Merge branch 'develop' into feature/game_logic/game_over
This commit is contained in:
@@ -1,4 +1,4 @@
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#include "BackgroundRemover.h"
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#include "background_remover.h"
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/*
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Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
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@@ -1,4 +1,4 @@
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#include "FingerCount.h"
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#include "finger_count.h"
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#include "opencv2/imgproc.hpp"
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#include "opencv2/highgui.hpp"
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@@ -1,6 +1,6 @@
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#include "HandDetectRegion.h"
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#include "hand_detect_region.h"
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#define TIME_DURATION 1.0f
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namespace computervision
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{
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@@ -20,6 +20,15 @@ namespace computervision
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Mat input_frame = GenerateHandMaskSquare(camera_frame);
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frame_out = input_frame.clone();
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if (!background_calibrated || !skin_calibrated)
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if (time >= TIME_DURATION)
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{
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//std::cout << "timer finised, seconds left: " << seconds_left << std::endl;
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seconds_left--;
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time = 0;
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}
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// detect skin color
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skin_detector.drawSkinColorSampler(camera_frame,start_x_pos,start_y_pos,region_width,region_height);
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@@ -32,6 +41,29 @@ namespace computervision
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// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
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DrawHandMask(&camera_frame);
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if (seconds_left <= 0)
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{
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if (!background_calibrated)
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{
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background_remover.calibrate(input_frame);
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background_calibrated = true;
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hand_calibrator.SetBackGroundCalibrated(background_calibrated);
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seconds_left = 5;
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time = 0;
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}
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else
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{
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if (!skin_calibrated)
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{
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if (is_main_skin_detection_region)
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skin_timer_callback();
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}
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}
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}
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// uncomment these lines to show debug hand information
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//imshow("output" + region_id, frame_out);
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//imshow("foreground" + region_id, foreground);
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//imshow("handMask" + region_id, handMask);
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@@ -47,7 +79,17 @@ namespace computervision
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hand_calibrator.DrawBackgroundSkinCalibrated(camera_frame);
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std::string calibration_text = (!background_calibrated ? "calibrating background in " : (!skin_calibrated ? "calibrating skin in " : ""));
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calibration_text += std::to_string(seconds_left);
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if (!background_calibrated || !skin_calibrated)
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{
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cv::rectangle(camera_frame, cv::Rect(0, camera_frame.rows - 130, 600, 60), cv::Scalar(0, 0, 0), -1);
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cv:putText(camera_frame, calibration_text, cv::Point(5, 400), cv::FONT_HERSHEY_COMPLEX, 1.0, cv::Scalar(255, 0, 255), 2);
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}
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if (background_calibrated && !skin_calibrated)
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{
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cv::putText(camera_frame, "put your hand in the left square", cv::Point(5, camera_frame.rows - 105), cv::FONT_HERSHEY_COMPLEX, 1.0, cv::Scalar(255, 0, 255), 2);
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}
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}
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@@ -92,6 +134,8 @@ namespace computervision
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{
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std::cout << "calibrating skin " << region_id << std::endl;
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hand_calibrator.SetSkinCalibration(true);
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skin_calibrated = true;
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time = 0;
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return skin_detector.calibrateAndReturn(frame_out);
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}
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@@ -100,6 +144,13 @@ namespace computervision
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std::cout << "setting skin " << region_id << std::endl;
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skin_detector.setTresholds(tresholds);
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hand_calibrator.SetSkinCalibration(true);
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skin_calibrated = true;
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time = 0;
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}
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void HandDetectRegion::UpdateTime(float delta_time)
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{
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time += delta_time;
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}
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}
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@@ -2,11 +2,13 @@
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#include <opencv2/core.hpp>
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#include <opencv2/imgproc.hpp>
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#include <GLFW/glfw3.h>
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#include "async/StaticCameraInstance.h"
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#include "calibration/HandCalibrator.h"
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#include "BackgroundRemover.h"
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#include "SkinDetector.h"
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#include "FingerCount.h"
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#include "background_remover.h"
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#include "skin_detector.h"
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#include "finger_count.h"
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namespace computervision
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{
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class HandDetectRegion
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@@ -36,8 +38,12 @@ namespace computervision
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std::vector<int> CalculateSkinTresholds();
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void setSkinTresholds(std::vector<int>& tresholds);
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void UpdateTime(float delta_time);
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void SetMainSkinDetecRegion(bool val) { is_main_skin_detection_region = val; };
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void SetSkinTimerCallback(std::function<void()> fun) { skin_timer_callback = fun; };
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private:
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int start_x_pos;
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int start_y_pos;
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int region_height;
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@@ -51,6 +57,17 @@ namespace computervision
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std::string region_id;
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bool DrawHandMask(cv::Mat* input);
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float time = 0;
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int seconds_left = 5; // calibration countdown
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bool background_calibrated = false;
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bool skin_calibrated = false;
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bool is_main_skin_detection_region = false;
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std::function<void()> skin_timer_callback;
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};
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}
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@@ -1,14 +1,7 @@
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#include <opencv2/videoio.hpp>
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#include <opencv2/highgui.hpp>
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#include <opencv2/video.hpp>
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#include "object_detection.h"
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#include "ObjectDetection.h"
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#include "BackgroundRemover.h"
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#include "SkinDetector.h"
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#include "FingerCount.h"
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#include "async/StaticCameraInstance.h"
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#include "calibration/HandCalibrator.h"
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#define TIME_DURATION 1.0f
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namespace computervision
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{
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@@ -25,6 +18,11 @@ namespace computervision
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handcalibration::HandCalibrator hand_calibrator;
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cv::VideoCapture cap = static_camera::getCap();
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float time = 0;
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int seconds_left = 5; // calibration countdown
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bool background_calibrated = false;
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bool skin_calibrated = false;
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ObjectDetection::ObjectDetection()
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{
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@@ -42,6 +40,20 @@ namespace computervision
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bool ObjectDetection::DetectHand(Mat camera_frame, bool& hand_present)
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{
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//calculate deltatime
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if (!background_calibrated || !skin_calibrated)
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{
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UpdateTime();
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if (time >= TIME_DURATION)
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{
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std::cout << "timer finised, seconds left: " << seconds_left << std::endl;
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seconds_left--;
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time = 0;
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}
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}
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Mat input_frame = GenerateHandMaskSquare(camera_frame);
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frame_out = input_frame.clone();
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@@ -63,37 +75,58 @@ namespace computervision
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// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
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DrawHandMask(&camera_frame);
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if (seconds_left <= 0)
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{
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if (!background_calibrated)
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{
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background_remover.calibrate(input_frame);
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background_calibrated = true;
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hand_calibrator.SetBackGroundCalibrated(background_calibrated);
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seconds_left = 5;
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time = 0;
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}
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else
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{
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if (!skin_calibrated)
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{
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skin_detector.calibrate(input_frame);
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skin_calibrated = true;
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hand_calibrator.SetSkinCalibration(skin_calibrated);
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time = 0;
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}
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}
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}
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hand_calibrator.SetAmountOfFingers(fingers_amount);
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finger_count.DrawHandContours(camera_frame);
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hand_calibrator.DrawHandCalibrationText(camera_frame);
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std::string calibration_text = (!background_calibrated ? "calibrating background in " : (!skin_calibrated ? "calibrating skin in " : ""));
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calibration_text += std::to_string(seconds_left);
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if (!background_calibrated || !skin_calibrated)
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{
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cv::rectangle(camera_frame, cv::Rect(0, camera_frame.rows - 120, 500, 50), cv::Scalar(0, 0, 0), -1);
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cv::putText(camera_frame, calibration_text, cv::Point(5, camera_frame.rows-80), cv::FONT_HERSHEY_COMPLEX, 1.0, cv::Scalar(255, 0, 255), 2);
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}
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if (background_calibrated && !skin_calibrated)
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{
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cv::putText(camera_frame, "put your hand in the square", cv::Point(5, camera_frame.rows - 100), cv::FONT_HERSHEY_COMPLEX, 1.0, cv::Scalar(255, 0, 255), 2);
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}
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imshow("camera", camera_frame);
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// uncomment these lines to show debug hand information
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/*imshow("output", frame_out);
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imshow("foreground", foreground);
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imshow("handMask", handMask);
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imshow("handDetection", fingerCountDebug);*/
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hand_present = hand_calibrator.CheckIfHandPresent(handMask,handcalibration::HandDetectionType::MENU);
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hand_present = hand_calibrator.CheckIfHandPresent(handMask, handcalibration::HandDetectionType::MENU);
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hand_calibrator.SetHandPresent(hand_present);
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int key = waitKey(1);
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if (key == 98) // b, calibrate the background
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{
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background_remover.calibrate(input_frame);
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hand_calibrator.SetBackGroundCalibrated(true);
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}
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else if (key == 115) // s, calibrate the skin color
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{
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skin_detector.calibrate(input_frame);
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hand_calibrator.SetSkinCalibration(true);
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}
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return fingers_amount > 0;
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}
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@@ -144,5 +177,15 @@ namespace computervision
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imshow("Webcam image", img);
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}
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void ObjectDetection::UpdateTime()
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{
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double current_time = glfwGetTime();
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static double last_frame_time = current_time;
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double delt_time = current_time - last_frame_time;
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last_frame_time = current_time;
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time += delt_time;
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}
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}
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@@ -8,6 +8,14 @@
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#include <opencv2/core.hpp>
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#include <opencv2/imgproc/imgproc.hpp>
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#include <opencv2/highgui/highgui.hpp>
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#include <opencv2/video.hpp>
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#include <GLFW/glfw3.h>
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#include "background_remover.h"
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#include "skin_detector.h"
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#include "finger_count.h"
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#include "async/StaticCameraInstance.h"
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#include "calibration/HandCalibrator.h"
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namespace computervision
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@@ -86,6 +94,7 @@ namespace computervision
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private:
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bool is_hand_open;
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bool is_hand_present;
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void UpdateTime();
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};
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@@ -1,4 +1,4 @@
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#include "SkinDetector.h"
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#include "skin_detector.h"
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#include <iostream>
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/*
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@@ -30,7 +30,7 @@
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#include "scenes/game_Over_Scene.h"
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#include "entities/collision_entity.h"
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#include "computervision/ObjectDetection.h"
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#include "computervision/object_detection.h"
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//#include "computervision/OpenPoseImage.h"
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#include "computervision/OpenPoseVideo.h"
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@@ -1,27 +1,4 @@
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#include <iostream>
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#include <memory>
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include "in_Game_Scene.h"
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#include "startup_Scene.h"
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#include "../entities/main_character.h"
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#include "../collision/collision_handler.h"
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#include "../gui/gui_interactable.h"
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#include "../models/model.h"
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#include "../renderEngine/loader.h"
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#include "../renderEngine/obj_loader.h"
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#include "../renderEngine/renderer.h"
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#include "../shaders/entity_shader.h"
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#include "../toolbox/toolbox.h"
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#include "../entities/house_generator.h"
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#include <deque>
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#include <functional>
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#include <memory>
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#include <queue>
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#include <opencv2/core/base.hpp>
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#include "../computervision/HandDetectRegion.h"
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#include "../computervision/ObjectDetection.h"
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#include <string>
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#define MAX_MODEL_DEQUE_SIZE 6 // max amount of models to load at the same time
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#define UPCOMING_MODEL_AMOUNT 4 // how much models should be loaded in front of us
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@@ -48,6 +25,8 @@ namespace scene
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int score;
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int* ptr;
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float delta_time = 0;
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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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@@ -76,7 +55,6 @@ namespace scene
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texture_path += ".png";
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score_pointer = std::make_unique<gui::GuiTexture>(render_engine::loader::LoadTexture(texture_path), glm::vec2(-0.9f, 0.8f), glm::vec2(0.07, 0.15));
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score_textures.push_back(score_pointer);
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}
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}
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@@ -104,25 +82,30 @@ namespace scene
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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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*
|
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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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void load_chunk(int model_pos)
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void In_Game_Scene::SetupHandDetection()
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{
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static unsigned int furniture_count = 0;
|
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|
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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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|
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reg_left.SetMainSkinDetecRegion(true);
|
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reg_right.SetMainSkinDetecRegion(false);
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reg_right.SetMainSkinDetecRegion(false);
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std::function<void()> callback = [this]() {OnSkinCalibrationCallback(); };
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reg_left.SetSkinTimerCallback(callback);
|
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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_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);
|
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reg_up.SetYPos(10);
|
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}
|
||||
|
||||
|
||||
void In_Game_Scene::LoadChunk(int model_pos)
|
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{
|
||||
static unsigned int furniture_count = 0;
|
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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)
|
||||
{
|
||||
@@ -162,10 +145,12 @@ namespace scene
|
||||
//collision_entities.push_back(main_character);
|
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house_generator = new entities::HouseGenerator();
|
||||
|
||||
SetupHandDetection();
|
||||
|
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// load the first few house models
|
||||
for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
|
||||
{
|
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load_chunk(i);
|
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LoadChunk(i);
|
||||
}
|
||||
|
||||
lights.push_back(entities::Light(glm::vec3(0, 1000, 7000), glm::vec3(5, 5, 5))); // sun
|
||||
@@ -273,6 +258,7 @@ namespace scene
|
||||
//updates certain variables
|
||||
void scene::In_Game_Scene::update(GLFWwindow* window)
|
||||
{
|
||||
UpdateDeltaTime();
|
||||
//camera.Move(window);
|
||||
main_character->Move(window);
|
||||
if (!main_character.get()->GetOnCollide())
|
||||
@@ -291,7 +277,7 @@ namespace scene
|
||||
// if we have passed a model, load a new one and delete the one behind us
|
||||
if (last_model_pos != model_pos)
|
||||
{
|
||||
load_chunk(model_pos + UPCOMING_MODEL_AMOUNT);
|
||||
LoadChunk(model_pos + UPCOMING_MODEL_AMOUNT);
|
||||
score += furniture_count_old;
|
||||
std::cout << "Score: " << score << std::endl;
|
||||
std::cout << "Furniture_count_old in model (house excluded): " << furniture_count_old << std::endl;
|
||||
@@ -323,24 +309,14 @@ namespace scene
|
||||
{
|
||||
game_state = scene::Game_State::RUNNING;
|
||||
}
|
||||
|
||||
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()
|
||||
{
|
||||
reg_left.UpdateTime(delta_time);
|
||||
reg_right.UpdateTime(delta_time);
|
||||
reg_up.UpdateTime(delta_time);
|
||||
|
||||
cv::Mat camera_frame;
|
||||
static_camera::getCap().read(camera_frame);
|
||||
reg_left.DetectHand(camera_frame);
|
||||
@@ -350,6 +326,14 @@ namespace scene
|
||||
cv::imshow("camera", camera_frame);
|
||||
}
|
||||
|
||||
void scene::In_Game_Scene::OnSkinCalibrationCallback()
|
||||
{
|
||||
std::cout << "on skin calibration callback" << std::endl;
|
||||
std::vector<int> tresholds = reg_left.CalculateSkinTresholds();
|
||||
reg_right.setSkinTresholds(tresholds);
|
||||
reg_up.setSkinTresholds(tresholds);
|
||||
}
|
||||
|
||||
//renders the models for the pause menu
|
||||
void In_Game_Scene::render_pause_menu()
|
||||
{
|
||||
@@ -363,11 +347,20 @@ namespace scene
|
||||
|
||||
toolbox::GetDigitsFromNumber(score, digits);
|
||||
|
||||
for (int i = digits.size()-1; i >= 0; i--)
|
||||
{
|
||||
score_textures[digits[i]].get()->position.x = 0.15 * i -0.9;
|
||||
render_engine::renderer::Render(score_textures[digits[i]], *gui_shader);
|
||||
|
||||
for (int i = digits.size() - 1; i >= 0; i--)
|
||||
{
|
||||
score_textures[digits[i]].get()->position.x = 0.15 * i - 0.9; // place the number at the top left. the numbers are just fine tuned to get the position just right
|
||||
render_engine::renderer::Render(score_textures[digits[i]], *gui_shader);
|
||||
}
|
||||
}
|
||||
|
||||
void In_Game_Scene::UpdateDeltaTime()
|
||||
{
|
||||
double current_time = glfwGetTime();
|
||||
static double last_frame_time = current_time;
|
||||
delta_time = current_time - last_frame_time;
|
||||
last_frame_time = current_time;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,6 +3,18 @@
|
||||
#include <ostream>
|
||||
#include <vector>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
#include <opencv2/core/base.hpp>
|
||||
#include <opencv2/imgcodecs.hpp>
|
||||
#include <opencv2/imgproc.hpp>
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <deque>
|
||||
#include <functional>
|
||||
#include <queue>
|
||||
#include <opencv2/core/base.hpp>
|
||||
|
||||
#include "startup_Scene.h"
|
||||
#include "scene.h"
|
||||
#include "../gui/gui_interactable.h"
|
||||
#include "../models/model.h"
|
||||
@@ -11,9 +23,12 @@
|
||||
#include "../renderEngine/renderer.h"
|
||||
#include "../shaders/entity_shader.h"
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include <opencv2/core/base.hpp>
|
||||
#include <opencv2/imgcodecs.hpp>
|
||||
#include <opencv2/imgproc.hpp>
|
||||
#include "../entities/main_character.h"
|
||||
#include "../collision/collision_handler.h"
|
||||
#include "../entities/house_generator.h"
|
||||
#include "../computervision/hand_detect_region.h"
|
||||
#include "../computervision/object_detection.h"
|
||||
|
||||
|
||||
|
||||
namespace scene
|
||||
@@ -55,17 +70,51 @@ namespace scene
|
||||
std::vector<gui::GuiTexture*> guis;
|
||||
//pause_guis is a list of components that will be rendered when the game is paused.
|
||||
std::vector<gui::GuiTexture*> pause_guis;
|
||||
|
||||
// list of gui texture that holds the textures for the score
|
||||
std::vector<std::shared_ptr<gui::GuiTexture>> score_guis;
|
||||
|
||||
void UpdateDeltaTime();
|
||||
|
||||
/**
|
||||
* @brief renders the objects/gui models
|
||||
* @param
|
||||
* @return void
|
||||
*/
|
||||
void render_pause_menu();
|
||||
|
||||
/**
|
||||
* @brief updates the hand detection with the deltatime and checks the hand detection for each region. als updates the camera display
|
||||
*
|
||||
*/
|
||||
void update_hand_detection();
|
||||
|
||||
/**
|
||||
* @brief sets up the hand detection regions and sets the callbacks for the skin calibration.
|
||||
*
|
||||
*/
|
||||
void SetupHandDetection();
|
||||
|
||||
/**
|
||||
* @brief callback that gets called when the left skin detect region timout has been reached. sets the other regions with the skin data from the first region
|
||||
*
|
||||
*/
|
||||
void OnSkinCalibrationCallback();
|
||||
|
||||
/**
|
||||
* @brief draws the score on the screen with the digit resources.
|
||||
*
|
||||
* @param score the score to display.
|
||||
*/
|
||||
void DrawScore(int score);
|
||||
|
||||
/**
|
||||
* @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)
|
||||
*
|
||||
*/
|
||||
void LoadChunk(int model_pos);
|
||||
|
||||
public:
|
||||
In_Game_Scene(int *score_ptr);
|
||||
~In_Game_Scene();
|
||||
|
||||
@@ -14,8 +14,8 @@
|
||||
#include "../gui/gui_interactable.h"
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include "../computervision/MenuTest.h"
|
||||
#include "../computervision/ObjectDetection.h"
|
||||
#include "../computervision/HandDetectRegion.h"
|
||||
#include "../computervision/object_detection.h"
|
||||
#include "../computervision/hand_detect_region.h"
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -42,5 +42,7 @@ namespace toolbox
|
||||
* @return: True if the timer has finished
|
||||
*/
|
||||
bool HasFinished() const { return has_finished; }
|
||||
|
||||
void Reset() { current_time = 0; }
|
||||
};
|
||||
}
|
||||
@@ -23,16 +23,16 @@
|
||||
<ClCompile Include="src\entities\main_character.cpp" />
|
||||
<ClCompile Include="src\entities\house_generator.cpp" />
|
||||
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
|
||||
<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
|
||||
<ClCompile Include="src\scenes\game_Over_Scene.cpp" />
|
||||
<ClCompile Include="src\computervision\hand_detect_region.cpp" />
|
||||
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
|
||||
<ClCompile Include="src\computervision\MenuTest.cpp" />
|
||||
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
|
||||
<ClCompile Include="src\computervision\ObjectDetection.cpp" />
|
||||
<ClCompile Include="src\computervision\object_detection.cpp" />
|
||||
<ClCompile Include="src\computervision\OpenPoseVideo.cpp" />
|
||||
<ClCompile Include="src\computervision\SkinDetector.cpp" />
|
||||
<ClCompile Include="src\computervision\FingerCount.cpp" />
|
||||
<ClCompile Include="src\computervision\BackgroundRemover.cpp" />
|
||||
<ClCompile Include="src\computervision\skin_detector.cpp" />
|
||||
<ClCompile Include="src\computervision\finger_count.cpp" />
|
||||
<ClCompile Include="src\computervision\background_remover.cpp" />
|
||||
<ClCompile Include="src\entities\camera.cpp" />
|
||||
<ClCompile Include="src\entities\collision_entity.cpp" />
|
||||
<ClCompile Include="src\entities\entity.cpp" />
|
||||
@@ -55,18 +55,18 @@
|
||||
<ClInclude Include="src\entities\house_generator.h" />
|
||||
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
|
||||
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
|
||||
<ClInclude Include="src\computervision\HandDetectRegion.h" />
|
||||
<ClInclude Include="src\scenes\game_Over_Scene.h" />
|
||||
<ClInclude Include="src\computervision\hand_detect_region.h" />
|
||||
<ClInclude Include="src\scenes\in_Game_Scene.h" />
|
||||
<ClInclude Include="src\scenes\scene.h" />
|
||||
<ClInclude Include="src\computervision\async\async_arm_detection.h" />
|
||||
<ClInclude Include="src\computervision\async\StaticCameraInstance.h" />
|
||||
<ClInclude Include="src\computervision\FingerCount.h" />
|
||||
<ClInclude Include="src\computervision\BackgroundRemover.h" />
|
||||
<ClInclude Include="src\computervision\finger_count.h" />
|
||||
<ClInclude Include="src\computervision\background_remover.h" />
|
||||
<ClInclude Include="src\computervision\MenuTest.h" />
|
||||
<ClInclude Include="src\computervision\OpenPoseVideo.h" />
|
||||
<ClInclude Include="src\computervision\SkinDetector.h" />
|
||||
<ClInclude Include="src\computervision\ObjectDetection.h" />
|
||||
<ClInclude Include="src\computervision\skin_detector.h" />
|
||||
<ClInclude Include="src\computervision\object_detection.h" />
|
||||
<ClInclude Include="src\entities\camera.h" />
|
||||
<ClInclude Include="src\entities\collision_entity.h" />
|
||||
<ClInclude Include="src\entities\entity.h" />
|
||||
|
||||
@@ -4,11 +4,11 @@
|
||||
<ClCompile Include="src\collision\collision_handler.cpp" />
|
||||
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
|
||||
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
|
||||
<ClCompile Include="src\computervision\ObjectDetection.cpp" />
|
||||
<ClCompile Include="src\computervision\object_detection.cpp" />
|
||||
<ClCompile Include="src\computervision\OpenPoseVideo.cpp" />
|
||||
<ClCompile Include="src\computervision\SkinDetector.cpp" />
|
||||
<ClCompile Include="src\computervision\FingerCount.cpp" />
|
||||
<ClCompile Include="src\computervision\BackgroundRemover.cpp" />
|
||||
<ClCompile Include="src\computervision\skin_detector.cpp" />
|
||||
<ClCompile Include="src\computervision\finger_count.cpp" />
|
||||
<ClCompile Include="src\computervision\background_remover.cpp" />
|
||||
<ClCompile Include="src\entities\camera.cpp" />
|
||||
<ClCompile Include="src\entities\collision_entity.cpp" />
|
||||
<ClCompile Include="src\entities\entity.cpp" />
|
||||
@@ -23,7 +23,7 @@
|
||||
<ClCompile Include="src\toolbox\toolbox.cpp" />
|
||||
<ClCompile Include="src\scenes\startup_Scene.cpp" />
|
||||
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
|
||||
<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
|
||||
<ClCompile Include="src\computervision\hand_detect_region.cpp" />
|
||||
<ClCompile Include="src\entities\main_character.cpp" />
|
||||
<ClCompile Include="src\entities\house_generator.cpp" />
|
||||
<ClCompile Include="src\computervision\MenuTest.cpp" />
|
||||
@@ -119,7 +119,7 @@
|
||||
<ClInclude Include="src\toolbox\toolbox.h" />
|
||||
<ClInclude Include="src\scenes\startup_Scene.h" />
|
||||
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
|
||||
<ClInclude Include="src\computervision\HandDetectRegion.h" />
|
||||
<ClInclude Include="src\computervision\hand_detect_region.h" />
|
||||
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
|
||||
<ClInclude Include="src\collision\collision.h" />
|
||||
<ClInclude Include="src\collision\collision_handler.h" />
|
||||
@@ -127,11 +127,11 @@
|
||||
<ClInclude Include="src\entities\house_generator.h" />
|
||||
<ClInclude Include="src\scenes\in_Game_Scene.h" />
|
||||
<ClInclude Include="src\scenes\scene.h" />
|
||||
<ClInclude Include="src\computervision\FingerCount.h" />
|
||||
<ClInclude Include="src\computervision\BackgroundRemover.h" />
|
||||
<ClInclude Include="src\computervision\finger_count.h" />
|
||||
<ClInclude Include="src\computervision\background_remover.h" />
|
||||
<ClInclude Include="src\computervision\MenuTest.h" />
|
||||
<ClInclude Include="src\computervision\SkinDetector.h" />
|
||||
<ClInclude Include="src\computervision\ObjectDetection.h" />
|
||||
<ClInclude Include="src\computervision\skin_detector.h" />
|
||||
<ClInclude Include="src\computervision\object_detection.h" />
|
||||
<ClInclude Include="src\entities\camera.h" />
|
||||
<ClInclude Include="src\entities\collision_entity.h" />
|
||||
<ClInclude Include="src\entities\entity.h" />
|
||||
|
||||
Reference in New Issue
Block a user