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:
@@ -44,7 +44,6 @@ static GLFWwindow* window;
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scene::Scene* current_scene;
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scene::Scene* current_scene;
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static GLFWwindow* window;
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bool points_img_available = false;
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bool points_img_available = false;
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cv::Mat points_img;
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cv::Mat points_img;
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@@ -30,7 +30,6 @@
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namespace scene
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namespace scene
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{
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{
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std::shared_ptr<entities::MainCharacter>main_character;
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std::shared_ptr<entities::MainCharacter>main_character;
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std::deque<entities::Light> lights;
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std::vector<std::shared_ptr<entities::CollisionEntity>> collision_entities;
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std::vector<std::shared_ptr<entities::CollisionEntity>> collision_entities;
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entities::HouseGenerator* house_generator;
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entities::HouseGenerator* house_generator;
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std::deque<std::shared_ptr<entities::Entity>> house_models;
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std::deque<std::shared_ptr<entities::Entity>> house_models;
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@@ -39,9 +38,8 @@ namespace scene
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models::ModelTexture texture;
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models::ModelTexture texture;
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shaders::EntityShader* shader;
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shaders::EntityShader* shader;
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shaders::GuiShader* gui_shader;
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shaders::GuiShader* gui_shader;
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entities::Camera camera(glm::vec3(0, -50, 0), glm::vec3(0, 0, 0));
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std::vector<gui::GuiTexture*> guis;
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std::vector<gui::GuiTexture*> guis;
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int furniture_count_old;
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int furniture_count_old;
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int score;
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int score;
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@@ -53,7 +51,7 @@ namespace scene
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*/
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*/
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In_Game_Scene::In_Game_Scene()
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In_Game_Scene::In_Game_Scene()
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{
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{
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camera = new entities::Camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
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camera = std::make_unique<entities::Camera>(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
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shader = new shaders::EntityShader;
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shader = new shaders::EntityShader;
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shader->Init();
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shader->Init();
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@@ -69,9 +67,9 @@ namespace scene
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*/
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*/
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collision::Box create_bounding_box(glm::vec3 size, glm::vec3 pos, int scale) {
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collision::Box create_bounding_box(glm::vec3 size, glm::vec3 pos, int scale) {
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collision::Box box = collision::Box();
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collision::Box box = collision::Box();
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box.size.x = size.z* scale;
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box.size.x = size.z * scale;
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box.size.y = size.y* scale;
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box.size.y = size.y * scale;
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box.size.z = size.x* scale;
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box.size.z = size.x * scale;
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box.center_pos = pos;
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box.center_pos = pos;
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return box;
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return box;
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}
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}
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@@ -80,30 +78,29 @@ namespace scene
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*/
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*/
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In_Game_Scene::~In_Game_Scene()
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In_Game_Scene::~In_Game_Scene()
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{
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{
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delete camera;
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delete shader;
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delete shader;
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delete gui_shader;
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delete gui_shader;
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delete house_generator;
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delete house_generator;
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}
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}
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/**
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/**
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* @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera.
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* @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera.
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*
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*
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* @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)
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* @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)
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*
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*
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*/
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*/
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void load_chunk(int model_pos)
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void load_chunk(int model_pos)
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{
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{
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static unsigned int furniture_count = 0;
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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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// set up squares according to size of camera input
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cv::Mat camera_frame;
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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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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.SetXPos(10);
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reg_left.SetYPos(camera_frame.rows / 2 - reg_left.GetHeight()/2);
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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.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_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.SetXPos(camera_frame.cols / 2 - reg_up.GetWidth() / 2);
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reg_up.SetYPos(10);
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reg_up.SetYPos(10);
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std::cout << "loading model chunk" << std::endl;
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std::cout << "loading model chunk" << std::endl;
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@@ -118,13 +115,13 @@ namespace scene
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std::deque<std::shared_ptr<entities::Entity>> furniture = house_generator->GenerateHouse(glm::vec3(0, -75, -50 - z_offset), 90);
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std::deque<std::shared_ptr<entities::Entity>> furniture = house_generator->GenerateHouse(glm::vec3(0, -75, -50 - z_offset), 90);
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furniture_count = furniture.size();
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furniture_count = furniture.size();
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house_models.insert(house_models.end(), furniture.begin(), furniture.end());
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house_models.insert(house_models.end(), furniture.begin(), furniture.end());
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std::cout << "funriture_count in load chunk (house included): " << furniture_count << std::endl;
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std::cout << "funriture_count in load chunk (house included): " << furniture_count << std::endl;
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furniture_count_old = furniture_count -1;
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furniture_count_old = furniture_count - 1;
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}
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}
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/**
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/**
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* starts the game scene, calls the render and update methods in a while loop
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* starts the game scene, calls the render and update methods in a while loop
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*/
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*/
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scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
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scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
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@@ -132,7 +129,7 @@ namespace scene
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texture = { render_engine::loader::LoadTexture("res/Texture.png") };
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texture = { render_engine::loader::LoadTexture("res/Texture.png") };
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texture.shine_damper = 10;
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texture.shine_damper = 10;
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texture.reflectivity = 0;
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texture.reflectivity = 0;
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raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
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raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
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models::TexturedModel model_char = { raw_model_char, texture };
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models::TexturedModel model_char = { raw_model_char, texture };
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@@ -188,10 +185,10 @@ namespace scene
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while (return_value == scene::Scenes::INGAME)
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while (return_value == scene::Scenes::INGAME)
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{
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{
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//checks the current game state, so it can render the correct models for each state
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//checks the current game state, so it can render the correct models for each state
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switch (game_state)
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switch (game_state)
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{
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{
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/*case scene::Game_State::IDLE:
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/*case scene::Game_State::IDLE:
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break;*/
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break;*/
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case scene::Game_State::PAUSED:
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case scene::Game_State::PAUSED:
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render();
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render();
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@@ -208,7 +205,7 @@ namespace scene
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std::cout << "Game state unknown" << std::endl;
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std::cout << "Game state unknown" << std::endl;
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break;
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break;
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}
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}
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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glfwPollEvents();
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glfwPollEvents();
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@@ -230,14 +227,14 @@ namespace scene
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shader->Start();
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shader->Start();
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shader->LoadSkyColor(render_engine::renderer::SKY_COLOR);
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shader->LoadSkyColor(render_engine::renderer::SKY_COLOR);
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shader->LoadLightsDeque(lights);
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shader->LoadLightsDeque(lights);
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shader->LoadViewMatrix(camera);
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shader->LoadViewMatrix(*camera);
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for (std::shared_ptr<entities::Entity> model_entity : house_models)
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for (std::shared_ptr<entities::Entity> model_entity : house_models)
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{
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{
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render_engine::renderer::Render(model_entity, *shader);
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render_engine::renderer::Render(model_entity, *shader);
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}
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}
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render_engine::renderer::Render(*main_character, *shader);
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render_engine::renderer::Render(main_character, *shader);
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// Render GUI items
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// Render GUI items
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//render_engine::renderer::Render(guis, *gui_shader);
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//render_engine::renderer::Render(guis, *gui_shader);
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@@ -250,15 +247,15 @@ namespace scene
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void scene::In_Game_Scene::update(GLFWwindow* window)
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void scene::In_Game_Scene::update(GLFWwindow* window)
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{
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{
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//camera.Move(window);
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//camera.Move(window);
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main_character->Move(window);
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main_character->Move(window);
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//std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n";
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//std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n";
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camera.Follow(main_character->GetPosition());
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camera->Follow(main_character->GetPosition());
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// calculate where the next house model should be loaded
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// calculate where the next house model should be loaded
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static int last_model_pos = 0;
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static int last_model_pos = 0;
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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
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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
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// if we have passed a model, load a new one and delete the one behind us
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// if we have passed a model, load a new one and delete the one behind us
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if (last_model_pos != model_pos)
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if (last_model_pos != model_pos)
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@@ -270,7 +267,7 @@ namespace scene
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}
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}
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// remember the position at which the new model was added
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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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last_model_pos = model_pos;
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collision::CheckCollisions(collision_entities);
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collision::CheckCollisions(collision_entities);
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update_hand_detection();
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update_hand_detection();
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}
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}
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@@ -317,4 +314,10 @@ namespace scene
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cv::imshow("camera", camera_frame);
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cv::imshow("camera", camera_frame);
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}
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}
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//renders the models for the pause menu
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void In_Game_Scene::render_pause_menu()
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{
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render_engine::renderer::Render(pause_guis, *gui_shader);
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}
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}
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}
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@@ -2,6 +2,7 @@
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#include <iostream>
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#include <iostream>
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#include <ostream>
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#include <ostream>
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#include <vector>
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#include <vector>
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#include <memory>
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#include "scene.h"
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#include "scene.h"
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#include "../gui/gui_interactable.h"
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#include "../gui/gui_interactable.h"
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#include "../models/model.h"
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#include "../models/model.h"
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@@ -38,7 +39,7 @@ namespace scene
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//entities_to_render is a list of entities, those entities will be rendered in the 3D environment.
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//entities_to_render is a list of entities, those entities will be rendered in the 3D environment.
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std::vector<entities::Entity> entities_to_render;
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std::vector<entities::Entity> entities_to_render;
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//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.
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//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.
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std::vector<entities::Light> lights;
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std::deque<entities::Light> lights;
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models::RawModel raw_model;
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models::RawModel raw_model;
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models::ModelTexture texture;
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models::ModelTexture texture;
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@@ -47,7 +48,7 @@ namespace scene
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//the gui_shader is used of rendering the gui models (for example the pause buttons).
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//the gui_shader is used of rendering the gui models (for example the pause buttons).
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shaders::GuiShader* gui_shader;
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shaders::GuiShader* gui_shader;
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//camera is the camera view of the game scene, this camera will be behind the main character.
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//camera is the camera view of the game scene, this camera will be behind the main character.
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entities::Camera *camera;
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std::unique_ptr<entities::Camera> camera;
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//guis is a list of all the gui components that needs to be load in the scene.
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//guis is a list of all the gui components that needs to be load in the scene.
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std::vector<gui::GuiTexture*> guis;
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std::vector<gui::GuiTexture*> guis;
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//pause_guis is a list of components that will be rendered when the game is paused.
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//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
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}
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}
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gui::Button* ConvertGuiTextureToButton(gui::GuiTexture* texture) {
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gui::Button* ConvertGuiTextureToButton(gui::GuiTexture* texture) {
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gui::Button* button;
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if (texture != NULL)
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if (texture != NULL)
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{
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if (texture->GetType() == gui::GuiType::BUTTON) {
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if (texture->GetType() == gui::GuiType::BUTTON) {
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gui::Button* button = (gui::Button*)texture;
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button = (gui::Button*)texture;
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return button;
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return button;
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}
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}
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else {
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else {
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return NULL;
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button = nullptr;
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return button;
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}
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}
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}
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else {
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button = nullptr;
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return button;
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}
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}
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}
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/*gui::InteractableGui* ConvertGuiTextureToInteractableGui(gui::GuiTexture* texture) {
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/*gui::InteractableGui* ConvertGuiTextureToInteractableGui(gui::GuiTexture* texture) {
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@@ -121,10 +132,11 @@ namespace scene
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update(window);
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update(window);
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if (hand_mode) {
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if (hand_mode) {
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cameraFrame = objDetect.readCamera();
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cameraFrame = objDetect.ReadCamera();
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//Get hand state from camera
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//Get hand state from camera
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bool hand_detection = objDetect.detectHand(cameraFrame);
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bool detect = false;
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bool hand_detection = objDetect.DetectHand(cameraFrame,detect);
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if (hand_detection)
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if (hand_detection)
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{
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{
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@@ -25,7 +25,6 @@
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<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
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<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
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<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
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<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
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<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
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<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
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<ClCompile Include="src\computervision\FaceDetector.cpp" />
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<ClCompile Include="src\computervision\MenuTest.cpp" />
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<ClCompile Include="src\computervision\MenuTest.cpp" />
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<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
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<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
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<ClCompile Include="src\computervision\ObjectDetection.cpp" />
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<ClCompile Include="src\computervision\ObjectDetection.cpp" />
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@@ -80,9 +80,6 @@
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<ClCompile Include="src\computervision\FingerCount.cpp">
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<ClCompile Include="src\computervision\FingerCount.cpp">
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="src\computervision\FaceDetector.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\computervision\BackgroundRemover.cpp">
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<ClCompile Include="src\computervision\BackgroundRemover.cpp">
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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</ClCompile>
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</ClCompile>
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@@ -90,6 +87,8 @@
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="src\scenes\scene.cpp">
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<ClCompile Include="src\scenes\scene.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\entities\house_generator.cpp">
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<ClCompile Include="src\entities\house_generator.cpp">
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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</ClCompile>
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</ClCompile>
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@@ -164,9 +163,6 @@
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<ClInclude Include="src\computervision\FingerCount.h">
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<ClInclude Include="src\computervision\FingerCount.h">
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="src\computervision\FaceDetector.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\computervision\BackgroundRemover.h">
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<ClInclude Include="src\computervision\BackgroundRemover.h">
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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</ClInclude>
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</ClInclude>
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Reference in New Issue
Block a user