Merge branch 'develop' into feature/point-count
This commit is contained in:
21593
res/beeTwo.obj
Normal file
21593
res/beeTwo.obj
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File diff suppressed because it is too large
Load Diff
2976
res/pose/coco/pose_deploy_linevec.prototxt
Normal file
2976
res/pose/coco/pose_deploy_linevec.prototxt
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File diff suppressed because it is too large
Load Diff
2081
res/pose/mpi/pose_deploy_linevec_faster_4_stages.prototxt
Normal file
2081
res/pose/mpi/pose_deploy_linevec_faster_4_stages.prototxt
Normal file
File diff suppressed because it is too large
Load Diff
@@ -1,40 +1,44 @@
|
||||
#include "collision_handler.h"
|
||||
#include <iostream>
|
||||
|
||||
namespace collision
|
||||
{
|
||||
void CheckCollisions(std::vector<entities::CollisionEntity*>& entities)
|
||||
void CheckCollisions(std::vector<std::shared_ptr<entities::CollisionEntity>> entities)
|
||||
{
|
||||
if (entities.size() == 2)
|
||||
{
|
||||
if (entities[0]->IsColliding(*entities[1]))
|
||||
if (entities.size() < 2) { return; }
|
||||
if (entities.size() == 2)
|
||||
{
|
||||
collision::Collision c = { *entities[0], *entities[1] };
|
||||
entities[0]->OnCollide(c);
|
||||
entities[1]->OnCollide(c);
|
||||
if (entities[0]->IsColliding(*entities[1]))
|
||||
{
|
||||
collision::Collision c = { *entities[0], *entities[1] };
|
||||
entities[0]->OnCollide(c);
|
||||
entities[1]->OnCollide(c);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < entities.size() - 2; i++)
|
||||
{
|
||||
entities::CollisionEntity* entity = entities[i];
|
||||
|
||||
for (int j = i + 1; i < entities.size() - 1; j++)
|
||||
{
|
||||
entities::CollisionEntity* entity2 = entities[j];
|
||||
|
||||
if (entity == entity2)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (entity->IsColliding(*entity2))
|
||||
{
|
||||
collision::Collision c = { *entity, *entity2 };
|
||||
entity->OnCollide(c);
|
||||
entity2->OnCollide(c);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < entities.size() - 2; i++)
|
||||
{
|
||||
std::shared_ptr<entities::CollisionEntity> entity = entities[i];
|
||||
|
||||
for (int j = i + 1; j < entities.size() - 1; j++)
|
||||
{
|
||||
|
||||
std::shared_ptr<entities::CollisionEntity> entity2 = entities[j];
|
||||
|
||||
if (entity == entity2)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (entity->IsColliding(*entity2))
|
||||
{
|
||||
collision::Collision c = { *entity, *entity2 };
|
||||
entity->OnCollide(c);
|
||||
entity2->OnCollide(c);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
#include "../entities/collision_entity.h"
|
||||
#include "collision.h"
|
||||
@@ -12,5 +13,5 @@ namespace collision
|
||||
*
|
||||
* @param entities: A list with all the collision entities.
|
||||
*/
|
||||
void CheckCollisions(std::vector<entities::CollisionEntity*>& entities);
|
||||
void CheckCollisions(std::vector<std::shared_ptr<entities::CollisionEntity>> entities);
|
||||
}
|
||||
@@ -1,53 +0,0 @@
|
||||
#include "FaceDetector.h"
|
||||
|
||||
|
||||
/*
|
||||
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
|
||||
*/
|
||||
namespace computervision
|
||||
{
|
||||
Rect getFaceRect(Mat input);
|
||||
|
||||
String faceClassifierFileName = "res/haarcascade_frontalface_alt.xml";
|
||||
CascadeClassifier faceCascadeClassifier;
|
||||
|
||||
FaceDetector::FaceDetector(void) {
|
||||
if (!faceCascadeClassifier.load(faceClassifierFileName))
|
||||
throw runtime_error("can't load file " + faceClassifierFileName);
|
||||
}
|
||||
|
||||
void FaceDetector::removeFaces(Mat input, Mat output) {
|
||||
vector<Rect> faces;
|
||||
Mat frameGray;
|
||||
|
||||
cvtColor(input, frameGray, CV_BGR2GRAY);
|
||||
equalizeHist(frameGray, frameGray);
|
||||
|
||||
faceCascadeClassifier.detectMultiScale(frameGray, faces, 1.1, 2, 0 | 2, Size(120, 120)); // HAAR_SCALE_IMAGE is 2
|
||||
|
||||
for (size_t i = 0; i < faces.size(); i++) {
|
||||
rectangle(
|
||||
output,
|
||||
Point(faces[i].x, faces[i].y),
|
||||
Point(faces[i].x + faces[i].width, faces[i].y + faces[i].height),
|
||||
Scalar(0, 0, 0),
|
||||
-1
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
Rect getFaceRect(Mat input) {
|
||||
vector<Rect> faceRectangles;
|
||||
Mat inputGray;
|
||||
|
||||
cvtColor(input, inputGray, CV_BGR2GRAY);
|
||||
equalizeHist(inputGray, inputGray);
|
||||
|
||||
faceCascadeClassifier.detectMultiScale(inputGray, faceRectangles, 1.1, 2, 0 | 2, Size(120, 120)); // HAAR_SCALE_IMAGE is 2
|
||||
|
||||
if (faceRectangles.size() > 0)
|
||||
return faceRectangles[0];
|
||||
else
|
||||
return Rect(0, 0, 1, 1);
|
||||
}
|
||||
}
|
||||
@@ -1,31 +0,0 @@
|
||||
#pragma once
|
||||
#include <opencv2/opencv.hpp>
|
||||
#include <opencv2/imgproc/types_c.h>
|
||||
#include <opencv2/objdetect.hpp>
|
||||
#include <opencv2/core.hpp>
|
||||
#include <opencv2/objdetect/objdetect.hpp>
|
||||
/*
|
||||
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
|
||||
*/
|
||||
|
||||
using namespace cv;
|
||||
using namespace std;
|
||||
|
||||
namespace computervision
|
||||
{
|
||||
class FaceDetector {
|
||||
public:
|
||||
/**
|
||||
* @brief Constructor for the class FaceDetector, loads training data from a file
|
||||
*
|
||||
*/
|
||||
FaceDetector(void);
|
||||
/**
|
||||
* @brief Detects faces on an image and blocks them with a black rectangle
|
||||
*
|
||||
* @param input Input image
|
||||
* @param output Output image
|
||||
*/
|
||||
void removeFaces(Mat input, Mat output);
|
||||
};
|
||||
}
|
||||
@@ -14,6 +14,7 @@
|
||||
|
||||
namespace computervision
|
||||
{
|
||||
|
||||
FingerCount::FingerCount(void) {
|
||||
color_blue = Scalar(255, 0, 0);
|
||||
color_green = Scalar(0, 255, 0);
|
||||
@@ -35,9 +36,6 @@ namespace computervision
|
||||
if (input_image.channels() != 1)
|
||||
return contours_image;
|
||||
|
||||
vector<vector<Point>> contours;
|
||||
vector<Vec4i> hierarchy;
|
||||
|
||||
findContours(input_image, contours, hierarchy, CV_RETR_EXTERNAL, CV_CHAIN_APPROX_NONE);
|
||||
|
||||
// we need at least one contour to work
|
||||
@@ -45,7 +43,7 @@ namespace computervision
|
||||
return contours_image;
|
||||
|
||||
// find the biggest contour (let's suppose it's our hand)
|
||||
int biggest_contour_index = -1;
|
||||
biggest_contour_index = -1;
|
||||
double biggest_area = 0.0;
|
||||
|
||||
for (int i = 0; i < contours.size(); i++) {
|
||||
@@ -156,6 +154,11 @@ namespace computervision
|
||||
return contours_image;
|
||||
}
|
||||
|
||||
void FingerCount::DrawHandContours(Mat& image)
|
||||
{
|
||||
drawContours(image, contours, biggest_contour_index, color_green, 2, 8, hierarchy);
|
||||
}
|
||||
|
||||
int FingerCount::getAmountOfFingers()
|
||||
{
|
||||
return amount_of_fingers;
|
||||
|
||||
@@ -31,7 +31,15 @@ namespace computervision
|
||||
*/
|
||||
int getAmountOfFingers();
|
||||
|
||||
void DrawHandContours(Mat& image);
|
||||
|
||||
private:
|
||||
|
||||
int biggest_contour_index;
|
||||
vector<vector<Point>> contours;
|
||||
vector<Vec4i> hierarchy;
|
||||
|
||||
|
||||
// colors to use
|
||||
Scalar color_blue;
|
||||
Scalar color_green;
|
||||
@@ -115,5 +123,7 @@ namespace computervision
|
||||
* @param with_numbers if the numbers should be drawn with the points
|
||||
*/
|
||||
void drawVectorPoints(Mat image, vector<Point> points, Scalar color, bool with_numbers);
|
||||
|
||||
|
||||
};
|
||||
}
|
||||
105
src/computervision/HandDetectRegion.cpp
Normal file
105
src/computervision/HandDetectRegion.cpp
Normal file
@@ -0,0 +1,105 @@
|
||||
|
||||
#include "HandDetectRegion.h"
|
||||
|
||||
namespace computervision
|
||||
{
|
||||
|
||||
HandDetectRegion::HandDetectRegion(std::string id,int x_pos, int y_pos, int width, int height)
|
||||
{
|
||||
region_id = id;
|
||||
start_x_pos = x_pos;
|
||||
start_y_pos = y_pos;
|
||||
region_width = width;
|
||||
region_height = height;
|
||||
hand_mask_generated = false;
|
||||
hand_present = false;
|
||||
}
|
||||
|
||||
void HandDetectRegion::DetectHand(cv::Mat& camera_frame)
|
||||
{
|
||||
Mat input_frame = GenerateHandMaskSquare(camera_frame);
|
||||
frame_out = input_frame.clone();
|
||||
|
||||
// detect skin color
|
||||
skin_detector.drawSkinColorSampler(camera_frame,start_x_pos,start_y_pos,region_width,region_height);
|
||||
|
||||
// remove background from image
|
||||
foreground = background_remover.getForeground(input_frame);
|
||||
|
||||
// detect the hand contours
|
||||
handMask = skin_detector.getSkinMask(foreground);
|
||||
|
||||
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
|
||||
DrawHandMask(&camera_frame);
|
||||
|
||||
//imshow("output" + region_id, frame_out);
|
||||
//imshow("foreground" + region_id, foreground);
|
||||
//imshow("handMask" + region_id, handMask);
|
||||
/*imshow("handDetection", fingerCountDebug);*/
|
||||
|
||||
hand_present = hand_calibrator.CheckIfHandPresent(handMask,handcalibration::HandDetectionType::GAME);
|
||||
//std::string text = (hand_present ? "hand" : "no");
|
||||
//cv::putText(camera_frame, text, cv::Point(start_x_pos, start_y_pos), cv::FONT_HERSHEY_COMPLEX, 2.0, cv::Scalar(0, 255, 255), 2);
|
||||
hand_calibrator.SetHandPresent(hand_present);
|
||||
|
||||
//draw black rectangle behind calibration information text
|
||||
cv::rectangle(camera_frame, cv::Rect(0, camera_frame.rows - 55, 450, camera_frame.cols), cv::Scalar(0, 0, 0), -1);
|
||||
|
||||
hand_calibrator.DrawBackgroundSkinCalibrated(camera_frame);
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
cv::Mat HandDetectRegion::GenerateHandMaskSquare(cv::Mat img)
|
||||
{
|
||||
cv::Mat mask = cv::Mat::zeros(img.size(), img.type());
|
||||
cv::Mat distance_img = cv::Mat::zeros(img.size(), img.type());
|
||||
|
||||
cv::rectangle(mask, cv::Rect(start_x_pos, start_y_pos, region_width, region_height), cv::Scalar(255, 255, 255), -1);
|
||||
|
||||
img.copyTo(distance_img, mask);
|
||||
|
||||
hand_mask_generated = true;
|
||||
return distance_img;
|
||||
}
|
||||
|
||||
bool HandDetectRegion::DrawHandMask(cv::Mat* input)
|
||||
{
|
||||
if (!hand_mask_generated) return false;
|
||||
rectangle(*input, Rect(start_x_pos, start_y_pos, region_width, region_height), (hand_present ? Scalar(0, 255, 0) : Scalar(0,0,255)),2);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool HandDetectRegion::IsHandPresent()
|
||||
{
|
||||
return hand_present;
|
||||
}
|
||||
|
||||
void HandDetectRegion::CalibrateBackground()
|
||||
{
|
||||
std::cout << "calibrating background " << region_id << std::endl;
|
||||
background_remover.calibrate(frame_out);
|
||||
hand_calibrator.SetBackGroundCalibrated(true);
|
||||
}
|
||||
void HandDetectRegion::CalibrateSkin()
|
||||
{
|
||||
skin_detector.calibrate(frame_out);
|
||||
hand_calibrator.SetSkinCalibration(true);
|
||||
}
|
||||
|
||||
std::vector<int> HandDetectRegion::CalculateSkinTresholds()
|
||||
{
|
||||
std::cout << "calibrating skin " << region_id << std::endl;
|
||||
hand_calibrator.SetSkinCalibration(true);
|
||||
return skin_detector.calibrateAndReturn(frame_out);
|
||||
}
|
||||
|
||||
void HandDetectRegion::setSkinTresholds(std::vector<int>& tresholds)
|
||||
{
|
||||
std::cout << "setting skin " << region_id << std::endl;
|
||||
skin_detector.setTresholds(tresholds);
|
||||
hand_calibrator.SetSkinCalibration(true);
|
||||
}
|
||||
|
||||
}
|
||||
56
src/computervision/HandDetectRegion.h
Normal file
56
src/computervision/HandDetectRegion.h
Normal file
@@ -0,0 +1,56 @@
|
||||
#pragma once
|
||||
|
||||
#include <opencv2/core.hpp>
|
||||
#include <opencv2/imgproc.hpp>
|
||||
#include "async/StaticCameraInstance.h"
|
||||
#include "calibration/HandCalibrator.h"
|
||||
#include "BackgroundRemover.h"
|
||||
#include "SkinDetector.h"
|
||||
#include "FingerCount.h"
|
||||
namespace computervision
|
||||
{
|
||||
class HandDetectRegion
|
||||
{
|
||||
public:
|
||||
HandDetectRegion(std::string id,int x_pos, int y_pos, int width, int height);
|
||||
|
||||
void SetXPos(int x) { start_x_pos = x; }
|
||||
void SetYPos(int y) { start_y_pos = y; }
|
||||
int GetXPos() { return start_x_pos; }
|
||||
int GetYPos() { return start_y_pos; }
|
||||
|
||||
void SetWidth(int width) { region_width = width; }
|
||||
void SetHeigth(int height) { region_height = height; }
|
||||
int GetWidth() { return region_width; }
|
||||
int GetHeight() { return region_height; }
|
||||
|
||||
cv::Mat GenerateHandMaskSquare(cv::Mat img);
|
||||
|
||||
void DetectHand(cv::Mat& camera_frame);
|
||||
|
||||
bool IsHandPresent();
|
||||
|
||||
void CalibrateBackground();
|
||||
void CalibrateSkin();
|
||||
|
||||
std::vector<int> CalculateSkinTresholds();
|
||||
|
||||
void setSkinTresholds(std::vector<int>& tresholds);
|
||||
|
||||
private:
|
||||
int start_x_pos;
|
||||
int start_y_pos;
|
||||
int region_height;
|
||||
int region_width;
|
||||
bool hand_mask_generated;
|
||||
bool hand_present;
|
||||
cv::Mat frame, frame_out, handMask, foreground, fingerCountDebug;
|
||||
BackgroundRemover background_remover;
|
||||
SkinDetector skin_detector;
|
||||
handcalibration::HandCalibrator hand_calibrator;
|
||||
std::string region_id;
|
||||
|
||||
bool DrawHandMask(cv::Mat* input);
|
||||
};
|
||||
|
||||
}
|
||||
@@ -6,117 +6,142 @@
|
||||
#include "ObjectDetection.h"
|
||||
#include "BackgroundRemover.h"
|
||||
#include "SkinDetector.h"
|
||||
#include "FaceDetector.h"
|
||||
#include "FingerCount.h"
|
||||
#include "async/StaticCameraInstance.h"
|
||||
#include "calibration/HandCalibrator.h"
|
||||
|
||||
namespace computervision
|
||||
{
|
||||
cv::VideoCapture cap(0);
|
||||
|
||||
cv::Mat img, imgGray, img2, img2Gray, img3, img4;
|
||||
cv::Mat img, img_gray, img2, img2_gray, img3, img4;
|
||||
|
||||
int handMaskStartXPos, handMaskStartYPos, handMaskWidth, handMaskHeight;
|
||||
bool handMaskGenerated = false;
|
||||
int hand_mask_start_x_pos, hand_mask_start_y_pos, hand_mask_width, hand_mask_height;
|
||||
bool hand_mask_generated = false;
|
||||
|
||||
Mat frame, frameOut, handMask, foreground, fingerCountDebug;
|
||||
BackgroundRemover backgroundRemover;
|
||||
SkinDetector skinDetector;
|
||||
FaceDetector faceDetector;
|
||||
FingerCount fingerCount;
|
||||
Mat frame, frame_out, handMask, foreground, fingerCountDebug;
|
||||
BackgroundRemover background_remover;
|
||||
SkinDetector skin_detector;
|
||||
FingerCount finger_count;
|
||||
handcalibration::HandCalibrator hand_calibrator;
|
||||
|
||||
cv::VideoCapture cap = static_camera::getCap();
|
||||
|
||||
ObjectDetection::ObjectDetection()
|
||||
{
|
||||
}
|
||||
|
||||
cv::Mat ObjectDetection::readCamera() {
|
||||
cv::Mat ObjectDetection::ReadCamera() {
|
||||
cap.read(img);
|
||||
return img;
|
||||
}
|
||||
|
||||
bool ObjectDetection::detectHand(Mat cameraFrame)
|
||||
cv::VideoCapture ObjectDetection::GetCap()
|
||||
{
|
||||
Mat inputFrame = generateHandMaskSquare(cameraFrame);
|
||||
frameOut = inputFrame.clone();
|
||||
return cap;
|
||||
}
|
||||
|
||||
bool ObjectDetection::DetectHand(Mat camera_frame, bool& hand_present)
|
||||
{
|
||||
Mat input_frame = GenerateHandMaskSquare(camera_frame);
|
||||
frame_out = input_frame.clone();
|
||||
|
||||
// detect skin color
|
||||
skinDetector.drawSkinColorSampler(frameOut);
|
||||
skin_detector.drawSkinColorSampler(camera_frame);
|
||||
|
||||
// remove background from image
|
||||
foreground = backgroundRemover.getForeground(inputFrame);
|
||||
foreground = background_remover.getForeground(input_frame);
|
||||
|
||||
// detect the hand contours
|
||||
handMask = skinDetector.getSkinMask(foreground);
|
||||
handMask = skin_detector.getSkinMask(foreground);
|
||||
|
||||
// count the amount of fingers and put the info on the matrix
|
||||
fingerCountDebug = fingerCount.findFingersCount(handMask, frameOut);
|
||||
fingerCountDebug = finger_count.findFingersCount(handMask, frame_out);
|
||||
|
||||
// get the amount of fingers
|
||||
int fingers_amount = fingerCount.getAmountOfFingers();
|
||||
int fingers_amount = finger_count.getAmountOfFingers();
|
||||
|
||||
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
|
||||
drawHandMaskRect(&cameraFrame);
|
||||
string hand_text = fingers_amount > 0 ? "open" : "closed";
|
||||
putText(cameraFrame,hand_text, Point(10, 75), FONT_HERSHEY_PLAIN, 2.0, Scalar(255, 0, 255),3);
|
||||
imshow("camera", cameraFrame);
|
||||
DrawHandMask(&camera_frame);
|
||||
|
||||
|
||||
/* imshow("output", frameOut);
|
||||
hand_calibrator.SetAmountOfFingers(fingers_amount);
|
||||
finger_count.DrawHandContours(camera_frame);
|
||||
hand_calibrator.DrawHandCalibrationText(camera_frame);
|
||||
imshow("camera", camera_frame);
|
||||
|
||||
|
||||
|
||||
/*imshow("output", frame_out);
|
||||
imshow("foreground", foreground);
|
||||
imshow("handMask", handMask);
|
||||
imshow("handDetection", fingerCountDebug);*/
|
||||
|
||||
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
|
||||
backgroundRemover.calibrate(inputFrame);
|
||||
{
|
||||
background_remover.calibrate(input_frame);
|
||||
hand_calibrator.SetBackGroundCalibrated(true);
|
||||
}
|
||||
else if (key == 115) // s, calibrate the skin color
|
||||
skinDetector.calibrate(inputFrame);
|
||||
{
|
||||
skin_detector.calibrate(input_frame);
|
||||
hand_calibrator.SetSkinCalibration(true);
|
||||
|
||||
}
|
||||
|
||||
|
||||
return fingers_amount > 0;
|
||||
}
|
||||
|
||||
void ObjectDetection::calculateDifference()
|
||||
void ObjectDetection::CalculateDifference()
|
||||
{
|
||||
cap.read(img);
|
||||
cap.read(img2);
|
||||
|
||||
cv::cvtColor(img, imgGray, cv::COLOR_RGBA2GRAY);
|
||||
cv::cvtColor(img2, img2Gray, cv::COLOR_RGBA2GRAY);
|
||||
cv::cvtColor(img, img_gray, cv::COLOR_RGBA2GRAY);
|
||||
cv::cvtColor(img2, img2_gray, cv::COLOR_RGBA2GRAY);
|
||||
|
||||
cv::absdiff(imgGray, img2Gray, img3);
|
||||
cv::absdiff(img_gray, img2_gray, img3);
|
||||
cv::threshold(img3, img4, 50, 170, cv::THRESH_BINARY);
|
||||
|
||||
imshow("threshold", img4);
|
||||
}
|
||||
|
||||
|
||||
cv::Mat ObjectDetection::generateHandMaskSquare(cv::Mat img)
|
||||
cv::Mat ObjectDetection::GenerateHandMaskSquare(cv::Mat img)
|
||||
{
|
||||
handMaskStartXPos = 20;
|
||||
handMaskStartYPos = img.rows / 5;
|
||||
handMaskWidth = img.cols / 3;
|
||||
handMaskHeight = img.cols / 3;
|
||||
hand_mask_start_x_pos = 20;
|
||||
hand_mask_start_y_pos = img.rows / 5;
|
||||
hand_mask_width = img.cols / 3;
|
||||
hand_mask_height = img.cols / 3;
|
||||
|
||||
|
||||
cv::Mat mask = cv::Mat::zeros(img.size(), img.type());
|
||||
cv::Mat dstImg = cv::Mat::zeros(img.size(), img.type());
|
||||
cv::Mat distance_img = cv::Mat::zeros(img.size(), img.type());
|
||||
|
||||
cv::rectangle(mask, Rect(handMaskStartXPos, handMaskStartYPos, handMaskWidth, handMaskHeight), Scalar(255, 255, 255), -1);
|
||||
cv::rectangle(mask, Rect(hand_mask_start_x_pos, hand_mask_start_y_pos, hand_mask_width, hand_mask_height), Scalar(255, 255, 255), -1);
|
||||
|
||||
img.copyTo(dstImg, mask);
|
||||
img.copyTo(distance_img, mask);
|
||||
|
||||
handMaskGenerated = true;
|
||||
return dstImg;
|
||||
hand_mask_generated = true;
|
||||
return distance_img;
|
||||
|
||||
}
|
||||
|
||||
bool ObjectDetection::drawHandMaskRect(cv::Mat* input)
|
||||
bool ObjectDetection::DrawHandMask(cv::Mat* input)
|
||||
{
|
||||
if (!handMaskGenerated) return false;
|
||||
rectangle(*input, Rect(handMaskStartXPos, handMaskStartYPos, handMaskWidth, handMaskHeight), Scalar(255, 255, 255));
|
||||
if (!hand_mask_generated) return false;
|
||||
rectangle(*input, Rect(hand_mask_start_x_pos, hand_mask_start_y_pos, hand_mask_width, hand_mask_height), Scalar(255, 255, 255));
|
||||
return true;
|
||||
}
|
||||
|
||||
void ObjectDetection::showWebcam()
|
||||
void ObjectDetection::ShowWebcam()
|
||||
{
|
||||
imshow("Webcam image", img);
|
||||
}
|
||||
|
||||
@@ -27,13 +27,13 @@ namespace computervision
|
||||
* @brief Displays an image of the current webcam-footage
|
||||
*
|
||||
*/
|
||||
void showWebcam();
|
||||
void ShowWebcam();
|
||||
/**
|
||||
* @brief Calculates the difference between two images
|
||||
* and outputs an image that only shows the difference
|
||||
*
|
||||
*/
|
||||
void calculateDifference();
|
||||
void CalculateDifference();
|
||||
|
||||
/**
|
||||
* @brief generates the square that will hold the mask in which the hand will be detected.
|
||||
@@ -41,29 +41,51 @@ namespace computervision
|
||||
* @param img the current camear frame
|
||||
* @return a matrix containing the mask
|
||||
*/
|
||||
cv::Mat generateHandMaskSquare(cv::Mat img);
|
||||
cv::Mat GenerateHandMaskSquare(cv::Mat img);
|
||||
|
||||
/**
|
||||
* @brief reads the camera and returns it in a matrix.
|
||||
*
|
||||
* @return the camera frame in a matrix
|
||||
*/
|
||||
cv::Mat readCamera();
|
||||
cv::Mat ReadCamera();
|
||||
|
||||
/**
|
||||
* @brief detects a hand based on the given hand mask input frame.
|
||||
*
|
||||
* @param inputFrame the input frame from the camera
|
||||
* @param hand_present boolean that will hold true if the hand is detected, false if not.
|
||||
* @return true if hand is open, false if hand is closed
|
||||
*/
|
||||
bool detectHand(cv::Mat cameraFrame);
|
||||
bool DetectHand(cv::Mat camera_frame, bool& hand_present);
|
||||
|
||||
/**
|
||||
* @brief draws the hand mask rectangle on the given input matrix.
|
||||
*
|
||||
* @param input the input matrix to draw the rectangle on
|
||||
*/
|
||||
bool drawHandMaskRect(cv::Mat *input);
|
||||
bool DrawHandMask(cv::Mat *input);
|
||||
|
||||
/**
|
||||
* @brief checks if the hand of the user is open.
|
||||
*
|
||||
* @return true if the hand is open, false if not.
|
||||
*/
|
||||
bool IsHandOpen();
|
||||
|
||||
|
||||
/**
|
||||
* @brief checks whether the hand is held within the detection square.
|
||||
*
|
||||
* @return true if the hand is in the detection square, false if not.
|
||||
*/
|
||||
bool IsHandPresent();
|
||||
|
||||
cv::VideoCapture GetCap();
|
||||
|
||||
private:
|
||||
bool is_hand_open;
|
||||
bool is_hand_present;
|
||||
|
||||
};
|
||||
|
||||
|
||||
108
src/computervision/OpenPoseVideo.cpp
Normal file
108
src/computervision/OpenPoseVideo.cpp
Normal file
@@ -0,0 +1,108 @@
|
||||
#include "OpenPoseVideo.h"
|
||||
|
||||
using namespace std;
|
||||
using namespace cv;
|
||||
using namespace cv::dnn;
|
||||
|
||||
namespace computervision
|
||||
{
|
||||
#define MPI
|
||||
|
||||
#ifdef MPI
|
||||
const int POSE_PAIRS[7][2] =
|
||||
{
|
||||
{0,1}, {1,2}, {2,3},
|
||||
{3,4}, {1,5}, {5,6},
|
||||
{6,7}
|
||||
};
|
||||
|
||||
string protoFile = "res/pose/mpi/pose_deploy_linevec_faster_4_stages.prototxt";
|
||||
string weightsFile = "res/pose/mpi/pose_iter_160000.caffemodel";
|
||||
|
||||
int nPoints = 8;
|
||||
#endif
|
||||
|
||||
#ifdef COCO
|
||||
const int POSE_PAIRS[17][2] =
|
||||
{
|
||||
{1,2}, {1,5}, {2,3},
|
||||
{3,4}, {5,6}, {6,7},
|
||||
{1,8}, {8,9}, {9,10},
|
||||
{1,11}, {11,12}, {12,13},
|
||||
{1,0}, {0,14},
|
||||
{14,16}, {0,15}, {15,17}
|
||||
};
|
||||
|
||||
string protoFile = "pose/coco/pose_deploy_linevec.prototxt";
|
||||
string weightsFile = "pose/coco/pose_iter_440000.caffemodel";
|
||||
|
||||
int nPoints = 18;
|
||||
#endif
|
||||
Net net;
|
||||
|
||||
void OpenPoseVideo::setup() {
|
||||
net = readNetFromCaffe(protoFile, weightsFile);
|
||||
|
||||
net.setPreferableBackend(DNN_TARGET_CPU);
|
||||
}
|
||||
|
||||
void OpenPoseVideo::movementSkeleton(Mat& inputImage, std::function<void(std::vector<Point>&, cv::Mat& poinst_on_image)> f) {
|
||||
std::cout << "movement skeleton start" << std::endl;
|
||||
|
||||
int inWidth = 368;
|
||||
int inHeight = 368;
|
||||
float thresh = 0.01;
|
||||
|
||||
Mat frame;
|
||||
int frameWidth = inputImage.size().width;
|
||||
int frameHeight = inputImage.size().height;
|
||||
|
||||
double t = (double)cv::getTickCount();
|
||||
std::cout << "reading input image and blob" << std::endl;
|
||||
|
||||
frame = inputImage;
|
||||
Mat inpBlob = blobFromImage(frame, 1.0 / 255, Size(inWidth, inHeight), Scalar(0, 0, 0), false, false);
|
||||
|
||||
std::cout << "done reading image and blob" << std::endl;
|
||||
|
||||
net.setInput(inpBlob);
|
||||
|
||||
std::cout << "done setting input to net" << std::endl;
|
||||
Mat output = net.forward();
|
||||
std::cout << "time took to set input and forward: " << t << std::endl;
|
||||
|
||||
int H = output.size[2];
|
||||
int W = output.size[3];
|
||||
|
||||
std::cout << "about to find position of boxy parts" << std::endl;
|
||||
// find the position of the body parts
|
||||
vector<Point> points(nPoints);
|
||||
for (int n = 0; n < nPoints; n++)
|
||||
{
|
||||
// Probability map of corresponding body's part.
|
||||
Mat probMap(H, W, CV_32F, output.ptr(0, n));
|
||||
|
||||
Point2f p(-1, -1);
|
||||
Point maxLoc;
|
||||
double prob;
|
||||
minMaxLoc(probMap, 0, &prob, 0, &maxLoc);
|
||||
if (prob > thresh)
|
||||
{
|
||||
p = maxLoc;
|
||||
p.x *= (float)frameWidth / W;
|
||||
p.y *= (float)frameHeight / H;
|
||||
|
||||
circle(frame, cv::Point((int)p.x, (int)p.y), 8, Scalar(0, 255, 255), -1);
|
||||
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);
|
||||
}
|
||||
points[n] = p;
|
||||
}
|
||||
|
||||
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);
|
||||
std::cout << "time taken: " << t << std::endl;
|
||||
//imshow("Output-Keypoints", frame);
|
||||
//imshow("Output-Skeleton", frame);
|
||||
std::cout << "about to call points receiving method" << std::endl;
|
||||
f(points,frame);
|
||||
}
|
||||
}
|
||||
19
src/computervision/OpenPoseVideo.h
Normal file
19
src/computervision/OpenPoseVideo.h
Normal file
@@ -0,0 +1,19 @@
|
||||
#pragma once
|
||||
|
||||
#include <opencv2/dnn.hpp>
|
||||
#include <opencv2/imgproc.hpp>
|
||||
#include <opencv2/highgui.hpp>
|
||||
#include <iostream>
|
||||
|
||||
using namespace cv;
|
||||
|
||||
namespace computervision
|
||||
{
|
||||
class OpenPoseVideo{
|
||||
private:
|
||||
|
||||
public:
|
||||
void movementSkeleton(Mat& inputImage, std::function<void(std::vector<Point>&, cv::Mat& poinst_on_image)> f);
|
||||
void setup();
|
||||
};
|
||||
}
|
||||
@@ -1,4 +1,5 @@
|
||||
#include "SkinDetector.h"
|
||||
#include <iostream>
|
||||
|
||||
/*
|
||||
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
|
||||
@@ -23,7 +24,7 @@ namespace computervision
|
||||
int frameWidth = input.size().width, frameHeight = input.size().height;
|
||||
|
||||
int rectangleSize = 25;
|
||||
Scalar rectangleColor = Scalar(255, 0, 255);
|
||||
Scalar rectangleColor = Scalar(0, 255, 255);
|
||||
|
||||
skinColorSamplerRectangle1 = Rect(frameWidth / 5, frameHeight / 2, rectangleSize, rectangleSize);
|
||||
skinColorSamplerRectangle2 = Rect(frameWidth / 5, frameHeight / 3, rectangleSize, rectangleSize);
|
||||
@@ -41,6 +42,29 @@ namespace computervision
|
||||
);
|
||||
}
|
||||
|
||||
void SkinDetector::drawSkinColorSampler(Mat input,int x, int y,int width, int height) {
|
||||
int frameWidth = width, frameHeight = height;
|
||||
|
||||
int rectangleSize = 25;
|
||||
Scalar rectangleColor = Scalar(0, 255, 255);
|
||||
|
||||
skinColorSamplerRectangle1 = Rect(frameWidth / 5 + x, frameHeight / 2 + y, rectangleSize, rectangleSize);
|
||||
skinColorSamplerRectangle2 = Rect(frameWidth / 5 + x, frameHeight / 3 + y, rectangleSize, rectangleSize);
|
||||
|
||||
rectangle(
|
||||
input,
|
||||
skinColorSamplerRectangle1,
|
||||
rectangleColor
|
||||
);
|
||||
|
||||
rectangle(
|
||||
input,
|
||||
skinColorSamplerRectangle2,
|
||||
rectangleColor
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
void SkinDetector::calibrate(Mat input) {
|
||||
|
||||
Mat hsvInput;
|
||||
@@ -54,6 +78,19 @@ namespace computervision
|
||||
calibrated = true;
|
||||
}
|
||||
|
||||
std::vector<int> SkinDetector::calibrateAndReturn(Mat input)
|
||||
{
|
||||
Mat hsvInput;
|
||||
cvtColor(input, hsvInput, CV_BGR2HSV);
|
||||
|
||||
Mat sample1 = Mat(hsvInput, skinColorSamplerRectangle1);
|
||||
Mat sample2 = Mat(hsvInput, skinColorSamplerRectangle2);
|
||||
|
||||
calibrated = true;
|
||||
return calculateAndReturnTresholds(sample1, sample2);
|
||||
|
||||
}
|
||||
|
||||
void SkinDetector::calculateThresholds(Mat sample1, Mat sample2) {
|
||||
int offsetLowThreshold = 80;
|
||||
int offsetHighThreshold = 30;
|
||||
@@ -75,6 +112,39 @@ namespace computervision
|
||||
//vHighThreshold = 255;
|
||||
}
|
||||
|
||||
std::vector<int> SkinDetector::calculateAndReturnTresholds(Mat sample1, Mat sample2)
|
||||
{
|
||||
|
||||
calculateThresholds(sample1, sample2);
|
||||
std::vector<int> res;
|
||||
res.push_back(hLowThreshold);
|
||||
res.push_back(hHighThreshold);
|
||||
res.push_back(sLowThreshold);
|
||||
res.push_back(sHighThreshold);
|
||||
res.push_back(vLowThreshold);
|
||||
res.push_back(vHighThreshold);
|
||||
return res;
|
||||
}
|
||||
|
||||
void SkinDetector::setTresholds(std::vector<int>& tresholds)
|
||||
{
|
||||
if (tresholds.size() != 6)
|
||||
{
|
||||
std::cout << "tresholds array not the right size!" << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
hLowThreshold = tresholds[0];
|
||||
hHighThreshold = tresholds[1];
|
||||
sLowThreshold = tresholds[2];
|
||||
sHighThreshold = tresholds[3];
|
||||
vLowThreshold = tresholds[4];
|
||||
vHighThreshold = tresholds[5];
|
||||
|
||||
calibrated = true;
|
||||
|
||||
}
|
||||
|
||||
Mat SkinDetector::getSkinMask(Mat input) {
|
||||
Mat skinMask;
|
||||
|
||||
|
||||
@@ -24,6 +24,9 @@ namespace computervision
|
||||
*/
|
||||
void drawSkinColorSampler(Mat input);
|
||||
|
||||
void drawSkinColorSampler(Mat input, int x, int y, int width, int heigth);
|
||||
|
||||
|
||||
/*
|
||||
* @brief calibrates the skin color detector with the given input frame
|
||||
*
|
||||
@@ -31,6 +34,10 @@ namespace computervision
|
||||
*/
|
||||
void calibrate(Mat input);
|
||||
|
||||
std::vector<int> calibrateAndReturn(Mat input);
|
||||
|
||||
void setTresholds(std::vector<int>& tresholds);
|
||||
|
||||
/*
|
||||
* @brief gets the mask for the hand
|
||||
*
|
||||
@@ -63,6 +70,8 @@ namespace computervision
|
||||
*/
|
||||
void calculateThresholds(Mat sample1, Mat sample2);
|
||||
|
||||
std::vector<int> calculateAndReturnTresholds(Mat sample1, Mat sample2);
|
||||
|
||||
/**
|
||||
* @brief the opening. it generates the structuring element and performs the morphological transformations required to detect the hand.
|
||||
* This needs to be done to get the skin mask.
|
||||
|
||||
12
src/computervision/async/StaticCameraInstance.h
Normal file
12
src/computervision/async/StaticCameraInstance.h
Normal file
@@ -0,0 +1,12 @@
|
||||
#pragma once
|
||||
#include <opencv2/videoio.hpp>
|
||||
|
||||
namespace static_camera
|
||||
{
|
||||
|
||||
static cv::VideoCapture getCap()
|
||||
{
|
||||
static cv::VideoCapture cap(0);
|
||||
return cap;
|
||||
}
|
||||
};
|
||||
46
src/computervision/async/async_arm_detection.cpp
Normal file
46
src/computervision/async/async_arm_detection.cpp
Normal file
@@ -0,0 +1,46 @@
|
||||
#include <iostream>
|
||||
#include "async_arm_detection.h"
|
||||
#include "../OpenPoseVideo.h"
|
||||
#include <thread>
|
||||
#include "StaticCameraInstance.h"
|
||||
|
||||
|
||||
namespace computervision
|
||||
{
|
||||
AsyncArmDetection::AsyncArmDetection()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void AsyncArmDetection::run_arm_detection(std::function<void(std::vector<Point>, cv::Mat poinst_on_image)> points_ready_func, OpenPoseVideo op)
|
||||
{
|
||||
VideoCapture cap = static_camera::getCap();
|
||||
|
||||
std::cout << "STARTING THREAD LAMBDA" << std::endl;
|
||||
/*cv::VideoCapture cap = static_camera::GetCap();*/
|
||||
|
||||
if (!cap.isOpened())
|
||||
{
|
||||
std::cout << "capture was closed, opening..." << std::endl;
|
||||
cap.open(0);
|
||||
}
|
||||
|
||||
while (true)
|
||||
{
|
||||
Mat img;
|
||||
cap.read(img);
|
||||
op.movementSkeleton(img, points_ready_func);
|
||||
}
|
||||
}
|
||||
|
||||
void AsyncArmDetection::start(std::function<void(std::vector<Point>, cv::Mat poinst_on_image)> points_ready_func, OpenPoseVideo op)
|
||||
{
|
||||
|
||||
std::cout << "starting function" << std::endl;
|
||||
|
||||
|
||||
std::thread async_arm_detect_thread(&AsyncArmDetection::run_arm_detection,this, points_ready_func, op);
|
||||
|
||||
async_arm_detect_thread.detach(); // makes sure the thread is detached from the variable.
|
||||
}
|
||||
}
|
||||
23
src/computervision/async/async_arm_detection.h
Normal file
23
src/computervision/async/async_arm_detection.h
Normal file
@@ -0,0 +1,23 @@
|
||||
#pragma once
|
||||
#include <vector>
|
||||
#include <opencv2/core/types.hpp>
|
||||
#include <opencv2/videoio.hpp>
|
||||
#include <functional>
|
||||
#include "../OpenPoseVideo.h"
|
||||
#include "StaticCameraInstance.h"
|
||||
|
||||
|
||||
namespace computervision
|
||||
{
|
||||
class AsyncArmDetection
|
||||
{
|
||||
public:
|
||||
AsyncArmDetection(void);
|
||||
|
||||
|
||||
void start(std::function<void(std::vector<cv::Point>, cv::Mat poinst_on_image)>, computervision::OpenPoseVideo op);
|
||||
private:
|
||||
void run_arm_detection(std::function<void(std::vector<Point>, cv::Mat poinst_on_image)> points_ready_func, OpenPoseVideo op);
|
||||
};
|
||||
|
||||
}
|
||||
92
src/computervision/calibration/HandCalibrator.cpp
Normal file
92
src/computervision/calibration/HandCalibrator.cpp
Normal file
@@ -0,0 +1,92 @@
|
||||
|
||||
#include "HandCalibrator.h"
|
||||
#include <iostream>
|
||||
|
||||
#define MIN_MENU_HAND_SIZE 10000
|
||||
#define MIN_GAME_HAND_SIZE 3000 // todo change
|
||||
namespace computervision
|
||||
{
|
||||
namespace handcalibration
|
||||
{
|
||||
|
||||
HandCalibrator::HandCalibrator()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void HandCalibrator::DrawHandCalibrationText(cv::Mat& output_frame)
|
||||
{
|
||||
cv::rectangle(output_frame, cv::Rect(0, 0, output_frame.cols, 40), cv::Scalar(0, 0, 0), -1);
|
||||
cv::putText(output_frame, "Hand calibration", cv::Point(output_frame.cols / 2 - 100, 25), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(18, 219, 65), 2);
|
||||
cv::putText(output_frame, "press 'b' to calibrate background,then press 's' to calibrate skin tone", cv::Point(5, 35), cv::FONT_HERSHEY_PLAIN, 1.0, cv::Scalar(18, 219, 65), 1);
|
||||
|
||||
cv::rectangle(output_frame, cv::Rect(0, output_frame.rows - 80, 450, output_frame.cols), cv::Scalar(0, 0, 0), -1);
|
||||
|
||||
cv::putText(output_frame, "hand in frame:", cv::Point(5, output_frame.rows - 50), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 255, 0), 1);
|
||||
cv::rectangle(output_frame, cv::Rect(420, output_frame.rows - 67, 15, 15), hand_present ? cv::Scalar(0, 255, 0) : cv::Scalar(0, 0, 255), -1);
|
||||
|
||||
DrawBackgroundSkinCalibrated(output_frame);
|
||||
|
||||
if (hand_present)
|
||||
{
|
||||
std::string hand_text = fingers_amount > 0 ? "open" : "closed";
|
||||
cv::putText(output_frame, hand_text, cv::Point(10, 75), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 0, 255), 3);
|
||||
}
|
||||
}
|
||||
|
||||
void HandCalibrator::DrawBackgroundSkinCalibrated(cv::Mat& output_frame)
|
||||
{
|
||||
|
||||
cv::putText(output_frame, "background calibrated:", cv::Point(5, output_frame.rows - 30), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 255, 0), 1);
|
||||
cv::rectangle(output_frame, cv::Rect(420, output_frame.rows - 47, 15, 15), background_calibrated ? cv::Scalar(0, 255, 0) : cv::Scalar(0, 0, 255), -1);
|
||||
|
||||
cv::putText(output_frame, "skin color calibrated:", cv::Point(5, output_frame.rows - 10), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 255, 0), 1);
|
||||
cv::rectangle(output_frame, cv::Rect(420, output_frame.rows - 27, 15, 15), skintone_calibrated ? cv::Scalar(0, 255, 0) : cv::Scalar(0, 0, 255), -1);
|
||||
}
|
||||
|
||||
void HandCalibrator::SetSkinCalibration(bool val)
|
||||
{
|
||||
skintone_calibrated = val;
|
||||
}
|
||||
|
||||
void HandCalibrator::SetBackGroundCalibrated(bool val)
|
||||
{
|
||||
background_calibrated = val;
|
||||
}
|
||||
|
||||
void HandCalibrator::SetHandPresent(bool val)
|
||||
{
|
||||
hand_present = val;
|
||||
}
|
||||
|
||||
void HandCalibrator::SetAmountOfFingers(int amount)
|
||||
{
|
||||
fingers_amount = amount;
|
||||
}
|
||||
|
||||
bool HandCalibrator::CheckIfHandPresent(cv::Mat input_image, HandDetectionType type)
|
||||
{
|
||||
std::vector<std::vector<cv::Point>> points;
|
||||
cv::findContours(input_image, points, cv::RetrievalModes::RETR_LIST, cv::ContourApproximationModes::CHAIN_APPROX_SIMPLE);
|
||||
|
||||
if (points.size() == 0) return false;
|
||||
|
||||
for (int p = 0; p < points.size(); p++)
|
||||
{
|
||||
int area = cv::contourArea(points[p]);
|
||||
|
||||
if (type == handcalibration::HandDetectionType::MENU)
|
||||
if (area > MIN_MENU_HAND_SIZE) return true;
|
||||
|
||||
if (type == handcalibration::HandDetectionType::GAME)
|
||||
if (area > MIN_GAME_HAND_SIZE) return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
76
src/computervision/calibration/HandCalibrator.h
Normal file
76
src/computervision/calibration/HandCalibrator.h
Normal file
@@ -0,0 +1,76 @@
|
||||
#pragma once
|
||||
#include <opencv2/core/base.hpp>
|
||||
#include <opencv2/imgcodecs.hpp>
|
||||
#include <opencv2/imgproc.hpp>
|
||||
|
||||
namespace computervision
|
||||
{
|
||||
namespace handcalibration
|
||||
{
|
||||
enum class HandDetectionType
|
||||
{
|
||||
MENU,
|
||||
GAME
|
||||
};
|
||||
|
||||
class HandCalibrator
|
||||
{
|
||||
public:
|
||||
HandCalibrator();
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* @brief draws the text to show the status of the calibration on the image
|
||||
*
|
||||
* @param output_frame the frame to draw on.
|
||||
*/
|
||||
void DrawHandCalibrationText(cv::Mat& output_frame);
|
||||
|
||||
/**
|
||||
* @brief sets the skin calibration variable.
|
||||
*
|
||||
* @param val the value to set
|
||||
*/
|
||||
void SetSkinCalibration(bool val);
|
||||
|
||||
/**
|
||||
* @brief sets the background calibration variable.
|
||||
*
|
||||
* @param val the value to set
|
||||
*/
|
||||
void SetBackGroundCalibrated(bool val);
|
||||
|
||||
/**
|
||||
* @brief sets the value for if the hand is present.
|
||||
*
|
||||
* @param val the value to set.
|
||||
*/
|
||||
void SetHandPresent(bool val);
|
||||
|
||||
/**
|
||||
* @brief checks if the hand is present in the given image
|
||||
*
|
||||
* @param input_image the input image to check.
|
||||
*/
|
||||
bool CheckIfHandPresent(cv::Mat input_image, HandDetectionType type);
|
||||
|
||||
/**
|
||||
* @brief sets the amount of fingers that are currently detected.
|
||||
*
|
||||
* @param amount the amount of fingers.
|
||||
*/
|
||||
void SetAmountOfFingers(int amount);
|
||||
|
||||
void DrawBackgroundSkinCalibrated(cv::Mat& output_frame);
|
||||
|
||||
private:
|
||||
|
||||
bool background_calibrated;
|
||||
bool skintone_calibrated;
|
||||
bool hand_present;
|
||||
int fingers_amount;
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,6 @@
|
||||
#include "camera.h"
|
||||
#include <iostream>
|
||||
#include "../toolbox/toolbox.h"
|
||||
|
||||
namespace entities
|
||||
{
|
||||
@@ -7,9 +9,20 @@ namespace entities
|
||||
rotation(rotation)
|
||||
{}
|
||||
|
||||
void Camera::Follow(glm::vec3 follow_position) {
|
||||
//set position to follow in front of the camera
|
||||
follow_position.z += 100;
|
||||
//set position to follow a bit lower
|
||||
follow_position.y += 50;
|
||||
//move position from original position to given position with smoothing
|
||||
position = toolbox::Lerp(position, follow_position, 0.1);
|
||||
}
|
||||
|
||||
void Camera::Move(GLFWwindow* window)
|
||||
{
|
||||
float movement_speed = 0;
|
||||
float up_down_speed = 0;
|
||||
float side_speed = 0;
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
{
|
||||
@@ -23,30 +36,25 @@ namespace entities
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
{
|
||||
rotation.y += ROT_SPEED;
|
||||
side_speed += SPEED;
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
{
|
||||
rotation.y -= ROT_SPEED;
|
||||
side_speed -= SPEED;
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||
{
|
||||
//rotation.x -= ROT_SPEED;
|
||||
position.y += 5;
|
||||
up_down_speed += UP_SPEED;
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
|
||||
{
|
||||
//rotation.x += ROT_SPEED;
|
||||
position.y -= 5;
|
||||
up_down_speed -= UP_SPEED;
|
||||
}
|
||||
|
||||
float dx = glm::cos(glm::radians(rotation.y + 90)) * movement_speed;
|
||||
float dz = glm::sin(glm::radians(rotation.y + 90)) * movement_speed;
|
||||
|
||||
position.x += dx;
|
||||
position.z += dz;
|
||||
position.x += side_speed;
|
||||
position.z += movement_speed;
|
||||
position.y += up_down_speed;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -13,13 +13,14 @@ namespace entities
|
||||
{
|
||||
private:
|
||||
// The movement speed of the camera
|
||||
const float SPEED = 2.0f;
|
||||
const float ROT_SPEED = 1.0f;
|
||||
const float SPEED = 0.5f;
|
||||
const float UP_SPEED = 1.0f;
|
||||
|
||||
glm::vec3 position;
|
||||
glm::vec3 rotation;
|
||||
|
||||
public:
|
||||
|
||||
Camera(const ::glm::vec3& position, const ::glm::vec3& rotation);
|
||||
|
||||
/*
|
||||
@@ -28,6 +29,13 @@ namespace entities
|
||||
* @param window: The OpenGL window
|
||||
*/
|
||||
void Move(GLFWwindow* window);
|
||||
|
||||
/*
|
||||
* @brief follows the given position with smoothing
|
||||
*
|
||||
* @param follow_position the position of the object the camera has to follow
|
||||
*/
|
||||
void Follow(glm::vec3 follow_position);
|
||||
|
||||
inline glm::vec3 GetPosition() const{ return position; }
|
||||
inline glm::vec3 GetRotation() const{ return rotation; }
|
||||
|
||||
@@ -14,7 +14,9 @@ namespace entities
|
||||
{
|
||||
if (on_collide != nullptr)
|
||||
{
|
||||
on_collide(collision);
|
||||
|
||||
on_collide(collision);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -2,6 +2,8 @@
|
||||
|
||||
#include "entity.h"
|
||||
#include "../collision/collision.h"
|
||||
#include <memory>
|
||||
#include <functional>
|
||||
|
||||
namespace entities
|
||||
{
|
||||
@@ -16,7 +18,8 @@ namespace entities
|
||||
glm::vec3 min_xyz;
|
||||
glm::vec3 max_xyz;
|
||||
|
||||
void (*on_collide)(const collision::Collision& collision);
|
||||
//void (*on_collide)(const collision::Collision& collision);
|
||||
std::function<void(const collision::Collision&)> on_collide;
|
||||
|
||||
public:
|
||||
CollisionEntity(const models::TexturedModel& model, const glm::vec3& position, const glm::vec3& rotation,
|
||||
@@ -52,7 +55,7 @@ namespace entities
|
||||
*
|
||||
* @param function: A function pointer to a function with the collision behaviour
|
||||
*/
|
||||
void SetCollisionBehaviour(void (*function)(const collision::Collision& collision))
|
||||
void SetCollisionBehaviour(std::function<void(const collision::Collision&)> function)
|
||||
{ if (function != nullptr) { on_collide = function; } }
|
||||
|
||||
protected:
|
||||
|
||||
@@ -26,7 +26,18 @@ namespace entities
|
||||
|
||||
// Add house
|
||||
furniture.push_front(std::make_shared<Entity>(house_model, position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE));
|
||||
|
||||
for(int i = 0; i<toolbox::Random(1,4);i++)
|
||||
{
|
||||
FurnitureType type = FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
|
||||
models::TexturedModel model = GetFurnitureModel(type);
|
||||
glm::vec3 model_pos = glm::vec3(position.x, position.y, position.z);
|
||||
collision::Box model_box = { model_pos, model.raw_model.model_size };
|
||||
model_box.SetRotation(-90);
|
||||
furniture.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, model_box));
|
||||
}
|
||||
|
||||
/*
|
||||
// Add furniture
|
||||
models::TexturedModel couch = GetFurnitureModel(FurnitureType::COUCH);
|
||||
glm::vec3 couch_pos = glm::vec3(position.x + 200, position.y, position.z + 10);
|
||||
@@ -43,7 +54,37 @@ namespace entities
|
||||
glm::vec3 chair_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||
collision::Box chair_box = { chair_pos, chair.raw_model.model_size };
|
||||
furniture.push_back(std::make_shared<CollisionEntity>(chair, chair_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, chair_box));
|
||||
|
||||
models::TexturedModel plant = GetFurnitureModel(FurnitureType::PLANT);
|
||||
glm::vec3 plant_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||
collision::Box plant_box = { plant_pos, plant.raw_model.model_size };
|
||||
furniture.push_back(std::make_shared<CollisionEntity>(plant, plant_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, plant_box));
|
||||
|
||||
models::TexturedModel guitar = GetFurnitureModel(FurnitureType::GUITAR);
|
||||
glm::vec3 guitar_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||
collision::Box guitar_box = { guitar_pos, guitar.raw_model.model_size };
|
||||
furniture.push_back(std::make_shared<CollisionEntity>(guitar, guitar_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, guitar_box));
|
||||
|
||||
models::TexturedModel bookshelf = GetFurnitureModel(FurnitureType::BOOKSHELF);
|
||||
glm::vec3 bookshelf_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||
collision::Box bookshelf_box = { bookshelf_pos, bookshelf.raw_model.model_size };
|
||||
furniture.push_back(std::make_shared<CollisionEntity>(bookshelf, bookshelf_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, bookshelf_box));
|
||||
|
||||
models::TexturedModel lamp = GetFurnitureModel(FurnitureType::LAMP);
|
||||
glm::vec3 lamp_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||
collision::Box lamp_box = { lamp_pos, lamp.raw_model.model_size };
|
||||
furniture.push_back(std::make_shared<CollisionEntity>(lamp, lamp_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, lamp_box));
|
||||
|
||||
models::TexturedModel ceiling_object = GetFurnitureModel(FurnitureType::CEILING_OBJECTS);
|
||||
glm::vec3 ceiling_object_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||
collision::Box ceiling_object_box = { ceiling_object_pos, ceiling_object.raw_model.model_size };
|
||||
furniture.push_back(std::make_shared<CollisionEntity>(ceiling_object, ceiling_object_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, ceiling_object_box));
|
||||
|
||||
models::TexturedModel misc = GetFurnitureModel(FurnitureType::MISC);
|
||||
glm::vec3 misc_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||
collision::Box misc_box = { misc_pos, misc.raw_model.model_size };
|
||||
furniture.push_back(std::make_shared<CollisionEntity>(misc, misc_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, misc_box));
|
||||
*/
|
||||
return furniture;
|
||||
}
|
||||
|
||||
@@ -91,6 +132,10 @@ namespace entities
|
||||
models::RawModel table_model2 = render_engine::LoadObjModel("res/tableTwo.obj");
|
||||
models::TexturedModel table2 = { table_model2, default_texture };
|
||||
tables.push_back(table2);
|
||||
|
||||
models::RawModel table_model3 = render_engine::LoadObjModel("res/bureauOne.obj");
|
||||
models::TexturedModel table3 = { table_model3, default_texture };
|
||||
tables.push_back(table3);
|
||||
|
||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::TABLE, tables));
|
||||
|
||||
@@ -109,8 +154,105 @@ namespace entities
|
||||
models::TexturedModel chair3 = { chair_model3, default_texture };
|
||||
chairs.push_back(chair3);
|
||||
|
||||
// Plants
|
||||
|
||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::CHAIR, chairs));
|
||||
|
||||
|
||||
// Plants
|
||||
std::deque<models::TexturedModel> plants;
|
||||
|
||||
models::RawModel plant_model1 = render_engine::LoadObjModel("res/plantOne.obj");
|
||||
models::TexturedModel plant1 = { plant_model1, default_texture };
|
||||
plants.push_back(plant1);
|
||||
|
||||
models::RawModel plant_model2 = render_engine::LoadObjModel("res/plantTwo.obj");
|
||||
models::TexturedModel plant2 = { plant_model2, default_texture };
|
||||
plants.push_back(plant2);
|
||||
|
||||
models::RawModel plant_model3 = render_engine::LoadObjModel("res/plantThree.obj");
|
||||
models::TexturedModel plant3 = { plant_model3, default_texture };
|
||||
plants.push_back(plant3);
|
||||
|
||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::PLANT, plants));
|
||||
|
||||
// Guitars
|
||||
std::deque<models::TexturedModel> guitars;
|
||||
|
||||
models::RawModel guitar_model1 = render_engine::LoadObjModel("res/guitarOne.obj");
|
||||
models::TexturedModel guitar1 = { guitar_model1, default_texture };
|
||||
guitars.push_back(guitar1);
|
||||
|
||||
models::RawModel guitar_model2 = render_engine::LoadObjModel("res/guitarTwo.obj");
|
||||
models::TexturedModel guitar2 = { guitar_model2, default_texture };
|
||||
guitars.push_back(guitar2);
|
||||
|
||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::GUITAR, guitars));
|
||||
|
||||
// Bookshelves
|
||||
std::deque<models::TexturedModel> bookshelves;
|
||||
|
||||
models::RawModel bookshelf_model1 = render_engine::LoadObjModel("res/bookShelfOne.obj");
|
||||
models::TexturedModel bookshelf1 = { bookshelf_model1, default_texture };
|
||||
bookshelves.push_back(bookshelf1);
|
||||
|
||||
models::RawModel bookshelf_model2 = render_engine::LoadObjModel("res/bookShelfTwo.obj");
|
||||
models::TexturedModel bookshelf2 = { bookshelf_model2, default_texture };
|
||||
bookshelves.push_back(bookshelf2);
|
||||
|
||||
models::RawModel bookshelf_model3 = render_engine::LoadObjModel("res/bookShelfThree.obj");
|
||||
models::TexturedModel bookshelf3 = { bookshelf_model3, default_texture };
|
||||
bookshelves.push_back(bookshelf3);
|
||||
|
||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::BOOKSHELF, bookshelves));
|
||||
|
||||
// Lamps
|
||||
std::deque<models::TexturedModel>lamps;
|
||||
|
||||
models::RawModel lamp_model1 = render_engine::LoadObjModel("res/lampOne.obj");
|
||||
models::TexturedModel lamp1 = { lamp_model1, default_texture };
|
||||
lamps.push_back(lamp1);
|
||||
|
||||
models::RawModel lamp_model2 = render_engine::LoadObjModel("res/lampTwo.obj");
|
||||
models::TexturedModel lamp2 = { lamp_model2, default_texture };
|
||||
lamps.push_back(lamp2);
|
||||
|
||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::LAMP, lamps));
|
||||
|
||||
// Ceiling objects
|
||||
std::deque<models::TexturedModel>ceiling_Objects;
|
||||
|
||||
models::RawModel ceiling_Obj_model1 = render_engine::LoadObjModel("res/ceilingFan.obj");
|
||||
models::TexturedModel ceiling_Obj1 = { ceiling_Obj_model1, default_texture };
|
||||
ceiling_Objects.push_back(ceiling_Obj1);
|
||||
|
||||
models::RawModel ceiling_Obj_model2 = render_engine::LoadObjModel("res/ceilingFanTwo.obj");
|
||||
models::TexturedModel ceiling_Obj2 = { ceiling_Obj_model2, default_texture };
|
||||
ceiling_Objects.push_back(ceiling_Obj2);
|
||||
|
||||
models::RawModel ceiling_Obj_model3 = render_engine::LoadObjModel("res/ceilingLampOne.obj");
|
||||
models::TexturedModel ceiling_Obj3 = { ceiling_Obj_model3, default_texture };
|
||||
ceiling_Objects.push_back(ceiling_Obj3);
|
||||
|
||||
models::RawModel ceiling_Obj_model4 = render_engine::LoadObjModel("res/ceilingLampTwo.obj");
|
||||
models::TexturedModel ceiling_Obj4 = { ceiling_Obj_model4, default_texture };
|
||||
ceiling_Objects.push_back(ceiling_Obj4);
|
||||
|
||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::CEILING_OBJECTS, ceiling_Objects));
|
||||
|
||||
// Miscs
|
||||
std::deque<models::TexturedModel> miscs;
|
||||
|
||||
models::RawModel misc_model1 = render_engine::LoadObjModel("res/tv.obj");
|
||||
models::TexturedModel misc1 = { misc_model1, default_texture };
|
||||
miscs.push_back(misc1);
|
||||
|
||||
models::RawModel misc_model2 = render_engine::LoadObjModel("res/radio.obj");
|
||||
models::TexturedModel misc2 = { misc_model2, default_texture };
|
||||
miscs.push_back(misc2);
|
||||
|
||||
models::RawModel misc_model3 = render_engine::LoadObjModel("res/Flowerpot.obj");
|
||||
models::TexturedModel misc3 = { misc_model3, default_texture };
|
||||
miscs.push_back(misc3);
|
||||
|
||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::MISC, miscs));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -12,7 +12,13 @@ namespace entities
|
||||
{
|
||||
COUCH,
|
||||
TABLE,
|
||||
CHAIR
|
||||
CHAIR,
|
||||
PLANT,
|
||||
GUITAR,
|
||||
BOOKSHELF,
|
||||
LAMP,
|
||||
CEILING_OBJECTS,
|
||||
MISC
|
||||
};
|
||||
|
||||
class HouseGenerator
|
||||
|
||||
100
src/entities/main_character.cpp
Normal file
100
src/entities/main_character.cpp
Normal file
@@ -0,0 +1,100 @@
|
||||
#include "main_character.h"
|
||||
#include "../models/Model.h"
|
||||
#include <iostream>
|
||||
#include "entity.h"
|
||||
#include"../renderEngine/Renderer.h"
|
||||
#include"../renderEngine/obj_loader.h"
|
||||
#include"../renderEngine/loader.h"
|
||||
namespace entities
|
||||
{
|
||||
float movement_speed;
|
||||
float down_speed;
|
||||
float side_speed;
|
||||
bool is_playing;
|
||||
|
||||
MainCharacter::MainCharacter(const models::TexturedModel& model, const glm::vec3& position,
|
||||
const glm::vec3& rotation, float scale, const collision::Box& bounding_box)
|
||||
: CollisionEntity(model, position, rotation, scale, bounding_box)
|
||||
{
|
||||
is_playing = true;
|
||||
}
|
||||
|
||||
void MainCharacter::Move(GLFWwindow* window)
|
||||
{
|
||||
if (is_playing) {
|
||||
movement_speed = -0.5f; //Forward speed adjustment, bee is moving at a standard speedrate
|
||||
down_speed = -1.0f; //Down speed adjustment, downspeed is difference between down_speed and UP_SPEED
|
||||
side_speed = 0; //Side speed adjustment
|
||||
|
||||
//For gameplay with use of keyboard keys: W, A, S, D
|
||||
//W: Go forward
|
||||
//A: Go left
|
||||
//S: Go backwards
|
||||
//D: Go right
|
||||
//TODO Implement CV actions
|
||||
SetRotation(glm::vec3(0, 90, 0));
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
{
|
||||
movement_speed -= SIDE_SPEED;
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
{
|
||||
movement_speed += SIDE_SPEED;
|
||||
}
|
||||
//top right
|
||||
if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
|
||||
{
|
||||
side_speed += SIDE_SPEED;
|
||||
down_speed += UP_SPEED;
|
||||
}
|
||||
//right
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
{
|
||||
side_speed += SIDE_SPEED;
|
||||
}
|
||||
//top left
|
||||
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
|
||||
{
|
||||
down_speed += UP_SPEED;
|
||||
side_speed -= SIDE_SPEED;
|
||||
}
|
||||
//left
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
{
|
||||
side_speed -= SIDE_SPEED;
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||
{
|
||||
down_speed += UP_SPEED;
|
||||
SetRotation(glm::vec3(10, 90, 0));
|
||||
}
|
||||
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
|
||||
{
|
||||
down_speed -= UP_SPEED;
|
||||
}
|
||||
}
|
||||
IncreasePosition(glm::vec3(side_speed, down_speed, movement_speed));
|
||||
|
||||
//Use only for binding bee to house, such that it doesn't go outside of the room.
|
||||
//TODO delete when boundingbox is implemented!
|
||||
if (position.x > 190) position.x = 190;
|
||||
else if (position.x < -190) position.x = -190;
|
||||
if (position.y > 350) position.y = 350;
|
||||
else if (position.y < -40) position.y = -40;
|
||||
//Move player bounding box according to the position on screen
|
||||
MoveCollisionBox();
|
||||
if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
|
||||
{
|
||||
is_playing = true;
|
||||
}
|
||||
}
|
||||
|
||||
void MainCharacter::OnCollide(const collision::Collision& collision) {
|
||||
down_speed = -2.0f;
|
||||
movement_speed = 0.0f;
|
||||
is_playing = false;
|
||||
std::cout << "collision" << std::endl;
|
||||
}
|
||||
}
|
||||
38
src/entities/main_character.h
Normal file
38
src/entities/main_character.h
Normal file
@@ -0,0 +1,38 @@
|
||||
#pragma once
|
||||
|
||||
#include "collision_entity.h"
|
||||
#include "../shaders/entity_shader.h"
|
||||
|
||||
namespace entities
|
||||
{
|
||||
/*
|
||||
* This class contains the information about the player model
|
||||
*/
|
||||
class MainCharacter : public CollisionEntity {
|
||||
const float SIDE_SPEED = 0.8f; //Standard movement speed for left/right movement
|
||||
const float UP_SPEED = 2.0f; //Standard movement speed for up movement
|
||||
public:
|
||||
/*
|
||||
* @brief: Constructor for the main character model
|
||||
*
|
||||
* @param model: Model to load in as the player model
|
||||
* @param position: Position of the model inside the game window
|
||||
* @param rotation: Rotation of the model inside the game window
|
||||
* @param scale: Size of the model
|
||||
* @param bounding_box: Collision box around the player model
|
||||
*/
|
||||
MainCharacter(const models::TexturedModel& model, const glm::vec3& position,
|
||||
const glm::vec3& rotation, float scale, const collision::Box& bounding_box);
|
||||
|
||||
/*
|
||||
* @brief: A function to move the character inside the window
|
||||
*
|
||||
* @param window: The game window
|
||||
*
|
||||
* @return: Vector with the adjusted side_speed, down_speed, and movement_speed
|
||||
*/
|
||||
void Move(GLFWwindow* window);
|
||||
|
||||
void OnCollide(const collision::Collision& collision) override;
|
||||
};
|
||||
}
|
||||
20
src/main.cpp
20
src/main.cpp
@@ -1,6 +1,8 @@
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <functional>
|
||||
#include <vector>
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include <iostream>
|
||||
#include <map>
|
||||
@@ -25,6 +27,10 @@
|
||||
#include "scenes/startup_Scene.h"
|
||||
|
||||
#include "computervision/ObjectDetection.h"
|
||||
//#include "computervision/OpenPoseImage.h"
|
||||
#include "computervision/OpenPoseVideo.h"
|
||||
|
||||
#include "computervision/async/async_arm_detection.h"
|
||||
|
||||
#pragma comment(lib, "glfw3.lib")
|
||||
#pragma comment(lib, "glew32s.lib")
|
||||
@@ -32,9 +38,21 @@
|
||||
|
||||
static double UpdateDelta();
|
||||
|
||||
static GLFWwindow* window;
|
||||
scene::Scene* current_scene;
|
||||
|
||||
static GLFWwindow* window;
|
||||
bool points_img_available = false;
|
||||
cv::Mat points_img;
|
||||
|
||||
void retrieve_points(std::vector<Point> arm_points, cv::Mat points_on_image)
|
||||
{
|
||||
|
||||
std::cout << "got points!!" << std::endl;
|
||||
std::cout << "points: " << arm_points << std::endl;
|
||||
points_img = points_on_image;
|
||||
points_img_available = true;
|
||||
}
|
||||
|
||||
int main(void)
|
||||
{
|
||||
#pragma region OPENGL_SETTINGS
|
||||
|
||||
@@ -1,8 +1,11 @@
|
||||
#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"
|
||||
@@ -15,19 +18,24 @@
|
||||
#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;
|
||||
std::deque<entities::Light> lights;
|
||||
std::vector<std::shared_ptr<entities::CollisionEntity>> collision_entities;
|
||||
entities::HouseGenerator* house_generator;
|
||||
std::deque<std::shared_ptr<entities::Entity>> house_models;
|
||||
std::deque<entities::Light> lights;
|
||||
std::deque<std::shared_ptr<entities::Entity>> trees;
|
||||
|
||||
models::RawModel raw_model;
|
||||
models::RawModel raw_model, raw_model_char;
|
||||
models::ModelTexture texture;
|
||||
shaders::EntityShader* shader;
|
||||
shaders::GuiShader* gui_shader;
|
||||
@@ -37,6 +45,9 @@ namespace scene
|
||||
int furniture_count_old;
|
||||
int score;
|
||||
|
||||
std::vector<computervision::HandDetectRegion> regions;
|
||||
computervision::HandDetectRegion reg_left("left", 0, 0, 150, 150), reg_right("right", 0, 0, 150, 150), reg_up("up", 0, 0, 150, 150);
|
||||
|
||||
In_Game_Scene::In_Game_Scene()
|
||||
{
|
||||
shader = new shaders::EntityShader;
|
||||
@@ -47,6 +58,18 @@ namespace scene
|
||||
gui_shader->Init();
|
||||
score = 0;
|
||||
}
|
||||
/**
|
||||
* temporary!!!!
|
||||
* just to make some bounding boxes
|
||||
*/
|
||||
collision::Box create_bounding_box(glm::vec3 size, glm::vec3 pos, int scale) {
|
||||
collision::Box box = collision::Box();
|
||||
box.size.x = size.z* scale;
|
||||
box.size.y = size.y* scale;
|
||||
box.size.z = size.x* scale;
|
||||
box.center_pos = pos;
|
||||
return box;
|
||||
}
|
||||
|
||||
In_Game_Scene::~In_Game_Scene()
|
||||
{
|
||||
@@ -62,7 +85,16 @@ namespace scene
|
||||
void load_chunk(int model_pos)
|
||||
{
|
||||
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.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);
|
||||
std::cout << "loading model chunk" << std::endl;
|
||||
if (house_models.size() >= MAX_MODEL_DEQUE_SIZE * furniture_count)
|
||||
{
|
||||
@@ -80,10 +112,21 @@ namespace scene
|
||||
std::cout << "funriture_count in load chunk (house included): " << furniture_count << std::endl;
|
||||
furniture_count_old = furniture_count -1;
|
||||
}
|
||||
|
||||
|
||||
|
||||
scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
|
||||
{
|
||||
texture = { render_engine::loader::LoadTexture("res/Texture.png") };
|
||||
texture.shine_damper = 10;
|
||||
texture.reflectivity = 0;
|
||||
|
||||
|
||||
raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
|
||||
models::TexturedModel model_char = { raw_model_char, texture };
|
||||
collision::Box char_box = create_bounding_box(raw_model_char.model_size, glm::vec3(0, 0, 0), 1);
|
||||
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();
|
||||
// load the first few house models
|
||||
for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
|
||||
@@ -91,7 +134,7 @@ namespace scene
|
||||
load_chunk(i);
|
||||
}
|
||||
|
||||
lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5))); // sun
|
||||
lights.push_back(entities::Light(glm::vec3(0, 1000, 7000), glm::vec3(5, 5, 5))); // sun
|
||||
lights.push_back(entities::Light(glm::vec3(0, 0, -30), glm::vec3(2, 0, 2), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
|
||||
lights.push_back(entities::Light(glm::vec3(0, 0, -200), glm::vec3(0, 2, 0), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
|
||||
|
||||
@@ -135,11 +178,8 @@ namespace scene
|
||||
{
|
||||
render_engine::renderer::Render(model_entity, *shader);
|
||||
}
|
||||
|
||||
for (std::shared_ptr<entities::Entity> tree_entity : trees)
|
||||
{
|
||||
render_engine::renderer::Render(tree_entity, *shader);
|
||||
}
|
||||
|
||||
render_engine::renderer::Render(*main_character, *shader);
|
||||
|
||||
// Render GUI items
|
||||
render_engine::renderer::Render(guis, *gui_shader);
|
||||
@@ -150,7 +190,12 @@ namespace scene
|
||||
|
||||
void scene::In_Game_Scene::update(GLFWwindow* window)
|
||||
{
|
||||
camera.Move(window);
|
||||
//camera.Move(window);
|
||||
|
||||
main_character->Move(window);
|
||||
|
||||
//std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n";
|
||||
camera.Follow(main_character->GetPosition());
|
||||
|
||||
// calculate where the next house model should be loaded
|
||||
static int last_model_pos = 0;
|
||||
@@ -166,16 +211,42 @@ namespace scene
|
||||
}
|
||||
// remember the position at which the new model was added
|
||||
last_model_pos = model_pos;
|
||||
|
||||
|
||||
|
||||
collision::CheckCollisions(collision_entities);
|
||||
update_hand_detection();
|
||||
}
|
||||
|
||||
void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
{
|
||||
cv::destroyWindow("camera");
|
||||
return_value = scene::Scenes::STOP;
|
||||
}
|
||||
|
||||
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()
|
||||
{
|
||||
cv::Mat camera_frame;
|
||||
static_camera::getCap().read(camera_frame);
|
||||
reg_left.DetectHand(camera_frame);
|
||||
reg_right.DetectHand(camera_frame);
|
||||
reg_up.DetectHand(camera_frame);
|
||||
|
||||
cv::imshow("camera", camera_frame);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,6 +8,7 @@ namespace scene
|
||||
{
|
||||
private:
|
||||
scene::Scenes return_value = scene::Scenes::INGAME;
|
||||
void update_hand_detection();
|
||||
|
||||
public:
|
||||
In_Game_Scene();
|
||||
|
||||
@@ -2,10 +2,13 @@
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <map>
|
||||
#include "startup_Scene.h"
|
||||
#include "../computervision/ObjectDetection.h"
|
||||
#include "../computervision/HandDetectRegion.h"
|
||||
#include <iostream>
|
||||
|
||||
namespace scene
|
||||
{
|
||||
|
||||
computervision::ObjectDetection objDetect;
|
||||
scene::Scenes scene::Startup_Scene::start(GLFWwindow *window)
|
||||
{
|
||||
while (return_value == scene::Scenes::STARTUP)
|
||||
@@ -27,7 +30,8 @@ namespace scene
|
||||
|
||||
void scene::Startup_Scene::update(GLFWwindow* window)
|
||||
{
|
||||
|
||||
bool hand_present;
|
||||
objDetect.DetectHand(objDetect.ReadCamera(),hand_present);
|
||||
}
|
||||
|
||||
void scene::Startup_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
@@ -35,6 +39,7 @@ namespace scene
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||
{
|
||||
return_value = scene::Scenes::INGAME;
|
||||
cv::destroyWindow("camera");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -32,7 +32,20 @@ namespace toolbox
|
||||
matrix = glm::translate(matrix, negative_cam_pos);
|
||||
return matrix;
|
||||
}
|
||||
float Lerp(float from, float to, float amount)
|
||||
{
|
||||
return from + amount * (to - from);
|
||||
}
|
||||
|
||||
glm::vec3 Lerp(glm::vec3 from, glm::vec3 to, float amount)
|
||||
{
|
||||
glm::vec3 final;
|
||||
final.x = Lerp(from.x, to.x, amount);
|
||||
final.y = Lerp(from.y, to.y, amount);
|
||||
final.z = Lerp(from.z, to.z, amount);
|
||||
return final;
|
||||
}
|
||||
|
||||
int Random(const int min, const int max)
|
||||
{
|
||||
static bool first = true;
|
||||
|
||||
@@ -48,6 +48,28 @@ namespace toolbox
|
||||
glm::mat4 CreateViewMatrix(entities::Camera& camera);
|
||||
|
||||
/*
|
||||
* @biref go to one coordinate to another with smooting
|
||||
*
|
||||
* @param from one coordinate of the start
|
||||
* @param to one coordinate of where to go
|
||||
* @param amount the amount of smoothing (lower is smoother)
|
||||
*
|
||||
* @return coordinate of where to go
|
||||
*/
|
||||
float Lerp(float from, float to, float amount);
|
||||
|
||||
/*
|
||||
* @biref go from one position to another with smoothing
|
||||
*
|
||||
* @param from position of the start
|
||||
* @param to position of where to go
|
||||
* @param amount the amount of smoothing (lower is smoother)
|
||||
*
|
||||
* @return position of where to go
|
||||
*/
|
||||
glm::vec3 Lerp(glm::vec3 from, glm::vec3 to, float amount);
|
||||
|
||||
/*
|
||||
* @brief: This function will return a value between min and max
|
||||
*
|
||||
* @param min: The min value
|
||||
|
||||
@@ -20,10 +20,14 @@
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="src\collision\collision_handler.cpp" />
|
||||
<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\scenes\in_Game_Scene.cpp" />
|
||||
<ClCompile Include="src\computervision\FaceDetector.cpp" />
|
||||
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
|
||||
<ClCompile Include="src\computervision\ObjectDetection.cpp" />
|
||||
<ClCompile Include="src\computervision\OpenPoseVideo.cpp" />
|
||||
<ClCompile Include="src\computervision\SkinDetector.cpp" />
|
||||
<ClCompile Include="src\computervision\FingerCount.cpp" />
|
||||
<ClCompile Include="src\computervision\BackgroundRemover.cpp" />
|
||||
@@ -44,12 +48,18 @@
|
||||
<ItemGroup>
|
||||
<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\computervision\calibration\HandCalibrator.h" />
|
||||
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
|
||||
<ClInclude Include="src\computervision\HandDetectRegion.h" />
|
||||
<ClInclude Include="src\scenes\in_Game_Scene.h" />
|
||||
<ClInclude Include="src\scenes\scene.h" />
|
||||
<ClInclude Include="src\computervision\FaceDetector.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" />
|
||||
@@ -73,6 +83,12 @@
|
||||
<ItemGroup>
|
||||
<Xml Include="res\haarcascade_frontalface_alt.xml" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\Avans Hogeschool\Kim Veldhoen - Proftaak 2.4\pose_iter_160000.caffemodel" />
|
||||
<None Include="res\pose\coco\pose_deploy_linevec.prototxt" />
|
||||
<None Include="res\pose\mpi\pose_deploy_linevec_faster_4_stages.prototxt" />
|
||||
<None Include="res\pose\mpi\pose_iter_160000.caffemodel" />
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<VCProjectVersion>16.0</VCProjectVersion>
|
||||
<ProjectGuid>{A7ECF1BE-DB22-4BF7-BFF6-E3BF72691EE6}</ProjectGuid>
|
||||
@@ -141,6 +157,8 @@
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
<IncludePath>$(VC_IncludePath);$(WindowsSDK_IncludePath);;C:\opencv\opencv\build\include;C:\opencv\build\include</IncludePath>
|
||||
<LibraryPath>$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);C:\opencv\opencv\build\x64\vc15\lib;C:\opencv\build\x64\vc15\lib</LibraryPath>
|
||||
<IncludePath>C:\opencv\build\include\;$(VC_IncludePath);$(WindowsSDK_IncludePath);C:\opencv\opencv\build\include</IncludePath>
|
||||
<LibraryPath>C:\opencv\build\x64\vc15\lib;$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);C:\opencv\opencv\build\x64\vc15\lib</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
@@ -214,6 +232,7 @@
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)lib\glfw-3.3.2\$(Platform);$(SolutionDir)lib\glew-2.1.0\lib\Release\$(Platform);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies); opencv_world452.lib;opencv_world452d.lib</AdditionalDependencies>
|
||||
<AdditionalDependencies>opencv_world452.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
|
||||
@@ -1,18 +1,29 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="Source Files">
|
||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;c++;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Header Files">
|
||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
||||
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Resource Files">
|
||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
||||
</Filter>
|
||||
<ClCompile Include="src\collision\collision_handler.cpp" />
|
||||
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
|
||||
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
|
||||
<ClCompile Include="src\computervision\ObjectDetection.cpp" />
|
||||
<ClCompile Include="src\computervision\OpenPoseVideo.cpp" />
|
||||
<ClCompile Include="src\computervision\SkinDetector.cpp" />
|
||||
<ClCompile Include="src\computervision\FingerCount.cpp" />
|
||||
<ClCompile Include="src\computervision\BackgroundRemover.cpp" />
|
||||
<ClCompile Include="src\entities\camera.cpp" />
|
||||
<ClCompile Include="src\entities\collision_entity.cpp" />
|
||||
<ClCompile Include="src\entities\entity.cpp" />
|
||||
<ClCompile Include="src\gui\gui_interactable.cpp" />
|
||||
<ClCompile Include="src\main.cpp" />
|
||||
<ClCompile Include="src\renderEngine\loader.cpp" />
|
||||
<ClCompile Include="src\renderEngine\obj_loader.cpp" />
|
||||
<ClCompile Include="src\renderEngine\renderer.cpp" />
|
||||
<ClCompile Include="src\shaders\gui_shader.cpp" />
|
||||
<ClCompile Include="src\shaders\shader_program.cpp" />
|
||||
<ClCompile Include="src\shaders\entity_shader.cpp" />
|
||||
<ClCompile Include="src\toolbox\toolbox.cpp" />
|
||||
<ClCompile Include="src\scenes\startup_Scene.cpp" />
|
||||
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
|
||||
<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="src\entities\Camera.cpp">
|
||||
@@ -161,8 +172,45 @@
|
||||
<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" />
|
||||
<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" />
|
||||
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
|
||||
<ClInclude Include="src\computervision\HandDetectRegion.h" />
|
||||
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Xml Include="res\haarcascade_frontalface_alt.xml" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\Avans Hogeschool\Kim Veldhoen - Proftaak 2.4\pose_iter_160000.caffemodel" />
|
||||
<None Include="res\pose\coco\pose_deploy_linevec.prototxt" />
|
||||
<None Include="res\pose\mpi\pose_deploy_linevec_faster_4_stages.prototxt" />
|
||||
<None Include="res\pose\mpi\pose_iter_160000.caffemodel" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
Reference in New Issue
Block a user