diff --git a/src/computervision/BackgroundRemover.cpp b/src/computervision/background_remover.cpp similarity index 97% rename from src/computervision/BackgroundRemover.cpp rename to src/computervision/background_remover.cpp index ebae572..e9a19e1 100644 --- a/src/computervision/BackgroundRemover.cpp +++ b/src/computervision/background_remover.cpp @@ -1,4 +1,4 @@ -#include "BackgroundRemover.h" +#include "background_remover.h" /* Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti diff --git a/src/computervision/BackgroundRemover.h b/src/computervision/background_remover.h similarity index 100% rename from src/computervision/BackgroundRemover.h rename to src/computervision/background_remover.h diff --git a/src/computervision/FingerCount.cpp b/src/computervision/finger_count.cpp similarity index 99% rename from src/computervision/FingerCount.cpp rename to src/computervision/finger_count.cpp index bdd1938..0bc4409 100644 --- a/src/computervision/FingerCount.cpp +++ b/src/computervision/finger_count.cpp @@ -1,4 +1,4 @@ -#include "FingerCount.h" +#include "finger_count.h" #include "opencv2/imgproc.hpp" #include "opencv2/highgui.hpp" diff --git a/src/computervision/FingerCount.h b/src/computervision/finger_count.h similarity index 100% rename from src/computervision/FingerCount.h rename to src/computervision/finger_count.h diff --git a/src/computervision/HandDetectRegion.cpp b/src/computervision/hand_detect_region.cpp similarity index 67% rename from src/computervision/HandDetectRegion.cpp rename to src/computervision/hand_detect_region.cpp index 9725fb5..c354d45 100644 --- a/src/computervision/HandDetectRegion.cpp +++ b/src/computervision/hand_detect_region.cpp @@ -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; } } diff --git a/src/computervision/HandDetectRegion.h b/src/computervision/hand_detect_region.h similarity index 70% rename from src/computervision/HandDetectRegion.h rename to src/computervision/hand_detect_region.h index 7cc1a9a..17ec562 100644 --- a/src/computervision/HandDetectRegion.h +++ b/src/computervision/hand_detect_region.h @@ -2,11 +2,13 @@ #include #include +#include + #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 CalculateSkinTresholds(); void setSkinTresholds(std::vector& tresholds); + void UpdateTime(float delta_time); + void SetMainSkinDetecRegion(bool val) { is_main_skin_detection_region = val; }; + void SetSkinTimerCallback(std::function 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 skin_timer_callback; + + + }; } diff --git a/src/computervision/ObjectDetection.cpp b/src/computervision/object_detection.cpp similarity index 60% rename from src/computervision/ObjectDetection.cpp rename to src/computervision/object_detection.cpp index 155512e..ea3c13f 100644 --- a/src/computervision/ObjectDetection.cpp +++ b/src/computervision/object_detection.cpp @@ -1,14 +1,7 @@ -#include -#include -#include +#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; + } + } \ No newline at end of file diff --git a/src/computervision/ObjectDetection.h b/src/computervision/object_detection.h similarity index 89% rename from src/computervision/ObjectDetection.h rename to src/computervision/object_detection.h index 92fc335..4cf76d6 100644 --- a/src/computervision/ObjectDetection.h +++ b/src/computervision/object_detection.h @@ -8,6 +8,14 @@ #include #include #include +#include +#include + +#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(); }; diff --git a/src/computervision/SkinDetector.cpp b/src/computervision/skin_detector.cpp similarity index 99% rename from src/computervision/SkinDetector.cpp rename to src/computervision/skin_detector.cpp index 100f25f..64c21bc 100644 --- a/src/computervision/SkinDetector.cpp +++ b/src/computervision/skin_detector.cpp @@ -1,4 +1,4 @@ -#include "SkinDetector.h" +#include "skin_detector.h" #include /* diff --git a/src/computervision/SkinDetector.h b/src/computervision/skin_detector.h similarity index 100% rename from src/computervision/SkinDetector.h rename to src/computervision/skin_detector.h diff --git a/src/main.cpp b/src/main.cpp index 42f0253..855e2f7 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -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") diff --git a/src/renderEngine/Renderer.cpp b/src/renderEngine/Renderer.cpp index f135200..70f2259 100644 --- a/src/renderEngine/Renderer.cpp +++ b/src/renderEngine/Renderer.cpp @@ -121,5 +121,87 @@ namespace render_engine shader.Stop(); } + + void Render(std::vector>& 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 : 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, 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(); + } } } diff --git a/src/renderEngine/Renderer.h b/src/renderEngine/Renderer.h index 8a7a473..2e90e3c 100644 --- a/src/renderEngine/Renderer.h +++ b/src/renderEngine/Renderer.h @@ -40,5 +40,22 @@ namespace render_engine @param shade: The shader the GUI textures need to be rendered with */ void Render(std::vector& 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>& 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, shaders::GuiShader& shader); } } \ No newline at end of file diff --git a/src/scenes/in_Game_Scene.cpp b/src/scenes/in_Game_Scene.cpp index 05c0bc9..c3ba08b 100644 --- a/src/scenes/in_Game_Scene.cpp +++ b/src/scenes/in_Game_Scene.cpp @@ -1,32 +1,9 @@ -#include -#include -#include -#include #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 -#include -#include -#include -#include -#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_ptrmain_character; @@ -39,11 +16,18 @@ namespace scene shaders::EntityShader* shader; shaders::GuiShader* gui_shader; std::vector guis; + std::vector> score_textures; int furniture_count_old; int score; +<<<<<<< HEAD std::vector regions; +======= + float delta_time = 0; + + std::vector 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 score_pointer; + + std::string texture_path = "res/"; + texture_path += std::to_string(i); + texture_path += ".png"; + + score_pointer = std::make_unique(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 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(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 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 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 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; + + } } diff --git a/src/scenes/in_Game_Scene.h b/src/scenes/in_Game_Scene.h index dfffaec..125d091 100644 --- a/src/scenes/in_Game_Scene.h +++ b/src/scenes/in_Game_Scene.h @@ -3,6 +3,18 @@ #include #include #include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#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 guis; //pause_guis is a list of components that will be rendered when the game is paused. std::vector pause_guis; + // list of gui texture that holds the textures for the score + std::vector> 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; + + + }; } diff --git a/src/scenes/startup_Scene.cpp b/src/scenes/startup_Scene.cpp index b734214..4d69e21 100644 --- a/src/scenes/startup_Scene.cpp +++ b/src/scenes/startup_Scene.cpp @@ -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" diff --git a/src/toolbox/Timer.h b/src/toolbox/Timer.h index 80fd164..46b2a67 100644 --- a/src/toolbox/Timer.h +++ b/src/toolbox/Timer.h @@ -42,5 +42,7 @@ namespace toolbox * @return: True if the timer has finished */ bool HasFinished() const { return has_finished; } + + void Reset() { current_time = 0; } }; } \ No newline at end of file diff --git a/src/toolbox/toolbox.cpp b/src/toolbox/toolbox.cpp index a12cdc5..461405c 100644 --- a/src/toolbox/toolbox.cpp +++ b/src/toolbox/toolbox.cpp @@ -1,6 +1,6 @@ #include #include "toolbox.h" - +#include 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& result_vector) + { + if (number >= 10) + GetDigitsFromNumber(number / 10, result_vector); + + result_vector.push_back(number % 10); + } } diff --git a/src/toolbox/toolbox.h b/src/toolbox/toolbox.h index cc5d5b9..143004c 100644 --- a/src/toolbox/toolbox.h +++ b/src/toolbox/toolbox.h @@ -2,6 +2,7 @@ #include "../entities/camera.h" #include +#include 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& result_vector); } diff --git a/wk2_fps.vcxproj b/wk2_fps.vcxproj index bb6e7f3..ac55f3b 100644 --- a/wk2_fps.vcxproj +++ b/wk2_fps.vcxproj @@ -23,13 +23,15 @@ - + - - - - + + + + + + @@ -52,15 +54,16 @@ - + - - + + - - + + + diff --git a/wk2_fps.vcxproj.filters b/wk2_fps.vcxproj.filters index dcf7ca9..9b0e4e1 100644 --- a/wk2_fps.vcxproj.filters +++ b/wk2_fps.vcxproj.filters @@ -3,10 +3,19 @@ +<<<<<<< HEAD +======= + + + + + + +>>>>>>> develop @@ -21,7 +30,11 @@ +<<<<<<< HEAD +======= + +>>>>>>> develop @@ -114,7 +127,7 @@ - + @@ -122,11 +135,11 @@ - - + + - - + +