Merge branch 'develop' into feature/house-generation
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@@ -15,11 +15,15 @@
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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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entities::HouseGenerator* house_generator;
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@@ -35,6 +39,9 @@ namespace scene
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std::vector<gui::GuiTexture*> guis;
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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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@@ -59,6 +66,15 @@ 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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@@ -158,14 +174,41 @@ 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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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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