Merge branch 'develop' into feature/point-count
This commit is contained in:
@@ -1,8 +1,11 @@
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#include <iostream>
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#include <memory>
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include "in_Game_Scene.h"
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#include "startup_Scene.h"
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#include "../entities/main_character.h"
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#include "../collision/collision_handler.h"
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#include "../gui/gui_interactable.h"
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#include "../models/model.h"
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#include "../renderEngine/loader.h"
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@@ -15,19 +18,24 @@
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#include <functional>
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#include <memory>
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#include <queue>
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#include <opencv2/core/base.hpp>
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#include "../computervision/HandDetectRegion.h"
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#include "../computervision/ObjectDetection.h"
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#define MAX_MODEL_DEQUE_SIZE 6 // max amount of models to load at the same time
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#define UPCOMING_MODEL_AMOUNT 4 // how much models should be loaded in front of us
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namespace scene
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{
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std::shared_ptr<entities::MainCharacter>main_character;
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std::deque<entities::Light> lights;
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std::vector<std::shared_ptr<entities::CollisionEntity>> collision_entities;
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entities::HouseGenerator* house_generator;
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std::deque<std::shared_ptr<entities::Entity>> house_models;
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std::deque<entities::Light> lights;
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std::deque<std::shared_ptr<entities::Entity>> trees;
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models::RawModel raw_model;
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models::RawModel raw_model, raw_model_char;
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models::ModelTexture texture;
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shaders::EntityShader* shader;
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shaders::GuiShader* gui_shader;
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@@ -37,6 +45,9 @@ 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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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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In_Game_Scene::In_Game_Scene()
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{
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shader = new shaders::EntityShader;
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@@ -47,6 +58,18 @@ namespace scene
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gui_shader->Init();
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score = 0;
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}
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/**
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* temporary!!!!
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* just to make some bounding boxes
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*/
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collision::Box create_bounding_box(glm::vec3 size, glm::vec3 pos, int scale) {
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collision::Box box = collision::Box();
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box.size.x = size.z* scale;
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box.size.y = size.y* scale;
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box.size.z = size.x* scale;
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box.center_pos = pos;
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return box;
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}
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In_Game_Scene::~In_Game_Scene()
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{
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@@ -62,7 +85,16 @@ namespace scene
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void load_chunk(int model_pos)
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{
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static unsigned int furniture_count = 0;
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// set up squares according to size of camera input
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cv::Mat camera_frame;
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static_camera::getCap().read(camera_frame); // get camera frame to know the width and heigth
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reg_left.SetXPos(10);
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reg_left.SetYPos(camera_frame.rows / 2 - reg_left.GetHeight()/2);
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reg_right.SetXPos(camera_frame.cols - 10 - reg_right.GetWidth());
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reg_right.SetYPos(camera_frame.rows / 2 - reg_right.GetHeight()/2);
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reg_up.SetXPos(camera_frame.cols / 2 - reg_up.GetWidth() / 2);
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reg_up.SetYPos(10);
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std::cout << "loading model chunk" << std::endl;
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if (house_models.size() >= MAX_MODEL_DEQUE_SIZE * furniture_count)
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{
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@@ -80,10 +112,21 @@ namespace scene
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std::cout << "funriture_count in load chunk (house included): " << furniture_count << std::endl;
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furniture_count_old = furniture_count -1;
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}
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scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
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{
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texture = { render_engine::loader::LoadTexture("res/Texture.png") };
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texture.shine_damper = 10;
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texture.reflectivity = 0;
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raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
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models::TexturedModel model_char = { raw_model_char, texture };
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collision::Box char_box = create_bounding_box(raw_model_char.model_size, glm::vec3(0, 0, 0), 1);
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main_character = std::make_shared<entities::MainCharacter>(model_char, glm::vec3(0, -50, -100), glm::vec3(0, 90, 0), 5, char_box);
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collision_entities.push_back(main_character);
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house_generator = new entities::HouseGenerator();
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// load the first few house models
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for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
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@@ -91,7 +134,7 @@ namespace scene
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load_chunk(i);
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}
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lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5))); // sun
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lights.push_back(entities::Light(glm::vec3(0, 1000, 7000), glm::vec3(5, 5, 5))); // sun
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lights.push_back(entities::Light(glm::vec3(0, 0, -30), glm::vec3(2, 0, 2), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
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lights.push_back(entities::Light(glm::vec3(0, 0, -200), glm::vec3(0, 2, 0), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
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@@ -135,11 +178,8 @@ namespace scene
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{
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render_engine::renderer::Render(model_entity, *shader);
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}
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for (std::shared_ptr<entities::Entity> tree_entity : trees)
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{
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render_engine::renderer::Render(tree_entity, *shader);
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}
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render_engine::renderer::Render(*main_character, *shader);
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// Render GUI items
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render_engine::renderer::Render(guis, *gui_shader);
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@@ -150,7 +190,12 @@ 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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//camera.Move(window);
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main_character->Move(window);
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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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// calculate where the next house model should be loaded
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static int last_model_pos = 0;
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@@ -166,16 +211,42 @@ namespace scene
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}
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// remember the position at which the new model was added
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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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void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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{
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cv::destroyWindow("camera");
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return_value = scene::Scenes::STOP;
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}
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if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS)
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{
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reg_left.CalibrateBackground();
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reg_right.CalibrateBackground();
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reg_up.CalibrateBackground();
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}
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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{
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std::vector<int> tresholds = reg_left.CalculateSkinTresholds();
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reg_right.setSkinTresholds(tresholds);
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reg_up.setSkinTresholds(tresholds);
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}
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}
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void scene::In_Game_Scene::update_hand_detection()
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{
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cv::Mat camera_frame;
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static_camera::getCap().read(camera_frame);
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reg_left.DetectHand(camera_frame);
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reg_right.DetectHand(camera_frame);
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reg_up.DetectHand(camera_frame);
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cv::imshow("camera", camera_frame);
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}
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}
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