Merge branch 'develop' into feature/point-count

This commit is contained in:
SemvdH
2021-06-11 10:18:11 +02:00
committed by GitHub
38 changed files with 27972 additions and 221 deletions

View File

@@ -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);
}
}