25 Commits

Author SHA1 Message Date
Menno
f03cc485cd [ADDED] timer class 2021-06-01 11:41:21 +02:00
Menno
739b4a9eb6 [FIXED] merge 2021-05-28 16:17:15 +02:00
Menno
0c654a51b9 Merge branch 'feature/collision' into develop 2021-05-28 16:14:49 +02:00
Menno
ef058b0087 [FIXED] merge 2021-05-28 16:12:51 +02:00
Menno
1ef0d87437 Merge remote-tracking branch 'origin/feature/adding_scenes' into feature/collision 2021-05-28 16:08:35 +02:00
Menno
e8b3e1b482 [FEATURE] collisions!!!!!!!!!!! YAY 2021-05-28 15:45:46 +02:00
Menno
28400fb320 [ADDED] simple collision logic for entities 2021-05-28 11:37:21 +02:00
Sem van der Hoeven
f1f1aac93d [ADD] comments 2021-05-25 15:54:02 +02:00
Sem van der Hoeven
563f465e2c [EDIT] remove unused methods 2021-05-25 15:46:53 +02:00
Sem van der Hoeven
05ae8ee019 [FEATURE] finished hand open/closed recognition 2021-05-25 14:49:04 +02:00
Sem van der Hoeven
3696e2eb30 [EDIT] improve hand detection with mask 2021-05-25 14:19:18 +02:00
Sem van der Hoeven
276aa1a449 [ADD] mask methods 2021-05-25 13:31:25 +02:00
Sem van der Hoeven
ad4075a826 [EDIT] change window size to ints 2021-05-25 10:19:33 +02:00
Sem van der Hoeven
e50cd92a35 [ADD] some headers 2021-05-25 10:16:58 +02:00
Sem van der Hoeven
ff79c1525c Merge branch 'feature/objectdetection' into develop 2021-05-21 15:25:29 +02:00
Nathalie Seen
a7597c8d4f [ADD] comments to backgroundRemover 2021-05-21 15:24:06 +02:00
Sem van der Hoeven
5b4d9b624f Merge branch 'feature/objectdetection' into develop 2021-05-21 15:22:38 +02:00
Sem van der Hoeven
27aca98ea4 Merge branch 'feature/comments' into feature/objectdetection 2021-05-21 15:22:07 +02:00
Sem van der Hoeven
ca591dd427 [ADD] comments to fingercount 2021-05-21 15:21:03 +02:00
Jasper
8720e50ba8 [ADD] added comments to the classes FaceDetector and ObjectDetection 2021-05-21 15:10:05 +02:00
Sem van der Hoeven
acf24cab36 [ADD] comments to skindetector 2021-05-21 14:56:45 +02:00
Sem van der Hoeven
1811bf51a4 [EDIT] added base for hand detection 2021-05-21 13:23:33 +02:00
Jasper
27a09aeca4 [EDIT] added evrything to namespace, also fixed includes 2021-05-21 12:12:42 +02:00
Jasper
e39cb1a761 [ADD] added handy files 2021-05-21 11:52:47 +02:00
Sem van der Hoeven
ab3b0c296a [ADD] start for object detection 2021-05-21 11:19:17 +02:00
22 changed files with 25693 additions and 42 deletions

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31
src/collision/collision.h Normal file
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#pragma once
#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;
};
/*
* This structure represents a collision between 2 entities
*
* entity1: The first entity
* entity2: The second entity
*/
struct Collision
{
entities::Entity& entity1;
entities::Entity& entity2;
};
}

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#include "collision_handler.h"
namespace collision
{
void CheckCollisions(std::vector<entities::CollisionEntity*>& entities)
{
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++)
{
entities::CollisionEntity* entity = entities[i];
for (int j = i + 1; i < entities.size() - 1; j++)
{
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;
}
}
}
}
}

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#pragma once
#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<entities::CollisionEntity*>& entities);
}

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#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;
}
}
}
}

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#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);
};
}

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#include "FaceDetector.h"
/*
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
*/
namespace computervision
{
Rect getFaceRect(Mat input);
String faceClassifierFileName = "res/haarcascade_frontalface_alt.xml";
CascadeClassifier faceCascadeClassifier;
FaceDetector::FaceDetector(void) {
if (!faceCascadeClassifier.load(faceClassifierFileName))
throw runtime_error("can't load file " + faceClassifierFileName);
}
void FaceDetector::removeFaces(Mat input, Mat output) {
vector<Rect> faces;
Mat frameGray;
cvtColor(input, frameGray, CV_BGR2GRAY);
equalizeHist(frameGray, frameGray);
faceCascadeClassifier.detectMultiScale(frameGray, faces, 1.1, 2, 0 | 2, Size(120, 120)); // HAAR_SCALE_IMAGE is 2
for (size_t i = 0; i < faces.size(); i++) {
rectangle(
output,
Point(faces[i].x, faces[i].y),
Point(faces[i].x + faces[i].width, faces[i].y + faces[i].height),
Scalar(0, 0, 0),
-1
);
}
}
Rect getFaceRect(Mat input) {
vector<Rect> faceRectangles;
Mat inputGray;
cvtColor(input, inputGray, CV_BGR2GRAY);
equalizeHist(inputGray, inputGray);
faceCascadeClassifier.detectMultiScale(inputGray, faceRectangles, 1.1, 2, 0 | 2, Size(120, 120)); // HAAR_SCALE_IMAGE is 2
if (faceRectangles.size() > 0)
return faceRectangles[0];
else
return Rect(0, 0, 1, 1);
}
}

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#pragma once
#include <opencv2/opencv.hpp>
#include <opencv2/imgproc/types_c.h>
#include <opencv2/objdetect.hpp>
#include <opencv2/core.hpp>
#include <opencv2/objdetect/objdetect.hpp>
/*
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
*/
using namespace cv;
using namespace std;
namespace computervision
{
class FaceDetector {
public:
/**
* @brief Constructor for the class FaceDetector, loads training data from a file
*
*/
FaceDetector(void);
/**
* @brief Detects faces on an image and blocks them with a black rectangle
*
* @param input Input image
* @param output Output image
*/
void removeFaces(Mat input, Mat output);
};
}

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#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;
vector<vector<Point>> contours;
vector<Vec4i> hierarchy;
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)
int 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;
}
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);
}
}
}

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#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();
private:
// 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);
};
}

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#include <opencv2/videoio.hpp>
#include <opencv2/highgui.hpp>
#include <opencv2/video.hpp>
#include "ObjectDetection.h"
#include "BackgroundRemover.h"
#include "SkinDetector.h"
#include "FaceDetector.h"
#include "FingerCount.h"
namespace computervision
{
cv::VideoCapture cap(0);
cv::Mat img, imgGray, img2, img2Gray, img3, img4;
int handMaskStartXPos, handMaskStartYPos, handMaskWidth, handMaskHeight;
bool handMaskGenerated = false;
Mat frame, frameOut, handMask, foreground, fingerCountDebug;
BackgroundRemover backgroundRemover;
SkinDetector skinDetector;
FaceDetector faceDetector;
FingerCount fingerCount;
ObjectDetection::ObjectDetection()
{
}
cv::Mat ObjectDetection::readCamera() {
cap.read(img);
return img;
}
bool ObjectDetection::detectHand(Mat cameraFrame)
{
Mat inputFrame = generateHandMaskSquare(cameraFrame);
frameOut = inputFrame.clone();
// detect skin color
skinDetector.drawSkinColorSampler(frameOut);
// remove background from image
foreground = backgroundRemover.getForeground(inputFrame);
// detect the hand contours
handMask = skinDetector.getSkinMask(foreground);
// count the amount of fingers and put the info on the matrix
fingerCountDebug = fingerCount.findFingersCount(handMask, frameOut);
// get the amount of fingers
int fingers_amount = fingerCount.getAmountOfFingers();
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
drawHandMaskRect(&cameraFrame);
string hand_text = fingers_amount > 0 ? "open" : "closed";
putText(cameraFrame,hand_text, Point(10, 75), FONT_HERSHEY_PLAIN, 2.0, Scalar(255, 0, 255),3);
imshow("camera", cameraFrame);
/* imshow("output", frameOut);
imshow("foreground", foreground);
imshow("handMask", handMask);
imshow("handDetection", fingerCountDebug);*/
int key = waitKey(1);
if (key == 98) // b, calibrate the background
backgroundRemover.calibrate(inputFrame);
else if (key == 115) // s, calibrate the skin color
skinDetector.calibrate(inputFrame);
return fingers_amount > 0;
}
void ObjectDetection::calculateDifference()
{
cap.read(img);
cap.read(img2);
cv::cvtColor(img, imgGray, cv::COLOR_RGBA2GRAY);
cv::cvtColor(img2, img2Gray, cv::COLOR_RGBA2GRAY);
cv::absdiff(imgGray, img2Gray, img3);
cv::threshold(img3, img4, 50, 170, cv::THRESH_BINARY);
imshow("threshold", img4);
}
cv::Mat ObjectDetection::generateHandMaskSquare(cv::Mat img)
{
handMaskStartXPos = 20;
handMaskStartYPos = img.rows / 5;
handMaskWidth = img.cols / 3;
handMaskHeight = img.cols / 3;
cv::Mat mask = cv::Mat::zeros(img.size(), img.type());
cv::Mat dstImg = cv::Mat::zeros(img.size(), img.type());
cv::rectangle(mask, Rect(handMaskStartXPos, handMaskStartYPos, handMaskWidth, handMaskHeight), Scalar(255, 255, 255), -1);
img.copyTo(dstImg, mask);
handMaskGenerated = true;
return dstImg;
}
bool ObjectDetection::drawHandMaskRect(cv::Mat* input)
{
if (!handMaskGenerated) return false;
rectangle(*input, Rect(handMaskStartXPos, handMaskStartYPos, handMaskWidth, handMaskHeight), Scalar(255, 255, 255));
return true;
}
void ObjectDetection::showWebcam()
{
imshow("Webcam image", img);
}
}

View File

@@ -0,0 +1,72 @@
#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
* @return true if hand is open, false if hand is closed
*/
bool detectHand(cv::Mat cameraFrame);
/**
* @brief draws the hand mask rectangle on the given input matrix.
*
* @param input the input matrix to draw the rectangle on
*/
bool drawHandMaskRect(cv::Mat *input);
};
}

View File

@@ -0,0 +1,105 @@
#include "SkinDetector.h"
/*
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(255, 0, 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::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;
}
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;
}
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);
}
}

View File

@@ -0,0 +1,76 @@
#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);
/*
* @brief calibrates the skin color detector with the given input frame
*
* @param input the input frame to calibrate from
*/
void calibrate(Mat input);
/*
* @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);
/**
* @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);
};
}

View File

@@ -11,8 +11,9 @@ namespace entities
class Entity
{
private:
protected:
models::TexturedModel model;
glm::vec3 position;
glm::vec3 rotation;
float scale;

View File

@@ -0,0 +1,44 @@
#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;
max_xyz = glm::vec3(min_xyz.x + size.x, min_xyz.y + size.y, min_xyz.z + size.z);
}
}

View File

@@ -0,0 +1,65 @@
#pragma once
#include "entity.h"
#include "../collision/collision.h"
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);
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(void (*function)(const collision::Collision& collision))
{ if (function != nullptr) { on_collide = function; } }
protected:
/*
* @brief: This method moves the collision to the center of the entity
*/
void MoveCollisionBox();
};
}

View File

@@ -9,6 +9,8 @@
#include <ostream>
#include <opencv2/core.hpp>
#include <opencv2/videoio.hpp>
#include <opencv2/video.hpp>
#include "gui/gui_interactable.h"
#include "models/model.h"
@@ -21,6 +23,8 @@
#include "scenes/in_Game_Scene.h"
#include "scenes/startup_Scene.h"
#include "computervision/ObjectDetection.h"
#pragma comment(lib, "glfw3.lib")
#pragma comment(lib, "glew32s.lib")
#pragma comment(lib, "opengl32.lib")
@@ -32,31 +36,31 @@ scene::Scene* current_scene;
int main(void)
{
#pragma region OPENGL_SETTINGS
if (!glfwInit())
throw "Could not inditialize glwf";
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGT, "SDBA", NULL, NULL);
if (!window)
{
glfwTerminate();
throw "Could not initialize glwf";
}
glfwMakeContextCurrent(window);
glewInit();
glGetError();
#pragma endregion
#pragma region OPENGL_SETTINGS
if (!glfwInit())
throw "Could not inditialize glwf";
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGT, "SDBA", NULL, NULL);
if (!window)
{
glfwTerminate();
throw "Could not initialize glwf";
}
glfwMakeContextCurrent(window);
glewInit();
glGetError();
#pragma endregion
current_scene = new scene::Startup_Scene();
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)
{
glfwSetWindowShouldClose(window, true);
}
current_scene->onKey(window, key, scancode, action, mods);
});
bool window_open = true;
@@ -90,16 +94,15 @@ int main(void)
// Clean up -> preventing memory leaks!!!
std::cout << "ending..." << std::endl;
delete current_scene;
glfwTerminate();
return 0;
return 0;
}
static double UpdateDelta()
{
double current_time = glfwGetTime();
static double last_frame_time = current_time;
double delt_time = current_time - last_frame_time;
last_frame_time = current_time;
return delt_time;
double current_time = glfwGetTime();
static double last_frame_time = current_time;
double delt_time = current_time - last_frame_time;
last_frame_time = current_time;
return delt_time;
}

View File

@@ -1,7 +0,0 @@
#include "scene.h"
namespace scene
{
}

46
src/toolbox/Timer.h Normal file
View 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; }
};
}

View File

@@ -19,9 +19,15 @@
</ProjectConfiguration>
</ItemGroup>
<ItemGroup>
<ClCompile Include="src\collision\collision_handler.cpp" />
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
<ClCompile Include="src\scenes\scene.cpp" />
<ClCompile Include="src\computervision\FaceDetector.cpp" />
<ClCompile Include="src\computervision\ObjectDetection.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\collision_entity.cpp" />
<ClCompile Include="src\entities\entity.cpp" />
<ClCompile Include="src\gui\gui_interactable.cpp" />
<ClCompile Include="src\main.cpp" />
@@ -35,9 +41,17 @@
<ClCompile Include="src\scenes\startup_Scene.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="src\collision\collision.h" />
<ClInclude Include="src\collision\collision_handler.h" />
<ClInclude Include="src\scenes\in_Game_Scene.h" />
<ClInclude Include="src\scenes\scene.h" />
<ClInclude Include="src\computervision\FaceDetector.h" />
<ClInclude Include="src\computervision\FingerCount.h" />
<ClInclude Include="src\computervision\BackgroundRemover.h" />
<ClInclude Include="src\computervision\SkinDetector.h" />
<ClInclude Include="src\computervision\ObjectDetection.h" />
<ClInclude Include="src\entities\camera.h" />
<ClInclude Include="src\entities\collision_entity.h" />
<ClInclude Include="src\entities\entity.h" />
<ClInclude Include="src\entities\light.h" />
<ClInclude Include="src\gui\gui_element.h" />
@@ -50,9 +64,13 @@
<ClInclude Include="src\shaders\shader_program.h" />
<ClInclude Include="src\shaders\entity_shader.h" />
<ClInclude Include="src\stb_image.h" />
<ClInclude Include="src\toolbox\Timer.h" />
<ClInclude Include="src\toolbox\toolbox.h" />
<ClInclude Include="src\scenes\startup_Scene.h" />
</ItemGroup>
<ItemGroup>
<Xml Include="res\haarcascade_frontalface_alt.xml" />
</ItemGroup>
<PropertyGroup Label="Globals">
<VCProjectVersion>16.0</VCProjectVersion>
<ProjectGuid>{A7ECF1BE-DB22-4BF7-BFF6-E3BF72691EE6}</ProjectGuid>
@@ -111,16 +129,16 @@
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental>
<IncludePath>C:\opencv\build\include;$(IncludePath);C:\opencv\opencv\build\include</IncludePath>
<LibraryPath>C:\opencv\build\x64\vc15\lib;$(LibraryPath);C:\opencv\opencv\build\x64\vc15\lib</LibraryPath>
<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;C:\opencv\build\x64\vc15\lib</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental>
<IncludePath>$(VC_IncludePath);$(WindowsSDK_IncludePath);;C:\opencv\opencv\build\include</IncludePath>
<LibraryPath>$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);C:\opencv\opencv\build\x64\vc15\lib</LibraryPath>
<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;C:\opencv\build\x64\vc15\lib</LibraryPath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
@@ -152,7 +170,7 @@
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<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>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@@ -193,7 +211,7 @@
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)lib\glfw-3.3.2\$(Platform);$(SolutionDir)lib\glew-2.1.0\lib\Release\$(Platform);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies); opencv_world452.lib</AdditionalDependencies>
<AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies); opencv_world452.lib;opencv_world452d.lib</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

View File

@@ -48,15 +48,33 @@
<ClCompile Include="src\gui\gui_interactable.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\scenes\scene.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\scenes\in_Game_Scene.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\scenes\startup_Scene.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\entities\collision_entity.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\collision\collision_handler.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\computervision\ObjectDetection.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\computervision\SkinDetector.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\computervision\FingerCount.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\computervision\FaceDetector.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\computervision\BackgroundRemover.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="src\entities\Camera.h">
@@ -110,5 +128,35 @@
<ClInclude Include="src\scenes\startup_Scene.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\entities\collision_entity.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\collision\collision.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\collision\collision_handler.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\computervision\ObjectDetection.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\computervision\SkinDetector.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\computervision\FingerCount.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\computervision\FaceDetector.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\computervision\BackgroundRemover.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\toolbox\Timer.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Xml Include="res\haarcascade_frontalface_alt.xml" />
</ItemGroup>
</Project>