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109 Commits
feature/ad
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feature/ga
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4
.gitignore
vendored
@@ -2,6 +2,8 @@
|
|||||||
# Created by https://www.toptal.com/developers/gitignore/api/c++,visualstudio,visualstudiocode,opencv
|
# Created by https://www.toptal.com/developers/gitignore/api/c++,visualstudio,visualstudiocode,opencv
|
||||||
# Edit at https://www.toptal.com/developers/gitignore?templates=c++,visualstudio,visualstudiocode,opencv
|
# Edit at https://www.toptal.com/developers/gitignore?templates=c++,visualstudio,visualstudiocode,opencv
|
||||||
|
|
||||||
|
res/**
|
||||||
|
|
||||||
### C++ ###
|
### C++ ###
|
||||||
# Prerequisites
|
# Prerequisites
|
||||||
*.d
|
*.d
|
||||||
@@ -428,4 +430,6 @@ FodyWeavers.xsd
|
|||||||
**/docs/*
|
**/docs/*
|
||||||
**/doc/*
|
**/doc/*
|
||||||
|
|
||||||
|
**/pose_iter_160000.caffemodel
|
||||||
|
|
||||||
# End of https://www.toptal.com/developers/gitignore/api/c++,visualstudio,visualstudiocode,opencv
|
# End of https://www.toptal.com/developers/gitignore/api/c++,visualstudio,visualstudiocode,opencv
|
||||||
|
|||||||
4495
res/House.obj
BIN
res/background_grey.png
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After Width: | Height: | Size: 294 KiB |
21593
res/beeTwo.obj
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24350
res/haarcascade_frontalface_alt.xml
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BIN
res/menu_item_calibrate1.png
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|
After Width: | Height: | Size: 31 KiB |
BIN
res/menu_item_calibrate1_click.png
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After Width: | Height: | Size: 31 KiB |
BIN
res/menu_item_calibrate1_hover.png
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After Width: | Height: | Size: 29 KiB |
BIN
res/menu_item_quit1.png
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After Width: | Height: | Size: 29 KiB |
BIN
res/menu_item_quit1_click.png
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After Width: | Height: | Size: 29 KiB |
BIN
res/menu_item_quit1_hover.png
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|
After Width: | Height: | Size: 28 KiB |
BIN
res/menu_item_start.png
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|
After Width: | Height: | Size: 14 KiB |
BIN
res/menu_item_start1.png
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After Width: | Height: | Size: 25 KiB |
BIN
res/menu_item_start1_click.png
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|
After Width: | Height: | Size: 35 KiB |
BIN
res/menu_item_start1_hover.png
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|
After Width: | Height: | Size: 33 KiB |
2976
res/pose/coco/pose_deploy_linevec.prototxt
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2081
res/pose/mpi/pose_deploy_linevec_faster_4_stages.prototxt
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44
src/collision/collision.h
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@@ -0,0 +1,44 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
#include "../entities/entity.h"
|
||||||
|
|
||||||
|
namespace collision
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
* This structure represents a collision box inside the world.
|
||||||
|
*
|
||||||
|
* center_pos: The center position of the collision box
|
||||||
|
* size: The size in each axis of the collision box
|
||||||
|
*/
|
||||||
|
struct Box
|
||||||
|
{
|
||||||
|
glm::vec3 center_pos;
|
||||||
|
glm::vec3 size;
|
||||||
|
|
||||||
|
void SetRotation(float angle)
|
||||||
|
{
|
||||||
|
double sinTheta = glm::sin(glm::radians(angle));
|
||||||
|
double cosTheta = glm::cos(glm::radians(angle));
|
||||||
|
|
||||||
|
float x = size.x * cosTheta + size.z * sinTheta;
|
||||||
|
float z = size.z * cosTheta - size.x * sinTheta;
|
||||||
|
|
||||||
|
size.x = x < 0 ? -x : x;
|
||||||
|
size.z = z < 0 ? -z : z;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
/*
|
||||||
|
* This structure represents a collision between 2 entities
|
||||||
|
*
|
||||||
|
* entity1: The first entity
|
||||||
|
* entity2: The second entity
|
||||||
|
*/
|
||||||
|
struct Collision
|
||||||
|
{
|
||||||
|
entities::Entity& entity1;
|
||||||
|
entities::Entity& entity2;
|
||||||
|
};
|
||||||
|
}
|
||||||
44
src/collision/collision_handler.cpp
Normal file
@@ -0,0 +1,44 @@
|
|||||||
|
#include "collision_handler.h"
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
namespace collision
|
||||||
|
{
|
||||||
|
void CheckCollisions(std::vector<std::shared_ptr<entities::CollisionEntity>>& entities)
|
||||||
|
{
|
||||||
|
if (entities.size() < 2) { return; }
|
||||||
|
if (entities.size() == 2)
|
||||||
|
{
|
||||||
|
if (entities[0]->IsColliding(*entities[1]))
|
||||||
|
{
|
||||||
|
collision::Collision c = { *entities[0], *entities[1] };
|
||||||
|
entities[0]->OnCollide(c);
|
||||||
|
entities[1]->OnCollide(c);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < entities.size() - 2; i++)
|
||||||
|
{
|
||||||
|
std::shared_ptr<entities::CollisionEntity> entity = entities[i];
|
||||||
|
|
||||||
|
for (int j = i + 1; j < entities.size() - 1; j++)
|
||||||
|
{
|
||||||
|
|
||||||
|
std::shared_ptr<entities::CollisionEntity> entity2 = entities[j];
|
||||||
|
|
||||||
|
if (entity == entity2)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (entity->IsColliding(*entity2))
|
||||||
|
{
|
||||||
|
collision::Collision c = { *entity, *entity2 };
|
||||||
|
entity->OnCollide(c);
|
||||||
|
entity2->OnCollide(c);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
17
src/collision/collision_handler.h
Normal file
@@ -0,0 +1,17 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <memory>
|
||||||
|
#include <vector>
|
||||||
|
#include "../entities/collision_entity.h"
|
||||||
|
#include "collision.h"
|
||||||
|
|
||||||
|
namespace collision
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
* @brief: This function will check all the collision entities for
|
||||||
|
* collisions and call the OnCollide function when a entity collides.
|
||||||
|
*
|
||||||
|
* @param entities: A list with all the collision entities.
|
||||||
|
*/
|
||||||
|
void CheckCollisions(std::vector<std::shared_ptr<entities::CollisionEntity>>& entities);
|
||||||
|
}
|
||||||
59
src/computervision/BackgroundRemover.cpp
Normal file
@@ -0,0 +1,59 @@
|
|||||||
|
#include "BackgroundRemover.h"
|
||||||
|
|
||||||
|
/*
|
||||||
|
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
|
||||||
|
*/
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
BackgroundRemover::BackgroundRemover(void) {
|
||||||
|
background;
|
||||||
|
calibrated = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
void BackgroundRemover::calibrate(Mat input) {
|
||||||
|
cvtColor(input, background, CV_BGR2GRAY);
|
||||||
|
calibrated = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
Mat BackgroundRemover::getForeground(Mat input) {
|
||||||
|
Mat foregroundMask = getForegroundMask(input);
|
||||||
|
|
||||||
|
//imshow("foregroundMask", foregroundMask);
|
||||||
|
|
||||||
|
Mat foreground;
|
||||||
|
input.copyTo(foreground, foregroundMask);
|
||||||
|
|
||||||
|
return foreground;
|
||||||
|
}
|
||||||
|
|
||||||
|
Mat BackgroundRemover::getForegroundMask(Mat input) {
|
||||||
|
Mat foregroundMask;
|
||||||
|
|
||||||
|
if (!calibrated) {
|
||||||
|
foregroundMask = Mat::zeros(input.size(), CV_8UC1);
|
||||||
|
return foregroundMask;
|
||||||
|
}
|
||||||
|
|
||||||
|
cvtColor(input, foregroundMask, CV_BGR2GRAY);
|
||||||
|
|
||||||
|
removeBackground(foregroundMask, background);
|
||||||
|
|
||||||
|
return foregroundMask;
|
||||||
|
}
|
||||||
|
|
||||||
|
void BackgroundRemover::removeBackground(Mat input, Mat background) {
|
||||||
|
int thresholdOffset = 25;
|
||||||
|
|
||||||
|
for (int i = 0; i < input.rows; i++) {
|
||||||
|
for (int j = 0; j < input.cols; j++) {
|
||||||
|
uchar framePixel = input.at<uchar>(i, j);
|
||||||
|
uchar bgPixel = background.at<uchar>(i, j);
|
||||||
|
|
||||||
|
if (framePixel >= bgPixel - thresholdOffset && framePixel <= bgPixel + thresholdOffset)
|
||||||
|
input.at<uchar>(i, j) = 0;
|
||||||
|
else
|
||||||
|
input.at<uchar>(i, j) = 255;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
58
src/computervision/BackgroundRemover.h
Normal file
@@ -0,0 +1,58 @@
|
|||||||
|
#pragma once
|
||||||
|
#include"opencv2\opencv.hpp"
|
||||||
|
#include <opencv2/imgproc\types_c.h>
|
||||||
|
/*
|
||||||
|
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
|
||||||
|
*/
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
using namespace cv;
|
||||||
|
using namespace std;
|
||||||
|
|
||||||
|
class BackgroundRemover {
|
||||||
|
public:
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief constructor,
|
||||||
|
* create background variable and set calibrated to faslse
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
BackgroundRemover(void);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief sets the input image to a grayscale image
|
||||||
|
* sets calibrated to true
|
||||||
|
*
|
||||||
|
* @param input input the image that has to be calibrated
|
||||||
|
*/
|
||||||
|
void calibrate(Mat input);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Gets the mask of the foregorund of the input image
|
||||||
|
* and copies it to another image
|
||||||
|
*
|
||||||
|
* @param input The image from which the forground needs to be picked
|
||||||
|
* @return The image on which te foregroundmask is copied
|
||||||
|
*/
|
||||||
|
Mat getForeground(Mat input);
|
||||||
|
|
||||||
|
private:
|
||||||
|
Mat background;
|
||||||
|
bool calibrated = false;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Sets the image to grayscale and removes the background
|
||||||
|
*
|
||||||
|
* @param input The image from which the forground needs to be picked
|
||||||
|
* @return The mask of the foreground of the image
|
||||||
|
*/
|
||||||
|
Mat getForegroundMask(Mat input);
|
||||||
|
/**
|
||||||
|
* @brief makes everything on the background black
|
||||||
|
*
|
||||||
|
* @param input the image from which the background needs to be removed
|
||||||
|
* @param background the background of the image
|
||||||
|
*/
|
||||||
|
void removeBackground(Mat input, Mat background);
|
||||||
|
};
|
||||||
|
}
|
||||||
301
src/computervision/FingerCount.cpp
Normal file
@@ -0,0 +1,301 @@
|
|||||||
|
#include "FingerCount.h"
|
||||||
|
|
||||||
|
#include "opencv2/imgproc.hpp"
|
||||||
|
#include "opencv2/highgui.hpp"
|
||||||
|
|
||||||
|
/*
|
||||||
|
Author: Nicol<6F> Castellazzi https://github.com/nicast
|
||||||
|
*/
|
||||||
|
|
||||||
|
#define LIMIT_ANGLE_SUP 60
|
||||||
|
#define LIMIT_ANGLE_INF 5
|
||||||
|
#define BOUNDING_RECT_FINGER_SIZE_SCALING 0.3
|
||||||
|
#define BOUNDING_RECT_NEIGHBOR_DISTANCE_SCALING 0.05
|
||||||
|
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
|
||||||
|
FingerCount::FingerCount(void) {
|
||||||
|
color_blue = Scalar(255, 0, 0);
|
||||||
|
color_green = Scalar(0, 255, 0);
|
||||||
|
color_red = Scalar(0, 0, 255);
|
||||||
|
color_black = Scalar(0, 0, 0);
|
||||||
|
color_white = Scalar(255, 255, 255);
|
||||||
|
color_yellow = Scalar(0, 255, 255);
|
||||||
|
color_purple = Scalar(255, 0, 255);
|
||||||
|
}
|
||||||
|
|
||||||
|
Mat FingerCount::findFingersCount(Mat input_image, Mat frame) {
|
||||||
|
Mat contours_image = Mat::zeros(input_image.size(), CV_8UC3);
|
||||||
|
|
||||||
|
// check if the source image is good
|
||||||
|
if (input_image.empty())
|
||||||
|
return contours_image;
|
||||||
|
|
||||||
|
// we work only on the 1 channel result, since this function is called inside a loop we are not sure that this is always the case
|
||||||
|
if (input_image.channels() != 1)
|
||||||
|
return contours_image;
|
||||||
|
|
||||||
|
findContours(input_image, contours, hierarchy, CV_RETR_EXTERNAL, CV_CHAIN_APPROX_NONE);
|
||||||
|
|
||||||
|
// we need at least one contour to work
|
||||||
|
if (contours.size() <= 0)
|
||||||
|
return contours_image;
|
||||||
|
|
||||||
|
// find the biggest contour (let's suppose it's our hand)
|
||||||
|
biggest_contour_index = -1;
|
||||||
|
double biggest_area = 0.0;
|
||||||
|
|
||||||
|
for (int i = 0; i < contours.size(); i++) {
|
||||||
|
double area = contourArea(contours[i], false);
|
||||||
|
if (area > biggest_area) {
|
||||||
|
biggest_area = area;
|
||||||
|
biggest_contour_index = i;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (biggest_contour_index < 0)
|
||||||
|
return contours_image;
|
||||||
|
|
||||||
|
// find the convex hull object for each contour and the defects, two different data structure are needed by the OpenCV api
|
||||||
|
vector<Point> hull_points;
|
||||||
|
vector<int> hull_ints;
|
||||||
|
|
||||||
|
// for drawing the convex hull and for finding the bounding rectangle
|
||||||
|
convexHull(Mat(contours[biggest_contour_index]), hull_points, true);
|
||||||
|
|
||||||
|
// for finding the defects
|
||||||
|
convexHull(Mat(contours[biggest_contour_index]), hull_ints, false);
|
||||||
|
|
||||||
|
// we need at least 3 points to find the defects
|
||||||
|
vector<Vec4i> defects;
|
||||||
|
if (hull_ints.size() > 3)
|
||||||
|
convexityDefects(Mat(contours[biggest_contour_index]), hull_ints, defects);
|
||||||
|
else
|
||||||
|
return contours_image;
|
||||||
|
|
||||||
|
// we bound the convex hull
|
||||||
|
Rect bounding_rectangle = boundingRect(Mat(hull_points));
|
||||||
|
|
||||||
|
// we find the center of the bounding rectangle, this should approximately also be the center of the hand
|
||||||
|
Point center_bounding_rect(
|
||||||
|
(bounding_rectangle.tl().x + bounding_rectangle.br().x) / 2,
|
||||||
|
(bounding_rectangle.tl().y + bounding_rectangle.br().y) / 2
|
||||||
|
);
|
||||||
|
|
||||||
|
// we separate the defects keeping only the ones of intrest
|
||||||
|
vector<Point> start_points;
|
||||||
|
vector<Point> far_points;
|
||||||
|
|
||||||
|
for (int i = 0; i < defects.size(); i++) {
|
||||||
|
start_points.push_back(contours[biggest_contour_index][defects[i].val[0]]);
|
||||||
|
|
||||||
|
// filtering the far point based on the distance from the center of the bounding rectangle
|
||||||
|
if (findPointsDistance(contours[biggest_contour_index][defects[i].val[2]], center_bounding_rect) < bounding_rectangle.height * BOUNDING_RECT_FINGER_SIZE_SCALING)
|
||||||
|
far_points.push_back(contours[biggest_contour_index][defects[i].val[2]]);
|
||||||
|
}
|
||||||
|
|
||||||
|
// we compact them on their medians
|
||||||
|
vector<Point> filtered_start_points = compactOnNeighborhoodMedian(start_points, bounding_rectangle.height * BOUNDING_RECT_NEIGHBOR_DISTANCE_SCALING);
|
||||||
|
vector<Point> filtered_far_points = compactOnNeighborhoodMedian(far_points, bounding_rectangle.height * BOUNDING_RECT_NEIGHBOR_DISTANCE_SCALING);
|
||||||
|
|
||||||
|
// now we try to find the fingers
|
||||||
|
vector<Point> filtered_finger_points;
|
||||||
|
|
||||||
|
if (filtered_far_points.size() > 1) {
|
||||||
|
vector<Point> finger_points;
|
||||||
|
|
||||||
|
for (int i = 0; i < filtered_start_points.size(); i++) {
|
||||||
|
vector<Point> closest_points = findClosestOnX(filtered_far_points, filtered_start_points[i]);
|
||||||
|
|
||||||
|
if (isFinger(closest_points[0], filtered_start_points[i], closest_points[1], LIMIT_ANGLE_INF, LIMIT_ANGLE_SUP, center_bounding_rect, bounding_rectangle.height * BOUNDING_RECT_FINGER_SIZE_SCALING))
|
||||||
|
finger_points.push_back(filtered_start_points[i]);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (finger_points.size() > 0) {
|
||||||
|
|
||||||
|
// we have at most five fingers usually :)
|
||||||
|
while (finger_points.size() > 5)
|
||||||
|
finger_points.pop_back();
|
||||||
|
|
||||||
|
// filter out the points too close to each other
|
||||||
|
for (int i = 0; i < finger_points.size() - 1; i++) {
|
||||||
|
if (findPointsDistanceOnX(finger_points[i], finger_points[i + 1]) > bounding_rectangle.height * BOUNDING_RECT_NEIGHBOR_DISTANCE_SCALING * 1.5)
|
||||||
|
filtered_finger_points.push_back(finger_points[i]);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (finger_points.size() > 2) {
|
||||||
|
if (findPointsDistanceOnX(finger_points[0], finger_points[finger_points.size() - 1]) > bounding_rectangle.height * BOUNDING_RECT_NEIGHBOR_DISTANCE_SCALING * 1.5)
|
||||||
|
filtered_finger_points.push_back(finger_points[finger_points.size() - 1]);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
filtered_finger_points.push_back(finger_points[finger_points.size() - 1]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// we draw what found on the returned image
|
||||||
|
drawContours(contours_image, contours, biggest_contour_index, color_green, 2, 8, hierarchy);
|
||||||
|
polylines(contours_image, hull_points, true, color_blue);
|
||||||
|
rectangle(contours_image, bounding_rectangle.tl(), bounding_rectangle.br(), color_red, 2, 8, 0);
|
||||||
|
circle(contours_image, center_bounding_rect, 5, color_purple, 2, 8);
|
||||||
|
drawVectorPoints(contours_image, filtered_start_points, color_blue, true);
|
||||||
|
drawVectorPoints(contours_image, filtered_far_points, color_red, true);
|
||||||
|
drawVectorPoints(contours_image, filtered_finger_points, color_yellow, false);
|
||||||
|
putText(contours_image, to_string(filtered_finger_points.size()), center_bounding_rect, FONT_HERSHEY_PLAIN, 3, color_purple);
|
||||||
|
|
||||||
|
// and on the starting frame
|
||||||
|
drawContours(frame, contours, biggest_contour_index, color_green, 2, 8, hierarchy);
|
||||||
|
circle(frame, center_bounding_rect, 5, color_purple, 2, 8);
|
||||||
|
drawVectorPoints(frame, filtered_finger_points, color_yellow, false);
|
||||||
|
putText(frame, to_string(filtered_finger_points.size()), center_bounding_rect, FONT_HERSHEY_PLAIN, 3, color_purple);
|
||||||
|
|
||||||
|
amount_of_fingers = filtered_finger_points.size();
|
||||||
|
|
||||||
|
return contours_image;
|
||||||
|
}
|
||||||
|
|
||||||
|
void FingerCount::DrawHandContours(Mat& image)
|
||||||
|
{
|
||||||
|
drawContours(image, contours, biggest_contour_index, color_green, 2, 8, hierarchy);
|
||||||
|
}
|
||||||
|
|
||||||
|
int FingerCount::getAmountOfFingers()
|
||||||
|
{
|
||||||
|
return amount_of_fingers;
|
||||||
|
}
|
||||||
|
|
||||||
|
double FingerCount::findPointsDistance(Point a, Point b) {
|
||||||
|
Point difference = a - b;
|
||||||
|
return sqrt(difference.ddot(difference));
|
||||||
|
}
|
||||||
|
|
||||||
|
vector<Point> FingerCount::compactOnNeighborhoodMedian(vector<Point> points, double max_neighbor_distance) {
|
||||||
|
vector<Point> median_points;
|
||||||
|
|
||||||
|
if (points.size() == 0)
|
||||||
|
return median_points;
|
||||||
|
|
||||||
|
if (max_neighbor_distance <= 0)
|
||||||
|
return median_points;
|
||||||
|
|
||||||
|
// we start with the first point
|
||||||
|
Point reference = points[0];
|
||||||
|
Point median = points[0];
|
||||||
|
|
||||||
|
for (int i = 1; i < points.size(); i++) {
|
||||||
|
if (findPointsDistance(reference, points[i]) > max_neighbor_distance) {
|
||||||
|
|
||||||
|
// the point is not in range, we save the median
|
||||||
|
median_points.push_back(median);
|
||||||
|
|
||||||
|
// we swap the reference
|
||||||
|
reference = points[i];
|
||||||
|
median = points[i];
|
||||||
|
}
|
||||||
|
else
|
||||||
|
median = (points[i] + median) / 2;
|
||||||
|
}
|
||||||
|
|
||||||
|
// last median
|
||||||
|
median_points.push_back(median);
|
||||||
|
|
||||||
|
return median_points;
|
||||||
|
}
|
||||||
|
|
||||||
|
double FingerCount::findAngle(Point a, Point b, Point c) {
|
||||||
|
double ab = findPointsDistance(a, b);
|
||||||
|
double bc = findPointsDistance(b, c);
|
||||||
|
double ac = findPointsDistance(a, c);
|
||||||
|
return acos((ab * ab + bc * bc - ac * ac) / (2 * ab * bc)) * 180 / CV_PI;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool FingerCount::isFinger(Point a, Point b, Point c, double limit_angle_inf, double limit_angle_sup, Point palm_center, double min_distance_from_palm) {
|
||||||
|
double angle = findAngle(a, b, c);
|
||||||
|
if (angle > limit_angle_sup || angle < limit_angle_inf)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
// the finger point sohould not be under the two far points
|
||||||
|
int delta_y_1 = b.y - a.y;
|
||||||
|
int delta_y_2 = b.y - c.y;
|
||||||
|
if (delta_y_1 > 0 && delta_y_2 > 0)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
// the two far points should not be both under the center of the hand
|
||||||
|
int delta_y_3 = palm_center.y - a.y;
|
||||||
|
int delta_y_4 = palm_center.y - c.y;
|
||||||
|
if (delta_y_3 < 0 && delta_y_4 < 0)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
double distance_from_palm = findPointsDistance(b, palm_center);
|
||||||
|
if (distance_from_palm < min_distance_from_palm)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
// this should be the case when no fingers are up
|
||||||
|
double distance_from_palm_far_1 = findPointsDistance(a, palm_center);
|
||||||
|
double distance_from_palm_far_2 = findPointsDistance(c, palm_center);
|
||||||
|
if (distance_from_palm_far_1 < min_distance_from_palm / 4 || distance_from_palm_far_2 < min_distance_from_palm / 4)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
vector<Point> FingerCount::findClosestOnX(vector<Point> points, Point pivot) {
|
||||||
|
vector<Point> to_return(2);
|
||||||
|
|
||||||
|
if (points.size() == 0)
|
||||||
|
return to_return;
|
||||||
|
|
||||||
|
double distance_x_1 = DBL_MAX;
|
||||||
|
double distance_1 = DBL_MAX;
|
||||||
|
double distance_x_2 = DBL_MAX;
|
||||||
|
double distance_2 = DBL_MAX;
|
||||||
|
int index_found = 0;
|
||||||
|
|
||||||
|
for (int i = 0; i < points.size(); i++) {
|
||||||
|
double distance_x = findPointsDistanceOnX(pivot, points[i]);
|
||||||
|
double distance = findPointsDistance(pivot, points[i]);
|
||||||
|
|
||||||
|
if (distance_x < distance_x_1 && distance_x != 0 && distance <= distance_1) {
|
||||||
|
distance_x_1 = distance_x;
|
||||||
|
distance_1 = distance;
|
||||||
|
index_found = i;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
to_return[0] = points[index_found];
|
||||||
|
|
||||||
|
for (int i = 0; i < points.size(); i++) {
|
||||||
|
double distance_x = findPointsDistanceOnX(pivot, points[i]);
|
||||||
|
double distance = findPointsDistance(pivot, points[i]);
|
||||||
|
|
||||||
|
if (distance_x < distance_x_2 && distance_x != 0 && distance <= distance_2 && distance_x != distance_x_1) {
|
||||||
|
distance_x_2 = distance_x;
|
||||||
|
distance_2 = distance;
|
||||||
|
index_found = i;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
to_return[1] = points[index_found];
|
||||||
|
|
||||||
|
return to_return;
|
||||||
|
}
|
||||||
|
|
||||||
|
double FingerCount::findPointsDistanceOnX(Point a, Point b) {
|
||||||
|
double to_return = 0.0;
|
||||||
|
|
||||||
|
if (a.x > b.x)
|
||||||
|
to_return = a.x - b.x;
|
||||||
|
else
|
||||||
|
to_return = b.x - a.x;
|
||||||
|
|
||||||
|
return to_return;
|
||||||
|
}
|
||||||
|
|
||||||
|
void FingerCount::drawVectorPoints(Mat image, vector<Point> points, Scalar color, bool with_numbers) {
|
||||||
|
for (int i = 0; i < points.size(); i++) {
|
||||||
|
circle(image, points[i], 5, color, 2, 8);
|
||||||
|
if (with_numbers)
|
||||||
|
putText(image, to_string(i), points[i], FONT_HERSHEY_PLAIN, 3, color);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
129
src/computervision/FingerCount.h
Normal file
@@ -0,0 +1,129 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "opencv2/core.hpp"
|
||||||
|
#include <opencv2/imgproc/types_c.h>
|
||||||
|
|
||||||
|
/*
|
||||||
|
Author: Nicol<6F> Castellazzi https://github.com/nicast
|
||||||
|
*/
|
||||||
|
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
using namespace cv;
|
||||||
|
using namespace std;
|
||||||
|
|
||||||
|
class FingerCount {
|
||||||
|
public:
|
||||||
|
FingerCount(void);
|
||||||
|
/**
|
||||||
|
* @brief gets the amount of fingers that are held up.
|
||||||
|
*
|
||||||
|
* @param input_image the source image to find the fingers on. It should be a mask of a hand
|
||||||
|
* @param frame the frame to draw the resulting values on (how many fingers are held up etc)
|
||||||
|
* @return a new image with all the data drawn on it.
|
||||||
|
*/
|
||||||
|
Mat findFingersCount(Mat input_image, Mat frame);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief gets the currently held-up finger count.
|
||||||
|
*
|
||||||
|
* @return the currently held-up finger count
|
||||||
|
*/
|
||||||
|
int getAmountOfFingers();
|
||||||
|
|
||||||
|
void DrawHandContours(Mat& image);
|
||||||
|
|
||||||
|
private:
|
||||||
|
|
||||||
|
int biggest_contour_index;
|
||||||
|
vector<vector<Point>> contours;
|
||||||
|
vector<Vec4i> hierarchy;
|
||||||
|
|
||||||
|
|
||||||
|
// colors to use
|
||||||
|
Scalar color_blue;
|
||||||
|
Scalar color_green;
|
||||||
|
Scalar color_red;
|
||||||
|
Scalar color_black;
|
||||||
|
Scalar color_white;
|
||||||
|
Scalar color_yellow;
|
||||||
|
Scalar color_purple;
|
||||||
|
|
||||||
|
int amount_of_fingers;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief finds the distance between 2 points.
|
||||||
|
*
|
||||||
|
* @param a the first point
|
||||||
|
* @param b the second point
|
||||||
|
* @return a double representing the distance
|
||||||
|
*/
|
||||||
|
double findPointsDistance(Point a, Point b);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief compacts the given points on their medians.
|
||||||
|
* what it does is for each point, it checks if the distance to it's neighbour is greater than the
|
||||||
|
* max distance. If so, it just adds it to the list that is returned. If not, it calculates the
|
||||||
|
* median and adds it to the returned list
|
||||||
|
*
|
||||||
|
* @param points the points to compact
|
||||||
|
* @param max_neighbor_distance the maximum distance between points
|
||||||
|
* @return a vector with the points now compacted.
|
||||||
|
*/
|
||||||
|
vector<Point> compactOnNeighborhoodMedian(vector<Point> points, double max_neighbor_distance);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief finds the angle between 3 different points.
|
||||||
|
*
|
||||||
|
* @param a the first point
|
||||||
|
* @param b the second point
|
||||||
|
* @param c the third point
|
||||||
|
* @return the angle between the 3 points
|
||||||
|
*/
|
||||||
|
double findAngle(Point a, Point b, Point c);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief checks if the given points make up a finger.
|
||||||
|
*
|
||||||
|
* @param a the first point to check for
|
||||||
|
* @param b the second point to check for
|
||||||
|
* @param c the third point to check for
|
||||||
|
* @param limit_angle_inf the limit of the angle between 2 fingers
|
||||||
|
* @param limit_angle_sup the limit of the angle between a finger and a convex point
|
||||||
|
* @param palm_center the center of the palm
|
||||||
|
* @param distance_from_palm_tollerance the distance from the palm tolerance
|
||||||
|
* @return true if the points are a finger, false if not.
|
||||||
|
*/
|
||||||
|
bool isFinger(Point a, Point b, Point c, double limit_angle_inf, double limit_angle_sup, cv::Point palm_center, double distance_from_palm_tollerance);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief finds the closest point to the given point that is in the given list.
|
||||||
|
*
|
||||||
|
* @param points the points to check for
|
||||||
|
* @param pivot the pivot to check against
|
||||||
|
* @return a vector containing the point that is closest
|
||||||
|
*/
|
||||||
|
vector<Point> findClosestOnX(vector<Point> points, Point pivot);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief finds the distance between the x coords of the points.
|
||||||
|
*
|
||||||
|
* @param a the first point
|
||||||
|
* @param b the second point
|
||||||
|
* @return the distance between the x values
|
||||||
|
*/
|
||||||
|
double findPointsDistanceOnX(Point a, Point b);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief draws the points on the image.
|
||||||
|
*
|
||||||
|
* @param image the image to draw on
|
||||||
|
* @param points the points to draw
|
||||||
|
* @param color the color to draw them with
|
||||||
|
* @param with_numbers if the numbers should be drawn with the points
|
||||||
|
*/
|
||||||
|
void drawVectorPoints(Mat image, vector<Point> points, Scalar color, bool with_numbers);
|
||||||
|
|
||||||
|
|
||||||
|
};
|
||||||
|
}
|
||||||
105
src/computervision/HandDetectRegion.cpp
Normal file
@@ -0,0 +1,105 @@
|
|||||||
|
|
||||||
|
#include "HandDetectRegion.h"
|
||||||
|
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
|
||||||
|
HandDetectRegion::HandDetectRegion(std::string id,int x_pos, int y_pos, int width, int height)
|
||||||
|
{
|
||||||
|
region_id = id;
|
||||||
|
start_x_pos = x_pos;
|
||||||
|
start_y_pos = y_pos;
|
||||||
|
region_width = width;
|
||||||
|
region_height = height;
|
||||||
|
hand_mask_generated = false;
|
||||||
|
hand_present = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandDetectRegion::DetectHand(cv::Mat& camera_frame)
|
||||||
|
{
|
||||||
|
Mat input_frame = GenerateHandMaskSquare(camera_frame);
|
||||||
|
frame_out = input_frame.clone();
|
||||||
|
|
||||||
|
// detect skin color
|
||||||
|
skin_detector.drawSkinColorSampler(camera_frame,start_x_pos,start_y_pos,region_width,region_height);
|
||||||
|
|
||||||
|
// remove background from image
|
||||||
|
foreground = background_remover.getForeground(input_frame);
|
||||||
|
|
||||||
|
// detect the hand contours
|
||||||
|
handMask = skin_detector.getSkinMask(foreground);
|
||||||
|
|
||||||
|
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
|
||||||
|
DrawHandMask(&camera_frame);
|
||||||
|
|
||||||
|
//imshow("output" + region_id, frame_out);
|
||||||
|
//imshow("foreground" + region_id, foreground);
|
||||||
|
//imshow("handMask" + region_id, handMask);
|
||||||
|
/*imshow("handDetection", fingerCountDebug);*/
|
||||||
|
|
||||||
|
hand_present = hand_calibrator.CheckIfHandPresent(handMask,handcalibration::HandDetectionType::GAME);
|
||||||
|
//std::string text = (hand_present ? "hand" : "no");
|
||||||
|
//cv::putText(camera_frame, text, cv::Point(start_x_pos, start_y_pos), cv::FONT_HERSHEY_COMPLEX, 2.0, cv::Scalar(0, 255, 255), 2);
|
||||||
|
hand_calibrator.SetHandPresent(hand_present);
|
||||||
|
|
||||||
|
//draw black rectangle behind calibration information text
|
||||||
|
cv::rectangle(camera_frame, cv::Rect(0, camera_frame.rows - 55, 450, camera_frame.cols), cv::Scalar(0, 0, 0), -1);
|
||||||
|
|
||||||
|
hand_calibrator.DrawBackgroundSkinCalibrated(camera_frame);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
cv::Mat HandDetectRegion::GenerateHandMaskSquare(cv::Mat img)
|
||||||
|
{
|
||||||
|
cv::Mat mask = cv::Mat::zeros(img.size(), img.type());
|
||||||
|
cv::Mat distance_img = cv::Mat::zeros(img.size(), img.type());
|
||||||
|
|
||||||
|
cv::rectangle(mask, cv::Rect(start_x_pos, start_y_pos, region_width, region_height), cv::Scalar(255, 255, 255), -1);
|
||||||
|
|
||||||
|
img.copyTo(distance_img, mask);
|
||||||
|
|
||||||
|
hand_mask_generated = true;
|
||||||
|
return distance_img;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool HandDetectRegion::DrawHandMask(cv::Mat* input)
|
||||||
|
{
|
||||||
|
if (!hand_mask_generated) return false;
|
||||||
|
rectangle(*input, Rect(start_x_pos, start_y_pos, region_width, region_height), (hand_present ? Scalar(0, 255, 0) : Scalar(0,0,255)),2);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool HandDetectRegion::IsHandPresent()
|
||||||
|
{
|
||||||
|
return hand_present;
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandDetectRegion::CalibrateBackground()
|
||||||
|
{
|
||||||
|
std::cout << "calibrating background " << region_id << std::endl;
|
||||||
|
background_remover.calibrate(frame_out);
|
||||||
|
hand_calibrator.SetBackGroundCalibrated(true);
|
||||||
|
}
|
||||||
|
void HandDetectRegion::CalibrateSkin()
|
||||||
|
{
|
||||||
|
skin_detector.calibrate(frame_out);
|
||||||
|
hand_calibrator.SetSkinCalibration(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
std::vector<int> HandDetectRegion::CalculateSkinTresholds()
|
||||||
|
{
|
||||||
|
std::cout << "calibrating skin " << region_id << std::endl;
|
||||||
|
hand_calibrator.SetSkinCalibration(true);
|
||||||
|
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);
|
||||||
|
hand_calibrator.SetSkinCalibration(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
56
src/computervision/HandDetectRegion.h
Normal file
@@ -0,0 +1,56 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <opencv2/core.hpp>
|
||||||
|
#include <opencv2/imgproc.hpp>
|
||||||
|
#include "async/StaticCameraInstance.h"
|
||||||
|
#include "calibration/HandCalibrator.h"
|
||||||
|
#include "BackgroundRemover.h"
|
||||||
|
#include "SkinDetector.h"
|
||||||
|
#include "FingerCount.h"
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
class HandDetectRegion
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
HandDetectRegion(std::string id,int x_pos, int y_pos, int width, int height);
|
||||||
|
|
||||||
|
void SetXPos(int x) { start_x_pos = x; }
|
||||||
|
void SetYPos(int y) { start_y_pos = y; }
|
||||||
|
int GetXPos() { return start_x_pos; }
|
||||||
|
int GetYPos() { return start_y_pos; }
|
||||||
|
|
||||||
|
void SetWidth(int width) { region_width = width; }
|
||||||
|
void SetHeigth(int height) { region_height = height; }
|
||||||
|
int GetWidth() { return region_width; }
|
||||||
|
int GetHeight() { return region_height; }
|
||||||
|
|
||||||
|
cv::Mat GenerateHandMaskSquare(cv::Mat img);
|
||||||
|
|
||||||
|
void DetectHand(cv::Mat& camera_frame);
|
||||||
|
|
||||||
|
bool IsHandPresent();
|
||||||
|
|
||||||
|
void CalibrateBackground();
|
||||||
|
void CalibrateSkin();
|
||||||
|
|
||||||
|
std::vector<int> CalculateSkinTresholds();
|
||||||
|
|
||||||
|
void setSkinTresholds(std::vector<int>& tresholds);
|
||||||
|
|
||||||
|
private:
|
||||||
|
int start_x_pos;
|
||||||
|
int start_y_pos;
|
||||||
|
int region_height;
|
||||||
|
int region_width;
|
||||||
|
bool hand_mask_generated;
|
||||||
|
bool hand_present;
|
||||||
|
cv::Mat frame, frame_out, handMask, foreground, fingerCountDebug;
|
||||||
|
BackgroundRemover background_remover;
|
||||||
|
SkinDetector skin_detector;
|
||||||
|
handcalibration::HandCalibrator hand_calibrator;
|
||||||
|
std::string region_id;
|
||||||
|
|
||||||
|
bool DrawHandMask(cv::Mat* input);
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
25
src/computervision/MenuTest.cpp
Normal file
@@ -0,0 +1,25 @@
|
|||||||
|
#include "MenuTest.h"
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
int menu_item_array[4] = { 1, 2, 3, 4 };
|
||||||
|
float item_number = 0;
|
||||||
|
|
||||||
|
MenuTest::MenuTest(void) {
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
int MenuTest::GetMenuItem(bool hand_state) {
|
||||||
|
item_number += 0.20f;
|
||||||
|
|
||||||
|
|
||||||
|
int temp_item_number = item_number;
|
||||||
|
//If temp_item_number is equal to the size of the array, set item_number bac to zero to loop through the array again
|
||||||
|
if (temp_item_number == sizeof(menu_item_array) / sizeof(menu_item_array[0])) {
|
||||||
|
item_number = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
return menu_item_array[temp_item_number];
|
||||||
|
}
|
||||||
|
}
|
||||||
18
src/computervision/MenuTest.h
Normal file
@@ -0,0 +1,18 @@
|
|||||||
|
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
class MenuTest {
|
||||||
|
public:
|
||||||
|
/**
|
||||||
|
* @brief Constructor for the class MenuTest, loads in array with menu items
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
MenuTest(void);
|
||||||
|
/**
|
||||||
|
* @brief Returns the itemnumber in an array
|
||||||
|
*
|
||||||
|
* @param input_bool is either true or false, depending on the recognized hand gesture
|
||||||
|
*/
|
||||||
|
int GetMenuItem(bool input_bool);
|
||||||
|
};
|
||||||
|
}
|
||||||
148
src/computervision/ObjectDetection.cpp
Normal file
@@ -0,0 +1,148 @@
|
|||||||
|
|
||||||
|
#include <opencv2/videoio.hpp>
|
||||||
|
#include <opencv2/highgui.hpp>
|
||||||
|
#include <opencv2/video.hpp>
|
||||||
|
|
||||||
|
#include "ObjectDetection.h"
|
||||||
|
#include "BackgroundRemover.h"
|
||||||
|
#include "SkinDetector.h"
|
||||||
|
#include "FingerCount.h"
|
||||||
|
#include "async/StaticCameraInstance.h"
|
||||||
|
#include "calibration/HandCalibrator.h"
|
||||||
|
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
|
||||||
|
cv::Mat img, img_gray, img2, img2_gray, img3, img4;
|
||||||
|
|
||||||
|
int hand_mask_start_x_pos, hand_mask_start_y_pos, hand_mask_width, hand_mask_height;
|
||||||
|
bool hand_mask_generated = false;
|
||||||
|
|
||||||
|
Mat frame, frame_out, handMask, foreground, fingerCountDebug;
|
||||||
|
BackgroundRemover background_remover;
|
||||||
|
SkinDetector skin_detector;
|
||||||
|
FingerCount finger_count;
|
||||||
|
handcalibration::HandCalibrator hand_calibrator;
|
||||||
|
|
||||||
|
cv::VideoCapture cap = static_camera::getCap();
|
||||||
|
|
||||||
|
ObjectDetection::ObjectDetection()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
cv::Mat ObjectDetection::ReadCamera() {
|
||||||
|
cap.read(img);
|
||||||
|
return img;
|
||||||
|
}
|
||||||
|
|
||||||
|
cv::VideoCapture ObjectDetection::GetCap()
|
||||||
|
{
|
||||||
|
return cap;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool ObjectDetection::DetectHand(Mat camera_frame, bool& hand_present)
|
||||||
|
{
|
||||||
|
Mat input_frame = GenerateHandMaskSquare(camera_frame);
|
||||||
|
frame_out = input_frame.clone();
|
||||||
|
|
||||||
|
// detect skin color
|
||||||
|
skin_detector.drawSkinColorSampler(camera_frame);
|
||||||
|
|
||||||
|
// remove background from image
|
||||||
|
foreground = background_remover.getForeground(input_frame);
|
||||||
|
|
||||||
|
// 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", frame_out);
|
||||||
|
imshow("foreground", foreground);
|
||||||
|
imshow("handMask", handMask);
|
||||||
|
imshow("handDetection", fingerCountDebug);*/
|
||||||
|
|
||||||
|
hand_present = hand_calibrator.CheckIfHandPresent(handMask,handcalibration::HandDetectionType::MENU);
|
||||||
|
hand_calibrator.SetHandPresent(hand_present);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
int key = waitKey(1);
|
||||||
|
|
||||||
|
if (key == 98) // b, calibrate the background
|
||||||
|
{
|
||||||
|
background_remover.calibrate(input_frame);
|
||||||
|
hand_calibrator.SetBackGroundCalibrated(true);
|
||||||
|
}
|
||||||
|
else if (key == 115) // s, calibrate the skin color
|
||||||
|
{
|
||||||
|
skin_detector.calibrate(input_frame);
|
||||||
|
hand_calibrator.SetSkinCalibration(true);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
return fingers_amount > 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ObjectDetection::CalculateDifference()
|
||||||
|
{
|
||||||
|
cap.read(img);
|
||||||
|
cap.read(img2);
|
||||||
|
|
||||||
|
cv::cvtColor(img, img_gray, cv::COLOR_RGBA2GRAY);
|
||||||
|
cv::cvtColor(img2, img2_gray, cv::COLOR_RGBA2GRAY);
|
||||||
|
|
||||||
|
cv::absdiff(img_gray, img2_gray, img3);
|
||||||
|
cv::threshold(img3, img4, 50, 170, cv::THRESH_BINARY);
|
||||||
|
|
||||||
|
imshow("threshold", img4);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
cv::Mat ObjectDetection::GenerateHandMaskSquare(cv::Mat img)
|
||||||
|
{
|
||||||
|
hand_mask_start_x_pos = 20;
|
||||||
|
hand_mask_start_y_pos = img.rows / 5;
|
||||||
|
hand_mask_width = img.cols / 3;
|
||||||
|
hand_mask_height = img.cols / 3;
|
||||||
|
|
||||||
|
|
||||||
|
cv::Mat mask = cv::Mat::zeros(img.size(), img.type());
|
||||||
|
cv::Mat distance_img = cv::Mat::zeros(img.size(), img.type());
|
||||||
|
|
||||||
|
cv::rectangle(mask, Rect(hand_mask_start_x_pos, hand_mask_start_y_pos, hand_mask_width, hand_mask_height), Scalar(255, 255, 255), -1);
|
||||||
|
|
||||||
|
img.copyTo(distance_img, mask);
|
||||||
|
|
||||||
|
hand_mask_generated = true;
|
||||||
|
return distance_img;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
bool ObjectDetection::DrawHandMask(cv::Mat* input)
|
||||||
|
{
|
||||||
|
if (!hand_mask_generated) return false;
|
||||||
|
rectangle(*input, Rect(hand_mask_start_x_pos, hand_mask_start_y_pos, hand_mask_width, hand_mask_height), Scalar(255, 255, 255));
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ObjectDetection::ShowWebcam()
|
||||||
|
{
|
||||||
|
imshow("Webcam image", img);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
94
src/computervision/ObjectDetection.h
Normal file
@@ -0,0 +1,94 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <opencv2/imgcodecs.hpp>
|
||||||
|
#include <opencv2/highgui.hpp>
|
||||||
|
#include <opencv2/imgproc.hpp>
|
||||||
|
#include <opencv2/objdetect.hpp>
|
||||||
|
#include <opencv2/videoio.hpp>
|
||||||
|
#include <opencv2/core.hpp>
|
||||||
|
#include <opencv2/imgproc/imgproc.hpp>
|
||||||
|
#include <opencv2/highgui/highgui.hpp>
|
||||||
|
|
||||||
|
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
class ObjectDetection
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
|
||||||
|
public:
|
||||||
|
/**
|
||||||
|
* @brief default constructor of ObjectDetection
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
ObjectDetection();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Displays an image of the current webcam-footage
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
void ShowWebcam();
|
||||||
|
/**
|
||||||
|
* @brief Calculates the difference between two images
|
||||||
|
* and outputs an image that only shows the difference
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
void CalculateDifference();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief generates the square that will hold the mask in which the hand will be detected.
|
||||||
|
*
|
||||||
|
* @param img the current camear frame
|
||||||
|
* @return a matrix containing the mask
|
||||||
|
*/
|
||||||
|
cv::Mat GenerateHandMaskSquare(cv::Mat img);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief reads the camera and returns it in a matrix.
|
||||||
|
*
|
||||||
|
* @return the camera frame in a matrix
|
||||||
|
*/
|
||||||
|
cv::Mat ReadCamera();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief detects a hand based on the given hand mask input frame.
|
||||||
|
*
|
||||||
|
* @param inputFrame the input frame from the camera
|
||||||
|
* @param hand_present boolean that will hold true if the hand is detected, false if not.
|
||||||
|
* @return true if hand is open, false if hand is closed
|
||||||
|
*/
|
||||||
|
bool DetectHand(cv::Mat camera_frame, bool& hand_present);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief draws the hand mask rectangle on the given input matrix.
|
||||||
|
*
|
||||||
|
* @param input the input matrix to draw the rectangle on
|
||||||
|
*/
|
||||||
|
bool DrawHandMask(cv::Mat *input);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief checks if the hand of the user is open.
|
||||||
|
*
|
||||||
|
* @return true if the hand is open, false if not.
|
||||||
|
*/
|
||||||
|
bool IsHandOpen();
|
||||||
|
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief checks whether the hand is held within the detection square.
|
||||||
|
*
|
||||||
|
* @return true if the hand is in the detection square, false if not.
|
||||||
|
*/
|
||||||
|
bool IsHandPresent();
|
||||||
|
|
||||||
|
cv::VideoCapture GetCap();
|
||||||
|
|
||||||
|
private:
|
||||||
|
bool is_hand_open;
|
||||||
|
bool is_hand_present;
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
108
src/computervision/OpenPoseVideo.cpp
Normal file
@@ -0,0 +1,108 @@
|
|||||||
|
#include "OpenPoseVideo.h"
|
||||||
|
|
||||||
|
using namespace std;
|
||||||
|
using namespace cv;
|
||||||
|
using namespace cv::dnn;
|
||||||
|
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
#define MPI
|
||||||
|
|
||||||
|
#ifdef MPI
|
||||||
|
const int POSE_PAIRS[7][2] =
|
||||||
|
{
|
||||||
|
{0,1}, {1,2}, {2,3},
|
||||||
|
{3,4}, {1,5}, {5,6},
|
||||||
|
{6,7}
|
||||||
|
};
|
||||||
|
|
||||||
|
string protoFile = "res/pose/mpi/pose_deploy_linevec_faster_4_stages.prototxt";
|
||||||
|
string weightsFile = "res/pose/mpi/pose_iter_160000.caffemodel";
|
||||||
|
|
||||||
|
int nPoints = 8;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef COCO
|
||||||
|
const int POSE_PAIRS[17][2] =
|
||||||
|
{
|
||||||
|
{1,2}, {1,5}, {2,3},
|
||||||
|
{3,4}, {5,6}, {6,7},
|
||||||
|
{1,8}, {8,9}, {9,10},
|
||||||
|
{1,11}, {11,12}, {12,13},
|
||||||
|
{1,0}, {0,14},
|
||||||
|
{14,16}, {0,15}, {15,17}
|
||||||
|
};
|
||||||
|
|
||||||
|
string protoFile = "pose/coco/pose_deploy_linevec.prototxt";
|
||||||
|
string weightsFile = "pose/coco/pose_iter_440000.caffemodel";
|
||||||
|
|
||||||
|
int nPoints = 18;
|
||||||
|
#endif
|
||||||
|
Net net;
|
||||||
|
|
||||||
|
void OpenPoseVideo::setup() {
|
||||||
|
net = readNetFromCaffe(protoFile, weightsFile);
|
||||||
|
|
||||||
|
net.setPreferableBackend(DNN_TARGET_CPU);
|
||||||
|
}
|
||||||
|
|
||||||
|
void OpenPoseVideo::movementSkeleton(Mat& inputImage, std::function<void(std::vector<Point>&, cv::Mat& poinst_on_image)> f) {
|
||||||
|
std::cout << "movement skeleton start" << std::endl;
|
||||||
|
|
||||||
|
int inWidth = 368;
|
||||||
|
int inHeight = 368;
|
||||||
|
float thresh = 0.01;
|
||||||
|
|
||||||
|
Mat frame;
|
||||||
|
int frameWidth = inputImage.size().width;
|
||||||
|
int frameHeight = inputImage.size().height;
|
||||||
|
|
||||||
|
double t = (double)cv::getTickCount();
|
||||||
|
std::cout << "reading input image and blob" << std::endl;
|
||||||
|
|
||||||
|
frame = inputImage;
|
||||||
|
Mat inpBlob = blobFromImage(frame, 1.0 / 255, Size(inWidth, inHeight), Scalar(0, 0, 0), false, false);
|
||||||
|
|
||||||
|
std::cout << "done reading image and blob" << std::endl;
|
||||||
|
|
||||||
|
net.setInput(inpBlob);
|
||||||
|
|
||||||
|
std::cout << "done setting input to net" << std::endl;
|
||||||
|
Mat output = net.forward();
|
||||||
|
std::cout << "time took to set input and forward: " << t << std::endl;
|
||||||
|
|
||||||
|
int H = output.size[2];
|
||||||
|
int W = output.size[3];
|
||||||
|
|
||||||
|
std::cout << "about to find position of boxy parts" << std::endl;
|
||||||
|
// find the position of the body parts
|
||||||
|
vector<Point> points(nPoints);
|
||||||
|
for (int n = 0; n < nPoints; n++)
|
||||||
|
{
|
||||||
|
// Probability map of corresponding body's part.
|
||||||
|
Mat probMap(H, W, CV_32F, output.ptr(0, n));
|
||||||
|
|
||||||
|
Point2f p(-1, -1);
|
||||||
|
Point maxLoc;
|
||||||
|
double prob;
|
||||||
|
minMaxLoc(probMap, 0, &prob, 0, &maxLoc);
|
||||||
|
if (prob > thresh)
|
||||||
|
{
|
||||||
|
p = maxLoc;
|
||||||
|
p.x *= (float)frameWidth / W;
|
||||||
|
p.y *= (float)frameHeight / H;
|
||||||
|
|
||||||
|
circle(frame, cv::Point((int)p.x, (int)p.y), 8, Scalar(0, 255, 255), -1);
|
||||||
|
cv::putText(frame, cv::format("%d", n), cv::Point((int)p.x, (int)p.y), cv::FONT_HERSHEY_COMPLEX, 1.1, cv::Scalar(0, 0, 255), 2);
|
||||||
|
}
|
||||||
|
points[n] = p;
|
||||||
|
}
|
||||||
|
|
||||||
|
cv::putText(frame, cv::format("time taken = %.2f sec", t), cv::Point(50, 50), cv::FONT_HERSHEY_COMPLEX, .8, cv::Scalar(255, 50, 0), 2);
|
||||||
|
std::cout << "time taken: " << t << std::endl;
|
||||||
|
//imshow("Output-Keypoints", frame);
|
||||||
|
//imshow("Output-Skeleton", frame);
|
||||||
|
std::cout << "about to call points receiving method" << std::endl;
|
||||||
|
f(points,frame);
|
||||||
|
}
|
||||||
|
}
|
||||||
19
src/computervision/OpenPoseVideo.h
Normal file
@@ -0,0 +1,19 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <opencv2/dnn.hpp>
|
||||||
|
#include <opencv2/imgproc.hpp>
|
||||||
|
#include <opencv2/highgui.hpp>
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
using namespace cv;
|
||||||
|
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
class OpenPoseVideo{
|
||||||
|
private:
|
||||||
|
|
||||||
|
public:
|
||||||
|
void movementSkeleton(Mat& inputImage, std::function<void(std::vector<Point>&, cv::Mat& poinst_on_image)> f);
|
||||||
|
void setup();
|
||||||
|
};
|
||||||
|
}
|
||||||
175
src/computervision/SkinDetector.cpp
Normal file
@@ -0,0 +1,175 @@
|
|||||||
|
#include "SkinDetector.h"
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
/*
|
||||||
|
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
|
||||||
|
*/
|
||||||
|
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
SkinDetector::SkinDetector(void) {
|
||||||
|
hLowThreshold = 0;
|
||||||
|
hHighThreshold = 0;
|
||||||
|
sLowThreshold = 0;
|
||||||
|
sHighThreshold = 0;
|
||||||
|
vLowThreshold = 0;
|
||||||
|
vHighThreshold = 0;
|
||||||
|
|
||||||
|
calibrated = false;
|
||||||
|
|
||||||
|
skinColorSamplerRectangle1, skinColorSamplerRectangle2;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SkinDetector::drawSkinColorSampler(Mat input) {
|
||||||
|
int frameWidth = input.size().width, frameHeight = input.size().height;
|
||||||
|
|
||||||
|
int rectangleSize = 25;
|
||||||
|
Scalar rectangleColor = Scalar(0, 255, 255);
|
||||||
|
|
||||||
|
skinColorSamplerRectangle1 = Rect(frameWidth / 5, frameHeight / 2, rectangleSize, rectangleSize);
|
||||||
|
skinColorSamplerRectangle2 = Rect(frameWidth / 5, frameHeight / 3, rectangleSize, rectangleSize);
|
||||||
|
|
||||||
|
rectangle(
|
||||||
|
input,
|
||||||
|
skinColorSamplerRectangle1,
|
||||||
|
rectangleColor
|
||||||
|
);
|
||||||
|
|
||||||
|
rectangle(
|
||||||
|
input,
|
||||||
|
skinColorSamplerRectangle2,
|
||||||
|
rectangleColor
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
void SkinDetector::drawSkinColorSampler(Mat input,int x, int y,int width, int height) {
|
||||||
|
int frameWidth = width, frameHeight = height;
|
||||||
|
|
||||||
|
int rectangleSize = 25;
|
||||||
|
Scalar rectangleColor = Scalar(0, 255, 255);
|
||||||
|
|
||||||
|
skinColorSamplerRectangle1 = Rect(frameWidth / 5 + x, frameHeight / 2 + y, rectangleSize, rectangleSize);
|
||||||
|
skinColorSamplerRectangle2 = Rect(frameWidth / 5 + x, frameHeight / 3 + y, rectangleSize, rectangleSize);
|
||||||
|
|
||||||
|
rectangle(
|
||||||
|
input,
|
||||||
|
skinColorSamplerRectangle1,
|
||||||
|
rectangleColor
|
||||||
|
);
|
||||||
|
|
||||||
|
rectangle(
|
||||||
|
input,
|
||||||
|
skinColorSamplerRectangle2,
|
||||||
|
rectangleColor
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void SkinDetector::calibrate(Mat input) {
|
||||||
|
|
||||||
|
Mat hsvInput;
|
||||||
|
cvtColor(input, hsvInput, CV_BGR2HSV);
|
||||||
|
|
||||||
|
Mat sample1 = Mat(hsvInput, skinColorSamplerRectangle1);
|
||||||
|
Mat sample2 = Mat(hsvInput, skinColorSamplerRectangle2);
|
||||||
|
|
||||||
|
calculateThresholds(sample1, sample2);
|
||||||
|
|
||||||
|
calibrated = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::vector<int> SkinDetector::calibrateAndReturn(Mat input)
|
||||||
|
{
|
||||||
|
Mat hsvInput;
|
||||||
|
cvtColor(input, hsvInput, CV_BGR2HSV);
|
||||||
|
|
||||||
|
Mat sample1 = Mat(hsvInput, skinColorSamplerRectangle1);
|
||||||
|
Mat sample2 = Mat(hsvInput, skinColorSamplerRectangle2);
|
||||||
|
|
||||||
|
calibrated = true;
|
||||||
|
return calculateAndReturnTresholds(sample1, sample2);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void SkinDetector::calculateThresholds(Mat sample1, Mat sample2) {
|
||||||
|
int offsetLowThreshold = 80;
|
||||||
|
int offsetHighThreshold = 30;
|
||||||
|
|
||||||
|
Scalar hsvMeansSample1 = mean(sample1);
|
||||||
|
Scalar hsvMeansSample2 = mean(sample2);
|
||||||
|
|
||||||
|
hLowThreshold = min(hsvMeansSample1[0], hsvMeansSample2[0]) - offsetLowThreshold;
|
||||||
|
hHighThreshold = max(hsvMeansSample1[0], hsvMeansSample2[0]) + offsetHighThreshold;
|
||||||
|
|
||||||
|
sLowThreshold = min(hsvMeansSample1[1], hsvMeansSample2[1]) - offsetLowThreshold;
|
||||||
|
sHighThreshold = max(hsvMeansSample1[1], hsvMeansSample2[1]) + offsetHighThreshold;
|
||||||
|
|
||||||
|
// the V channel shouldn't be used. By ignorint it, shadows on the hand wouldn't interfire with segmentation.
|
||||||
|
// Unfortunately there's a bug somewhere and not using the V channel causes some problem. This shouldn't be too hard to fix.
|
||||||
|
vLowThreshold = min(hsvMeansSample1[2], hsvMeansSample2[2]) - offsetLowThreshold;
|
||||||
|
vHighThreshold = max(hsvMeansSample1[2], hsvMeansSample2[2]) + offsetHighThreshold;
|
||||||
|
//vLowThreshold = 0;
|
||||||
|
//vHighThreshold = 255;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::vector<int> SkinDetector::calculateAndReturnTresholds(Mat sample1, Mat sample2)
|
||||||
|
{
|
||||||
|
|
||||||
|
calculateThresholds(sample1, sample2);
|
||||||
|
std::vector<int> res;
|
||||||
|
res.push_back(hLowThreshold);
|
||||||
|
res.push_back(hHighThreshold);
|
||||||
|
res.push_back(sLowThreshold);
|
||||||
|
res.push_back(sHighThreshold);
|
||||||
|
res.push_back(vLowThreshold);
|
||||||
|
res.push_back(vHighThreshold);
|
||||||
|
return res;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SkinDetector::setTresholds(std::vector<int>& tresholds)
|
||||||
|
{
|
||||||
|
if (tresholds.size() != 6)
|
||||||
|
{
|
||||||
|
std::cout << "tresholds array not the right size!" << std::endl;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
hLowThreshold = tresholds[0];
|
||||||
|
hHighThreshold = tresholds[1];
|
||||||
|
sLowThreshold = tresholds[2];
|
||||||
|
sHighThreshold = tresholds[3];
|
||||||
|
vLowThreshold = tresholds[4];
|
||||||
|
vHighThreshold = tresholds[5];
|
||||||
|
|
||||||
|
calibrated = true;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
Mat SkinDetector::getSkinMask(Mat input) {
|
||||||
|
Mat skinMask;
|
||||||
|
|
||||||
|
if (!calibrated) {
|
||||||
|
skinMask = Mat::zeros(input.size(), CV_8UC1);
|
||||||
|
return skinMask;
|
||||||
|
}
|
||||||
|
|
||||||
|
Mat hsvInput;
|
||||||
|
cvtColor(input, hsvInput, CV_BGR2HSV);
|
||||||
|
|
||||||
|
inRange(
|
||||||
|
hsvInput,
|
||||||
|
Scalar(hLowThreshold, sLowThreshold, vLowThreshold),
|
||||||
|
Scalar(hHighThreshold, sHighThreshold, vHighThreshold),
|
||||||
|
skinMask);
|
||||||
|
|
||||||
|
performOpening(skinMask, MORPH_ELLIPSE, { 3, 3 });
|
||||||
|
dilate(skinMask, skinMask, Mat(), Point(-1, -1), 3);
|
||||||
|
|
||||||
|
return skinMask;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SkinDetector::performOpening(Mat binaryImage, int kernelShape, Point kernelSize) {
|
||||||
|
Mat structuringElement = getStructuringElement(kernelShape, kernelSize);
|
||||||
|
morphologyEx(binaryImage, binaryImage, MORPH_OPEN, structuringElement);
|
||||||
|
}
|
||||||
|
}
|
||||||
85
src/computervision/SkinDetector.h
Normal file
@@ -0,0 +1,85 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <opencv2\core.hpp>
|
||||||
|
#include <opencv2/imgcodecs.hpp>
|
||||||
|
#include <opencv2/imgproc.hpp>
|
||||||
|
#include <opencv2/imgproc/types_c.h>
|
||||||
|
/*
|
||||||
|
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
|
||||||
|
*/
|
||||||
|
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
using namespace cv;
|
||||||
|
using namespace std;
|
||||||
|
|
||||||
|
class SkinDetector {
|
||||||
|
public:
|
||||||
|
SkinDetector(void);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief draws the positions in where the skin color will be sampled.
|
||||||
|
*
|
||||||
|
* @param input the input matrix to sample the skin color from
|
||||||
|
*/
|
||||||
|
void drawSkinColorSampler(Mat input);
|
||||||
|
|
||||||
|
void drawSkinColorSampler(Mat input, int x, int y, int width, int heigth);
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief calibrates the skin color detector with the given input frame
|
||||||
|
*
|
||||||
|
* @param input the input frame to calibrate from
|
||||||
|
*/
|
||||||
|
void calibrate(Mat input);
|
||||||
|
|
||||||
|
std::vector<int> calibrateAndReturn(Mat input);
|
||||||
|
|
||||||
|
void setTresholds(std::vector<int>& tresholds);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief gets the mask for the hand
|
||||||
|
*
|
||||||
|
* @param input the input matrix to get the skin mask from
|
||||||
|
* @returns the skin mask in a new matrix
|
||||||
|
*/
|
||||||
|
Mat getSkinMask(Mat input);
|
||||||
|
|
||||||
|
private:
|
||||||
|
|
||||||
|
// thresholds for hsv calculation
|
||||||
|
int hLowThreshold = 0;
|
||||||
|
int hHighThreshold = 0;
|
||||||
|
int sLowThreshold = 0;
|
||||||
|
int sHighThreshold = 0;
|
||||||
|
int vLowThreshold = 0;
|
||||||
|
int vHighThreshold = 0;
|
||||||
|
|
||||||
|
// wether or not the skindetector has calibrated yet.
|
||||||
|
bool calibrated = false;
|
||||||
|
|
||||||
|
// rectangles that get drawn to show where the skin color will be sampled
|
||||||
|
Rect skinColorSamplerRectangle1, skinColorSamplerRectangle2;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief calculates the skin tresholds for the given samples
|
||||||
|
*
|
||||||
|
* @param sample1 the first sample
|
||||||
|
* @param sample2 the second sample
|
||||||
|
*/
|
||||||
|
void calculateThresholds(Mat sample1, Mat sample2);
|
||||||
|
|
||||||
|
std::vector<int> calculateAndReturnTresholds(Mat sample1, Mat sample2);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief the opening. it generates the structuring element and performs the morphological transformations required to detect the hand.
|
||||||
|
* This needs to be done to get the skin mask.
|
||||||
|
*
|
||||||
|
* @param binaryImage the matrix to perform the opening on. This needs to be a binary image, so consisting of only 1's and 0's.
|
||||||
|
* @param structuralElementShape the shape to use for the kernel that is used with generating the structuring element
|
||||||
|
* @param structuralElementSize the size of the kernel that will be used with generating the structuring element.
|
||||||
|
*/
|
||||||
|
void performOpening(Mat binaryImage, int structuralElementShape, Point structuralElementSize);
|
||||||
|
};
|
||||||
|
}
|
||||||
12
src/computervision/async/StaticCameraInstance.h
Normal file
@@ -0,0 +1,12 @@
|
|||||||
|
#pragma once
|
||||||
|
#include <opencv2/videoio.hpp>
|
||||||
|
|
||||||
|
namespace static_camera
|
||||||
|
{
|
||||||
|
|
||||||
|
static cv::VideoCapture getCap()
|
||||||
|
{
|
||||||
|
static cv::VideoCapture cap(1);
|
||||||
|
return cap;
|
||||||
|
}
|
||||||
|
};
|
||||||
46
src/computervision/async/async_arm_detection.cpp
Normal file
@@ -0,0 +1,46 @@
|
|||||||
|
#include <iostream>
|
||||||
|
#include "async_arm_detection.h"
|
||||||
|
#include "../OpenPoseVideo.h"
|
||||||
|
#include <thread>
|
||||||
|
#include "StaticCameraInstance.h"
|
||||||
|
|
||||||
|
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
AsyncArmDetection::AsyncArmDetection()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void AsyncArmDetection::run_arm_detection(std::function<void(std::vector<Point>, cv::Mat poinst_on_image)> points_ready_func, OpenPoseVideo op)
|
||||||
|
{
|
||||||
|
VideoCapture cap = static_camera::getCap();
|
||||||
|
|
||||||
|
std::cout << "STARTING THREAD LAMBDA" << std::endl;
|
||||||
|
/*cv::VideoCapture cap = static_camera::GetCap();*/
|
||||||
|
|
||||||
|
if (!cap.isOpened())
|
||||||
|
{
|
||||||
|
std::cout << "capture was closed, opening..." << std::endl;
|
||||||
|
cap.open(0);
|
||||||
|
}
|
||||||
|
|
||||||
|
while (true)
|
||||||
|
{
|
||||||
|
Mat img;
|
||||||
|
cap.read(img);
|
||||||
|
op.movementSkeleton(img, points_ready_func);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void AsyncArmDetection::start(std::function<void(std::vector<Point>, cv::Mat poinst_on_image)> points_ready_func, OpenPoseVideo op)
|
||||||
|
{
|
||||||
|
|
||||||
|
std::cout << "starting function" << std::endl;
|
||||||
|
|
||||||
|
|
||||||
|
std::thread async_arm_detect_thread(&AsyncArmDetection::run_arm_detection,this, points_ready_func, op);
|
||||||
|
|
||||||
|
async_arm_detect_thread.detach(); // makes sure the thread is detached from the variable.
|
||||||
|
}
|
||||||
|
}
|
||||||
23
src/computervision/async/async_arm_detection.h
Normal file
@@ -0,0 +1,23 @@
|
|||||||
|
#pragma once
|
||||||
|
#include <vector>
|
||||||
|
#include <opencv2/core/types.hpp>
|
||||||
|
#include <opencv2/videoio.hpp>
|
||||||
|
#include <functional>
|
||||||
|
#include "../OpenPoseVideo.h"
|
||||||
|
#include "StaticCameraInstance.h"
|
||||||
|
|
||||||
|
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
class AsyncArmDetection
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
AsyncArmDetection(void);
|
||||||
|
|
||||||
|
|
||||||
|
void start(std::function<void(std::vector<cv::Point>, cv::Mat poinst_on_image)>, computervision::OpenPoseVideo op);
|
||||||
|
private:
|
||||||
|
void run_arm_detection(std::function<void(std::vector<Point>, cv::Mat poinst_on_image)> points_ready_func, OpenPoseVideo op);
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
92
src/computervision/calibration/HandCalibrator.cpp
Normal file
@@ -0,0 +1,92 @@
|
|||||||
|
|
||||||
|
#include "HandCalibrator.h"
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
#define MIN_MENU_HAND_SIZE 10000
|
||||||
|
#define MIN_GAME_HAND_SIZE 3000 // todo change
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
namespace handcalibration
|
||||||
|
{
|
||||||
|
|
||||||
|
HandCalibrator::HandCalibrator()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandCalibrator::DrawHandCalibrationText(cv::Mat& output_frame)
|
||||||
|
{
|
||||||
|
cv::rectangle(output_frame, cv::Rect(0, 0, output_frame.cols, 40), cv::Scalar(0, 0, 0), -1);
|
||||||
|
cv::putText(output_frame, "Hand calibration", cv::Point(output_frame.cols / 2 - 100, 25), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(18, 219, 65), 2);
|
||||||
|
cv::putText(output_frame, "press 'b' to calibrate background,then press 's' to calibrate skin tone", cv::Point(5, 35), cv::FONT_HERSHEY_PLAIN, 1.0, cv::Scalar(18, 219, 65), 1);
|
||||||
|
|
||||||
|
cv::rectangle(output_frame, cv::Rect(0, output_frame.rows - 80, 450, output_frame.cols), cv::Scalar(0, 0, 0), -1);
|
||||||
|
|
||||||
|
cv::putText(output_frame, "hand in frame:", cv::Point(5, output_frame.rows - 50), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 255, 0), 1);
|
||||||
|
cv::rectangle(output_frame, cv::Rect(420, output_frame.rows - 67, 15, 15), hand_present ? cv::Scalar(0, 255, 0) : cv::Scalar(0, 0, 255), -1);
|
||||||
|
|
||||||
|
DrawBackgroundSkinCalibrated(output_frame);
|
||||||
|
|
||||||
|
if (hand_present)
|
||||||
|
{
|
||||||
|
std::string hand_text = fingers_amount > 0 ? "open" : "closed";
|
||||||
|
cv::putText(output_frame, hand_text, cv::Point(10, 75), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 0, 255), 3);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandCalibrator::DrawBackgroundSkinCalibrated(cv::Mat& output_frame)
|
||||||
|
{
|
||||||
|
|
||||||
|
cv::putText(output_frame, "background calibrated:", cv::Point(5, output_frame.rows - 30), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 255, 0), 1);
|
||||||
|
cv::rectangle(output_frame, cv::Rect(420, output_frame.rows - 47, 15, 15), background_calibrated ? cv::Scalar(0, 255, 0) : cv::Scalar(0, 0, 255), -1);
|
||||||
|
|
||||||
|
cv::putText(output_frame, "skin color calibrated:", cv::Point(5, output_frame.rows - 10), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 255, 0), 1);
|
||||||
|
cv::rectangle(output_frame, cv::Rect(420, output_frame.rows - 27, 15, 15), skintone_calibrated ? cv::Scalar(0, 255, 0) : cv::Scalar(0, 0, 255), -1);
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandCalibrator::SetSkinCalibration(bool val)
|
||||||
|
{
|
||||||
|
skintone_calibrated = val;
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandCalibrator::SetBackGroundCalibrated(bool val)
|
||||||
|
{
|
||||||
|
background_calibrated = val;
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandCalibrator::SetHandPresent(bool val)
|
||||||
|
{
|
||||||
|
hand_present = val;
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandCalibrator::SetAmountOfFingers(int amount)
|
||||||
|
{
|
||||||
|
fingers_amount = amount;
|
||||||
|
}
|
||||||
|
|
||||||
|
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);
|
||||||
|
|
||||||
|
if (points.size() == 0) return false;
|
||||||
|
|
||||||
|
for (int p = 0; p < points.size(); p++)
|
||||||
|
{
|
||||||
|
int area = cv::contourArea(points[p]);
|
||||||
|
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
76
src/computervision/calibration/HandCalibrator.h
Normal file
@@ -0,0 +1,76 @@
|
|||||||
|
#pragma once
|
||||||
|
#include <opencv2/core/base.hpp>
|
||||||
|
#include <opencv2/imgcodecs.hpp>
|
||||||
|
#include <opencv2/imgproc.hpp>
|
||||||
|
|
||||||
|
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
|
||||||
|
*
|
||||||
|
* @param output_frame the frame to draw on.
|
||||||
|
*/
|
||||||
|
void DrawHandCalibrationText(cv::Mat& output_frame);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief sets the skin calibration variable.
|
||||||
|
*
|
||||||
|
* @param val the value to set
|
||||||
|
*/
|
||||||
|
void SetSkinCalibration(bool val);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief sets the background calibration variable.
|
||||||
|
*
|
||||||
|
* @param val the value to set
|
||||||
|
*/
|
||||||
|
void SetBackGroundCalibrated(bool val);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief sets the value for if the hand is present.
|
||||||
|
*
|
||||||
|
* @param val the value to set.
|
||||||
|
*/
|
||||||
|
void SetHandPresent(bool val);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief checks if the hand is present in the given image
|
||||||
|
*
|
||||||
|
* @param input_image the input image to check.
|
||||||
|
*/
|
||||||
|
bool CheckIfHandPresent(cv::Mat input_image, HandDetectionType type);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief sets the amount of fingers that are currently detected.
|
||||||
|
*
|
||||||
|
* @param amount the amount of fingers.
|
||||||
|
*/
|
||||||
|
void SetAmountOfFingers(int amount);
|
||||||
|
|
||||||
|
void DrawBackgroundSkinCalibrated(cv::Mat& output_frame);
|
||||||
|
|
||||||
|
private:
|
||||||
|
|
||||||
|
bool background_calibrated;
|
||||||
|
bool skintone_calibrated;
|
||||||
|
bool hand_present;
|
||||||
|
int fingers_amount;
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,4 +1,6 @@
|
|||||||
#include "camera.h"
|
#include "camera.h"
|
||||||
|
#include <iostream>
|
||||||
|
#include "../toolbox/toolbox.h"
|
||||||
|
|
||||||
namespace entities
|
namespace entities
|
||||||
{
|
{
|
||||||
@@ -7,9 +9,20 @@ namespace entities
|
|||||||
rotation(rotation)
|
rotation(rotation)
|
||||||
{}
|
{}
|
||||||
|
|
||||||
|
void Camera::Follow(glm::vec3 follow_position) {
|
||||||
|
//set position to follow in front of the camera
|
||||||
|
follow_position.z += 100;
|
||||||
|
//set position to follow a bit lower
|
||||||
|
follow_position.y += 50;
|
||||||
|
//move position from original position to given position with smoothing
|
||||||
|
position = toolbox::Lerp(position, follow_position, 0.1);
|
||||||
|
}
|
||||||
|
|
||||||
void Camera::Move(GLFWwindow* window)
|
void Camera::Move(GLFWwindow* window)
|
||||||
{
|
{
|
||||||
float movement_speed = 0;
|
float movement_speed = 0;
|
||||||
|
float up_down_speed = 0;
|
||||||
|
float side_speed = 0;
|
||||||
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||||
{
|
{
|
||||||
@@ -23,28 +36,25 @@ namespace entities
|
|||||||
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||||
{
|
{
|
||||||
rotation.y += ROT_SPEED;
|
side_speed += SPEED;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||||
{
|
{
|
||||||
rotation.y -= ROT_SPEED;
|
side_speed -= SPEED;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||||
{
|
{
|
||||||
rotation.x -= ROT_SPEED;
|
up_down_speed += UP_SPEED;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
|
||||||
{
|
{
|
||||||
rotation.x += ROT_SPEED;
|
up_down_speed -= UP_SPEED;
|
||||||
}
|
}
|
||||||
|
|
||||||
float dx = glm::cos(glm::radians(rotation.y + 90)) * movement_speed;
|
position.x += side_speed;
|
||||||
float dz = glm::sin(glm::radians(rotation.y + 90)) * movement_speed;
|
position.z += movement_speed;
|
||||||
|
position.y += up_down_speed;
|
||||||
position.x += dx;
|
|
||||||
position.z += dz;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -13,13 +13,14 @@ namespace entities
|
|||||||
{
|
{
|
||||||
private:
|
private:
|
||||||
// The movement speed of the camera
|
// The movement speed of the camera
|
||||||
const float SPEED = 0.52f;
|
const float SPEED = 0.5f;
|
||||||
const float ROT_SPEED = 1.0f;
|
const float UP_SPEED = 1.0f;
|
||||||
|
|
||||||
glm::vec3 position;
|
glm::vec3 position;
|
||||||
glm::vec3 rotation;
|
glm::vec3 rotation;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
Camera(const ::glm::vec3& position, const ::glm::vec3& rotation);
|
Camera(const ::glm::vec3& position, const ::glm::vec3& rotation);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@@ -29,6 +30,13 @@ namespace entities
|
|||||||
*/
|
*/
|
||||||
void Move(GLFWwindow* window);
|
void Move(GLFWwindow* window);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief follows the given position with smoothing
|
||||||
|
*
|
||||||
|
* @param follow_position the position of the object the camera has to follow
|
||||||
|
*/
|
||||||
|
void Follow(glm::vec3 follow_position);
|
||||||
|
|
||||||
inline glm::vec3 GetPosition() const{ return position; }
|
inline glm::vec3 GetPosition() const{ return position; }
|
||||||
inline glm::vec3 GetRotation() const{ return rotation; }
|
inline glm::vec3 GetRotation() const{ return rotation; }
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -11,8 +11,9 @@ namespace entities
|
|||||||
|
|
||||||
class Entity
|
class Entity
|
||||||
{
|
{
|
||||||
private:
|
protected:
|
||||||
models::TexturedModel model;
|
models::TexturedModel model;
|
||||||
|
|
||||||
glm::vec3 position;
|
glm::vec3 position;
|
||||||
glm::vec3 rotation;
|
glm::vec3 rotation;
|
||||||
float scale;
|
float scale;
|
||||||
|
|||||||
49
src/entities/collision_entity.cpp
Normal file
@@ -0,0 +1,49 @@
|
|||||||
|
#include "collision_entity.h"
|
||||||
|
|
||||||
|
namespace entities
|
||||||
|
{
|
||||||
|
CollisionEntity::CollisionEntity(const models::TexturedModel& model, const glm::vec3& position,
|
||||||
|
const glm::vec3& rotation, float scale, const collision::Box& bounding_box)
|
||||||
|
: Entity(model, position, rotation, scale),
|
||||||
|
bounding_box(bounding_box)
|
||||||
|
{
|
||||||
|
MoveCollisionBox();
|
||||||
|
}
|
||||||
|
|
||||||
|
void CollisionEntity::OnCollide(const collision::Collision& collision)
|
||||||
|
{
|
||||||
|
if (on_collide != nullptr)
|
||||||
|
{
|
||||||
|
|
||||||
|
on_collide(collision);
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
bool CollisionEntity::IsColliding(const glm::vec3& point) const
|
||||||
|
{
|
||||||
|
return (point.x >= min_xyz.x && point.x <= max_xyz.x) &&
|
||||||
|
(point.y >= min_xyz.y && point.y <= max_xyz.y) &&
|
||||||
|
(point.z >= min_xyz.z && point.z <= max_xyz.z);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool CollisionEntity::IsColliding(const CollisionEntity& e) const
|
||||||
|
{
|
||||||
|
return (min_xyz.x <= e.max_xyz.x && max_xyz.x >= e.min_xyz.x) &&
|
||||||
|
(min_xyz.y <= e.max_xyz.y && max_xyz.y >= e.min_xyz.y) &&
|
||||||
|
(min_xyz.z <= e.max_xyz.z && max_xyz.z >= e.min_xyz.z);
|
||||||
|
}
|
||||||
|
|
||||||
|
void CollisionEntity::MoveCollisionBox()
|
||||||
|
{
|
||||||
|
bounding_box.center_pos = position;
|
||||||
|
|
||||||
|
const glm::vec3 size = bounding_box.size;
|
||||||
|
|
||||||
|
min_xyz = { bounding_box.center_pos.x - (0.5 * size.x), bounding_box.center_pos.y, bounding_box.center_pos.z - (0.5 * size.z) };
|
||||||
|
max_xyz = { bounding_box.center_pos.x + (0.5 * size.x), bounding_box.center_pos.y + size.y, bounding_box.center_pos.z + (0.5 * size.z) };
|
||||||
|
|
||||||
|
// min_xyz = bounding_box.center_pos;
|
||||||
|
// max_xyz = { bounding_box.center_pos.x + size.x, bounding_box.center_pos.y + size.y, bounding_box.center_pos.z + size.z };
|
||||||
|
}
|
||||||
|
}
|
||||||
68
src/entities/collision_entity.h
Normal file
@@ -0,0 +1,68 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "entity.h"
|
||||||
|
#include "../collision/collision.h"
|
||||||
|
#include <memory>
|
||||||
|
#include <functional>
|
||||||
|
|
||||||
|
namespace entities
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
* This class is an entity with a collision box
|
||||||
|
*/
|
||||||
|
class CollisionEntity : public Entity
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
collision::Box bounding_box;
|
||||||
|
|
||||||
|
glm::vec3 min_xyz;
|
||||||
|
glm::vec3 max_xyz;
|
||||||
|
|
||||||
|
//void (*on_collide)(const collision::Collision& collision);
|
||||||
|
std::function<void(const collision::Collision&)> on_collide;
|
||||||
|
|
||||||
|
public:
|
||||||
|
CollisionEntity(const models::TexturedModel& model, const glm::vec3& position, const glm::vec3& rotation,
|
||||||
|
float scale, const collision::Box& bounding_box);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: A function to do some sort of behaviour when the entity collides
|
||||||
|
*
|
||||||
|
* @param collision: The collision
|
||||||
|
*/
|
||||||
|
virtual void OnCollide(const collision::Collision& collision);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: A function to check if the entity is colliding with a point in 3D space
|
||||||
|
*
|
||||||
|
* @param point: The point to check if its colliding with the entity
|
||||||
|
*
|
||||||
|
* @return: True is the entity is colliding, false if not
|
||||||
|
*/
|
||||||
|
bool IsColliding(const glm::vec3& point) const;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: A function to check if the entity is colliding with another entity
|
||||||
|
*
|
||||||
|
* @param e: The other entity to check if its colliding with this
|
||||||
|
*
|
||||||
|
* @return: True is the entity is colliding, false if not
|
||||||
|
*/
|
||||||
|
bool IsColliding(const CollisionEntity& e) const;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: A function to set the collision behaviour of the entity
|
||||||
|
*
|
||||||
|
* @param function: A function pointer to a function with the collision behaviour
|
||||||
|
*/
|
||||||
|
void SetCollisionBehaviour(std::function<void(const collision::Collision&)> function)
|
||||||
|
{ if (function != nullptr) { on_collide = function; } }
|
||||||
|
|
||||||
|
public:
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This method moves the collision to the center of the entity
|
||||||
|
*/
|
||||||
|
void MoveCollisionBox();
|
||||||
|
};
|
||||||
|
}
|
||||||
268
src/entities/house_generator.cpp
Normal file
@@ -0,0 +1,268 @@
|
|||||||
|
#include "house_generator.h"
|
||||||
|
|
||||||
|
#include <functional>
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
#include "../renderEngine/obj_loader.h"
|
||||||
|
#include "../renderEngine/Loader.h"
|
||||||
|
#include "../toolbox/toolbox.h"
|
||||||
|
#include "collision_entity.h"
|
||||||
|
|
||||||
|
namespace entities
|
||||||
|
{
|
||||||
|
HouseGenerator::HouseGenerator()
|
||||||
|
{
|
||||||
|
models::RawModel raw_model = render_engine::LoadObjModel("res/HouseNew.obj");
|
||||||
|
default_texture = { render_engine::loader::LoadTexture("res/Texture.png") };
|
||||||
|
default_texture.shine_damper = 10;
|
||||||
|
house_model = { raw_model, default_texture };
|
||||||
|
|
||||||
|
GenerateFurnitureModels();
|
||||||
|
}
|
||||||
|
|
||||||
|
std::deque<std::shared_ptr<CollisionEntity>> HouseGenerator::GenerateHouse(const glm::vec3& position, float y_rotation)
|
||||||
|
{
|
||||||
|
std::deque<std::shared_ptr<CollisionEntity>> furniture;
|
||||||
|
|
||||||
|
// Add house
|
||||||
|
collision::Box house_box = { position, glm::vec3(0,0,0) };
|
||||||
|
furniture.push_front(std::make_shared<CollisionEntity>(house_model, position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE, house_box));
|
||||||
|
|
||||||
|
// for(int i = 0; i<toolbox::Random(1,4);i++)
|
||||||
|
// {
|
||||||
|
// FurnitureType type = FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
|
||||||
|
// models::TexturedModel model = GetFurnitureModel(type);
|
||||||
|
// glm::vec3 model_pos = glm::vec3(position.x, position.y, position.z);
|
||||||
|
// collision::Box model_box = { model_pos, model.raw_model.model_size };
|
||||||
|
// model_box.SetRotation(-90);
|
||||||
|
// furniture.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, model_box));
|
||||||
|
// //furniture_collision.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, model_box));
|
||||||
|
//
|
||||||
|
// }
|
||||||
|
|
||||||
|
//furniture_collision.pop_front();
|
||||||
|
|
||||||
|
|
||||||
|
// Add furniture
|
||||||
|
// models::TexturedModel couch = GetFurnitureModel(FurnitureType::COUCH);
|
||||||
|
// glm::vec3 couch_pos = glm::vec3(position.x + 200, position.y, position.z + 10);
|
||||||
|
// collision::Box couch_box = { couch_pos, couch.raw_model.model_size * (HOUSE_SIZE) };
|
||||||
|
// couch_box.SetRotation(-90);
|
||||||
|
// furniture.push_back(std::make_shared<CollisionEntity>(couch, couch_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, couch_box));
|
||||||
|
//
|
||||||
|
// models::TexturedModel table = GetFurnitureModel(FurnitureType::TABLE);
|
||||||
|
// glm::vec3 table_pos = glm::vec3(position.x - 30, position.y, position.z);
|
||||||
|
// collision::Box table_box = { table_pos, table.raw_model.model_size * ((HOUSE_SIZE) * 1.3f) };
|
||||||
|
// furniture.push_back(std::make_shared<CollisionEntity>(table, table_pos, glm::vec3(0, 0, 0), HOUSE_SIZE * 1.3, table_box));
|
||||||
|
//
|
||||||
|
// models::TexturedModel chair = GetFurnitureModel(FurnitureType::CHAIR);
|
||||||
|
// glm::vec3 chair_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||||
|
// collision::Box chair_box = { chair_pos, chair.raw_model.model_size * (HOUSE_SIZE) };
|
||||||
|
// furniture.push_back(std::make_shared<CollisionEntity>(chair, chair_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, chair_box));
|
||||||
|
//
|
||||||
|
// models::TexturedModel plant = GetFurnitureModel(FurnitureType::PLANT);
|
||||||
|
// glm::vec3 plant_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||||
|
// collision::Box plant_box = { plant_pos, plant.raw_model.model_size * (HOUSE_SIZE) };
|
||||||
|
// furniture.push_back(std::make_shared<CollisionEntity>(plant, plant_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, plant_box));
|
||||||
|
//
|
||||||
|
// models::TexturedModel guitar = GetFurnitureModel(FurnitureType::GUITAR);
|
||||||
|
// glm::vec3 guitar_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||||
|
// collision::Box guitar_box = { guitar_pos, guitar.raw_model.model_size * (HOUSE_SIZE) };
|
||||||
|
// furniture.push_back(std::make_shared<CollisionEntity>(guitar, guitar_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, guitar_box));
|
||||||
|
//
|
||||||
|
// models::TexturedModel bookshelf = GetFurnitureModel(FurnitureType::BOOKSHELF);
|
||||||
|
// glm::vec3 bookshelf_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||||
|
// collision::Box bookshelf_box = { bookshelf_pos, bookshelf.raw_model.model_size * (HOUSE_SIZE) };
|
||||||
|
// furniture.push_back(std::make_shared<CollisionEntity>(bookshelf, bookshelf_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, bookshelf_box));
|
||||||
|
//
|
||||||
|
// models::TexturedModel lamp = GetFurnitureModel(FurnitureType::LAMP);
|
||||||
|
// glm::vec3 lamp_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||||
|
// collision::Box lamp_box = { lamp_pos, lamp.raw_model.model_size * (HOUSE_SIZE) };
|
||||||
|
// furniture.push_back(std::make_shared<CollisionEntity>(lamp, lamp_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, lamp_box));
|
||||||
|
//
|
||||||
|
// models::TexturedModel ceiling_object = GetFurnitureModel(FurnitureType::CEILING_OBJECTS);
|
||||||
|
// glm::vec3 ceiling_object_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||||
|
// collision::Box ceiling_object_box = { ceiling_object_pos, ceiling_object.raw_model.model_size * (HOUSE_SIZE / 2) };
|
||||||
|
// furniture.push_back(std::make_shared<CollisionEntity>(ceiling_object, ceiling_object_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, ceiling_object_box));
|
||||||
|
|
||||||
|
models::TexturedModel misc = GetFurnitureModel(FurnitureType::MISC);
|
||||||
|
glm::vec3 misc_pos = glm::vec3(position.x - 50, position.y - 10, position.z + 220);
|
||||||
|
collision::Box misc_box = { misc_pos, misc.raw_model.model_size * (HOUSE_SIZE) };
|
||||||
|
furniture.push_back(std::make_shared<CollisionEntity>(misc, misc_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, misc_box));
|
||||||
|
|
||||||
|
return furniture;
|
||||||
|
}
|
||||||
|
|
||||||
|
models::TexturedModel HouseGenerator::GetFurnitureModel(FurnitureType furniture)
|
||||||
|
{
|
||||||
|
const auto found = furniture_models.find(furniture);
|
||||||
|
if (found == furniture_models.end())
|
||||||
|
{
|
||||||
|
std::cerr << "OH NEEEEEEEEEEEEEEE";
|
||||||
|
}
|
||||||
|
|
||||||
|
auto models = found->second;
|
||||||
|
|
||||||
|
const int modelNumber = toolbox::Random(0, models.size() - 1);
|
||||||
|
|
||||||
|
return models[modelNumber];
|
||||||
|
}
|
||||||
|
|
||||||
|
void HouseGenerator::GenerateFurnitureModels()
|
||||||
|
{
|
||||||
|
// Couches
|
||||||
|
std::deque<models::TexturedModel> couches;
|
||||||
|
|
||||||
|
models::RawModel couch_inside_model = render_engine::LoadObjModel("res/couchThree.obj");
|
||||||
|
models::TexturedModel couch_inside = { couch_inside_model, default_texture };
|
||||||
|
couches.push_back(couch_inside);
|
||||||
|
|
||||||
|
models::RawModel couch_inside_model2 = render_engine::LoadObjModel("res/Coach.obj");
|
||||||
|
models::TexturedModel couch_inside2 = { couch_inside_model2, default_texture };
|
||||||
|
couches.push_back(couch_inside2);
|
||||||
|
|
||||||
|
models::RawModel couch_inside_model3 = render_engine::LoadObjModel("res/lawnBenchOne.obj");
|
||||||
|
models::TexturedModel couch_inside3 = { couch_inside_model3, default_texture };
|
||||||
|
couches.push_back(couch_inside3);
|
||||||
|
|
||||||
|
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::COUCH, couches));
|
||||||
|
|
||||||
|
// Tables
|
||||||
|
std::deque<models::TexturedModel> tables;
|
||||||
|
|
||||||
|
models::RawModel table_model1 = render_engine::LoadObjModel("res/tableOne.obj");
|
||||||
|
models::TexturedModel table1 = { table_model1, default_texture };
|
||||||
|
tables.push_back(table1);
|
||||||
|
|
||||||
|
models::RawModel table_model2 = render_engine::LoadObjModel("res/tableTwo.obj");
|
||||||
|
models::TexturedModel table2 = { table_model2, default_texture };
|
||||||
|
tables.push_back(table2);
|
||||||
|
|
||||||
|
models::RawModel table_model3 = render_engine::LoadObjModel("res/bureauOne.obj");
|
||||||
|
models::TexturedModel table3 = { table_model3, default_texture };
|
||||||
|
tables.push_back(table3);
|
||||||
|
|
||||||
|
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::TABLE, tables));
|
||||||
|
|
||||||
|
// Chairs
|
||||||
|
std::deque<models::TexturedModel> chairs;
|
||||||
|
|
||||||
|
models::RawModel chair_model1 = render_engine::LoadObjModel("res/launchchair.obj");
|
||||||
|
models::TexturedModel chair1 = { chair_model1, default_texture };
|
||||||
|
chairs.push_back(chair1);
|
||||||
|
|
||||||
|
models::RawModel chair_model2 = render_engine::LoadObjModel("res/lawnChairOne.obj");
|
||||||
|
models::TexturedModel chair2 = { chair_model2, default_texture };
|
||||||
|
chairs.push_back(chair2);
|
||||||
|
|
||||||
|
models::RawModel chair_model3 = render_engine::LoadObjModel("res/ugly_chair.obj");
|
||||||
|
models::TexturedModel chair3 = { chair_model3, default_texture };
|
||||||
|
chairs.push_back(chair3);
|
||||||
|
|
||||||
|
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::CHAIR, chairs));
|
||||||
|
|
||||||
|
|
||||||
|
// Plants
|
||||||
|
std::deque<models::TexturedModel> plants;
|
||||||
|
|
||||||
|
models::RawModel plant_model1 = render_engine::LoadObjModel("res/plantOne.obj");
|
||||||
|
models::TexturedModel plant1 = { plant_model1, default_texture };
|
||||||
|
plants.push_back(plant1);
|
||||||
|
|
||||||
|
models::RawModel plant_model2 = render_engine::LoadObjModel("res/plantTwo.obj");
|
||||||
|
models::TexturedModel plant2 = { plant_model2, default_texture };
|
||||||
|
plants.push_back(plant2);
|
||||||
|
|
||||||
|
models::RawModel plant_model3 = render_engine::LoadObjModel("res/plantThree.obj");
|
||||||
|
models::TexturedModel plant3 = { plant_model3, default_texture };
|
||||||
|
plants.push_back(plant3);
|
||||||
|
|
||||||
|
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::PLANT, plants));
|
||||||
|
|
||||||
|
// Guitars
|
||||||
|
std::deque<models::TexturedModel> guitars;
|
||||||
|
|
||||||
|
models::RawModel guitar_model1 = render_engine::LoadObjModel("res/guitarOne.obj");
|
||||||
|
models::TexturedModel guitar1 = { guitar_model1, default_texture };
|
||||||
|
guitars.push_back(guitar1);
|
||||||
|
|
||||||
|
models::RawModel guitar_model2 = render_engine::LoadObjModel("res/guitarTwo.obj");
|
||||||
|
models::TexturedModel guitar2 = { guitar_model2, default_texture };
|
||||||
|
guitars.push_back(guitar2);
|
||||||
|
|
||||||
|
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::GUITAR, guitars));
|
||||||
|
|
||||||
|
// Bookshelves
|
||||||
|
std::deque<models::TexturedModel> bookshelves;
|
||||||
|
|
||||||
|
models::RawModel bookshelf_model1 = render_engine::LoadObjModel("res/bookShelfOne.obj");
|
||||||
|
models::TexturedModel bookshelf1 = { bookshelf_model1, default_texture };
|
||||||
|
bookshelves.push_back(bookshelf1);
|
||||||
|
|
||||||
|
models::RawModel bookshelf_model2 = render_engine::LoadObjModel("res/bookShelfTwo.obj");
|
||||||
|
models::TexturedModel bookshelf2 = { bookshelf_model2, default_texture };
|
||||||
|
bookshelves.push_back(bookshelf2);
|
||||||
|
|
||||||
|
models::RawModel bookshelf_model3 = render_engine::LoadObjModel("res/bookShelfThree.obj");
|
||||||
|
models::TexturedModel bookshelf3 = { bookshelf_model3, default_texture };
|
||||||
|
bookshelves.push_back(bookshelf3);
|
||||||
|
|
||||||
|
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::BOOKSHELF, bookshelves));
|
||||||
|
|
||||||
|
// Lamps
|
||||||
|
std::deque<models::TexturedModel>lamps;
|
||||||
|
|
||||||
|
models::RawModel lamp_model1 = render_engine::LoadObjModel("res/lampOne.obj");
|
||||||
|
models::TexturedModel lamp1 = { lamp_model1, default_texture };
|
||||||
|
lamps.push_back(lamp1);
|
||||||
|
|
||||||
|
models::RawModel lamp_model2 = render_engine::LoadObjModel("res/lampTwo.obj");
|
||||||
|
models::TexturedModel lamp2 = { lamp_model2, default_texture };
|
||||||
|
lamps.push_back(lamp2);
|
||||||
|
|
||||||
|
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::LAMP, lamps));
|
||||||
|
|
||||||
|
// Ceiling objects
|
||||||
|
std::deque<models::TexturedModel>ceiling_Objects;
|
||||||
|
|
||||||
|
models::RawModel ceiling_Obj_model1 = render_engine::LoadObjModel("res/ceilingFan.obj");
|
||||||
|
models::TexturedModel ceiling_Obj1 = { ceiling_Obj_model1, default_texture };
|
||||||
|
ceiling_Objects.push_back(ceiling_Obj1);
|
||||||
|
|
||||||
|
models::RawModel ceiling_Obj_model2 = render_engine::LoadObjModel("res/ceilingFanTwo.obj");
|
||||||
|
models::TexturedModel ceiling_Obj2 = { ceiling_Obj_model2, default_texture };
|
||||||
|
ceiling_Objects.push_back(ceiling_Obj2);
|
||||||
|
|
||||||
|
models::RawModel ceiling_Obj_model3 = render_engine::LoadObjModel("res/ceilingLampOne.obj");
|
||||||
|
models::TexturedModel ceiling_Obj3 = { ceiling_Obj_model3, default_texture };
|
||||||
|
ceiling_Objects.push_back(ceiling_Obj3);
|
||||||
|
|
||||||
|
models::RawModel ceiling_Obj_model4 = render_engine::LoadObjModel("res/ceilingLampTwo.obj");
|
||||||
|
models::TexturedModel ceiling_Obj4 = { ceiling_Obj_model4, default_texture };
|
||||||
|
ceiling_Objects.push_back(ceiling_Obj4);
|
||||||
|
|
||||||
|
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::CEILING_OBJECTS, ceiling_Objects));
|
||||||
|
|
||||||
|
// Miscs
|
||||||
|
std::deque<models::TexturedModel> miscs;
|
||||||
|
|
||||||
|
models::RawModel misc_model1 = render_engine::LoadObjModel("res/tv.obj");
|
||||||
|
models::TexturedModel misc1 = { misc_model1, default_texture };
|
||||||
|
miscs.push_back(misc1);
|
||||||
|
|
||||||
|
models::RawModel misc_model2 = render_engine::LoadObjModel("res/radio.obj");
|
||||||
|
models::TexturedModel misc2 = { misc_model2, default_texture };
|
||||||
|
miscs.push_back(misc2);
|
||||||
|
|
||||||
|
models::RawModel misc_model3 = render_engine::LoadObjModel("res/Flowerpot.obj");
|
||||||
|
models::TexturedModel misc3 = { misc_model3, default_texture };
|
||||||
|
miscs.push_back(misc3);
|
||||||
|
|
||||||
|
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::MISC, miscs));
|
||||||
|
}
|
||||||
|
|
||||||
|
/*std::deque<std::shared_ptr<CollisionEntity>> HouseGenerator::GetFurnitureCollisions()
|
||||||
|
{
|
||||||
|
return furniture_collision;
|
||||||
|
}*/
|
||||||
|
}
|
||||||
75
src/entities/house_generator.h
Normal file
@@ -0,0 +1,75 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <deque>
|
||||||
|
#include <memory>
|
||||||
|
#include <map>
|
||||||
|
#include "../models/Model.h"
|
||||||
|
#include "../collision/collision.h"
|
||||||
|
#include "collision_entity.h"
|
||||||
|
|
||||||
|
namespace entities
|
||||||
|
{
|
||||||
|
enum class FurnitureType
|
||||||
|
{
|
||||||
|
COUCH,
|
||||||
|
TABLE,
|
||||||
|
CHAIR,
|
||||||
|
PLANT,
|
||||||
|
GUITAR,
|
||||||
|
BOOKSHELF,
|
||||||
|
LAMP,
|
||||||
|
CEILING_OBJECTS,
|
||||||
|
MISC
|
||||||
|
};
|
||||||
|
|
||||||
|
class HouseGenerator
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
const float HOUSE_SIZE = 30;
|
||||||
|
|
||||||
|
models::TexturedModel house_model;
|
||||||
|
models::ModelTexture default_texture;
|
||||||
|
|
||||||
|
std::map<FurnitureType, std::deque<models::TexturedModel>> furniture_models;
|
||||||
|
//std::deque<std::shared_ptr<CollisionEntity>> furniture_collision;
|
||||||
|
|
||||||
|
|
||||||
|
public:
|
||||||
|
HouseGenerator();
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function generates a house with furniture at the given position and rotation
|
||||||
|
*
|
||||||
|
* @param position: The position of the house to render
|
||||||
|
* @param y_rotation: The y rotation the house needs to be rendered with
|
||||||
|
*
|
||||||
|
* @return: A list with all the entities of the generated house (the furniture)
|
||||||
|
*/
|
||||||
|
std::deque<std::shared_ptr<CollisionEntity>> GenerateHouse(const glm::vec3& position, float y_rotation);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: Returns the depth of the house (chunk)
|
||||||
|
*/
|
||||||
|
float GetHouseDepth() const { return house_model.raw_model.model_size.x * HOUSE_SIZE;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
//std::deque<std::shared_ptr<CollisionEntity>> GetFurnitureCollisions();
|
||||||
|
|
||||||
|
|
||||||
|
private:
|
||||||
|
/*
|
||||||
|
* @brief: This function loads all the 3D furniture models
|
||||||
|
*/
|
||||||
|
void GenerateFurnitureModels();
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This funtion chooses and returns a random furniture of the given furniture type
|
||||||
|
*
|
||||||
|
* @param furniture: The furniture you want to get
|
||||||
|
*
|
||||||
|
* @return: The model of the random furniture of the chosen furniture type
|
||||||
|
*/
|
||||||
|
models::TexturedModel GetFurnitureModel(FurnitureType furniture);
|
||||||
|
};
|
||||||
|
}
|
||||||
104
src/entities/main_character.cpp
Normal file
@@ -0,0 +1,104 @@
|
|||||||
|
#include "main_character.h"
|
||||||
|
#include "../models/Model.h"
|
||||||
|
#include <iostream>
|
||||||
|
#include "entity.h"
|
||||||
|
#include"../renderEngine/Renderer.h"
|
||||||
|
#include"../renderEngine/obj_loader.h"
|
||||||
|
#include"../renderEngine/loader.h"
|
||||||
|
namespace entities
|
||||||
|
{
|
||||||
|
float movement_speed;
|
||||||
|
float down_speed;
|
||||||
|
float side_speed;
|
||||||
|
bool is_playing;
|
||||||
|
|
||||||
|
MainCharacter::MainCharacter(const models::TexturedModel& model, const glm::vec3& position,
|
||||||
|
const glm::vec3& rotation, float scale, const collision::Box& bounding_box)
|
||||||
|
: CollisionEntity(model, position, rotation, scale, bounding_box)
|
||||||
|
{
|
||||||
|
is_playing = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void MainCharacter::Move(GLFWwindow* window)
|
||||||
|
{
|
||||||
|
if (is_playing) {
|
||||||
|
movement_speed = -2.0f; //Forward speed adjustment, bee is moving at a standard speedrate
|
||||||
|
down_speed = -1.0f; //Down speed adjustment, downspeed is difference between down_speed and UP_SPEED
|
||||||
|
side_speed = 0; //Side speed adjustment
|
||||||
|
|
||||||
|
//For gameplay with use of keyboard keys: W, A, S, D
|
||||||
|
//W: Go forward
|
||||||
|
//A: Go left
|
||||||
|
//S: Go backwards
|
||||||
|
//D: Go right
|
||||||
|
//TODO Implement CV actions
|
||||||
|
SetRotation(glm::vec3(0, 90, 0));
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
movement_speed -= SIDE_SPEED;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
movement_speed += SIDE_SPEED;
|
||||||
|
}
|
||||||
|
//top right
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
side_speed += SIDE_SPEED;
|
||||||
|
down_speed += UP_SPEED;
|
||||||
|
}
|
||||||
|
//right
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
side_speed += SIDE_SPEED;
|
||||||
|
}
|
||||||
|
//top left
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
down_speed += UP_SPEED;
|
||||||
|
side_speed -= SIDE_SPEED;
|
||||||
|
}
|
||||||
|
//left
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
side_speed -= SIDE_SPEED;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
down_speed += UP_SPEED;
|
||||||
|
SetRotation(glm::vec3(10, 90, 0));
|
||||||
|
}
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
down_speed -= UP_SPEED;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
IncreasePosition(glm::vec3(side_speed, down_speed, movement_speed));
|
||||||
|
|
||||||
|
//Use only for binding bee to house, such that it doesn't go outside of the room.
|
||||||
|
//TODO delete when boundingbox is implemented!
|
||||||
|
if (position.x > 190) position.x = 190;
|
||||||
|
else if (position.x < -190) position.x = -190;
|
||||||
|
if (position.y > 350) position.y = 350;
|
||||||
|
else if (position.y < -40) position.y = -40;
|
||||||
|
//Move player bounding box according to the position on screen
|
||||||
|
MoveCollisionBox();
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
is_playing = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void MainCharacter::OnCollide(const collision::Collision& collision) {
|
||||||
|
down_speed = -2.0f;
|
||||||
|
movement_speed = 0.0f;
|
||||||
|
is_playing = false;
|
||||||
|
std::cout << "collision" << std::endl;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool MainCharacter::GetOnCollide() {
|
||||||
|
return is_playing;
|
||||||
|
}
|
||||||
|
}
|
||||||
40
src/entities/main_character.h
Normal file
@@ -0,0 +1,40 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "collision_entity.h"
|
||||||
|
#include "../shaders/entity_shader.h"
|
||||||
|
|
||||||
|
namespace entities
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
* This class contains the information about the player model
|
||||||
|
*/
|
||||||
|
class MainCharacter : public CollisionEntity {
|
||||||
|
const float SIDE_SPEED = 0.8f; //Standard movement speed for left/right movement
|
||||||
|
const float UP_SPEED = 2.0f; //Standard movement speed for up movement
|
||||||
|
public:
|
||||||
|
/*
|
||||||
|
* @brief: Constructor for the main character model
|
||||||
|
*
|
||||||
|
* @param model: Model to load in as the player model
|
||||||
|
* @param position: Position of the model inside the game window
|
||||||
|
* @param rotation: Rotation of the model inside the game window
|
||||||
|
* @param scale: Size of the model
|
||||||
|
* @param bounding_box: Collision box around the player model
|
||||||
|
*/
|
||||||
|
MainCharacter(const models::TexturedModel& model, const glm::vec3& position,
|
||||||
|
const glm::vec3& rotation, float scale, const collision::Box& bounding_box);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: A function to move the character inside the window
|
||||||
|
*
|
||||||
|
* @param window: The game window
|
||||||
|
*
|
||||||
|
* @return: Vector with the adjusted side_speed, down_speed, and movement_speed
|
||||||
|
*/
|
||||||
|
void Move(GLFWwindow* window);
|
||||||
|
|
||||||
|
void OnCollide(const collision::Collision& collision) override;
|
||||||
|
|
||||||
|
bool GetOnCollide();
|
||||||
|
};
|
||||||
|
}
|
||||||
@@ -5,6 +5,11 @@
|
|||||||
|
|
||||||
namespace gui
|
namespace gui
|
||||||
{
|
{
|
||||||
|
//Represents the type of the entitie
|
||||||
|
enum class GuiType{
|
||||||
|
LABEL, BUTTON
|
||||||
|
};
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* Structure for representing a gui item to display on the screen
|
* Structure for representing a gui item to display on the screen
|
||||||
*
|
*
|
||||||
@@ -18,9 +23,12 @@ namespace gui
|
|||||||
glm::vec2 position;
|
glm::vec2 position;
|
||||||
glm::vec2 scale;
|
glm::vec2 scale;
|
||||||
|
|
||||||
|
virtual GuiType GetType() {
|
||||||
|
return GuiType::LABEL;
|
||||||
|
}
|
||||||
GuiTexture(int texture, glm::vec2 position, glm::vec2 scale): texture(texture), position(position), scale(scale)
|
GuiTexture(int texture, glm::vec2 position, glm::vec2 scale): texture(texture), position(position), scale(scale)
|
||||||
{
|
{
|
||||||
scale.x /= (WINDOW_WIDTH / WINDOW_HEIGT);
|
scale.x /= (WINDOW_WIDTH / WINDOW_HEIGHT);
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -2,6 +2,8 @@
|
|||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
#include "gui_interactable.h"
|
#include "gui_interactable.h"
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
namespace gui
|
namespace gui
|
||||||
{
|
{
|
||||||
InteractableGui::InteractableGui(int default_texture, glm::vec2 position, glm::vec2 scale)
|
InteractableGui::InteractableGui(int default_texture, glm::vec2 position, glm::vec2 scale)
|
||||||
@@ -41,14 +43,47 @@ namespace gui
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void InteractableGui::ForceClick( int mouseButton)
|
||||||
|
{
|
||||||
|
if(mouseButton == GLFW_MOUSE_BUTTON_LEFT)
|
||||||
|
{
|
||||||
|
if (clicked_texture != 0)
|
||||||
|
{
|
||||||
|
texture = clicked_texture;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
texture = default_texture;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!is_clicking)
|
||||||
|
{
|
||||||
|
OnClick();
|
||||||
|
is_clicking = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (is_clicking)
|
||||||
|
{
|
||||||
|
is_clicking = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
bool InteractableGui::IsHoveringAbove(GLFWwindow* window)
|
bool InteractableGui::IsHoveringAbove(GLFWwindow* window)
|
||||||
{
|
{
|
||||||
double x_pos, y_pos;
|
double x_pos, y_pos;
|
||||||
glfwGetCursorPos(window, &x_pos, &y_pos);
|
glfwGetCursorPos(window, &x_pos, &y_pos);
|
||||||
|
//std::cout << "Cursor pos in method: " << x_pos <<"::" << y_pos << std::endl;
|
||||||
|
|
||||||
const float x_rel = (x_pos / SCALED_WIDTH / DEFAULT_WIDTH) * 2.0f - 1.0f;
|
const float x_rel = (x_pos / SCALED_WIDTH / DEFAULT_WIDTH) * 2.0f - 1.0f;
|
||||||
const float y_rel = -((y_pos / SCALED_HEIGHT / DEFAULT_HEIGHT) * 2.0f - 1.0f);
|
const float y_rel = -((y_pos / SCALED_HEIGHT / DEFAULT_HEIGHT) * 2.0f - 1.0f);
|
||||||
|
|
||||||
|
//std::cout << "x_rel And y_rel in method: " << x_rel << "::" << y_rel << std::endl;
|
||||||
|
|
||||||
|
|
||||||
if (x_rel >= minXY.x && x_rel <= maxXY.x &&
|
if (x_rel >= minXY.x && x_rel <= maxXY.x &&
|
||||||
y_rel >= minXY.y && y_rel <= maxXY.y)
|
y_rel >= minXY.y && y_rel <= maxXY.y)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
#include "../toolbox/toolbox.h"
|
#include "../toolbox/toolbox.h"
|
||||||
#include "gui_element.h"
|
#include "gui_element.h"
|
||||||
@@ -32,6 +33,14 @@ namespace gui
|
|||||||
*/
|
*/
|
||||||
void Update(GLFWwindow* window);
|
void Update(GLFWwindow* window);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: Call this function when you want to perform a mouseclick
|
||||||
|
*
|
||||||
|
* @param mousebutton: mouseButton you want to perform the click on
|
||||||
|
*/
|
||||||
|
void ForceClick(int mouseButton);
|
||||||
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* @brief: This function gets called when the InteractabeGui is clicked
|
* @brief: This function gets called when the InteractabeGui is clicked
|
||||||
*/
|
*/
|
||||||
@@ -50,7 +59,10 @@ namespace gui
|
|||||||
/*
|
/*
|
||||||
* @brief: This function sets the texture of the InteractableGUI for when the InteractableGUI is clicked
|
* @brief: This function sets the texture of the InteractableGUI for when the InteractableGUI is clicked
|
||||||
*/
|
*/
|
||||||
void SetClickedTexture(int texture) { clicked_texture = texture; }
|
void SetClickedTexture(int texture)
|
||||||
|
{
|
||||||
|
clicked_texture = texture;
|
||||||
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* @brief: This function sets the texture of the InteractableGUI for when the mouse is hovering above the InteractableGUI
|
* @brief: This function sets the texture of the InteractableGUI for when the mouse is hovering above the InteractableGUI
|
||||||
@@ -104,6 +116,10 @@ namespace gui
|
|||||||
*/
|
*/
|
||||||
void SetOnExitAction(void (*fun)()) { on_exit_action = fun; }
|
void SetOnExitAction(void (*fun)()) { on_exit_action = fun; }
|
||||||
|
|
||||||
|
GuiType GetType() override {
|
||||||
|
return GuiType::BUTTON;
|
||||||
|
}
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
void OnClick() override { if (on_click_action != nullptr) on_click_action(); }
|
void OnClick() override { if (on_click_action != nullptr) on_click_action(); }
|
||||||
void OnEnter() override { if (on_enter_action != nullptr) on_enter_action(); }
|
void OnEnter() override { if (on_enter_action != nullptr) on_enter_action(); }
|
||||||
|
|||||||
57
src/main.cpp
@@ -1,15 +1,22 @@
|
|||||||
#include <GL/glew.h>
|
#include <GL/glew.h>
|
||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
#include <functional>
|
||||||
|
#include <vector>
|
||||||
#define STB_IMAGE_IMPLEMENTATION
|
#define STB_IMAGE_IMPLEMENTATION
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
#include <map>
|
#include <map>
|
||||||
|
|
||||||
#include "stb_image.h"
|
#include "stb_image.h"
|
||||||
#include <ostream>
|
#include <ostream>
|
||||||
|
#include <stdlib.h>
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
#include <opencv2/core.hpp>
|
#include <opencv2/core.hpp>
|
||||||
|
#include <opencv2/videoio.hpp>
|
||||||
|
#include <opencv2/video.hpp>
|
||||||
|
|
||||||
|
#include "collision/collision.h"
|
||||||
#include "gui/gui_interactable.h"
|
#include "gui/gui_interactable.h"
|
||||||
#include "models/model.h"
|
#include "models/model.h"
|
||||||
#include "renderEngine/loader.h"
|
#include "renderEngine/loader.h"
|
||||||
@@ -20,6 +27,14 @@
|
|||||||
#include "scenes/scene.h"
|
#include "scenes/scene.h"
|
||||||
#include "scenes/in_Game_Scene.h"
|
#include "scenes/in_Game_Scene.h"
|
||||||
#include "scenes/startup_Scene.h"
|
#include "scenes/startup_Scene.h"
|
||||||
|
#include "scenes/game_Over_Scene.h"
|
||||||
|
#include "entities/collision_entity.h"
|
||||||
|
|
||||||
|
#include "computervision/ObjectDetection.h"
|
||||||
|
//#include "computervision/OpenPoseImage.h"
|
||||||
|
#include "computervision/OpenPoseVideo.h"
|
||||||
|
|
||||||
|
#include "computervision/async/async_arm_detection.h"
|
||||||
|
|
||||||
#pragma comment(lib, "glfw3.lib")
|
#pragma comment(lib, "glfw3.lib")
|
||||||
#pragma comment(lib, "glew32s.lib")
|
#pragma comment(lib, "glew32s.lib")
|
||||||
@@ -28,14 +43,27 @@
|
|||||||
static double UpdateDelta();
|
static double UpdateDelta();
|
||||||
|
|
||||||
static GLFWwindow* window;
|
static GLFWwindow* window;
|
||||||
|
|
||||||
scene::Scene* current_scene;
|
scene::Scene* current_scene;
|
||||||
|
|
||||||
|
bool points_img_available = false;
|
||||||
|
cv::Mat points_img;
|
||||||
|
|
||||||
|
void retrieve_points(std::vector<Point> arm_points, cv::Mat points_on_image)
|
||||||
|
{
|
||||||
|
|
||||||
|
std::cout << "got points!!" << std::endl;
|
||||||
|
std::cout << "points: " << arm_points << std::endl;
|
||||||
|
points_img = points_on_image;
|
||||||
|
points_img_available = true;
|
||||||
|
}
|
||||||
|
|
||||||
int main(void)
|
int main(void)
|
||||||
{
|
{
|
||||||
#pragma region OPENGL_SETTINGS
|
#pragma region OPENGL_SETTINGS
|
||||||
if (!glfwInit())
|
if (!glfwInit())
|
||||||
throw "Could not inditialize glwf";
|
throw "Could not inditialize glwf";
|
||||||
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGT, "SDBA", NULL, NULL);
|
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "SDBA", NULL, NULL);
|
||||||
if (!window)
|
if (!window)
|
||||||
{
|
{
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
@@ -44,22 +72,25 @@ int main(void)
|
|||||||
glfwMakeContextCurrent(window);
|
glfwMakeContextCurrent(window);
|
||||||
glewInit();
|
glewInit();
|
||||||
glGetError();
|
glGetError();
|
||||||
#pragma endregion
|
#pragma endregion
|
||||||
|
|
||||||
|
|
||||||
current_scene = new scene::Startup_Scene();
|
current_scene = new scene::Startup_Scene();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
|
glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||||
{
|
{
|
||||||
current_scene->onKey(window, key, scancode, action, mods);
|
|
||||||
if (key == GLFW_KEY_ESCAPE)
|
if (key == GLFW_KEY_ESCAPE)
|
||||||
|
{
|
||||||
glfwSetWindowShouldClose(window, true);
|
glfwSetWindowShouldClose(window, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
current_scene->onKey(window, key, scancode, action, mods);
|
||||||
});
|
});
|
||||||
|
|
||||||
bool window_open = true;
|
bool window_open = true;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
while (!glfwWindowShouldClose(window) && window_open)
|
while (!glfwWindowShouldClose(window) && window_open)
|
||||||
{
|
{
|
||||||
@@ -78,19 +109,29 @@ int main(void)
|
|||||||
current_scene = new scene::Startup_Scene();
|
current_scene = new scene::Startup_Scene();
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
|
||||||
case scene::Scenes::INGAME:
|
case scene::Scenes::INGAME:
|
||||||
current_scene = new scene::In_Game_Scene();
|
current_scene = new scene::In_Game_Scene();
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
case scene::Scenes::GAMEOVER:
|
||||||
|
current_scene = new scene::Game_Over_Scene();
|
||||||
|
break;
|
||||||
|
|
||||||
default:
|
default:
|
||||||
std::cout << "Wrong return value!!! ->" << std::endl;
|
std::cout << "Wrong return value!!! ->" << std::endl;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Finish up
|
||||||
|
//shader.Stop();
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Clean up -> preventing memory leaks!!!
|
// Clean up -> preventing memory leaks!!!
|
||||||
std::cout << "ending..." << std::endl;
|
std::cout << "ending..." << std::endl;
|
||||||
delete current_scene;
|
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include <GL/glew.h>
|
#include <GL/glew.h>
|
||||||
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
|
||||||
namespace models
|
namespace models
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -4,7 +4,6 @@
|
|||||||
#include "loader.h"
|
#include "loader.h"
|
||||||
#include "../toolbox/toolbox.h"
|
#include "../toolbox/toolbox.h"
|
||||||
#include "renderer.h"
|
#include "renderer.h"
|
||||||
|
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
|
|
||||||
namespace render_engine
|
namespace render_engine
|
||||||
@@ -26,7 +25,7 @@ namespace render_engine
|
|||||||
glCullFace(GL_BACK);
|
glCullFace(GL_BACK);
|
||||||
|
|
||||||
const glm::mat4 projectionMatrix =
|
const glm::mat4 projectionMatrix =
|
||||||
glm::perspective(glm::radians(FOV), (WINDOW_WIDTH / WINDOW_HEIGT), NEAR_PLANE, FAR_PLANE);
|
glm::perspective(glm::radians(FOV), (WINDOW_WIDTH / WINDOW_HEIGHT), NEAR_PLANE, FAR_PLANE);
|
||||||
|
|
||||||
// Load the projectionmatrix into the shader
|
// Load the projectionmatrix into the shader
|
||||||
shader.Start();
|
shader.Start();
|
||||||
@@ -51,9 +50,9 @@ namespace render_engine
|
|||||||
/*
|
/*
|
||||||
This function will Render a Model on the screen.
|
This function will Render a Model on the screen.
|
||||||
*/
|
*/
|
||||||
void Render(entities::Entity& entity, shaders::EntityShader& shader)
|
void Render(std::shared_ptr<entities::Entity> entity, shaders::EntityShader& shader)
|
||||||
{
|
{
|
||||||
const models::TexturedModel model = entity.GetModel();
|
const models::TexturedModel model = entity.get()->GetModel();
|
||||||
const models::RawModel raw_model = model.raw_model;
|
const models::RawModel raw_model = model.raw_model;
|
||||||
const models::ModelTexture texture = model.texture;
|
const models::ModelTexture texture = model.texture;
|
||||||
|
|
||||||
@@ -66,7 +65,7 @@ namespace render_engine
|
|||||||
glEnableVertexAttribArray(2);
|
glEnableVertexAttribArray(2);
|
||||||
|
|
||||||
// Load the transformation of the model into the shader
|
// Load the transformation of the model into the shader
|
||||||
const glm::mat4 modelMatrix = toolbox::CreateModelMatrix(entity.GetPosition(), entity.GetRotation(), entity.GetScale());
|
const glm::mat4 modelMatrix = toolbox::CreateModelMatrix(entity.get()->GetPosition(), entity.get()->GetRotation(), entity.get()->GetScale());
|
||||||
shader.LoadModelMatrix(modelMatrix);
|
shader.LoadModelMatrix(modelMatrix);
|
||||||
shader.LoadShineVariables(texture.shine_damper, texture.reflectivity);
|
shader.LoadShineVariables(texture.shine_damper, texture.reflectivity);
|
||||||
|
|
||||||
@@ -110,6 +109,88 @@ namespace render_engine
|
|||||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Enable depth test again
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
// Disable alpha blending
|
||||||
|
glDisable(GL_BLEND);
|
||||||
|
|
||||||
|
// Disable the VBO and VAO
|
||||||
|
glDisableVertexAttribArray(0);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
shader.Stop();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Render(std::vector<std::shared_ptr<gui::GuiTexture>>& guis, shaders::GuiShader& shader)
|
||||||
|
{
|
||||||
|
shader.Start();
|
||||||
|
|
||||||
|
// Enable the VAO and the positions VBO
|
||||||
|
glBindVertexArray(quad.vao_id);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
|
||||||
|
// Enable alpha blending (for transparency in the texture)
|
||||||
|
glEnable(GL_BLEND);
|
||||||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
|
||||||
|
// Disable depth testing to textures with transparency can overlap
|
||||||
|
glDisable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
// Render each gui to the screen
|
||||||
|
for (std::shared_ptr<gui::GuiTexture> gui : guis)
|
||||||
|
{
|
||||||
|
// Bind the texture of the gui to the shader
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, gui->texture);
|
||||||
|
|
||||||
|
glm::mat4 matrix = toolbox::CreateModelMatrix(gui->position, gui->scale);
|
||||||
|
shader.LoadModelMatrix(matrix);
|
||||||
|
|
||||||
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
|
||||||
|
|
||||||
|
std::cout << "in render method, gui x value: " << gui.get()->scale.x << std::endl;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Enable depth test again
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
// Disable alpha blending
|
||||||
|
glDisable(GL_BLEND);
|
||||||
|
|
||||||
|
// Disable the VBO and VAO
|
||||||
|
glDisableVertexAttribArray(0);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
shader.Stop();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Render(std::shared_ptr<gui::GuiTexture>& gui, shaders::GuiShader& shader)
|
||||||
|
{
|
||||||
|
shader.Start();
|
||||||
|
|
||||||
|
// Enable the VAO and the positions VBO
|
||||||
|
glBindVertexArray(quad.vao_id);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
|
||||||
|
// Enable alpha blending (for transparency in the texture)
|
||||||
|
glEnable(GL_BLEND);
|
||||||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
|
||||||
|
// Disable depth testing to textures with transparency can overlap
|
||||||
|
glDisable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
// Render each gui to the screen
|
||||||
|
// Bind the texture of the gui to the shader
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, gui->texture);
|
||||||
|
|
||||||
|
glm::mat4 matrix = toolbox::CreateModelMatrix(gui->position, gui->scale);
|
||||||
|
shader.LoadModelMatrix(matrix);
|
||||||
|
|
||||||
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
|
||||||
|
|
||||||
|
|
||||||
// Enable depth test again
|
// Enable depth test again
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
#include <memory>
|
||||||
#include "../gui/gui_element.h"
|
#include "../gui/gui_element.h"
|
||||||
#include "../entities/entity.h"
|
#include "../entities/entity.h"
|
||||||
#include "../shaders/entity_shader.h"
|
#include "../shaders/entity_shader.h"
|
||||||
@@ -30,7 +31,7 @@ namespace render_engine
|
|||||||
@param entity: The entity which needs to be rendered
|
@param entity: The entity which needs to be rendered
|
||||||
@param shader: The shader the entity needs to be rendered with
|
@param shader: The shader the entity needs to be rendered with
|
||||||
*/
|
*/
|
||||||
void Render(entities::Entity& entity, shaders::EntityShader& shader);
|
void Render(std::shared_ptr<entities::Entity> entity, shaders::EntityShader& shader);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@brief: Call this function to render gui_textures on the screen
|
@brief: Call this function to render gui_textures on the screen
|
||||||
@@ -39,5 +40,22 @@ namespace render_engine
|
|||||||
@param shade: The shader the GUI textures need to be rendered with
|
@param shade: The shader the GUI textures need to be rendered with
|
||||||
*/
|
*/
|
||||||
void Render(std::vector<gui::GuiTexture*>& guis, shaders::GuiShader& shader);
|
void Render(std::vector<gui::GuiTexture*>& guis, shaders::GuiShader& shader);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: renders guis elements from a shared pointer vector
|
||||||
|
*
|
||||||
|
* @param guis: List with GUI textures to render
|
||||||
|
* @param sahde: The shader to use
|
||||||
|
*/
|
||||||
|
void Render(std::vector<std::shared_ptr<gui::GuiTexture>>& guis, shaders::GuiShader& shader);
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief renders 1 gui element.
|
||||||
|
*
|
||||||
|
* @param gui: the texture to render
|
||||||
|
* @param shader: the shader to use
|
||||||
|
*/
|
||||||
|
void Render(std::shared_ptr<gui::GuiTexture>& gui, shaders::GuiShader& shader);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
184
src/scenes/game_Over_Scene.cpp
Normal file
@@ -0,0 +1,184 @@
|
|||||||
|
#include <iostream>
|
||||||
|
#include <GL/glew.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include <map>
|
||||||
|
#include "game_Over_Scene.h"
|
||||||
|
#include <iostream>
|
||||||
|
#include <opencv2/core/mat.hpp>
|
||||||
|
|
||||||
|
#include "../models/model.h"
|
||||||
|
#include "../renderEngine/loader.h"
|
||||||
|
#include "../renderEngine/obj_loader.h"
|
||||||
|
#include "../renderEngine/renderer.h"
|
||||||
|
#include "../shaders/entity_shader.h"
|
||||||
|
#include "../gui/gui_interactable.h"
|
||||||
|
#include "../toolbox/toolbox.h"
|
||||||
|
#include "../computervision/MenuTest.h"
|
||||||
|
#include "../computervision/ObjectDetection.h"
|
||||||
|
#include "../computervision/HandDetectRegion.h"
|
||||||
|
|
||||||
|
namespace scene
|
||||||
|
{
|
||||||
|
shaders::GuiShader* gui_shader_gameOver;
|
||||||
|
std::vector<gui::GuiTexture*> guis_gameOver;
|
||||||
|
computervision::ObjectDetection objDetect_gameOver;
|
||||||
|
|
||||||
|
float item_number_gameOver = 0;
|
||||||
|
|
||||||
|
bool hand_mode_gameOver = false;
|
||||||
|
|
||||||
|
Game_Over_Scene::Game_Over_Scene()
|
||||||
|
{
|
||||||
|
shaders::EntityShader shader;
|
||||||
|
shader.Init();
|
||||||
|
render_engine::renderer::Init(shader);
|
||||||
|
shader.CleanUp();
|
||||||
|
|
||||||
|
gui_shader_gameOver = new shaders::GuiShader();
|
||||||
|
gui_shader_gameOver->Init();
|
||||||
|
}
|
||||||
|
|
||||||
|
gui::Button* ConvertGuiTextureToButtonGameOver(gui::GuiTexture* texture) {
|
||||||
|
gui::Button* button;
|
||||||
|
if (texture != NULL)
|
||||||
|
{
|
||||||
|
|
||||||
|
if (texture->GetType() == gui::GuiType::BUTTON) {
|
||||||
|
|
||||||
|
button = (gui::Button*)texture;
|
||||||
|
return button;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
button = nullptr;
|
||||||
|
return button;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
button = nullptr;
|
||||||
|
return button;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
gui::GuiTexture* GetMenuItemGameOver(bool hand_state) {
|
||||||
|
if (hand_state)
|
||||||
|
item_number_gameOver += 0.20f;
|
||||||
|
|
||||||
|
int temp_item_number = item_number_gameOver;
|
||||||
|
|
||||||
|
//If temp_item_number is equal to the size of the array, set item_number bac to zero to loop through the array again
|
||||||
|
if (temp_item_number == guis_gameOver.size()) {
|
||||||
|
item_number_gameOver = 0;
|
||||||
|
temp_item_number = 0;
|
||||||
|
}
|
||||||
|
std::cout << guis_gameOver[temp_item_number]->texture << std::endl;
|
||||||
|
return guis_gameOver[temp_item_number];
|
||||||
|
}
|
||||||
|
|
||||||
|
scene::Scenes scene::Game_Over_Scene::start(GLFWwindow* window) {
|
||||||
|
gui::Button button_start_scene(render_engine::loader::LoadTexture("res/Birb1.jpg"), glm::vec2(0.0f, 0.6f), glm::vec2(0.25f, 0.25f));
|
||||||
|
button_start_scene.SetHoverTexture(render_engine::loader::LoadTexture("res/Birb2.jpg"));
|
||||||
|
button_start_scene.SetClickedTexture(render_engine::loader::LoadTexture("res/Birb3.jpg"));
|
||||||
|
button_start_scene.SetOnClickAction([]()
|
||||||
|
{
|
||||||
|
std::cout << "Back to start screen!!" << std::endl;
|
||||||
|
});
|
||||||
|
guis_gameOver.push_back(&button_start_scene);
|
||||||
|
|
||||||
|
computervision::ObjectDetection objDetect;
|
||||||
|
cv::Mat cameraFrame;
|
||||||
|
gui::GuiTexture* chosen_item_gameOver = NULL; //This is the selected menu_item
|
||||||
|
bool hand_closed = false; //Flag to prevent multiple button presses
|
||||||
|
|
||||||
|
while (return_value == scene::Scenes:: GAMEOVER)
|
||||||
|
{
|
||||||
|
render();
|
||||||
|
update(window);
|
||||||
|
|
||||||
|
if (hand_mode_gameOver)
|
||||||
|
{
|
||||||
|
cameraFrame = objDetect_gameOver.ReadCamera();
|
||||||
|
|
||||||
|
bool detect = false;
|
||||||
|
bool hand_detection = objDetect_gameOver.DetectHand(cameraFrame, detect);
|
||||||
|
|
||||||
|
if (hand_detection)
|
||||||
|
{
|
||||||
|
hand_closed = false;
|
||||||
|
std::cout << "hand is opened" << std::endl;
|
||||||
|
|
||||||
|
//Loop through menu items
|
||||||
|
chosen_item_gameOver = GetMenuItemGameOver(true);
|
||||||
|
|
||||||
|
gui::Button* new_button = ConvertGuiTextureToButtonGameOver(chosen_item_gameOver);
|
||||||
|
if (new_button != NULL) {
|
||||||
|
const float x_pos = (chosen_item_gameOver->position.x + 1.0) * WINDOW_WIDTH / 2;
|
||||||
|
const float y_pos = (1.0 - chosen_item_gameOver->position.y) * WINDOW_HEIGHT / 2;
|
||||||
|
|
||||||
|
//Set cursor to location of selected menu_item
|
||||||
|
glfwSetCursorPos(window, x_pos, y_pos);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (!hand_detection)
|
||||||
|
{
|
||||||
|
std::cout << "hand is closed" << std::endl;
|
||||||
|
|
||||||
|
//Gets selected menu_item
|
||||||
|
chosen_item_gameOver = GetMenuItemGameOver(false);
|
||||||
|
gui::Button* new_button = ConvertGuiTextureToButtonGameOver(chosen_item_gameOver);
|
||||||
|
|
||||||
|
if (new_button != NULL && !hand_closed) {
|
||||||
|
//Run function click
|
||||||
|
new_button->ForceClick(GLFW_MOUSE_BUTTON_LEFT);
|
||||||
|
hand_closed = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
gui_shader_gameOver->CleanUp();
|
||||||
|
render_engine::loader::CleanUp();
|
||||||
|
return return_value;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* renders the models in the start-up scene
|
||||||
|
*/
|
||||||
|
void scene::Game_Over_Scene::render()
|
||||||
|
{
|
||||||
|
render_engine::renderer::Prepare();
|
||||||
|
|
||||||
|
// Render GUI items
|
||||||
|
render_engine::renderer::Render(guis_gameOver, *gui_shader_gameOver);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* updates the variables for the start-up scene
|
||||||
|
*/
|
||||||
|
void scene::Game_Over_Scene::update(GLFWwindow* window)
|
||||||
|
{
|
||||||
|
for (gui::GuiTexture* button : guis_gameOver) {
|
||||||
|
gui::Button* new_button = ConvertGuiTextureToButtonGameOver(button);
|
||||||
|
if (new_button != NULL)
|
||||||
|
new_button->Update(window);
|
||||||
|
}
|
||||||
|
bool hand_present;
|
||||||
|
objDetect_gameOver.DetectHand(objDetect_gameOver.ReadCamera(), hand_present);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* manages the key input in the start-up scene
|
||||||
|
*/
|
||||||
|
void scene::Game_Over_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
return_value = scene::Scenes::INGAME;
|
||||||
|
cv::destroyWindow("camera");
|
||||||
|
}
|
||||||
|
else if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) {
|
||||||
|
hand_mode_gameOver = !hand_mode_gameOver;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
26
src/scenes/game_Over_Scene.h
Normal file
@@ -0,0 +1,26 @@
|
|||||||
|
#pragma once
|
||||||
|
#include "scene.h"
|
||||||
|
#include "../gui/gui_element.h"
|
||||||
|
|
||||||
|
namespace scene
|
||||||
|
{
|
||||||
|
extern GLFWwindow* window;
|
||||||
|
|
||||||
|
class Game_Over_Scene : public scene::Scene
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
scene::Scenes return_value = scene::Scenes::GAMEOVER;
|
||||||
|
|
||||||
|
public:
|
||||||
|
Game_Over_Scene();
|
||||||
|
|
||||||
|
Scenes start(GLFWwindow* window) override;
|
||||||
|
|
||||||
|
void render() override;
|
||||||
|
|
||||||
|
void update(GLFWwindow* window) override;
|
||||||
|
|
||||||
|
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
||||||
|
|
||||||
|
};
|
||||||
|
}
|
||||||
@@ -1,8 +1,11 @@
|
|||||||
#include <iostream>
|
#include <iostream>
|
||||||
|
#include <memory>
|
||||||
#include <GL/glew.h>
|
#include <GL/glew.h>
|
||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
#include "in_Game_Scene.h"
|
#include "in_Game_Scene.h"
|
||||||
#include "startup_Scene.h"
|
#include "startup_Scene.h"
|
||||||
|
#include "../entities/main_character.h"
|
||||||
|
#include "../collision/collision_handler.h"
|
||||||
#include "../gui/gui_interactable.h"
|
#include "../gui/gui_interactable.h"
|
||||||
#include "../models/model.h"
|
#include "../models/model.h"
|
||||||
#include "../renderEngine/loader.h"
|
#include "../renderEngine/loader.h"
|
||||||
@@ -10,51 +13,165 @@
|
|||||||
#include "../renderEngine/renderer.h"
|
#include "../renderEngine/renderer.h"
|
||||||
#include "../shaders/entity_shader.h"
|
#include "../shaders/entity_shader.h"
|
||||||
#include "../toolbox/toolbox.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"
|
||||||
|
#include <string>
|
||||||
|
|
||||||
|
#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
|
namespace scene
|
||||||
{
|
{
|
||||||
std::vector<entities::Entity> entities;
|
std::shared_ptr<entities::MainCharacter>main_character;
|
||||||
std::vector<entities::Light> lights;
|
std::vector<std::shared_ptr<entities::CollisionEntity>> collision_entities;
|
||||||
models::RawModel raw_model;
|
|
||||||
|
entities::HouseGenerator* house_generator;
|
||||||
|
std::deque<std::shared_ptr<entities::Entity>> house_models;
|
||||||
|
|
||||||
|
models::RawModel raw_model, raw_model_char;
|
||||||
models::ModelTexture texture;
|
models::ModelTexture texture;
|
||||||
shaders::EntityShader *shader;
|
shaders::EntityShader* shader;
|
||||||
shaders::GuiShader *gui_shader;
|
shaders::GuiShader* gui_shader;
|
||||||
entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
|
|
||||||
std::vector<gui::GuiTexture*> guis;
|
std::vector<gui::GuiTexture*> guis;
|
||||||
|
std::vector<std::shared_ptr<gui::GuiTexture>> score_textures;
|
||||||
|
|
||||||
|
int furniture_count_old;
|
||||||
|
int score;
|
||||||
|
|
||||||
|
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);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* sets up the first things when the objects has been made
|
||||||
|
*/
|
||||||
In_Game_Scene::In_Game_Scene()
|
In_Game_Scene::In_Game_Scene()
|
||||||
{
|
{
|
||||||
|
camera = std::make_unique<entities::Camera>(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
|
||||||
|
|
||||||
shader = new shaders::EntityShader;
|
shader = new shaders::EntityShader;
|
||||||
shader->Init();
|
shader->Init();
|
||||||
render_engine::renderer::Init(*shader);
|
render_engine::renderer::Init(*shader);
|
||||||
|
|
||||||
gui_shader = new shaders::GuiShader();
|
gui_shader = new shaders::GuiShader();
|
||||||
gui_shader->Init();
|
gui_shader->Init();
|
||||||
|
score = 0;
|
||||||
|
|
||||||
|
for (int i = 0; i <= 9; i++)
|
||||||
|
{
|
||||||
|
std::shared_ptr<gui::GuiTexture> score_pointer;
|
||||||
|
|
||||||
|
std::string texture_path = "res/";
|
||||||
|
texture_path += std::to_string(i);
|
||||||
|
texture_path += ".png";
|
||||||
|
|
||||||
|
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));
|
||||||
|
|
||||||
|
score_textures.push_back(score_pointer);
|
||||||
|
|
||||||
|
std::cout << "Add to score_pointer: " << texture_path << std::endl;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
std::cout << "Size textures: " << score_textures.size() << std::endl;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* temporary!!!!
|
||||||
|
* just to make some bounding boxes
|
||||||
|
*/
|
||||||
|
collision::Box create_bounding_box(glm::vec3 size, glm::vec3 pos, int scale) {
|
||||||
|
collision::Box box = collision::Box();
|
||||||
|
box.size.x = size.z * scale;
|
||||||
|
box.size.y = size.y * scale;
|
||||||
|
box.size.z = size.x * scale;
|
||||||
|
box.center_pos = pos;
|
||||||
|
return box;
|
||||||
|
}
|
||||||
|
/**
|
||||||
|
* deletes certain veriables when the object will be deleted, prevents memory leaks
|
||||||
|
*/
|
||||||
|
In_Game_Scene::~In_Game_Scene()
|
||||||
|
{
|
||||||
|
delete shader;
|
||||||
|
delete gui_shader;
|
||||||
|
delete house_generator;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @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 load_chunk(int model_pos)
|
||||||
|
{
|
||||||
|
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();
|
||||||
|
collision_entities.pop_back();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
int z_offset = model_pos * (house_generator->GetHouseDepth()); // how much "in the distance" we should load the model
|
||||||
|
|
||||||
|
std::deque<std::shared_ptr<entities::CollisionEntity>> 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());
|
||||||
|
collision_entities.insert(collision_entities.end(), furniture.begin(), furniture.end());
|
||||||
|
std::cout << "funriture_count in load chunk (house included): " << furniture_count << std::endl;
|
||||||
|
furniture_count_old = furniture_count - 1;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* starts the game scene, calls the render and update methods in a while loop
|
||||||
|
*/
|
||||||
scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
|
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 = { render_engine::loader::LoadTexture("res/Texture.png") };
|
||||||
texture.shine_damper = 10;
|
texture.shine_damper = 10;
|
||||||
texture.reflectivity = 0;
|
texture.reflectivity = 0;
|
||||||
models::TexturedModel model = { raw_model, texture };
|
|
||||||
|
|
||||||
int z = 0;
|
raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
|
||||||
for (int i = 0; i < 5; ++i)
|
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++)
|
||||||
{
|
{
|
||||||
entities.push_back(entities::Entity(model, glm::vec3(0, -50, -50 - z), glm::vec3(0, 90, 0), 20));
|
load_chunk(i);
|
||||||
z += (raw_model.model_size.x * 20);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5)));
|
lights.push_back(entities::Light(glm::vec3(0, 1000, 7000), glm::vec3(5, 5, 5))); // sun
|
||||||
lights.push_back(entities::Light(glm::vec3(0, 0, -30), glm::vec3(2, 0, 2), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
|
lights.push_back(entities::Light(glm::vec3(0, 0, -30), glm::vec3(2, 0, 2), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
|
||||||
lights.push_back(entities::Light(glm::vec3(0, 0, -200), glm::vec3(0, 2, 0), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
|
lights.push_back(entities::Light(glm::vec3(0, 0, -200), glm::vec3(0, 2, 0), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
|
||||||
|
|
||||||
// GUI stuff
|
// GUI stuff
|
||||||
gui::Button button(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.5f, 0.0f), glm::vec2(0.25f, 0.25f));
|
gui::Button button(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.5f, 0.0f), glm::vec2(1, 1));
|
||||||
button.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
|
button.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
|
||||||
button.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
|
button.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
|
||||||
button.SetOnClickAction([]()
|
button.SetOnClickAction([]()
|
||||||
@@ -64,11 +181,53 @@ namespace scene
|
|||||||
guis.push_back(&button);
|
guis.push_back(&button);
|
||||||
|
|
||||||
|
|
||||||
|
//guis for the pause menu
|
||||||
|
gui::GuiTexture background(render_engine::loader::LoadTexture("res/background_grey.png"), glm::vec2(0, 0), glm::vec2(1, 1));
|
||||||
|
pause_guis.push_back(&background);
|
||||||
|
|
||||||
|
gui::Button pause_button_resume(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0, 0), glm::vec2(0.25f, 0.25f));
|
||||||
|
pause_button_resume.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
|
||||||
|
pause_button_resume.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
|
||||||
|
pause_button_resume.SetOnClickAction([]()
|
||||||
|
{
|
||||||
|
std::cout << "I got clicked on the resume button!" << std::endl;
|
||||||
|
});
|
||||||
|
pause_guis.push_back(&pause_button_resume);
|
||||||
|
|
||||||
|
gui::Button pause_button_quit(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.3f, 0.0f), glm::vec2(0.25f, 0.25f));
|
||||||
|
pause_button_quit.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
|
||||||
|
pause_button_quit.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
|
||||||
|
pause_button_quit.SetOnClickAction([]()
|
||||||
|
{
|
||||||
|
std::cout << "I got clicked on the quit button!" << std::endl;
|
||||||
|
});
|
||||||
|
pause_guis.push_back(&pause_button_quit);
|
||||||
|
|
||||||
|
|
||||||
|
//the scene loop, this while loop represent the scene
|
||||||
while (return_value == scene::Scenes::INGAME)
|
while (return_value == scene::Scenes::INGAME)
|
||||||
{
|
{
|
||||||
|
//checks the current game state, so it can render the correct models for each state
|
||||||
|
switch (game_state)
|
||||||
|
{
|
||||||
|
/*case scene::Game_State::IDLE:
|
||||||
|
break;*/
|
||||||
|
|
||||||
|
case scene::Game_State::PAUSED:
|
||||||
|
render();
|
||||||
|
render_pause_menu();
|
||||||
|
break;
|
||||||
|
|
||||||
|
case scene::Game_State::RUNNING:
|
||||||
update(window);
|
update(window);
|
||||||
button.Update(window);
|
button.Update(window);
|
||||||
render();
|
render();
|
||||||
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
std::cout << "Game state unknown" << std::endl;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
glfwSwapBuffers(window);
|
glfwSwapBuffers(window);
|
||||||
glfwPollEvents();
|
glfwPollEvents();
|
||||||
@@ -79,40 +238,130 @@ namespace scene
|
|||||||
return return_value;
|
return return_value;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* renders the game models
|
||||||
|
*/
|
||||||
void scene::In_Game_Scene::render()
|
void scene::In_Game_Scene::render()
|
||||||
{
|
{
|
||||||
// Render
|
// Render
|
||||||
render_engine::renderer::Prepare();
|
render_engine::renderer::Prepare();
|
||||||
|
//starts the shader and begins to render
|
||||||
shader->Start();
|
shader->Start();
|
||||||
shader->LoadSkyColor(render_engine::renderer::SKY_COLOR);
|
shader->LoadSkyColor(render_engine::renderer::SKY_COLOR);
|
||||||
shader->LoadLights(lights);
|
shader->LoadLightsDeque(lights);
|
||||||
shader->LoadViewMatrix(camera);
|
shader->LoadViewMatrix(*camera);
|
||||||
|
|
||||||
// Renders each entity in the entities list
|
for (std::shared_ptr<entities::Entity> model_entity : house_models)
|
||||||
for (entities::Entity& entity : entities)
|
|
||||||
{
|
{
|
||||||
render_engine::renderer::Render(entity, *shader);
|
render_engine::renderer::Render(model_entity, *shader);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
render_engine::renderer::Render(main_character, *shader);
|
||||||
|
|
||||||
// Render GUI items
|
// Render GUI items
|
||||||
render_engine::renderer::Render(guis, *gui_shader);
|
//render_engine::renderer::Render(guis, *gui_shader);
|
||||||
|
|
||||||
// Stop rendering the entities
|
// Stop rendering the entities
|
||||||
shader->Stop();
|
shader->Stop();
|
||||||
|
|
||||||
|
DrawScore(score);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//updates certain variables
|
||||||
void scene::In_Game_Scene::update(GLFWwindow* window)
|
void scene::In_Game_Scene::update(GLFWwindow* window)
|
||||||
{
|
{
|
||||||
camera.Move(window);
|
//camera.Move(window);
|
||||||
|
main_character->Move(window);
|
||||||
|
if (!main_character.get()->GetOnCollide())
|
||||||
|
{
|
||||||
|
//return_value = scene::Scenes::GAMEOVER;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n";
|
||||||
|
camera->Follow(main_character->GetPosition());
|
||||||
|
|
||||||
|
// calculate where the next house model should be loaded
|
||||||
|
static int last_model_pos = 0;
|
||||||
|
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)
|
||||||
|
{
|
||||||
|
load_chunk(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;
|
||||||
|
}
|
||||||
|
// remember the position at which the new model was added
|
||||||
|
last_model_pos = model_pos;
|
||||||
|
|
||||||
|
std::cout << "amount of collision entities: " << collision_entities.size() << std::endl;
|
||||||
|
collision::CheckCollisions(collision_entities);
|
||||||
|
|
||||||
|
update_hand_detection();
|
||||||
|
}
|
||||||
|
|
||||||
|
//manages the key input in the game scene
|
||||||
void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||||
{
|
{
|
||||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||||
{
|
{
|
||||||
|
cv::destroyWindow("camera");
|
||||||
return_value = scene::Scenes::STOP;
|
return_value = scene::Scenes::STOP;
|
||||||
}
|
}
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_P) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
game_state = scene::Game_State::PAUSED;
|
||||||
|
}
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_O) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
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()
|
||||||
|
{
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
//renders the models for the pause menu
|
||||||
|
void In_Game_Scene::render_pause_menu()
|
||||||
|
{
|
||||||
|
render_engine::renderer::Render(pause_guis, *gui_shader);
|
||||||
|
}
|
||||||
|
|
||||||
|
void In_Game_Scene::DrawScore(int score)
|
||||||
|
{
|
||||||
|
std::vector<int> digits;
|
||||||
|
score_guis.clear();
|
||||||
|
|
||||||
|
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);
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,21 +1,114 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
#include <iostream>
|
||||||
|
#include <ostream>
|
||||||
|
#include <vector>
|
||||||
|
#include <memory>
|
||||||
#include "scene.h"
|
#include "scene.h"
|
||||||
|
#include "../gui/gui_interactable.h"
|
||||||
|
#include "../models/model.h"
|
||||||
|
#include "../renderEngine/loader.h"
|
||||||
|
#include "../renderEngine/obj_loader.h"
|
||||||
|
#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>
|
||||||
|
|
||||||
|
|
||||||
namespace scene
|
namespace scene
|
||||||
{
|
{
|
||||||
|
/**
|
||||||
|
* This enum is for managing the game scene state.
|
||||||
|
* for example: when pressed on a specific button, the game will be in a paused state and nothing about the player or the speed of the game will be updated
|
||||||
|
* and the pause screen will show up.
|
||||||
|
**/
|
||||||
|
enum class Game_State
|
||||||
|
{
|
||||||
|
//IDLE,
|
||||||
|
RUNNING,
|
||||||
|
PAUSED
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
class In_Game_Scene : public scene::Scene
|
class In_Game_Scene : public scene::Scene
|
||||||
{
|
{
|
||||||
private:
|
private:
|
||||||
|
//return_value is an enum that is necessary for the scene switching. Whenever this changes, the scene will change to a different scene.
|
||||||
scene::Scenes return_value = scene::Scenes::INGAME;
|
scene::Scenes return_value = scene::Scenes::INGAME;
|
||||||
|
//game_state is an enum that keeps track of the current game state. For example: is the game running(thus the user is playing the game) of is the game paused.
|
||||||
|
scene::Game_State game_state = scene::Game_State::RUNNING;
|
||||||
|
|
||||||
|
//entities_to_render is a list of entities, those entities will be rendered in the 3D environment.
|
||||||
|
std::vector<entities::Entity> entities_to_render;
|
||||||
|
//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.
|
||||||
|
std::deque<entities::Light> lights;
|
||||||
|
|
||||||
|
models::RawModel raw_model;
|
||||||
|
models::ModelTexture texture;
|
||||||
|
//the shader that is used for rendering the models.
|
||||||
|
shaders::EntityShader* shader;
|
||||||
|
//the gui_shader is used of rendering the gui models (for example the pause buttons).
|
||||||
|
shaders::GuiShader* gui_shader;
|
||||||
|
//camera is the camera view of the game scene, this camera will be behind the main character.
|
||||||
|
std::unique_ptr<entities::Camera> camera;
|
||||||
|
//guis is a list of all the gui components that needs to be load in the 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;
|
||||||
|
|
||||||
|
std::vector<std::shared_ptr<gui::GuiTexture>> score_guis;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief renders the objects/gui models
|
||||||
|
* @param
|
||||||
|
* @return void
|
||||||
|
*/
|
||||||
|
void render_pause_menu();
|
||||||
|
void update_hand_detection();
|
||||||
|
|
||||||
public:
|
public:
|
||||||
In_Game_Scene();
|
In_Game_Scene();
|
||||||
|
~In_Game_Scene();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief the method start is the start of the scene where a while loop runs, this runs the scene.
|
||||||
|
* @param window the main window of the application
|
||||||
|
* @return Scene value that indicates in which scene the application is
|
||||||
|
*/
|
||||||
Scenes start(GLFWwindow* window) override;
|
Scenes start(GLFWwindow* window) override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief this method renders the models for the game scene
|
||||||
|
* @param
|
||||||
|
* @return void
|
||||||
|
*/
|
||||||
void render() override;
|
void render() override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief this method updates the models/variables for the game scene
|
||||||
|
* @param window the main window of the application
|
||||||
|
* @return void
|
||||||
|
*/
|
||||||
void update(GLFWwindow* window) override;
|
void update(GLFWwindow* window) override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief this method updates the models/variables for the game scene
|
||||||
|
* @param window the main window of the application
|
||||||
|
* @param key this is the keycode on which key has been pressed
|
||||||
|
* @param scancode -
|
||||||
|
* @param action-
|
||||||
|
* @param mods -
|
||||||
|
* @return void
|
||||||
|
*/
|
||||||
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief: This method renders the score points onto the game window
|
||||||
|
* @param score: Score to show
|
||||||
|
*/
|
||||||
|
void DrawScore(int score);
|
||||||
|
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,7 +1,7 @@
|
|||||||
|
#include <iostream>
|
||||||
#include "scene.h"
|
#include "scene.h"
|
||||||
|
|
||||||
namespace scene
|
scene::Scene::~Scene()
|
||||||
{
|
{
|
||||||
|
std::cout << "Main scene class gone!" << std::endl;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -6,6 +6,9 @@
|
|||||||
|
|
||||||
namespace scene {
|
namespace scene {
|
||||||
|
|
||||||
|
/**
|
||||||
|
* this enum represents the scenes in the game, those wil help to keep track in which scene the game is.
|
||||||
|
*/
|
||||||
enum class Scenes
|
enum class Scenes
|
||||||
{
|
{
|
||||||
STARTUP,
|
STARTUP,
|
||||||
@@ -18,14 +21,40 @@ namespace scene {
|
|||||||
class Scene
|
class Scene
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
|
virtual ~Scene() = 0;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief the method start is the start of a scene where a while loop runs, this runs the scene.
|
||||||
|
* @param window the main window of the application
|
||||||
|
* @return Scene value that indicates in which scene the application is
|
||||||
|
*/
|
||||||
virtual Scenes start(GLFWwindow* window) = 0;
|
virtual Scenes start(GLFWwindow* window) = 0;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief this method renders the models for a scene
|
||||||
|
* @param
|
||||||
|
* @return void
|
||||||
|
*/
|
||||||
virtual void render() = 0;
|
virtual void render() = 0;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief this method updates the models/variables for a scene
|
||||||
|
* @param window the main window of the application
|
||||||
|
* @return void
|
||||||
|
*/
|
||||||
virtual void update(GLFWwindow* window) = 0;
|
virtual void update(GLFWwindow* window) = 0;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief this method updates the models/variables for a scene
|
||||||
|
* @param window the main window of the application
|
||||||
|
* @param key this is the keycode on which key has been pressed
|
||||||
|
* @param scancode -
|
||||||
|
* @param action-
|
||||||
|
* @param mods -
|
||||||
|
* @return void
|
||||||
|
*/
|
||||||
virtual void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) {};
|
virtual void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) {};
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -1,40 +1,221 @@
|
|||||||
|
#include <iostream>
|
||||||
#include <GL/glew.h>
|
#include <GL/glew.h>
|
||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
#include <map>
|
#include <map>
|
||||||
#include "startup_Scene.h"
|
#include "startup_Scene.h"
|
||||||
|
#include <iostream>
|
||||||
|
#include <opencv2/core/mat.hpp>
|
||||||
|
|
||||||
|
#include "../models/model.h"
|
||||||
|
#include "../renderEngine/loader.h"
|
||||||
|
#include "../renderEngine/obj_loader.h"
|
||||||
|
#include "../renderEngine/renderer.h"
|
||||||
|
#include "../shaders/entity_shader.h"
|
||||||
|
#include "../gui/gui_interactable.h"
|
||||||
|
#include "../toolbox/toolbox.h"
|
||||||
|
#include "../computervision/MenuTest.h"
|
||||||
|
#include "../computervision/ObjectDetection.h"
|
||||||
|
#include "../computervision/HandDetectRegion.h"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
namespace scene
|
namespace scene
|
||||||
{
|
{
|
||||||
|
shaders::GuiShader* gui_shader1;
|
||||||
|
std::vector<gui::GuiTexture*> guis1;
|
||||||
|
computervision::ObjectDetection objDetect;
|
||||||
|
|
||||||
|
float item_number = 0;
|
||||||
|
|
||||||
|
bool hand_mode = false;
|
||||||
|
|
||||||
|
Startup_Scene::Startup_Scene() {
|
||||||
|
shaders::EntityShader shader;
|
||||||
|
shader.Init();
|
||||||
|
render_engine::renderer::Init(shader);
|
||||||
|
shader.CleanUp();
|
||||||
|
|
||||||
|
gui_shader1 = new shaders::GuiShader();
|
||||||
|
gui_shader1->Init();
|
||||||
|
}
|
||||||
|
|
||||||
|
gui::Button* ConvertGuiTextureToButton(gui::GuiTexture* texture) {
|
||||||
|
gui::Button* button;
|
||||||
|
if (texture != NULL)
|
||||||
|
{
|
||||||
|
|
||||||
|
if (texture->GetType() == gui::GuiType::BUTTON) {
|
||||||
|
|
||||||
|
button = (gui::Button*)texture;
|
||||||
|
return button;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
button = nullptr;
|
||||||
|
return button;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
button = nullptr;
|
||||||
|
return button;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
/*gui::InteractableGui* ConvertGuiTextureToInteractableGui(gui::GuiTexture* texture) {
|
||||||
|
if (texture != NULL)
|
||||||
|
if (texture->GetType() == gui::GuiType::BUTTON) {
|
||||||
|
return (gui::InteractableGui*)texture;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
return NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
}*/
|
||||||
|
|
||||||
|
gui::GuiTexture* GetMenuItem(bool hand_state) {
|
||||||
|
if(hand_state)
|
||||||
|
item_number += 0.20f;
|
||||||
|
|
||||||
|
int temp_item_number = item_number;
|
||||||
|
|
||||||
|
//If temp_item_number is equal to the size of the array, set item_number bac to zero to loop through the array again
|
||||||
|
if (temp_item_number == guis1.size()) {
|
||||||
|
item_number = 0;
|
||||||
|
temp_item_number = 0;
|
||||||
|
}
|
||||||
|
std::cout << guis1[temp_item_number]->texture << std::endl;
|
||||||
|
return guis1[temp_item_number];
|
||||||
|
}
|
||||||
|
|
||||||
scene::Scenes scene::Startup_Scene::start(GLFWwindow *window)
|
scene::Scenes scene::Startup_Scene::start(GLFWwindow *window)
|
||||||
{
|
{
|
||||||
|
// GUI stuff
|
||||||
|
gui::Button button_start(render_engine::loader::LoadTexture("res/menu_item_start1.png"), glm::vec2(0.0f, 0.6f), glm::vec2(0.25f, 0.25f));
|
||||||
|
button_start.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_start1_hover.png"));
|
||||||
|
button_start.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_start1_click.png"));
|
||||||
|
button_start.SetOnClickAction([]()
|
||||||
|
{
|
||||||
|
std::cout << "Clicked on button: Start!" << std::endl;
|
||||||
|
|
||||||
|
});
|
||||||
|
guis1.push_back(&button_start);
|
||||||
|
|
||||||
|
gui::Button button_calibrate(render_engine::loader::LoadTexture("res/menu_item_calibrate1.png"), glm::vec2(0.0f, 0.0f), glm::vec2(0.25f, 0.25f));
|
||||||
|
button_calibrate.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_calibrate1_hover.png"));
|
||||||
|
button_calibrate.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_calibrate1_click.png"));
|
||||||
|
button_calibrate.SetOnClickAction([]()
|
||||||
|
{
|
||||||
|
std::cout << "Clicked on button: Calibrate!" << std::endl;
|
||||||
|
|
||||||
|
});
|
||||||
|
guis1.push_back(&button_calibrate);
|
||||||
|
|
||||||
|
gui::Button button_quit(render_engine::loader::LoadTexture("res/menu_item_quit1.png"), glm::vec2(0.0f, -0.6f), glm::vec2(0.25f, 0.25f));
|
||||||
|
button_quit.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_hover.png"));
|
||||||
|
button_quit.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_click.png"));
|
||||||
|
button_quit.SetOnClickAction([]()
|
||||||
|
{
|
||||||
|
std::cout << "Clicked on button: Quit!" << std::endl;
|
||||||
|
});
|
||||||
|
guis1.push_back(&button_quit);
|
||||||
|
|
||||||
|
computervision::ObjectDetection objDetect;
|
||||||
|
cv::Mat cameraFrame;
|
||||||
|
gui::GuiTexture* chosen_item = NULL; //This is the selected menu_item
|
||||||
|
bool hand_closed = false; //Flag to prevent multiple button presses
|
||||||
|
|
||||||
while (return_value == scene::Scenes::STARTUP)
|
while (return_value == scene::Scenes::STARTUP)
|
||||||
{
|
{
|
||||||
render();
|
render();
|
||||||
update(window);
|
update(window);
|
||||||
|
|
||||||
|
if (hand_mode) {
|
||||||
|
cameraFrame = objDetect.ReadCamera();
|
||||||
|
|
||||||
|
//Get hand state from camera
|
||||||
|
bool detect = false;
|
||||||
|
bool hand_detection = objDetect.DetectHand(cameraFrame,detect);
|
||||||
|
|
||||||
|
if (hand_detection)
|
||||||
|
{
|
||||||
|
hand_closed = false;
|
||||||
|
std::cout << "hand is opened" << std::endl;
|
||||||
|
|
||||||
|
//Loop through menu items
|
||||||
|
chosen_item = GetMenuItem(true);
|
||||||
|
|
||||||
|
gui::Button* new_button = ConvertGuiTextureToButton(chosen_item);
|
||||||
|
if (new_button != NULL) {
|
||||||
|
const float x_pos = (chosen_item->position.x + 1.0) * WINDOW_WIDTH / 2;
|
||||||
|
const float y_pos = (1.0 - chosen_item->position.y) * WINDOW_HEIGHT / 2;
|
||||||
|
|
||||||
|
//Set cursor to location of selected menu_item
|
||||||
|
glfwSetCursorPos(window, x_pos, y_pos);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (!hand_detection)
|
||||||
|
{
|
||||||
|
std::cout << "hand is closed" << std::endl;
|
||||||
|
|
||||||
|
//Gets selected menu_item
|
||||||
|
chosen_item = GetMenuItem(false);
|
||||||
|
gui::Button* new_button = ConvertGuiTextureToButton(chosen_item);
|
||||||
|
|
||||||
|
if (new_button != NULL && !hand_closed) {
|
||||||
|
//Run function click
|
||||||
|
new_button->ForceClick(GLFW_MOUSE_BUTTON_LEFT);
|
||||||
|
hand_closed = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
glfwSwapBuffers(window);
|
glfwSwapBuffers(window);
|
||||||
glfwPollEvents();
|
glfwPollEvents();
|
||||||
}
|
}
|
||||||
|
gui_shader1->CleanUp();
|
||||||
|
render_engine::loader::CleanUp();
|
||||||
return return_value;
|
return return_value;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* renders the models in the start-up scene
|
||||||
|
*/
|
||||||
void scene::Startup_Scene::render()
|
void scene::Startup_Scene::render()
|
||||||
{
|
{
|
||||||
|
render_engine::renderer::Prepare();
|
||||||
|
|
||||||
|
// Render GUI items
|
||||||
|
render_engine::renderer::Render(guis1, *gui_shader1);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* updates the variables for the start-up scene
|
||||||
|
*/
|
||||||
void scene::Startup_Scene::update(GLFWwindow* window)
|
void scene::Startup_Scene::update(GLFWwindow* window)
|
||||||
{
|
{
|
||||||
|
for (gui::GuiTexture* button : guis1) {
|
||||||
|
gui::Button* new_button = ConvertGuiTextureToButton(button);
|
||||||
|
if (new_button != NULL)
|
||||||
|
new_button->Update(window);
|
||||||
|
}
|
||||||
|
bool hand_present;
|
||||||
|
objDetect.DetectHand(objDetect.ReadCamera(),hand_present);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* manages the key input in the start-up scene
|
||||||
|
*/
|
||||||
void scene::Startup_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
void scene::Startup_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||||
{
|
{
|
||||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||||
{
|
{
|
||||||
return_value = scene::Scenes::INGAME;
|
return_value = scene::Scenes::INGAME;
|
||||||
|
cv::destroyWindow("camera");
|
||||||
|
}
|
||||||
|
else if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) {
|
||||||
|
hand_mode = !hand_mode;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
#include "scene.h"
|
#include "scene.h"
|
||||||
#include <map>
|
#include "../gui/gui_element.h"
|
||||||
|
|
||||||
namespace scene
|
namespace scene
|
||||||
{
|
{
|
||||||
@@ -9,12 +9,46 @@ namespace scene
|
|||||||
class Startup_Scene : public scene::Scene
|
class Startup_Scene : public scene::Scene
|
||||||
{
|
{
|
||||||
private:
|
private:
|
||||||
|
//return_value is an enum that is necessary for the scene switching. Whenever this changes, the scene will change to a different scene.
|
||||||
scene::Scenes return_value = scene::Scenes::STARTUP;
|
scene::Scenes return_value = scene::Scenes::STARTUP;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
/**
|
||||||
|
* @brief Constructor of the class Startup_Scene
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
Startup_Scene();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief
|
||||||
|
*
|
||||||
|
* @param window
|
||||||
|
* @return
|
||||||
|
*/
|
||||||
Scenes start(GLFWwindow* window) override;
|
Scenes start(GLFWwindow* window) override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief
|
||||||
|
*
|
||||||
|
*/
|
||||||
void render() override;
|
void render() override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief This method updates all the components on the window
|
||||||
|
*
|
||||||
|
* @param window Window it updates
|
||||||
|
*/
|
||||||
void update(GLFWwindow* window) override;
|
void update(GLFWwindow* window) override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Listener for key events
|
||||||
|
*
|
||||||
|
* @param window Window it listens to for key events
|
||||||
|
* @param key Key of event that is activated
|
||||||
|
* @param scancode Code of Key
|
||||||
|
* @param action
|
||||||
|
* @param mods
|
||||||
|
*/
|
||||||
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
#include "entity_shader.h"
|
#include "entity_shader.h"
|
||||||
#include "../toolbox/toolbox.h"
|
#include "../toolbox/toolbox.h"
|
||||||
|
#include <deque>
|
||||||
|
|
||||||
namespace shaders
|
namespace shaders
|
||||||
{
|
{
|
||||||
@@ -28,7 +29,7 @@ namespace shaders
|
|||||||
uniform vec3 light_position[4];
|
uniform vec3 light_position[4];
|
||||||
|
|
||||||
const float density = 0.0017;
|
const float density = 0.0017;
|
||||||
const float gradient = 4;
|
const float gradient = 3;
|
||||||
|
|
||||||
void main(void)
|
void main(void)
|
||||||
{
|
{
|
||||||
@@ -160,6 +161,25 @@ namespace shaders
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void EntityShader::LoadLightsDeque(std::deque<entities::Light>& lights) const
|
||||||
|
{
|
||||||
|
for (int i = 0; i < MAX_LIGHTS; ++i)
|
||||||
|
{
|
||||||
|
if (i < lights.size())
|
||||||
|
{
|
||||||
|
LoadVector(location_light_position[i], lights[i].GetPosition());
|
||||||
|
LoadVector(location_light_color[i], lights[i].GetColor());
|
||||||
|
LoadVector(location_light_attenuation[i], lights[i].GetAttenuation());
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
LoadVector(location_light_position[i], glm::vec3(0, 0, 0));
|
||||||
|
LoadVector(location_light_color[i], glm::vec3(0, 0, 0));
|
||||||
|
LoadVector(location_light_attenuation[i], glm::vec3(1, 0, 0));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void EntityShader::LoadShineVariables(float shine_damper, float reflectivity) const
|
void EntityShader::LoadShineVariables(float shine_damper, float reflectivity) const
|
||||||
{
|
{
|
||||||
LoadFloat(location_shine_damper, shine_damper);
|
LoadFloat(location_shine_damper, shine_damper);
|
||||||
|
|||||||
@@ -2,6 +2,7 @@
|
|||||||
|
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
|
#include <deque>
|
||||||
#include "shader_program.h"
|
#include "shader_program.h"
|
||||||
#include "../entities/camera.h"
|
#include "../entities/camera.h"
|
||||||
#include "../entities/light.h"
|
#include "../entities/light.h"
|
||||||
@@ -58,6 +59,13 @@ namespace shaders
|
|||||||
*/
|
*/
|
||||||
void LoadLights(std::vector<entities::Light>& lights) const;
|
void LoadLights(std::vector<entities::Light>& lights) const;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief loads some lights contained in a deque.
|
||||||
|
*
|
||||||
|
* @param lights the deque containing the lights to load
|
||||||
|
*/
|
||||||
|
void LoadLightsDeque(std::deque<entities::Light>& lights) const;
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* @brief: A method to load the the shine variables from a model into the shader
|
* @brief: A method to load the the shine variables from a model into the shader
|
||||||
*
|
*
|
||||||
|
|||||||
46
src/toolbox/Timer.h
Normal file
@@ -0,0 +1,46 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
namespace toolbox
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
* This class represents a timer which needs to be updated
|
||||||
|
* every frame to work correctly.
|
||||||
|
*/
|
||||||
|
class Timer
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
float current_time;
|
||||||
|
float final_time;
|
||||||
|
bool has_finished;
|
||||||
|
|
||||||
|
public:
|
||||||
|
/*
|
||||||
|
* @brief: Constructor to make the timer
|
||||||
|
*
|
||||||
|
* @param final_time: The time which the timer needs to count to
|
||||||
|
*/
|
||||||
|
Timer(float final_time): current_time(0), final_time(final_time), has_finished(false) {}
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: Updates the timer. Call this method once every iteration in the game loop
|
||||||
|
*
|
||||||
|
* @param delta: The deltatime of the game
|
||||||
|
*/
|
||||||
|
void UpdateTimer(const double delta)
|
||||||
|
{
|
||||||
|
current_time += delta;
|
||||||
|
|
||||||
|
if (current_time >= final_time)
|
||||||
|
{
|
||||||
|
has_finished = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: Returns if the timer has finished
|
||||||
|
*
|
||||||
|
* @return: True if the timer has finished
|
||||||
|
*/
|
||||||
|
bool HasFinished() const { return has_finished; }
|
||||||
|
};
|
||||||
|
}
|
||||||
@@ -1,5 +1,6 @@
|
|||||||
|
#include <ctime>
|
||||||
#include "toolbox.h"
|
#include "toolbox.h"
|
||||||
|
#include <iostream>
|
||||||
namespace toolbox
|
namespace toolbox
|
||||||
{
|
{
|
||||||
glm::mat4 CreateModelMatrix(glm::vec2 translation, glm::vec2 scale)
|
glm::mat4 CreateModelMatrix(glm::vec2 translation, glm::vec2 scale)
|
||||||
@@ -31,4 +32,36 @@ namespace toolbox
|
|||||||
matrix = glm::translate(matrix, negative_cam_pos);
|
matrix = glm::translate(matrix, negative_cam_pos);
|
||||||
return matrix;
|
return matrix;
|
||||||
}
|
}
|
||||||
|
float Lerp(float from, float to, float amount)
|
||||||
|
{
|
||||||
|
return from + amount * (to - from);
|
||||||
|
}
|
||||||
|
|
||||||
|
glm::vec3 Lerp(glm::vec3 from, glm::vec3 to, float amount)
|
||||||
|
{
|
||||||
|
glm::vec3 final;
|
||||||
|
final.x = Lerp(from.x, to.x, amount);
|
||||||
|
final.y = Lerp(from.y, to.y, amount);
|
||||||
|
final.z = Lerp(from.z, to.z, amount);
|
||||||
|
return final;
|
||||||
|
}
|
||||||
|
|
||||||
|
int Random(const int min, const int max)
|
||||||
|
{
|
||||||
|
static bool first = true;
|
||||||
|
if (first)
|
||||||
|
{
|
||||||
|
srand(time(0));
|
||||||
|
first = false;
|
||||||
|
}
|
||||||
|
return min + rand() % ((max + 1) - min);
|
||||||
|
}
|
||||||
|
|
||||||
|
void GetDigitsFromNumber(int number, std::vector<int>& result_vector)
|
||||||
|
{
|
||||||
|
if (number >= 10)
|
||||||
|
GetDigitsFromNumber(number / 10, result_vector);
|
||||||
|
|
||||||
|
result_vector.push_back(number % 10);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -2,6 +2,7 @@
|
|||||||
|
|
||||||
#include "../entities/camera.h"
|
#include "../entities/camera.h"
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
#include <vector>
|
||||||
|
|
||||||
namespace toolbox
|
namespace toolbox
|
||||||
{
|
{
|
||||||
@@ -11,10 +12,10 @@ namespace toolbox
|
|||||||
|
|
||||||
// Change these macros to change the window size
|
// Change these macros to change the window size
|
||||||
#define WINDOW_WIDTH 1400.0f
|
#define WINDOW_WIDTH 1400.0f
|
||||||
#define WINDOW_HEIGT 800.0f
|
#define WINDOW_HEIGHT 800.0f
|
||||||
|
|
||||||
#define SCALED_WIDTH (WINDOW_WIDTH/DEFAULT_WIDTH)
|
#define SCALED_WIDTH (WINDOW_WIDTH/DEFAULT_WIDTH)
|
||||||
#define SCALED_HEIGHT (WINDOW_HEIGT/DEFAULT_HEIGHT)
|
#define SCALED_HEIGHT (WINDOW_HEIGHT/DEFAULT_HEIGHT)
|
||||||
//
|
//
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@@ -46,4 +47,45 @@ namespace toolbox
|
|||||||
* @return: The view matrix
|
* @return: The view matrix
|
||||||
*/
|
*/
|
||||||
glm::mat4 CreateViewMatrix(entities::Camera& camera);
|
glm::mat4 CreateViewMatrix(entities::Camera& camera);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @biref go to one coordinate to another with smooting
|
||||||
|
*
|
||||||
|
* @param from one coordinate of the start
|
||||||
|
* @param to one coordinate of where to go
|
||||||
|
* @param amount the amount of smoothing (lower is smoother)
|
||||||
|
*
|
||||||
|
* @return coordinate of where to go
|
||||||
|
*/
|
||||||
|
float Lerp(float from, float to, float amount);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @biref go from one position to another with smoothing
|
||||||
|
*
|
||||||
|
* @param from position of the start
|
||||||
|
* @param to position of where to go
|
||||||
|
* @param amount the amount of smoothing (lower is smoother)
|
||||||
|
*
|
||||||
|
* @return position of where to go
|
||||||
|
*/
|
||||||
|
glm::vec3 Lerp(glm::vec3 from, glm::vec3 to, float amount);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function will return a value between min and max
|
||||||
|
*
|
||||||
|
* @param min: The min value
|
||||||
|
* @param max: The max value
|
||||||
|
*
|
||||||
|
* @return: The random number
|
||||||
|
*/
|
||||||
|
int Random(const int min, const int max);
|
||||||
|
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief gets the separate digits from the number.
|
||||||
|
*
|
||||||
|
* @param number the number to get the digits from
|
||||||
|
* @param result_vector the vector to hold the individual digits.
|
||||||
|
*/
|
||||||
|
void GetDigitsFromNumber(int number, std::vector<int>& result_vector);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -19,15 +19,29 @@
|
|||||||
</ProjectConfiguration>
|
</ProjectConfiguration>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
|
<ClCompile Include="src\collision\collision_handler.cpp" />
|
||||||
|
<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\scenes\in_Game_Scene.cpp" />
|
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
|
||||||
<ClCompile Include="src\scenes\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\OpenPoseVideo.cpp" />
|
||||||
|
<ClCompile Include="src\computervision\SkinDetector.cpp" />
|
||||||
|
<ClCompile Include="src\computervision\FingerCount.cpp" />
|
||||||
|
<ClCompile Include="src\computervision\BackgroundRemover.cpp" />
|
||||||
<ClCompile Include="src\entities\camera.cpp" />
|
<ClCompile Include="src\entities\camera.cpp" />
|
||||||
|
<ClCompile Include="src\entities\collision_entity.cpp" />
|
||||||
<ClCompile Include="src\entities\entity.cpp" />
|
<ClCompile Include="src\entities\entity.cpp" />
|
||||||
<ClCompile Include="src\gui\gui_interactable.cpp" />
|
<ClCompile Include="src\gui\gui_interactable.cpp" />
|
||||||
<ClCompile Include="src\main.cpp" />
|
<ClCompile Include="src\main.cpp" />
|
||||||
<ClCompile Include="src\renderEngine\loader.cpp" />
|
<ClCompile Include="src\renderEngine\loader.cpp" />
|
||||||
<ClCompile Include="src\renderEngine\obj_loader.cpp" />
|
<ClCompile Include="src\renderEngine\obj_loader.cpp" />
|
||||||
<ClCompile Include="src\renderEngine\renderer.cpp" />
|
<ClCompile Include="src\renderEngine\renderer.cpp" />
|
||||||
|
<ClCompile Include="src\scenes\scene.cpp" />
|
||||||
<ClCompile Include="src\shaders\gui_shader.cpp" />
|
<ClCompile Include="src\shaders\gui_shader.cpp" />
|
||||||
<ClCompile Include="src\shaders\shader_program.cpp" />
|
<ClCompile Include="src\shaders\shader_program.cpp" />
|
||||||
<ClCompile Include="src\shaders\entity_shader.cpp" />
|
<ClCompile Include="src\shaders\entity_shader.cpp" />
|
||||||
@@ -35,9 +49,26 @@
|
|||||||
<ClCompile Include="src\scenes\startup_Scene.cpp" />
|
<ClCompile Include="src\scenes\startup_Scene.cpp" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
|
<ClInclude Include="src\collision\collision.h" />
|
||||||
|
<ClInclude Include="src\collision\collision_handler.h" />
|
||||||
|
<ClInclude Include="src\entities\main_character.h" />
|
||||||
|
<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\scenes\in_Game_Scene.h" />
|
<ClInclude Include="src\scenes\in_Game_Scene.h" />
|
||||||
<ClInclude Include="src\scenes\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\MenuTest.h" />
|
||||||
|
<ClInclude Include="src\computervision\OpenPoseVideo.h" />
|
||||||
|
<ClInclude Include="src\computervision\SkinDetector.h" />
|
||||||
|
<ClInclude Include="src\computervision\ObjectDetection.h" />
|
||||||
<ClInclude Include="src\entities\camera.h" />
|
<ClInclude Include="src\entities\camera.h" />
|
||||||
|
<ClInclude Include="src\entities\collision_entity.h" />
|
||||||
<ClInclude Include="src\entities\entity.h" />
|
<ClInclude Include="src\entities\entity.h" />
|
||||||
<ClInclude Include="src\entities\light.h" />
|
<ClInclude Include="src\entities\light.h" />
|
||||||
<ClInclude Include="src\gui\gui_element.h" />
|
<ClInclude Include="src\gui\gui_element.h" />
|
||||||
@@ -50,9 +81,19 @@
|
|||||||
<ClInclude Include="src\shaders\shader_program.h" />
|
<ClInclude Include="src\shaders\shader_program.h" />
|
||||||
<ClInclude Include="src\shaders\entity_shader.h" />
|
<ClInclude Include="src\shaders\entity_shader.h" />
|
||||||
<ClInclude Include="src\stb_image.h" />
|
<ClInclude Include="src\stb_image.h" />
|
||||||
|
<ClInclude Include="src\toolbox\Timer.h" />
|
||||||
<ClInclude Include="src\toolbox\toolbox.h" />
|
<ClInclude Include="src\toolbox\toolbox.h" />
|
||||||
<ClInclude Include="src\scenes\startup_Scene.h" />
|
<ClInclude Include="src\scenes\startup_Scene.h" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<Xml Include="res\haarcascade_frontalface_alt.xml" />
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<None Include="..\..\Avans Hogeschool\Kim Veldhoen - Proftaak 2.4\pose_iter_160000.caffemodel" />
|
||||||
|
<None Include="res\pose\coco\pose_deploy_linevec.prototxt" />
|
||||||
|
<None Include="res\pose\mpi\pose_deploy_linevec_faster_4_stages.prototxt" />
|
||||||
|
<None Include="res\pose\mpi\pose_iter_160000.caffemodel" />
|
||||||
|
</ItemGroup>
|
||||||
<PropertyGroup Label="Globals">
|
<PropertyGroup Label="Globals">
|
||||||
<VCProjectVersion>16.0</VCProjectVersion>
|
<VCProjectVersion>16.0</VCProjectVersion>
|
||||||
<ProjectGuid>{A7ECF1BE-DB22-4BF7-BFF6-E3BF72691EE6}</ProjectGuid>
|
<ProjectGuid>{A7ECF1BE-DB22-4BF7-BFF6-E3BF72691EE6}</ProjectGuid>
|
||||||
@@ -111,16 +152,18 @@
|
|||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||||
<LinkIncremental>true</LinkIncremental>
|
<LinkIncremental>true</LinkIncremental>
|
||||||
<IncludePath>C:\opencv\build\include;$(IncludePath);C:\opencv\opencv\build\include</IncludePath>
|
<IncludePath>C:\opencv\build\include;$(IncludePath);C:\opencv\opencv\build\include;C:\opencv\build\include</IncludePath>
|
||||||
<LibraryPath>C:\opencv\build\x64\vc15\lib;$(LibraryPath);C:\opencv\opencv\build\x64\vc15\lib</LibraryPath>
|
<LibraryPath>C:\opencv\build\x64\vc15\lib;$(LibraryPath);C:\opencv\opencv\build\x64\vc15\lib;C:\opencv\build\x64\vc15\lib</LibraryPath>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||||
<LinkIncremental>false</LinkIncremental>
|
<LinkIncremental>false</LinkIncremental>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||||
<LinkIncremental>false</LinkIncremental>
|
<LinkIncremental>false</LinkIncremental>
|
||||||
<IncludePath>$(VC_IncludePath);$(WindowsSDK_IncludePath);;C:\opencv\opencv\build\include</IncludePath>
|
<IncludePath>$(VC_IncludePath);$(WindowsSDK_IncludePath);;C:\opencv\opencv\build\include;C:\opencv\build\include</IncludePath>
|
||||||
<LibraryPath>$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);C:\opencv\opencv\build\x64\vc15\lib</LibraryPath>
|
<LibraryPath>$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);C:\opencv\opencv\build\x64\vc15\lib;C:\opencv\build\x64\vc15\lib</LibraryPath>
|
||||||
|
<IncludePath>C:\opencv\build\include\;$(VC_IncludePath);$(WindowsSDK_IncludePath);C:\opencv\opencv\build\include</IncludePath>
|
||||||
|
<LibraryPath>C:\opencv\build\x64\vc15\lib;$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);C:\opencv\opencv\build\x64\vc15\lib</LibraryPath>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||||
<ClCompile>
|
<ClCompile>
|
||||||
@@ -152,7 +195,7 @@
|
|||||||
<SubSystem>Console</SubSystem>
|
<SubSystem>Console</SubSystem>
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
<AdditionalLibraryDirectories>$(SolutionDir)lib\glfw-3.3.2\$(Platform);$(SolutionDir)lib\glew-2.1.0\lib\Release\$(Platform);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
<AdditionalLibraryDirectories>$(SolutionDir)lib\glfw-3.3.2\$(Platform);$(SolutionDir)lib\glew-2.1.0\lib\Release\$(Platform);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||||
<AdditionalDependencies>opencv_world452d.lib;%(AdditionalDependencies); opencv_world452.lib</AdditionalDependencies>
|
<AdditionalDependencies>opencv_world452d.lib;%(AdditionalDependencies); opencv_world452.lib;opencv_world452d.lib</AdditionalDependencies>
|
||||||
</Link>
|
</Link>
|
||||||
</ItemDefinitionGroup>
|
</ItemDefinitionGroup>
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
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