[ADD] up left and right detection regions
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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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