[ADD] made movement based on hand position
This commit is contained in:
@@ -24,6 +24,7 @@ namespace computervision
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skin_detector.drawSkinColorSampler(camera_frame,start_x_pos,start_y_pos,region_width,region_height);
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// remove background from image
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foreground = background_remover.getForeground(input_frame);
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// detect the hand contours
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@@ -35,7 +36,7 @@ namespace computervision
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//imshow("output" + region_id, frame_out);
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//imshow("foreground" + region_id, foreground);
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//imshow("handMask" + region_id, handMask);
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/*imshow("handDetection", fingerCountDebug);*/
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//imshow("handDetection", fingerCountDebug);
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hand_present = hand_calibrator.CheckIfHandPresent(handMask,handcalibration::HandDetectionType::GAME);
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//std::string text = (hand_present ? "hand" : "no");
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@@ -1,108 +0,0 @@
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#include "OpenPoseVideo.h"
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using namespace std;
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using namespace cv;
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using namespace cv::dnn;
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namespace computervision
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{
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#define MPI
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#ifdef MPI
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const int POSE_PAIRS[7][2] =
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{
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{0,1}, {1,2}, {2,3},
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{3,4}, {1,5}, {5,6},
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{6,7}
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};
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string protoFile = "res/pose/mpi/pose_deploy_linevec_faster_4_stages.prototxt";
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string weightsFile = "res/pose/mpi/pose_iter_160000.caffemodel";
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int nPoints = 8;
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#endif
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#ifdef COCO
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const int POSE_PAIRS[17][2] =
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{
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{1,2}, {1,5}, {2,3},
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{3,4}, {5,6}, {6,7},
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{1,8}, {8,9}, {9,10},
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{1,11}, {11,12}, {12,13},
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{1,0}, {0,14},
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{14,16}, {0,15}, {15,17}
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};
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string protoFile = "pose/coco/pose_deploy_linevec.prototxt";
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string weightsFile = "pose/coco/pose_iter_440000.caffemodel";
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int nPoints = 18;
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#endif
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Net net;
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void OpenPoseVideo::setup() {
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net = readNetFromCaffe(protoFile, weightsFile);
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net.setPreferableBackend(DNN_TARGET_CPU);
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}
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void OpenPoseVideo::movementSkeleton(Mat& inputImage, std::function<void(std::vector<Point>&, cv::Mat& poinst_on_image)> f) {
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std::cout << "movement skeleton start" << std::endl;
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int inWidth = 368;
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int inHeight = 368;
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float thresh = 0.01;
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Mat frame;
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int frameWidth = inputImage.size().width;
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int frameHeight = inputImage.size().height;
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double t = (double)cv::getTickCount();
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std::cout << "reading input image and blob" << std::endl;
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frame = inputImage;
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Mat inpBlob = blobFromImage(frame, 1.0 / 255, Size(inWidth, inHeight), Scalar(0, 0, 0), false, false);
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std::cout << "done reading image and blob" << std::endl;
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net.setInput(inpBlob);
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std::cout << "done setting input to net" << std::endl;
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Mat output = net.forward();
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std::cout << "time took to set input and forward: " << t << std::endl;
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int H = output.size[2];
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int W = output.size[3];
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std::cout << "about to find position of boxy parts" << std::endl;
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// find the position of the body parts
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vector<Point> points(nPoints);
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for (int n = 0; n < nPoints; n++)
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{
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// Probability map of corresponding body's part.
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Mat probMap(H, W, CV_32F, output.ptr(0, n));
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Point2f p(-1, -1);
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Point maxLoc;
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double prob;
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minMaxLoc(probMap, 0, &prob, 0, &maxLoc);
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if (prob > thresh)
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{
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p = maxLoc;
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p.x *= (float)frameWidth / W;
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p.y *= (float)frameHeight / H;
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circle(frame, cv::Point((int)p.x, (int)p.y), 8, Scalar(0, 255, 255), -1);
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cv::putText(frame, cv::format("%d", n), cv::Point((int)p.x, (int)p.y), cv::FONT_HERSHEY_COMPLEX, 1.1, cv::Scalar(0, 0, 255), 2);
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}
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points[n] = p;
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}
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cv::putText(frame, cv::format("time taken = %.2f sec", t), cv::Point(50, 50), cv::FONT_HERSHEY_COMPLEX, .8, cv::Scalar(255, 50, 0), 2);
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std::cout << "time taken: " << t << std::endl;
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//imshow("Output-Keypoints", frame);
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//imshow("Output-Skeleton", frame);
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std::cout << "about to call points receiving method" << std::endl;
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f(points,frame);
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}
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}
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@@ -1,19 +0,0 @@
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#pragma once
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#include <opencv2/dnn.hpp>
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#include <opencv2/imgproc.hpp>
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#include <opencv2/highgui.hpp>
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#include <iostream>
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using namespace cv;
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namespace computervision
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{
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class OpenPoseVideo{
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private:
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public:
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void movementSkeleton(Mat& inputImage, std::function<void(std::vector<Point>&, cv::Mat& poinst_on_image)> f);
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void setup();
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};
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}
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@@ -1,46 +0,0 @@
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#include <iostream>
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#include "async_arm_detection.h"
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#include "../OpenPoseVideo.h"
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#include <thread>
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#include "StaticCameraInstance.h"
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namespace computervision
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{
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AsyncArmDetection::AsyncArmDetection()
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{
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}
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void AsyncArmDetection::run_arm_detection(std::function<void(std::vector<Point>, cv::Mat poinst_on_image)> points_ready_func, OpenPoseVideo op)
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{
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VideoCapture cap = static_camera::getCap();
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std::cout << "STARTING THREAD LAMBDA" << std::endl;
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/*cv::VideoCapture cap = static_camera::GetCap();*/
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if (!cap.isOpened())
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{
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std::cout << "capture was closed, opening..." << std::endl;
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cap.open(0);
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}
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while (true)
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{
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Mat img;
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cap.read(img);
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op.movementSkeleton(img, points_ready_func);
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}
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}
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void AsyncArmDetection::start(std::function<void(std::vector<Point>, cv::Mat poinst_on_image)> points_ready_func, OpenPoseVideo op)
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{
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std::cout << "starting function" << std::endl;
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std::thread async_arm_detect_thread(&AsyncArmDetection::run_arm_detection,this, points_ready_func, op);
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async_arm_detect_thread.detach(); // makes sure the thread is detached from the variable.
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}
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}
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@@ -1,23 +0,0 @@
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#pragma once
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#include <vector>
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#include <opencv2/core/types.hpp>
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#include <opencv2/videoio.hpp>
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#include <functional>
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#include "../OpenPoseVideo.h"
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#include "StaticCameraInstance.h"
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namespace computervision
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{
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class AsyncArmDetection
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{
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public:
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AsyncArmDetection(void);
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void start(std::function<void(std::vector<cv::Point>, cv::Mat poinst_on_image)>, computervision::OpenPoseVideo op);
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private:
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void run_arm_detection(std::function<void(std::vector<Point>, cv::Mat poinst_on_image)> points_ready_func, OpenPoseVideo op);
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};
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}
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@@ -19,8 +19,12 @@ namespace entities
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is_playing = true;
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}
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void MainCharacter::Move(GLFWwindow* window)
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void MainCharacter::Move(std::vector<computervision::HandDetectRegion*> regions)
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{
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computervision::HandDetectRegion* reg_left = regions.at(0);
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computervision::HandDetectRegion* reg_up = regions.at(1);
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computervision::HandDetectRegion* reg_right = regions.at(2);
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if (is_playing) {
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movement_speed = -0.5f; //Forward speed adjustment, bee is moving at a standard speedrate
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down_speed = -1.0f; //Down speed adjustment, downspeed is difference between down_speed and UP_SPEED
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@@ -32,48 +36,34 @@ namespace entities
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//S: Go backwards
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//D: Go right
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//TODO Implement CV actions
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SetRotation(glm::vec3(0, 90, 0));
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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{
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movement_speed -= SIDE_SPEED;
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}
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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{
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movement_speed += SIDE_SPEED;
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}
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//top right
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if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
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if (reg_up->IsHandPresent() && reg_left->IsHandPresent())
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{
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side_speed += SIDE_SPEED;
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down_speed += UP_SPEED;
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}
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//right
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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if (reg_left->IsHandPresent())
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{
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side_speed += SIDE_SPEED;
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}
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//top left
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if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
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if (reg_up->IsHandPresent() && reg_right->IsHandPresent())
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{
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down_speed += UP_SPEED;
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side_speed -= SIDE_SPEED;
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}
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//left
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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if (reg_right->IsHandPresent())
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{
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side_speed -= SIDE_SPEED;
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}
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
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if (reg_up->IsHandPresent())
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{
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down_speed += UP_SPEED;
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SetRotation(glm::vec3(10, 90, 0));
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}
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if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
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{
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down_speed -= UP_SPEED;
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}
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}
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IncreasePosition(glm::vec3(side_speed, down_speed, movement_speed));
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@@ -85,7 +75,7 @@ namespace entities
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else if (position.y < -40) position.y = -40;
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//Move player bounding box according to the position on screen
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MoveCollisionBox();
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if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
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if (reg_right->IsHandPresent() && reg_left->IsHandPresent())
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{
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is_playing = true;
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}
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@@ -2,6 +2,7 @@
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#include "collision_entity.h"
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#include "../shaders/entity_shader.h"
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#include "../computervision/HandDetectRegion.h"
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namespace entities
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{
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@@ -31,7 +32,7 @@ namespace entities
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*
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* @return: Vector with the adjusted side_speed, down_speed, and movement_speed
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*/
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void Move(GLFWwindow* window);
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void Move(std::vector<computervision::HandDetectRegion*> regions);
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void OnCollide(const collision::Collision& collision) override;
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};
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13
src/main.cpp
13
src/main.cpp
@@ -29,10 +29,6 @@
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#include "scenes/startup_Scene.h"
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#include "computervision/ObjectDetection.h"
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//#include "computervision/OpenPoseImage.h"
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#include "computervision/OpenPoseVideo.h"
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#include "computervision/async/async_arm_detection.h"
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#pragma comment(lib, "glfw3.lib")
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#pragma comment(lib, "glew32s.lib")
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@@ -47,15 +43,6 @@ scene::Scene* current_scene;
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bool points_img_available = false;
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cv::Mat points_img;
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void retrieve_points(std::vector<Point> arm_points, cv::Mat points_on_image)
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{
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std::cout << "got points!!" << std::endl;
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std::cout << "points: " << arm_points << std::endl;
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points_img = points_on_image;
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points_img_available = true;
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}
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int main(void)
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{
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#pragma region OPENGL_SETTINGS
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@@ -43,7 +43,7 @@ namespace scene
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int furniture_count_old;
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int score;
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std::vector<computervision::HandDetectRegion> regions;
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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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/**
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@@ -180,6 +180,9 @@ namespace scene
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});
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pause_guis.push_back(&pause_button_quit);
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regions.push_back(®_left);
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regions.push_back(®_up);
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regions.push_back(®_right);
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//the scene loop, this while loop represent the scene
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while (return_value == scene::Scenes::INGAME)
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@@ -247,8 +250,8 @@ namespace scene
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void scene::In_Game_Scene::update(GLFWwindow* window)
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{
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//camera.Move(window);
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main_character->Move(window);
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update_hand_detection();
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main_character->Move(regions);
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//std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n";
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camera->Follow(main_character->GetPosition());
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@@ -269,7 +272,6 @@ namespace scene
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last_model_pos = model_pos;
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collision::CheckCollisions(collision_entities);
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update_hand_detection();
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}
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//manages the key input in the game scene
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@@ -26,9 +26,7 @@
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<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
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<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
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<ClCompile Include="src\computervision\MenuTest.cpp" />
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<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
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<ClCompile Include="src\computervision\ObjectDetection.cpp" />
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<ClCompile Include="src\computervision\OpenPoseVideo.cpp" />
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<ClCompile Include="src\computervision\SkinDetector.cpp" />
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<ClCompile Include="src\computervision\FingerCount.cpp" />
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<ClCompile Include="src\computervision\BackgroundRemover.cpp" />
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@@ -57,12 +55,10 @@
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<ClInclude Include="src\computervision\HandDetectRegion.h" />
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<ClInclude Include="src\scenes\in_Game_Scene.h" />
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<ClInclude Include="src\scenes\scene.h" />
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<ClInclude Include="src\computervision\async\async_arm_detection.h" />
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<ClInclude Include="src\computervision\async\StaticCameraInstance.h" />
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<ClInclude Include="src\computervision\FingerCount.h" />
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<ClInclude Include="src\computervision\BackgroundRemover.h" />
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<ClInclude Include="src\computervision\MenuTest.h" />
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<ClInclude Include="src\computervision\OpenPoseVideo.h" />
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<ClInclude Include="src\computervision\SkinDetector.h" />
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<ClInclude Include="src\computervision\ObjectDetection.h" />
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<ClInclude Include="src\entities\camera.h" />
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@@ -3,9 +3,7 @@
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<ItemGroup>
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<ClCompile Include="src\collision\collision_handler.cpp" />
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<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
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<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
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<ClCompile Include="src\computervision\ObjectDetection.cpp" />
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<ClCompile Include="src\computervision\OpenPoseVideo.cpp" />
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<ClCompile Include="src\computervision\SkinDetector.cpp" />
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<ClCompile Include="src\computervision\FingerCount.cpp" />
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<ClCompile Include="src\computervision\BackgroundRemover.cpp" />
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@@ -24,6 +22,10 @@
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<ClCompile Include="src\scenes\startup_Scene.cpp" />
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<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
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<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
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<ClCompile Include="src\entities\main_character.cpp" />
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<ClCompile Include="src\entities\house_generator.cpp" />
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<ClCompile Include="src\computervision\MenuTest.cpp" />
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<ClCompile Include="src\scenes\scene.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="src\entities\Camera.cpp">
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@@ -83,107 +85,15 @@
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<ClCompile Include="src\computervision\BackgroundRemover.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\computervision\MenuTest.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\scenes\scene.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\entities\house_generator.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="src\entities\Camera.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\entities\Entity.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\models\Model.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\renderEngine\Loader.h">
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<Filter>Header Files</Filter>
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||||
</ClInclude>
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<ClInclude Include="src\renderEngine\Renderer.h">
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<Filter>Header Files</Filter>
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</ClInclude>
|
||||
<ClInclude Include="src\stb_image.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\shaders\shader_program.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\renderEngine\obj_loader.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\toolbox\toolbox.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\entities\light.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\shaders\entity_shader.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\shaders\gui_shader.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\gui\gui_element.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\gui\gui_interactable.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\scenes\scene.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\scenes\in_Game_Scene.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\scenes\startup_Scene.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\entities\collision_entity.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\collision\collision.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\collision\collision_handler.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\computervision\ObjectDetection.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\computervision\SkinDetector.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\computervision\FingerCount.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\computervision\BackgroundRemover.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\toolbox\Timer.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\computervision\MenuTest.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\entities\house_generator.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\collision\collision.h" />
|
||||
<ClInclude Include="src\collision\collision_handler.h" />
|
||||
<ClInclude Include="src\scenes\in_Game_Scene.h" />
|
||||
<ClInclude Include="src\scenes\scene.h" />
|
||||
<ClInclude Include="src\computervision\async\async_arm_detection.h" />
|
||||
<ClInclude Include="src\computervision\async\StaticCameraInstance.h" />
|
||||
<ClInclude Include="src\computervision\FingerCount.h" />
|
||||
<ClInclude Include="src\computervision\BackgroundRemover.h" />
|
||||
<ClInclude Include="src\computervision\OpenPoseVideo.h" />
|
||||
<ClInclude Include="src\computervision\SkinDetector.h" />
|
||||
<ClInclude Include="src\computervision\ObjectDetection.h" />
|
||||
<ClInclude Include="src\entities\camera.h" />
|
||||
@@ -206,6 +116,34 @@
|
||||
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
|
||||
<ClInclude Include="src\computervision\HandDetectRegion.h" />
|
||||
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
|
||||
<ClInclude Include="src\collision\collision.h" />
|
||||
<ClInclude Include="src\collision\collision_handler.h" />
|
||||
<ClInclude Include="src\entities\main_character.h" />
|
||||
<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\MenuTest.h" />
|
||||
<ClInclude Include="src\computervision\SkinDetector.h" />
|
||||
<ClInclude Include="src\computervision\ObjectDetection.h" />
|
||||
<ClInclude Include="src\entities\camera.h" />
|
||||
<ClInclude Include="src\entities\collision_entity.h" />
|
||||
<ClInclude Include="src\entities\entity.h" />
|
||||
<ClInclude Include="src\entities\light.h" />
|
||||
<ClInclude Include="src\gui\gui_element.h" />
|
||||
<ClInclude Include="src\gui\gui_interactable.h" />
|
||||
<ClInclude Include="src\models\model.h" />
|
||||
<ClInclude Include="src\renderEngine\loader.h" />
|
||||
<ClInclude Include="src\renderEngine\obj_loader.h" />
|
||||
<ClInclude Include="src\renderEngine\renderer.h" />
|
||||
<ClInclude Include="src\shaders\gui_shader.h" />
|
||||
<ClInclude Include="src\shaders\shader_program.h" />
|
||||
<ClInclude Include="src\shaders\entity_shader.h" />
|
||||
<ClInclude Include="src\stb_image.h" />
|
||||
<ClInclude Include="src\toolbox\Timer.h" />
|
||||
<ClInclude Include="src\toolbox\toolbox.h" />
|
||||
<ClInclude Include="src\scenes\startup_Scene.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Xml Include="res\haarcascade_frontalface_alt.xml" />
|
||||
|
||||
Reference in New Issue
Block a user