handcalibration::HandCalibrator hand_calibrator;
cv::VideoCapture cap = static_camera::getCap();
float time = 0;
int seconds_left = 5; // calibration countdown
bool background_calibrated = false;
bool skin_calibrated = false;
ObjectDetection::ObjectDetection()
{
@@ -42,6 +40,20 @@ namespace computervision
bool ObjectDetection::DetectHand(Mat camera_frame, bool& hand_present)
{
//calculate deltatime
if (!background_calibrated || !skin_calibrated)
{
UpdateTime();
if (time >= TIME_DURATION)
{
std::cout << "timer finised, seconds left: " << seconds_left << std::endl;
seconds_left--;
time = 0;
}
}
Mat input_frame = GenerateHandMaskSquare(camera_frame);
frame_out = input_frame.clone();
@@ -62,38 +74,59 @@ namespace computervision
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
DrawHandMask(&camera_frame);
if (seconds_left <= 0)
{
if (!background_calibrated)
{
background_remover.calibrate(input_frame);
background_calibrated = true;
hand_calibrator.SetBackGroundCalibrated(background_calibrated);
seconds_left = 5;
time = 0;
}
else
{
if (!skin_calibrated)
{
skin_detector.calibrate(input_frame);
skin_calibrated = true;
hand_calibrator.SetSkinCalibration(skin_calibrated);
time = 0;
}
}
}
hand_calibrator.SetAmountOfFingers(fingers_amount);
finger_count.DrawHandContours(camera_frame);
hand_calibrator.DrawHandCalibrationText(camera_frame);
std::string calibration_text = (!background_calibrated ? "calibrating background in " : (!skin_calibrated ? "calibrating skin in " : ""));
calibration_text += std::to_string(seconds_left);
if (!background_calibrated || !skin_calibrated)
{
cv::rectangle(camera_frame, cv::Rect(0, camera_frame.rows - 120, 500, 50), cv::Scalar(0, 0, 0), -1);
cv::putText(camera_frame, calibration_text, cv::Point(5, camera_frame.rows-80), cv::FONT_HERSHEY_COMPLEX, 1.0, cv::Scalar(255, 0, 255), 2);
}
if (background_calibrated && !skin_calibrated)
{
cv::putText(camera_frame, "put your hand in the square", cv::Point(5, camera_frame.rows - 100), cv::FONT_HERSHEY_COMPLEX, 1.0, cv::Scalar(255, 0, 255), 2);
}
imshow("camera", camera_frame);
// uncomment these lines to show debug hand information
/*imshow("output", frame_out);
imshow("foreground", foreground);
imshow("handMask", handMask);
imshow("handDetection", fingerCountDebug);*/
hand_present = hand_calibrator.CheckIfHandPresent(handMask,handcalibration::HandDetectionType::MENU);
hand_present = hand_calibrator.CheckIfHandPresent(handMask, handcalibration::HandDetectionType::MENU);
hand_calibrator.SetHandPresent(hand_present);
int key = waitKey(1);
if (key == 98) // b, calibrate the background
{
background_remover.calibrate(input_frame);
hand_calibrator.SetBackGroundCalibrated(true);
}
else if (key == 115) // s, calibrate the skin color
{
skin_detector.calibrate(input_frame);
hand_calibrator.SetSkinCalibration(true);
}
return fingers_amount > 0;
}
@@ -144,5 +177,15 @@ namespace computervision
imshow("Webcam image", img);
}
void ObjectDetection::UpdateTime()
{
double current_time = glfwGetTime();
static double last_frame_time = current_time;
double delt_time = current_time - last_frame_time;
last_frame_time = current_time;
time += delt_time;
}
}

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@@ -8,6 +8,14 @@
#include <opencv2/core.hpp>
#include <opencv2/imgproc/imgproc.hpp>
#include <opencv2/highgui/highgui.hpp>
#include <opencv2/video.hpp>
#include <GLFW/glfw3.h>
#include "background_remover.h"
#include "skin_detector.h"
#include "finger_count.h"
#include "async/StaticCameraInstance.h"
#include "calibration/HandCalibrator.h"
namespace computervision
@@ -86,6 +94,7 @@ namespace computervision
private:
bool is_hand_open;
bool is_hand_present;
void UpdateTime();
};

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@@ -1,4 +1,4 @@
#include "SkinDetector.h"
#include "skin_detector.h"
#include <iostream>
/*

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@@ -27,8 +27,7 @@
#include "scenes/scene.h"
#include "scenes/in_Game_Scene.h"
#include "scenes/startup_Scene.h"
#include "computervision/ObjectDetection.h"
#include "computervision/object_detection.h"
#pragma comment(lib, "glfw3.lib")
#pragma comment(lib, "glew32s.lib")

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@@ -121,5 +121,87 @@ namespace render_engine
shader.Stop();
}
void Render(std::vector<std::shared_ptr<gui::GuiTexture>>& guis, shaders::GuiShader& shader)
{
shader.Start();
// Enable the VAO and the positions VBO
glBindVertexArray(quad.vao_id);
glEnableVertexAttribArray(0);
// Enable alpha blending (for transparency in the texture)
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Disable depth testing to textures with transparency can overlap
glDisable(GL_DEPTH_TEST);
// Render each gui to the screen
for (std::shared_ptr<gui::GuiTexture> gui : guis)
{
// Bind the texture of the gui to the shader
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gui->texture);
glm::mat4 matrix = toolbox::CreateModelMatrix(gui->position, gui->scale);
shader.LoadModelMatrix(matrix);
glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
std::cout << "in render method, gui x value: " << gui.get()->scale.x << std::endl;
}
// Enable depth test again
glEnable(GL_DEPTH_TEST);
// Disable alpha blending
glDisable(GL_BLEND);
// Disable the VBO and VAO
glDisableVertexAttribArray(0);
glBindVertexArray(0);
shader.Stop();
}
void Render(std::shared_ptr<gui::GuiTexture>& gui, shaders::GuiShader& shader)
{
shader.Start();
// Enable the VAO and the positions VBO
glBindVertexArray(quad.vao_id);
glEnableVertexAttribArray(0);
// Enable alpha blending (for transparency in the texture)
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Disable depth testing to textures with transparency can overlap
glDisable(GL_DEPTH_TEST);
// Render each gui to the screen
// Bind the texture of the gui to the shader
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gui->texture);
glm::mat4 matrix = toolbox::CreateModelMatrix(gui->position, gui->scale);
shader.LoadModelMatrix(matrix);
glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
// Enable depth test again
glEnable(GL_DEPTH_TEST);
// Disable alpha blending
glDisable(GL_BLEND);
// Disable the VBO and VAO
glDisableVertexAttribArray(0);
glBindVertexArray(0);
shader.Stop();
}
}
}

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@@ -40,5 +40,22 @@ namespace render_engine
@param shade: The shader the GUI textures need to be rendered with
*/
void Render(std::vector<gui::GuiTexture*>& guis, shaders::GuiShader& shader);
/*
* @brief: renders guis elements from a shared pointer vector
*
* @param guis: List with GUI textures to render
* @param sahde: The shader to use
*/
void Render(std::vector<std::shared_ptr<gui::GuiTexture>>& guis, shaders::GuiShader& shader);
/*
* @brief renders 1 gui element.
*
* @param gui: the texture to render
* @param shader: the shader to use
*/
void Render(std::shared_ptr<gui::GuiTexture>& gui, shaders::GuiShader& shader);
}
}

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@@ -1,32 +1,9 @@
#include <iostream>
#include <memory>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "in_Game_Scene.h"
#include "startup_Scene.h"
#include "../entities/main_character.h"
#include "../collision/collision_handler.h"
#include "../gui/gui_interactable.h"
#include "../models/model.h"
#include "../renderEngine/loader.h"
#include "../renderEngine/obj_loader.h"
#include "../renderEngine/renderer.h"
#include "../shaders/entity_shader.h"
#include "../toolbox/toolbox.h"
#include "../entities/house_generator.h"
#include <deque>
#include <functional>
#include <memory>
#include <queue>
#include <opencv2/core/base.hpp>
#include "../computervision/HandDetectRegion.h"
#include "../computervision/ObjectDetection.h"
#define MAX_MODEL_DEQUE_SIZE 6 // max amount of models to load at the same time
#define UPCOMING_MODEL_AMOUNT 4 // how much models should be loaded in front of us
namespace scene
{
std::shared_ptr<entities::MainCharacter>main_character;
@@ -39,11 +16,18 @@ namespace scene
shaders::EntityShader* shader;
shaders::GuiShader* gui_shader;
std::vector<gui::GuiTexture*> guis;
std::vector<std::shared_ptr<gui::GuiTexture>> score_textures;
int furniture_count_old;
int score;
<<<<<<< HEAD
std::vector<computervision::HandDetectRegion*> regions;
=======
float delta_time = 0;
std::vector<computervision::HandDetectRegion> regions;
>>>>>>> develop
computervision::HandDetectRegion reg_left("left", 0, 0, 150, 150), reg_right("right", 0, 0, 150, 150), reg_up("up", 0, 0, 150, 150);
/**
@@ -60,7 +44,23 @@ namespace scene
gui_shader = new shaders::GuiShader();
gui_shader->Init();
score = 0;
for (int i = 0; i <= 9; i++)
{
std::shared_ptr<gui::GuiTexture> score_pointer;
std::string texture_path = "res/";
texture_path += std::to_string(i);
texture_path += ".png";
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));
score_textures.push_back(score_pointer);
}
}
/**
* temporary?
* just to make some bounding boxes
@@ -83,26 +83,31 @@ namespace scene
delete house_generator;
}
/**
* @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 load_chunk(int model_pos)
void In_Game_Scene::SetupHandDetection()
{
static unsigned int furniture_count = 0;
// set up squares according to size of camera input
cv::Mat camera_frame;
static_camera::getCap().read(camera_frame); // get camera frame to know the width and heigth
reg_left.SetMainSkinDetecRegion(true);
reg_right.SetMainSkinDetecRegion(false);
reg_right.SetMainSkinDetecRegion(false);
std::function<void()> callback = [this]() {OnSkinCalibrationCallback(); };
reg_left.SetSkinTimerCallback(callback);
reg_left.SetXPos(10);
reg_left.SetYPos(camera_frame.rows / 2 - reg_left.GetHeight() / 2);
reg_right.SetXPos(camera_frame.cols - 10 - reg_right.GetWidth());
reg_right.SetYPos(camera_frame.rows / 2 - reg_right.GetHeight() / 2);
reg_up.SetXPos(camera_frame.cols / 2 - reg_up.GetWidth() / 2);
reg_up.SetYPos(10);
}
void In_Game_Scene::LoadChunk(int model_pos)
{
static unsigned int furniture_count = 0;
std::cout << "loading model chunk" << std::endl;
if (house_models.size() >= MAX_MODEL_DEQUE_SIZE * furniture_count)
{
@@ -137,10 +142,13 @@ namespace scene
main_character = std::make_shared<entities::MainCharacter>(model_char, glm::vec3(0, -50, -100), glm::vec3(0, 90, 0), 5, char_box);
collision_entities.push_back(main_character);
house_generator = new entities::HouseGenerator();
SetupHandDetection();
// load the first few house models
for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
{
load_chunk(i);
LoadChunk(i);
}
lights.push_back(entities::Light(glm::vec3(0, 1000, 7000), glm::vec3(5, 5, 5))); // sun
@@ -244,14 +252,21 @@ namespace scene
// Stop rendering the entities
shader->Stop();
DrawScore(score);
}
//updates certain variables
void scene::In_Game_Scene::update(GLFWwindow* window)
{
UpdateDeltaTime();
//camera.Move(window);
<<<<<<< HEAD
update_hand_detection();
main_character->Move(regions);
=======
main_character->Move(window);
>>>>>>> develop
//std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n";
camera->Follow(main_character->GetPosition());
@@ -263,15 +278,22 @@ namespace scene
// if we have passed a model, load a new one and delete the one behind us
if (last_model_pos != model_pos)
{
load_chunk(model_pos + UPCOMING_MODEL_AMOUNT);
LoadChunk(model_pos + UPCOMING_MODEL_AMOUNT);
score += furniture_count_old;
std::cout << "Score: " << score << std::endl;
std::cout << "Funriture_count_old in model (house excluded): " << furniture_count_old << std::endl;
std::cout << "Furniture_count_old in model (house excluded): " << furniture_count_old << std::endl;
}
// remember the position at which the new model was added
last_model_pos = model_pos;
collision::CheckCollisions(collision_entities);
<<<<<<< HEAD
=======
update_hand_detection();
>>>>>>> develop
}
//manages the key input in the game scene
@@ -290,24 +312,14 @@ namespace scene
{
game_state = scene::Game_State::RUNNING;
}
if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS)
{
reg_left.CalibrateBackground();
reg_right.CalibrateBackground();
reg_up.CalibrateBackground();
}
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
{
std::vector<int> tresholds = reg_left.CalculateSkinTresholds();
reg_right.setSkinTresholds(tresholds);
reg_up.setSkinTresholds(tresholds);
}
}
void scene::In_Game_Scene::update_hand_detection()
{
reg_left.UpdateTime(delta_time);
reg_right.UpdateTime(delta_time);
reg_up.UpdateTime(delta_time);
cv::Mat camera_frame;
static_camera::getCap().read(camera_frame);
reg_left.DetectHand(camera_frame);
@@ -317,9 +329,41 @@ namespace scene
cv::imshow("camera", camera_frame);
}
void scene::In_Game_Scene::OnSkinCalibrationCallback()
{
std::cout << "on skin calibration callback" << std::endl;
std::vector<int> tresholds = reg_left.CalculateSkinTresholds();
reg_right.setSkinTresholds(tresholds);
reg_up.setSkinTresholds(tresholds);
}
//renders the models for the pause menu
void In_Game_Scene::render_pause_menu()
{
render_engine::renderer::Render(pause_guis, *gui_shader);
}
void In_Game_Scene::DrawScore(int score)
{
std::vector<int> digits;
score_guis.clear();
toolbox::GetDigitsFromNumber(score, digits);
for (int i = digits.size() - 1; i >= 0; i--)
{
score_textures[digits[i]].get()->position.x = 0.15 * i - 0.9; // place the number at the top left. the numbers are just fine tuned to get the position just right
render_engine::renderer::Render(score_textures[digits[i]], *gui_shader);
}
}
void In_Game_Scene::UpdateDeltaTime()
{
double current_time = glfwGetTime();
static double last_frame_time = current_time;
delta_time = current_time - last_frame_time;
last_frame_time = current_time;
}
}

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@@ -3,6 +3,18 @@
#include <ostream>
#include <vector>
#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 "../gui/gui_interactable.h"
#include "../models/model.h"
@@ -11,6 +23,12 @@
#include "../renderEngine/renderer.h"
#include "../shaders/entity_shader.h"
#include "../toolbox/toolbox.h"
#include "../entities/main_character.h"
#include "../collision/collision_handler.h"
#include "../entities/house_generator.h"
#include "../computervision/hand_detect_region.h"
#include "../computervision/object_detection.h"
namespace scene
@@ -53,6 +71,10 @@ namespace scene
std::vector<gui::GuiTexture*> guis;
//pause_guis is a list of components that will be rendered when the game is paused.
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;
void UpdateDeltaTime();
/**
* @brief renders the objects/gui models
@@ -60,7 +82,39 @@ namespace scene
* @return void
*/
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();
/**
* @brief sets up the hand detection regions and sets the callbacks for the skin calibration.
*
*/
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();
/**
* @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:
In_Game_Scene();
@@ -97,6 +151,9 @@ namespace scene
* @return void
*/
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
};
}

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@@ -14,8 +14,8 @@
#include "../gui/gui_interactable.h"
#include "../toolbox/toolbox.h"
#include "../computervision/MenuTest.h"
#include "../computervision/ObjectDetection.h"
#include "../computervision/HandDetectRegion.h"
#include "../computervision/object_detection.h"
#include "../computervision/hand_detect_region.h"

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@@ -42,5 +42,7 @@ namespace toolbox
* @return: True if the timer has finished
*/
bool HasFinished() const { return has_finished; }
void Reset() { current_time = 0; }
};
}

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@@ -1,6 +1,6 @@
#include <ctime>
#include "toolbox.h"
#include <iostream>
namespace toolbox
{
glm::mat4 CreateModelMatrix(glm::vec2 translation, glm::vec2 scale)
@@ -56,4 +56,12 @@ namespace toolbox
}
return min + rand() % ((max + 1) - min);
}
void GetDigitsFromNumber(int number, std::vector<int>& result_vector)
{
if (number >= 10)
GetDigitsFromNumber(number / 10, result_vector);
result_vector.push_back(number % 10);
}
}

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@@ -2,6 +2,7 @@
#include "../entities/camera.h"
#include <glm/gtc/matrix_transform.hpp>
#include <vector>
namespace toolbox
{
@@ -78,4 +79,13 @@ namespace toolbox
* @return: The random number
*/
int Random(const int min, const int max);
/**
* @brief gets the separate digits from the number.
*
* @param number the number to get the digits from
* @param result_vector the vector to hold the individual digits.
*/
void GetDigitsFromNumber(int number, std::vector<int>& result_vector);
}

View File

@@ -23,13 +23,15 @@
<ClCompile Include="src\entities\main_character.cpp" />
<ClCompile Include="src\entities\house_generator.cpp" />
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
<ClCompile Include="src\computervision\hand_detect_region.cpp" />
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
<ClCompile Include="src\computervision\MenuTest.cpp" />
<ClCompile Include="src\computervision\ObjectDetection.cpp" />
<ClCompile Include="src\computervision\SkinDetector.cpp" />
<ClCompile Include="src\computervision\FingerCount.cpp" />
<ClCompile Include="src\computervision\BackgroundRemover.cpp" />
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
<ClCompile Include="src\computervision\object_detection.cpp" />
<ClCompile Include="src\computervision\OpenPoseVideo.cpp" />
<ClCompile Include="src\computervision\skin_detector.cpp" />
<ClCompile Include="src\computervision\finger_count.cpp" />
<ClCompile Include="src\computervision\background_remover.cpp" />
<ClCompile Include="src\entities\camera.cpp" />
<ClCompile Include="src\entities\collision_entity.cpp" />
<ClCompile Include="src\entities\entity.cpp" />
@@ -52,15 +54,16 @@
<ClInclude Include="src\entities\house_generator.h" />
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
<ClInclude Include="src\computervision\HandDetectRegion.h" />
<ClInclude Include="src\computervision\hand_detect_region.h" />
<ClInclude Include="src\scenes\in_Game_Scene.h" />
<ClInclude Include="src\scenes\scene.h" />
<ClInclude Include="src\computervision\async\StaticCameraInstance.h" />
<ClInclude Include="src\computervision\FingerCount.h" />
<ClInclude Include="src\computervision\BackgroundRemover.h" />
<ClInclude Include="src\computervision\finger_count.h" />
<ClInclude Include="src\computervision\background_remover.h" />
<ClInclude Include="src\computervision\MenuTest.h" />
<ClInclude Include="src\computervision\SkinDetector.h" />
<ClInclude Include="src\computervision\ObjectDetection.h" />
<ClInclude Include="src\computervision\OpenPoseVideo.h" />
<ClInclude Include="src\computervision\skin_detector.h" />
<ClInclude Include="src\computervision\object_detection.h" />
<ClInclude Include="src\entities\camera.h" />
<ClInclude Include="src\entities\collision_entity.h" />
<ClInclude Include="src\entities\entity.h" />

View File

@@ -3,10 +3,19 @@
<ItemGroup>
<ClCompile Include="src\collision\collision_handler.cpp" />
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
<<<<<<< HEAD
<ClCompile Include="src\computervision\ObjectDetection.cpp" />
<ClCompile Include="src\computervision\SkinDetector.cpp" />
<ClCompile Include="src\computervision\FingerCount.cpp" />
<ClCompile Include="src\computervision\BackgroundRemover.cpp" />
=======
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
<ClCompile Include="src\computervision\object_detection.cpp" />
<ClCompile Include="src\computervision\OpenPoseVideo.cpp" />
<ClCompile Include="src\computervision\skin_detector.cpp" />
<ClCompile Include="src\computervision\finger_count.cpp" />
<ClCompile Include="src\computervision\background_remover.cpp" />
>>>>>>> develop
<ClCompile Include="src\entities\camera.cpp" />
<ClCompile Include="src\entities\collision_entity.cpp" />
<ClCompile Include="src\entities\entity.cpp" />
@@ -21,7 +30,11 @@
<ClCompile Include="src\toolbox\toolbox.cpp" />
<ClCompile Include="src\scenes\startup_Scene.cpp" />
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
<<<<<<< HEAD
<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
=======
<ClCompile Include="src\computervision\hand_detect_region.cpp" />
>>>>>>> develop
<ClCompile Include="src\entities\main_character.cpp" />
<ClCompile Include="src\entities\house_generator.cpp" />
<ClCompile Include="src\computervision\MenuTest.cpp" />
@@ -114,7 +127,7 @@
<ClInclude Include="src\toolbox\toolbox.h" />
<ClInclude Include="src\scenes\startup_Scene.h" />
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
<ClInclude Include="src\computervision\HandDetectRegion.h" />
<ClInclude Include="src\computervision\hand_detect_region.h" />
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
<ClInclude Include="src\collision\collision.h" />
<ClInclude Include="src\collision\collision_handler.h" />
@@ -122,11 +135,11 @@
<ClInclude Include="src\entities\house_generator.h" />
<ClInclude Include="src\scenes\in_Game_Scene.h" />
<ClInclude Include="src\scenes\scene.h" />
<ClInclude Include="src\computervision\FingerCount.h" />
<ClInclude Include="src\computervision\BackgroundRemover.h" />
<ClInclude Include="src\computervision\finger_count.h" />
<ClInclude Include="src\computervision\background_remover.h" />
<ClInclude Include="src\computervision\MenuTest.h" />
<ClInclude Include="src\computervision\SkinDetector.h" />
<ClInclude Include="src\computervision\ObjectDetection.h" />
<ClInclude Include="src\computervision\skin_detector.h" />
<ClInclude Include="src\computervision\object_detection.h" />
<ClInclude Include="src\entities\camera.h" />
<ClInclude Include="src\entities\collision_entity.h" />
<ClInclude Include="src\entities\entity.h" />