Merge branch 'develop' into feature/MovementCharacter

This commit is contained in:
SemvdH
2021-06-11 10:14:12 +02:00
committed by GitHub
36 changed files with 6346 additions and 4698 deletions

View File

@@ -13,30 +13,38 @@
#include "../renderEngine/renderer.h"
#include "../shaders/entity_shader.h"
#include "../toolbox/toolbox.h"
#include "../entities/house_generator.h"
#include <deque>
#include <functional>
#include <memory>
#include <queue>
#include <opencv2/core/base.hpp>
#include "../computervision/HandDetectRegion.h"
#include "../computervision/ObjectDetection.h"
#define MAX_MODEL_DEQUE_SIZE 6 // max amount of models to load at the same time
#define UPCOMING_MODEL_AMOUNT 4 // how much models should be loaded in front of us
namespace scene
{
std::deque<entities::Entity> house_models;
std::shared_ptr<entities::MainCharacter>main_character;
std::deque<entities::Light> lights;
std::deque<entities::CollisionEntity> trees;
std::vector<std::shared_ptr<entities::CollisionEntity>> collision_entities;
entities::HouseGenerator* house_generator;
std::deque<std::shared_ptr<entities::Entity>> house_models;
models::RawModel raw_model, raw_model_char;
models::ModelTexture texture;
shaders::EntityShader* shader;
shaders::GuiShader* gui_shader;
entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
entities::Camera camera(glm::vec3(0, -50, 0), glm::vec3(0, 0, 0));
std::vector<gui::GuiTexture*> guis;
models::TexturedModel model;
models::TexturedModel tree;
std::vector<computervision::HandDetectRegion> regions;
computervision::HandDetectRegion reg_left("left", 0, 0, 150, 150), reg_right("right", 0, 0, 150, 150), reg_up("up", 0, 0, 150, 150);
In_Game_Scene::In_Game_Scene()
{
@@ -60,6 +68,11 @@ namespace scene
return box;
}
In_Game_Scene::~In_Game_Scene()
{
delete house_generator;
}
/**
* @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera.
*
@@ -68,48 +81,48 @@ namespace scene
*/
void load_chunk(int model_pos)
{
std::cout << "loading model chunk" << std::endl;
if (house_models.size() >= MAX_MODEL_DEQUE_SIZE)
{
house_models.pop_back();
trees.pop_back();
collision_entities.erase(collision_entities.begin() + 1);
}
int z_offset = model_pos * (model.raw_model.model_size.x * 20); // how much "in the distance" we should load the model
house_models.push_front(entities::Entity(model, glm::vec3(0, -50, -50 - z_offset), glm::vec3(0, 90, 0), 20));
collision::Box tree_box = create_bounding_box(tree.raw_model.model_size, glm::vec3(0, 0, -50 - z_offset),3);
std::shared_ptr<entities::CollisionEntity> tree_entity = std::make_shared<entities::CollisionEntity>(tree, glm::vec3(0, 0, -50 - z_offset), glm::vec3(0, 90, 0), 3, tree_box);
trees.push_front(*tree_entity);
collision_entities.push_back(tree_entity);
//std::cout << collision_entities.size() << std::endl;
/*if (collision_entities.size() > 0) {
std::cout << collision_entities[0].get()->GetPosition().z << std::endl;
std::cout << "x: " << main_character->GetPosition().x << "\ny: " << main_character->GetPosition().y << "\nz: " << main_character->GetPosition().z << "\n";
}*/
static unsigned int furniture_count = 0;
// set up squares according to size of camera input
cv::Mat camera_frame;
static_camera::getCap().read(camera_frame); // get camera frame to know the width and heigth
reg_left.SetXPos(10);
reg_left.SetYPos(camera_frame.rows / 2 - reg_left.GetHeight()/2);
reg_right.SetXPos(camera_frame.cols - 10 - reg_right.GetWidth());
reg_right.SetYPos(camera_frame.rows / 2 - reg_right.GetHeight()/2);
reg_up.SetXPos(camera_frame.cols / 2 - reg_up.GetWidth() / 2);
reg_up.SetYPos(10);
std::cout << "loading model chunk" << std::endl;
if (house_models.size() >= MAX_MODEL_DEQUE_SIZE * furniture_count)
{
for (int i = 0; i < furniture_count; i++)
{
house_models.pop_front();
}
}
int z_offset = model_pos * (house_generator->GetHouseDepth()); // how much "in the distance" we should load the model
std::deque<std::shared_ptr<entities::Entity>> furniture = house_generator->GenerateHouse(glm::vec3(0, -75, -50 - z_offset), 90);
furniture_count = furniture.size();
house_models.insert(house_models.end(), furniture.begin(), furniture.end());
}
scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
{
raw_model = render_engine::LoadObjModel("res/House.obj");
texture = { render_engine::loader::LoadTexture("res/Texture.png") };
texture.shine_damper = 10;
texture.reflectivity = 0;
model = { raw_model, texture };
models::RawModel raw_tree_model = render_engine::LoadObjModel("res/Tree.obj");
models::ModelTexture tree_texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") };
tree = { raw_tree_model, tree_texture };
raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
models::TexturedModel model_char = { raw_model_char, texture };
collision::Box char_box = create_bounding_box(raw_model_char.model_size, glm::vec3(0, 0, 0), 1);
main_character = std::make_shared<entities::MainCharacter>(model_char, glm::vec3(0, -50, -100), glm::vec3(0, 90, 0), 5, char_box);
collision_entities.push_back(main_character);
house_generator = new entities::HouseGenerator();
// load the first few house models
for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
{
@@ -156,15 +169,10 @@ namespace scene
shader->LoadLightsDeque(lights);
shader->LoadViewMatrix(camera);
for (entities::Entity& model_entity : house_models)
for (std::shared_ptr<entities::Entity> model_entity : house_models)
{
render_engine::renderer::Render(model_entity, *shader);
}
for (entities::Entity& tree_entity : trees)
{
render_engine::renderer::Render(tree_entity, *shader);
}
render_engine::renderer::Render(*main_character, *shader);
@@ -186,9 +194,7 @@ namespace scene
// calculate where the next house model should be loaded
static int last_model_pos = 0;
int model_pos = -round(camera.GetPosition().z / (model.raw_model.model_size.x * 20)); // how much models we have passed, minus because we are moving in the negative z axis
//std::cout << collision_entities.size() << std::endl;
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 (last_model_pos != model_pos)
@@ -198,14 +204,40 @@ namespace scene
// remember the position at which the new model was added
last_model_pos = model_pos;
collision::CheckCollisions(collision_entities);
update_hand_detection();
}
void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
cv::destroyWindow("camera");
return_value = scene::Scenes::STOP;
}
if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS)
{
reg_left.CalibrateBackground();
reg_right.CalibrateBackground();
reg_up.CalibrateBackground();
}
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
{
std::vector<int> tresholds = reg_left.CalculateSkinTresholds();
reg_right.setSkinTresholds(tresholds);
reg_up.setSkinTresholds(tresholds);
}
}
void scene::In_Game_Scene::update_hand_detection()
{
cv::Mat camera_frame;
static_camera::getCap().read(camera_frame);
reg_left.DetectHand(camera_frame);
reg_right.DetectHand(camera_frame);
reg_up.DetectHand(camera_frame);
cv::imshow("camera", camera_frame);
}
}