Merge branch 'develop' of https://github.com/SemvdH/SDBA into develop

* 'develop' of https://github.com/SemvdH/SDBA:
  [FIX] pointer
  [FIX] in game scene
  [FIX] in game scene
This commit is contained in:
DESKTOP-EBR7IVA\kimve
2021-06-11 11:15:24 +02:00
6 changed files with 55 additions and 45 deletions

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@@ -44,7 +44,6 @@ static GLFWwindow* window;
scene::Scene* current_scene; scene::Scene* current_scene;
static GLFWwindow* window;
bool points_img_available = false; bool points_img_available = false;
cv::Mat points_img; cv::Mat points_img;

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@@ -30,7 +30,6 @@
namespace scene namespace scene
{ {
std::shared_ptr<entities::MainCharacter>main_character; std::shared_ptr<entities::MainCharacter>main_character;
std::deque<entities::Light> lights;
std::vector<std::shared_ptr<entities::CollisionEntity>> collision_entities; std::vector<std::shared_ptr<entities::CollisionEntity>> collision_entities;
entities::HouseGenerator* house_generator; entities::HouseGenerator* house_generator;
std::deque<std::shared_ptr<entities::Entity>> house_models; std::deque<std::shared_ptr<entities::Entity>> house_models;
@@ -39,9 +38,8 @@ namespace scene
models::ModelTexture texture; models::ModelTexture texture;
shaders::EntityShader* shader; shaders::EntityShader* shader;
shaders::GuiShader* gui_shader; shaders::GuiShader* gui_shader;
entities::Camera camera(glm::vec3(0, -50, 0), glm::vec3(0, 0, 0));
std::vector<gui::GuiTexture*> guis; std::vector<gui::GuiTexture*> guis;
int furniture_count_old; int furniture_count_old;
int score; int score;
@@ -53,7 +51,7 @@ namespace scene
*/ */
In_Game_Scene::In_Game_Scene() In_Game_Scene::In_Game_Scene()
{ {
camera = new entities::Camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0)); camera = std::make_unique<entities::Camera>(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
shader = new shaders::EntityShader; shader = new shaders::EntityShader;
shader->Init(); shader->Init();
@@ -69,9 +67,9 @@ namespace scene
*/ */
collision::Box create_bounding_box(glm::vec3 size, glm::vec3 pos, int scale) { collision::Box create_bounding_box(glm::vec3 size, glm::vec3 pos, int scale) {
collision::Box box = collision::Box(); collision::Box box = collision::Box();
box.size.x = size.z* scale; box.size.x = size.z * scale;
box.size.y = size.y* scale; box.size.y = size.y * scale;
box.size.z = size.x* scale; box.size.z = size.x * scale;
box.center_pos = pos; box.center_pos = pos;
return box; return box;
} }
@@ -80,30 +78,29 @@ namespace scene
*/ */
In_Game_Scene::~In_Game_Scene() In_Game_Scene::~In_Game_Scene()
{ {
delete camera;
delete shader; delete shader;
delete gui_shader; delete gui_shader;
delete house_generator; delete house_generator;
} }
/** /**
* @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera. * @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera.
* *
* @param model_pos the amount of models the camera has passed already. This is the rounded result of (z position of camera) / (size of model) * @param model_pos the amount of models the camera has passed already. This is the rounded result of (z position of camera) / (size of model)
* *
*/ */
void load_chunk(int model_pos) void load_chunk(int model_pos)
{ {
static unsigned int furniture_count = 0; static unsigned int furniture_count = 0;
// set up squares according to size of camera input // set up squares according to size of camera input
cv::Mat camera_frame; cv::Mat camera_frame;
static_camera::getCap().read(camera_frame); // get camera frame to know the width and heigth static_camera::getCap().read(camera_frame); // get camera frame to know the width and heigth
reg_left.SetXPos(10); reg_left.SetXPos(10);
reg_left.SetYPos(camera_frame.rows / 2 - reg_left.GetHeight()/2); reg_left.SetYPos(camera_frame.rows / 2 - reg_left.GetHeight() / 2);
reg_right.SetXPos(camera_frame.cols - 10 - reg_right.GetWidth()); reg_right.SetXPos(camera_frame.cols - 10 - reg_right.GetWidth());
reg_right.SetYPos(camera_frame.rows / 2 - reg_right.GetHeight()/2); reg_right.SetYPos(camera_frame.rows / 2 - reg_right.GetHeight() / 2);
reg_up.SetXPos(camera_frame.cols / 2 - reg_up.GetWidth() / 2); reg_up.SetXPos(camera_frame.cols / 2 - reg_up.GetWidth() / 2);
reg_up.SetYPos(10); reg_up.SetYPos(10);
std::cout << "loading model chunk" << std::endl; std::cout << "loading model chunk" << std::endl;
@@ -118,13 +115,13 @@ namespace scene
std::deque<std::shared_ptr<entities::Entity>> furniture = house_generator->GenerateHouse(glm::vec3(0, -75, -50 - z_offset), 90); std::deque<std::shared_ptr<entities::Entity>> furniture = house_generator->GenerateHouse(glm::vec3(0, -75, -50 - z_offset), 90);
furniture_count = furniture.size(); furniture_count = furniture.size();
house_models.insert(house_models.end(), furniture.begin(), furniture.end()); house_models.insert(house_models.end(), furniture.begin(), furniture.end());
std::cout << "funriture_count in load chunk (house included): " << furniture_count << std::endl; std::cout << "funriture_count in load chunk (house included): " << furniture_count << std::endl;
furniture_count_old = furniture_count -1; furniture_count_old = furniture_count - 1;
} }
/** /**
* starts the game scene, calls the render and update methods in a while loop * starts the game scene, calls the render and update methods in a while loop
*/ */
scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window) scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
@@ -132,7 +129,7 @@ namespace scene
texture = { render_engine::loader::LoadTexture("res/Texture.png") }; texture = { render_engine::loader::LoadTexture("res/Texture.png") };
texture.shine_damper = 10; texture.shine_damper = 10;
texture.reflectivity = 0; texture.reflectivity = 0;
raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj"); raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
models::TexturedModel model_char = { raw_model_char, texture }; models::TexturedModel model_char = { raw_model_char, texture };
@@ -188,10 +185,10 @@ namespace scene
while (return_value == scene::Scenes::INGAME) while (return_value == scene::Scenes::INGAME)
{ {
//checks the current game state, so it can render the correct models for each state //checks the current game state, so it can render the correct models for each state
switch (game_state) switch (game_state)
{ {
/*case scene::Game_State::IDLE: /*case scene::Game_State::IDLE:
break;*/ break;*/
case scene::Game_State::PAUSED: case scene::Game_State::PAUSED:
render(); render();
@@ -208,7 +205,7 @@ namespace scene
std::cout << "Game state unknown" << std::endl; std::cout << "Game state unknown" << std::endl;
break; break;
} }
glfwSwapBuffers(window); glfwSwapBuffers(window);
glfwPollEvents(); glfwPollEvents();
@@ -230,14 +227,14 @@ namespace scene
shader->Start(); shader->Start();
shader->LoadSkyColor(render_engine::renderer::SKY_COLOR); shader->LoadSkyColor(render_engine::renderer::SKY_COLOR);
shader->LoadLightsDeque(lights); shader->LoadLightsDeque(lights);
shader->LoadViewMatrix(camera); shader->LoadViewMatrix(*camera);
for (std::shared_ptr<entities::Entity> model_entity : house_models) for (std::shared_ptr<entities::Entity> model_entity : house_models)
{ {
render_engine::renderer::Render(model_entity, *shader); render_engine::renderer::Render(model_entity, *shader);
} }
render_engine::renderer::Render(*main_character, *shader); render_engine::renderer::Render(main_character, *shader);
// Render GUI items // Render GUI items
//render_engine::renderer::Render(guis, *gui_shader); //render_engine::renderer::Render(guis, *gui_shader);
@@ -250,15 +247,15 @@ namespace scene
void scene::In_Game_Scene::update(GLFWwindow* window) void scene::In_Game_Scene::update(GLFWwindow* window)
{ {
//camera.Move(window); //camera.Move(window);
main_character->Move(window); main_character->Move(window);
//std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n"; //std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n";
camera.Follow(main_character->GetPosition()); camera->Follow(main_character->GetPosition());
// calculate where the next house model should be loaded // calculate where the next house model should be loaded
static int last_model_pos = 0; static int last_model_pos = 0;
int model_pos = -round(camera.GetPosition().z / (house_generator->GetHouseDepth())); // how much models we have passed, minus because we are moving in the negative z axis int model_pos = -round(camera->GetPosition().z / (house_generator->GetHouseDepth())); // how much models we have passed, minus because we are moving in the negative z axis
// if we have passed a model, load a new one and delete the one behind us // if we have passed a model, load a new one and delete the one behind us
if (last_model_pos != model_pos) if (last_model_pos != model_pos)
@@ -270,7 +267,7 @@ namespace scene
} }
// remember the position at which the new model was added // remember the position at which the new model was added
last_model_pos = model_pos; last_model_pos = model_pos;
collision::CheckCollisions(collision_entities); collision::CheckCollisions(collision_entities);
update_hand_detection(); update_hand_detection();
} }
@@ -317,4 +314,10 @@ namespace scene
cv::imshow("camera", camera_frame); cv::imshow("camera", camera_frame);
} }
//renders the models for the pause menu
void In_Game_Scene::render_pause_menu()
{
render_engine::renderer::Render(pause_guis, *gui_shader);
}
} }

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@@ -2,6 +2,7 @@
#include <iostream> #include <iostream>
#include <ostream> #include <ostream>
#include <vector> #include <vector>
#include <memory>
#include "scene.h" #include "scene.h"
#include "../gui/gui_interactable.h" #include "../gui/gui_interactable.h"
#include "../models/model.h" #include "../models/model.h"
@@ -38,7 +39,7 @@ namespace scene
//entities_to_render is a list of entities, those entities will be rendered in the 3D environment. //entities_to_render is a list of entities, those entities will be rendered in the 3D environment.
std::vector<entities::Entity> entities_to_render; std::vector<entities::Entity> entities_to_render;
//lights is a lost of light points in the game, for example the sun or it can be used to attach light effects to lamps. //lights is a lost of light points in the game, for example the sun or it can be used to attach light effects to lamps.
std::vector<entities::Light> lights; std::deque<entities::Light> lights;
models::RawModel raw_model; models::RawModel raw_model;
models::ModelTexture texture; models::ModelTexture texture;
@@ -47,7 +48,7 @@ namespace scene
//the gui_shader is used of rendering the gui models (for example the pause buttons). //the gui_shader is used of rendering the gui models (for example the pause buttons).
shaders::GuiShader* gui_shader; shaders::GuiShader* gui_shader;
//camera is the camera view of the game scene, this camera will be behind the main character. //camera is the camera view of the game scene, this camera will be behind the main character.
entities::Camera *camera; std::unique_ptr<entities::Camera> camera;
//guis is a list of all the gui components that needs to be load in the scene. //guis is a list of all the gui components that needs to be load in the scene.
std::vector<gui::GuiTexture*> guis; std::vector<gui::GuiTexture*> guis;
//pause_guis is a list of components that will be rendered when the game is paused. //pause_guis is a list of components that will be rendered when the game is paused.

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@@ -41,15 +41,26 @@ namespace scene
} }
gui::Button* ConvertGuiTextureToButton(gui::GuiTexture* texture) { gui::Button* ConvertGuiTextureToButton(gui::GuiTexture* texture) {
gui::Button* button;
if (texture != NULL) if (texture != NULL)
{
if (texture->GetType() == gui::GuiType::BUTTON) { if (texture->GetType() == gui::GuiType::BUTTON) {
gui::Button* button = (gui::Button*)texture; button = (gui::Button*)texture;
return button; return button;
} }
else { else {
return NULL; button = nullptr;
return button;
} }
}
else {
button = nullptr;
return button;
}
} }
/*gui::InteractableGui* ConvertGuiTextureToInteractableGui(gui::GuiTexture* texture) { /*gui::InteractableGui* ConvertGuiTextureToInteractableGui(gui::GuiTexture* texture) {
@@ -121,10 +132,11 @@ namespace scene
update(window); update(window);
if (hand_mode) { if (hand_mode) {
cameraFrame = objDetect.readCamera(); cameraFrame = objDetect.ReadCamera();
//Get hand state from camera //Get hand state from camera
bool hand_detection = objDetect.detectHand(cameraFrame); bool detect = false;
bool hand_detection = objDetect.DetectHand(cameraFrame,detect);
if (hand_detection) if (hand_detection)
{ {

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@@ -25,7 +25,6 @@
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" /> <ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
<ClCompile Include="src\computervision\HandDetectRegion.cpp" /> <ClCompile Include="src\computervision\HandDetectRegion.cpp" />
<ClCompile Include="src\scenes\in_Game_Scene.cpp" /> <ClCompile Include="src\scenes\in_Game_Scene.cpp" />
<ClCompile Include="src\computervision\FaceDetector.cpp" />
<ClCompile Include="src\computervision\MenuTest.cpp" /> <ClCompile Include="src\computervision\MenuTest.cpp" />
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" /> <ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
<ClCompile Include="src\computervision\ObjectDetection.cpp" /> <ClCompile Include="src\computervision\ObjectDetection.cpp" />

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@@ -80,9 +80,6 @@
<ClCompile Include="src\computervision\FingerCount.cpp"> <ClCompile Include="src\computervision\FingerCount.cpp">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="src\computervision\FaceDetector.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\computervision\BackgroundRemover.cpp"> <ClCompile Include="src\computervision\BackgroundRemover.cpp">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
@@ -90,6 +87,8 @@
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="src\scenes\scene.cpp"> <ClCompile Include="src\scenes\scene.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\entities\house_generator.cpp"> <ClCompile Include="src\entities\house_generator.cpp">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
@@ -164,9 +163,6 @@
<ClInclude Include="src\computervision\FingerCount.h"> <ClInclude Include="src\computervision\FingerCount.h">
<Filter>Header Files</Filter> <Filter>Header Files</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="src\computervision\FaceDetector.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\computervision\BackgroundRemover.h"> <ClInclude Include="src\computervision\BackgroundRemover.h">
<Filter>Header Files</Filter> <Filter>Header Files</Filter>
</ClInclude> </ClInclude>