[ADD] up left and right detection regions
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@@ -37,7 +37,7 @@ namespace computervision
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imshow("handMask" + region_id, handMask);
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/*imshow("handDetection", fingerCountDebug);*/
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hand_present = hand_calibrator.CheckIfHandPresent(handMask);
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hand_present = hand_calibrator.CheckIfHandPresent(handMask,handcalibration::HandDetectionType::GAME);
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std::string text = (hand_present ? "hand" : "no");
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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);
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hand_calibrator.SetHandPresent(hand_present);
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@@ -14,6 +14,16 @@ namespace computervision
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public:
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HandDetectRegion(std::string id,int x_pos, int y_pos, int width, int height);
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void SetXPos(int x) { start_x_pos = x; }
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void SetYPos(int y) { start_y_pos = y; }
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int GetXPos() { return start_x_pos; }
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int GetYPos() { return start_y_pos; }
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void SetWidth(int width) { region_width = width; }
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void SetHeigth(int height) { region_height = height; }
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int GetWidth() { return region_width; }
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int GetHeight() { return region_height; }
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cv::Mat GenerateHandMaskSquare(cv::Mat img);
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void DetectHand(cv::Mat& camera_frame);
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@@ -74,7 +74,7 @@ namespace computervision
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imshow("handMask", handMask);
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imshow("handDetection", fingerCountDebug);*/
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hand_present = hand_calibrator.CheckIfHandPresent(handMask);
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hand_present = hand_calibrator.CheckIfHandPresent(handMask,handcalibration::HandDetectionType::MENU);
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hand_calibrator.SetHandPresent(hand_present);
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@@ -1,8 +1,9 @@
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#include "HandCalibrator.h"
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#include <iostream>
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#define MIN_MENU_HAND_SIZE 10000
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#define MIN_GAME_HAND_SIZE 10000 // todo change
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#define MIN_GAME_HAND_SIZE 4000 // todo change
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namespace computervision
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{
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namespace handcalibration
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@@ -64,9 +65,11 @@ namespace computervision
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if (points.size() == 0) return false;
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std::cout << std::endl;
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for (int p = 0; p < points.size(); p++)
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{
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int area = cv::contourArea(points[p]);
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std::cout << area << std::endl;
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if (type == handcalibration::HandDetectionType::MENU)
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if (area > MIN_MENU_HAND_SIZE) return true;
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@@ -26,10 +26,10 @@ namespace scene
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entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
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std::vector<gui::GuiTexture*> guis;
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std::vector<computervision::HandDetectRegion> regions;
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computervision::ObjectDetection objDetect;
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computervision::HandDetectRegion reg1("left", 20, 100, 150, 150);
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computervision::HandDetectRegion reg2("right", 200, 200, 150, 150);
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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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@@ -44,6 +44,15 @@ namespace scene
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scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
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{
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cv::Mat camera_frame = objDetect.ReadCamera(); // 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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raw_model = render_engine::LoadObjModel("res/House.obj");
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texture = { render_engine::loader::LoadTexture("res/Texture.png") };
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texture.shine_damper = 10;
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@@ -125,22 +134,25 @@ namespace scene
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if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS)
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{
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reg1.CalibrateBackground();
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reg2.CalibrateBackground();
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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 = reg1.CalculateSkinTresholds();
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reg2.setSkinTresholds(tresholds);
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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 = objDetect.ReadCamera();
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reg1.DetectHand(camera_frame);
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reg2.DetectHand(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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