Merge pull request #4 from SemvdH/feature/point-count
point count into develop
This commit is contained in:
@@ -41,7 +41,9 @@ namespace scene
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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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int furniture_count_old;
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int score;
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std::vector<computervision::HandDetectRegion> regions;
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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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@@ -54,6 +56,7 @@ namespace scene
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gui_shader = new shaders::GuiShader();
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gui_shader->Init();
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score = 0;
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}
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/**
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* temporary!!!!
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@@ -82,6 +85,7 @@ namespace scene
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void load_chunk(int model_pos)
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{
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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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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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@@ -91,7 +95,6 @@ namespace scene
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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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std::cout << "loading model chunk" << std::endl;
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if (house_models.size() >= MAX_MODEL_DEQUE_SIZE * furniture_count)
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{
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@@ -106,6 +109,8 @@ namespace scene
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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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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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}
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@@ -200,9 +205,13 @@ namespace scene
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if (last_model_pos != model_pos)
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{
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load_chunk(model_pos + UPCOMING_MODEL_AMOUNT);
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score += furniture_count_old;
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std::cout << "Score: " << score << std::endl;
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std::cout << "Funriture_count_old in model (house excluded): " << furniture_count_old << std::endl;
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}
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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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collision::CheckCollisions(collision_entities);
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update_hand_detection();
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}
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