[ADD] auto calibration in game scene
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@@ -44,6 +44,8 @@ namespace scene
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int furniture_count_old;
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int score;
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float delta_time = 0;
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std::vector<computervision::HandDetectRegion> regions;
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computervision::HandDetectRegion reg_left("left", 0, 0, 150, 150), reg_right("right", 0, 0, 150, 150), reg_up("up", 0, 0, 150, 150);
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@@ -73,11 +75,8 @@ namespace scene
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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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std::cout << "Add to score_pointer: " << texture_path << std::endl;
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}
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std::cout << "Size textures: " << score_textures.size() << std::endl;
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}
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@@ -268,6 +267,7 @@ namespace scene
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//updates certain variables
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void scene::In_Game_Scene::update(GLFWwindow* window)
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{
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UpdateDeltaTime();
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//camera.Move(window);
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main_character->Move(window);
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@@ -330,6 +330,10 @@ namespace scene
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void scene::In_Game_Scene::update_hand_detection()
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{
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reg_left.UpdateTime(delta_time);
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reg_right.UpdateTime(delta_time);
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reg_up.UpdateTime(delta_time);
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cv::Mat camera_frame;
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static_camera::getCap().read(camera_frame);
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reg_left.DetectHand(camera_frame);
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@@ -352,14 +356,20 @@ namespace scene
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toolbox::GetDigitsFromNumber(score, digits);
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std::cout << "Digits size: " << digits.size() << std::endl;
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for (int i = digits.size()-1; i >= 0; i--)
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{
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std::cout << "Digit in digits: " << i << std::endl;
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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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}
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void In_Game_Scene::UpdateDeltaTime()
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{
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double current_time = glfwGetTime();
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static double last_frame_time = current_time;
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delta_time = current_time - last_frame_time;
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last_frame_time = current_time;
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}
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}
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