[ADD] hand detection type enum

This commit is contained in:
Sem van der Hoeven
2021-06-08 13:38:47 +02:00
parent 1e55736615
commit cadee7d8e9
6 changed files with 53 additions and 48 deletions

View File

@@ -29,23 +29,11 @@ namespace computervision
// detect the hand contours
handMask = skin_detector.getSkinMask(foreground);
// count the amount of fingers and put the info on the matrix
//fingerCountDebug = finger_count.findFingersCount(handMask, frame_out);
//// get the amount of fingers
//int fingers_amount = finger_count.getAmountOfFingers();
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
DrawHandMask(&camera_frame);
//hand_calibrator.SetAmountOfFingers(fingers_amount);
//finger_count.DrawHandContours(camera_frame);
//hand_calibrator.DrawHandCalibrationText(camera_frame);
//imshow("camera", camera_frame);
imshow("output" + region_id, frame_out);
imshow("foreground" + region_id, foreground);
//imshow("output" + region_id, frame_out);
//imshow("foreground" + region_id, foreground);
imshow("handMask" + region_id, handMask);
/*imshow("handDetection", fingerCountDebug);*/
@@ -83,6 +71,7 @@ namespace computervision
void HandDetectRegion::CalibrateBackground()
{
std::cout << "calibrating background " << region_id << std::endl;
background_remover.calibrate(frame_out);
hand_calibrator.SetBackGroundCalibrated(true);
}
@@ -94,11 +83,13 @@ namespace computervision
std::vector<int> HandDetectRegion::CalculateSkinTresholds()
{
std::cout << "calibrating skin " << region_id << std::endl;
return skin_detector.calibrateAndReturn(frame_out);
}
void HandDetectRegion::setSkinTresholds(std::vector<int>& tresholds)
{
std::cout << "setting skin " << region_id << std::endl;
skin_detector.setTresholds(tresholds);
}

View File

@@ -1,7 +1,8 @@
#include "HandCalibrator.h"
#define MIN_HAND_SIZE 10000
#define MIN_MENU_HAND_SIZE 10000
#define MIN_GAME_HAND_SIZE 10000 // todo change
namespace computervision
{
namespace handcalibration
@@ -56,7 +57,7 @@ namespace computervision
fingers_amount = amount;
}
bool HandCalibrator::CheckIfHandPresent(cv::Mat input_image)
bool HandCalibrator::CheckIfHandPresent(cv::Mat input_image, HandDetectionType type)
{
std::vector<std::vector<cv::Point>> points;
cv::findContours(input_image, points, cv::RetrievalModes::RETR_LIST, cv::ContourApproximationModes::CHAIN_APPROX_SIMPLE);
@@ -66,7 +67,11 @@ namespace computervision
for (int p = 0; p < points.size(); p++)
{
int area = cv::contourArea(points[p]);
if (area > MIN_HAND_SIZE) return true;
if (type == handcalibration::HandDetectionType::MENU)
if (area > MIN_MENU_HAND_SIZE) return true;
if (type == handcalibration::HandDetectionType::GAME)
if (area > MIN_GAME_HAND_SIZE) return true;
}
return false;

View File

@@ -7,11 +7,19 @@ namespace computervision
{
namespace handcalibration
{
enum class HandDetectionType
{
MENU,
GAME
};
class HandCalibrator
{
public:
HandCalibrator();
/**
* @brief draws the text to show the status of the calibration on the image
*
@@ -45,7 +53,7 @@ namespace computervision
*
* @param input_image the input image to check.
*/
bool CheckIfHandPresent(cv::Mat input_image);
bool CheckIfHandPresent(cv::Mat input_image, HandDetectionType type);
/**
* @brief sets the amount of fingers that are currently detected.
@@ -53,6 +61,7 @@ namespace computervision
* @param amount the amount of fingers.
*/
void SetAmountOfFingers(int amount);
private:
bool background_calibrated;

View File

@@ -10,6 +10,9 @@
#include "../renderEngine/renderer.h"
#include "../shaders/entity_shader.h"
#include "../toolbox/toolbox.h"
#include <opencv2/core/base.hpp>
#include "../computervision/HandDetectRegion.h"
#include "../computervision/ObjectDetection.h"
namespace scene
@@ -23,6 +26,11 @@ namespace scene
entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
std::vector<gui::GuiTexture*> guis;
std::vector<computervision::HandDetectRegion> regions;
computervision::ObjectDetection objDetect;
computervision::HandDetectRegion reg1("left", 20, 100, 150, 150);
computervision::HandDetectRegion reg2("right", 200, 200, 150, 150);
In_Game_Scene::In_Game_Scene()
{
@@ -105,6 +113,7 @@ namespace scene
void scene::In_Game_Scene::update(GLFWwindow* window)
{
camera.Move(window);
update_hand_detection();
}
void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
@@ -113,6 +122,26 @@ namespace scene
{
return_value = scene::Scenes::STOP;
}
if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS)
{
reg1.CalibrateBackground();
reg2.CalibrateBackground();
}
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
{
std::vector<int> tresholds = reg1.CalculateSkinTresholds();
reg2.setSkinTresholds(tresholds);
}
}
void scene::In_Game_Scene::update_hand_detection()
{
cv::Mat camera_frame = objDetect.ReadCamera();
reg1.DetectHand(camera_frame);
reg2.DetectHand(camera_frame);
cv::imshow("camera", camera_frame);
}
}

View File

@@ -8,6 +8,7 @@ namespace scene
{
private:
scene::Scenes return_value = scene::Scenes::INGAME;
void update_hand_detection();
public:
In_Game_Scene();

View File

@@ -8,15 +8,9 @@
namespace scene
{
std::vector<computervision::HandDetectRegion> regions;
computervision::ObjectDetection objDetect;
computervision::HandDetectRegion reg1("left",20,100,150,150);
computervision::HandDetectRegion reg2("right",200,200,150,150);
scene::Scenes scene::Startup_Scene::start(GLFWwindow *window)
{
regions.push_back(reg1);
regions.push_back(reg2);
while (return_value == scene::Scenes::STARTUP)
{
render();
@@ -36,30 +30,6 @@ namespace scene
void scene::Startup_Scene::update(GLFWwindow* window)
{
cv::Mat camera_frame = objDetect.ReadCamera();
reg1.DetectHand(camera_frame);
reg2.DetectHand(camera_frame);
cv::imshow("camera", camera_frame);
int key = cv::waitKey(1);
if (key == 98) // b, calibrate the background
{
for (int i = 0; i < regions.size(); i++)
{
regions[i].CalibrateBackground();
}
}
else if (key == 115) // s, calibrate the skin color
{
std::vector<int> tresholds = regions[0].CalculateSkinTresholds();
for (int i = 1; i < regions.size(); i++)
{
regions[i].setSkinTresholds(tresholds);
}
}
}