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feature/au
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c4e8c1bba2 |
@@ -3,7 +3,7 @@
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namespace collision
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{
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void CheckCollisions(std::vector<std::shared_ptr<entities::CollisionEntity>> entities)
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void CheckCollisions(std::deque<std::shared_ptr<entities::CollisionEntity>>& entities)
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{
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if (entities.size() < 2) { return; }
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if (entities.size() == 2)
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@@ -4,6 +4,7 @@
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#include <vector>
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#include "../entities/collision_entity.h"
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#include "collision.h"
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#include <deque>
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namespace collision
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{
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@@ -13,5 +14,5 @@ namespace collision
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*
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* @param entities: A list with all the collision entities.
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*/
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void CheckCollisions(std::vector<std::shared_ptr<entities::CollisionEntity>> entities);
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void CheckCollisions(std::deque<std::shared_ptr<entities::CollisionEntity>>& entities);
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}
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@@ -1,108 +0,0 @@
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#include "OpenPoseVideo.h"
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using namespace std;
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using namespace cv;
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using namespace cv::dnn;
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namespace computervision
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{
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#define MPI
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#ifdef MPI
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const int POSE_PAIRS[7][2] =
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{
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{0,1}, {1,2}, {2,3},
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{3,4}, {1,5}, {5,6},
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{6,7}
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};
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string protoFile = "res/pose/mpi/pose_deploy_linevec_faster_4_stages.prototxt";
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string weightsFile = "res/pose/mpi/pose_iter_160000.caffemodel";
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int nPoints = 8;
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#endif
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#ifdef COCO
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const int POSE_PAIRS[17][2] =
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{
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{1,2}, {1,5}, {2,3},
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{3,4}, {5,6}, {6,7},
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{1,8}, {8,9}, {9,10},
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{1,11}, {11,12}, {12,13},
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{1,0}, {0,14},
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{14,16}, {0,15}, {15,17}
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};
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string protoFile = "pose/coco/pose_deploy_linevec.prototxt";
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string weightsFile = "pose/coco/pose_iter_440000.caffemodel";
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int nPoints = 18;
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#endif
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Net net;
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void OpenPoseVideo::setup() {
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net = readNetFromCaffe(protoFile, weightsFile);
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net.setPreferableBackend(DNN_TARGET_CPU);
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}
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void OpenPoseVideo::movementSkeleton(Mat& inputImage, std::function<void(std::vector<Point>&, cv::Mat& poinst_on_image)> f) {
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std::cout << "movement skeleton start" << std::endl;
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int inWidth = 368;
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int inHeight = 368;
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float thresh = 0.01;
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Mat frame;
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int frameWidth = inputImage.size().width;
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int frameHeight = inputImage.size().height;
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double t = (double)cv::getTickCount();
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std::cout << "reading input image and blob" << std::endl;
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frame = inputImage;
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Mat inpBlob = blobFromImage(frame, 1.0 / 255, Size(inWidth, inHeight), Scalar(0, 0, 0), false, false);
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std::cout << "done reading image and blob" << std::endl;
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net.setInput(inpBlob);
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std::cout << "done setting input to net" << std::endl;
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Mat output = net.forward();
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std::cout << "time took to set input and forward: " << t << std::endl;
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int H = output.size[2];
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int W = output.size[3];
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std::cout << "about to find position of boxy parts" << std::endl;
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// find the position of the body parts
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vector<Point> points(nPoints);
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for (int n = 0; n < nPoints; n++)
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{
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// Probability map of corresponding body's part.
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Mat probMap(H, W, CV_32F, output.ptr(0, n));
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Point2f p(-1, -1);
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Point maxLoc;
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double prob;
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minMaxLoc(probMap, 0, &prob, 0, &maxLoc);
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if (prob > thresh)
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{
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p = maxLoc;
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p.x *= (float)frameWidth / W;
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p.y *= (float)frameHeight / H;
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circle(frame, cv::Point((int)p.x, (int)p.y), 8, Scalar(0, 255, 255), -1);
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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);
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}
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points[n] = p;
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}
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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);
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std::cout << "time taken: " << t << std::endl;
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//imshow("Output-Keypoints", frame);
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//imshow("Output-Skeleton", frame);
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std::cout << "about to call points receiving method" << std::endl;
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f(points,frame);
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}
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}
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@@ -1,19 +0,0 @@
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#pragma once
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#include <opencv2/dnn.hpp>
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#include <opencv2/imgproc.hpp>
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#include <opencv2/highgui.hpp>
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#include <iostream>
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using namespace cv;
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namespace computervision
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{
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class OpenPoseVideo{
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private:
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public:
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void movementSkeleton(Mat& inputImage, std::function<void(std::vector<Point>&, cv::Mat& poinst_on_image)> f);
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void setup();
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};
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}
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@@ -1,46 +0,0 @@
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#include <iostream>
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#include "async_arm_detection.h"
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#include "../OpenPoseVideo.h"
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#include <thread>
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#include "StaticCameraInstance.h"
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namespace computervision
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{
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AsyncArmDetection::AsyncArmDetection()
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{
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}
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void AsyncArmDetection::run_arm_detection(std::function<void(std::vector<Point>, cv::Mat poinst_on_image)> points_ready_func, OpenPoseVideo op)
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{
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VideoCapture cap = static_camera::getCap();
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std::cout << "STARTING THREAD LAMBDA" << std::endl;
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/*cv::VideoCapture cap = static_camera::GetCap();*/
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if (!cap.isOpened())
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{
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std::cout << "capture was closed, opening..." << std::endl;
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cap.open(0);
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}
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while (true)
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{
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Mat img;
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cap.read(img);
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op.movementSkeleton(img, points_ready_func);
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}
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}
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void AsyncArmDetection::start(std::function<void(std::vector<Point>, cv::Mat poinst_on_image)> points_ready_func, OpenPoseVideo op)
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{
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std::cout << "starting function" << std::endl;
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std::thread async_arm_detect_thread(&AsyncArmDetection::run_arm_detection,this, points_ready_func, op);
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async_arm_detect_thread.detach(); // makes sure the thread is detached from the variable.
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}
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}
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@@ -1,23 +0,0 @@
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#pragma once
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#include <vector>
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#include <opencv2/core/types.hpp>
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#include <opencv2/videoio.hpp>
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#include <functional>
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#include "../OpenPoseVideo.h"
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#include "StaticCameraInstance.h"
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namespace computervision
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{
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class AsyncArmDetection
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{
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public:
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AsyncArmDetection(void);
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void start(std::function<void(std::vector<cv::Point>, cv::Mat poinst_on_image)>, computervision::OpenPoseVideo op);
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private:
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void run_arm_detection(std::function<void(std::vector<Point>, cv::Mat poinst_on_image)> points_ready_func, OpenPoseVideo op);
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};
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}
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@@ -18,7 +18,6 @@ namespace computervision
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{
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cv::rectangle(output_frame, cv::Rect(0, 0, output_frame.cols, 40), cv::Scalar(0, 0, 0), -1);
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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);
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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);
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cv::rectangle(output_frame, cv::Rect(0, output_frame.rows - 80, 450, output_frame.cols), cv::Scalar(0, 0, 0), -1);
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@@ -33,6 +33,7 @@ namespace computervision
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skin_detector.drawSkinColorSampler(camera_frame,start_x_pos,start_y_pos,region_width,region_height);
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// remove background from image
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foreground = background_remover.getForeground(input_frame);
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// detect the hand contours
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@@ -67,7 +68,7 @@ namespace computervision
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//imshow("output" + region_id, frame_out);
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//imshow("foreground" + region_id, foreground);
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//imshow("handMask" + region_id, handMask);
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/*imshow("handDetection", fingerCountDebug);*/
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//imshow("handDetection", fingerCountDebug);
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hand_present = hand_calibrator.CheckIfHandPresent(handMask,handcalibration::HandDetectionType::GAME);
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//std::string text = (hand_present ? "hand" : "no");
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@@ -23,6 +23,7 @@ namespace computervision
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bool background_calibrated = false;
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bool skin_calibrated = false;
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bool hand_open = false;
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ObjectDetection::ObjectDetection()
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{
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@@ -94,6 +95,7 @@ namespace computervision
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skin_calibrated = true;
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hand_calibrator.SetSkinCalibration(skin_calibrated);
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time = 0;
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calibration_callback();
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}
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}
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@@ -126,8 +128,8 @@ namespace computervision
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hand_present = hand_calibrator.CheckIfHandPresent(handMask, handcalibration::HandDetectionType::MENU);
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hand_calibrator.SetHandPresent(hand_present);
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return fingers_amount > 0;
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hand_open = fingers_amount > 0;
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return hand_open;
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}
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void ObjectDetection::CalculateDifference()
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@@ -187,5 +189,15 @@ namespace computervision
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time += delt_time;
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}
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bool ObjectDetection::IsHandOpen()
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{
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return hand_open;
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}
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bool ObjectDetection::IsCalibrated()
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{
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return background_calibrated && skin_calibrated;
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}
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}
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@@ -11,6 +11,7 @@
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#include <opencv2/video.hpp>
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#include <GLFW/glfw3.h>
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#include <functional>
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#include "background_remover.h"
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#include "skin_detector.h"
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#include "finger_count.h"
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@@ -81,6 +82,8 @@ namespace computervision
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*/
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bool IsHandOpen();
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bool IsCalibrated();
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/**
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* @brief checks whether the hand is held within the detection square.
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@@ -91,10 +94,13 @@ namespace computervision
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cv::VideoCapture GetCap();
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void SetCalibrationCallback(std::function<void()> fun) { calibration_callback = fun; };
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private:
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bool is_hand_open;
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bool is_hand_present;
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void UpdateTime();
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std::function<void()> calibration_callback;
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};
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@@ -23,5 +23,7 @@ namespace entities
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this->rotation.y += rotation.y;
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this->rotation.z += rotation.z;
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}
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}
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@@ -40,7 +40,7 @@ namespace entities
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inline glm::vec3 GetPosition() const { return position; }
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inline void SetPosition(const ::glm::vec3& position) { this->position = position; }
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inline glm::vec3 GetRotation() const { return rotation; }
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inline void SetRotation(const ::glm::vec3& rotation) { this->rotation = rotation; }
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void SetRotation(const ::glm::vec3& rotation) { this->rotation = rotation; }
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inline float GetScale() const { return scale; }
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inline void SetScale(const float scale) { this->scale = scale; }
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};
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@@ -40,7 +40,10 @@ namespace entities
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const glm::vec3 size = bounding_box.size;
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min_xyz = bounding_box.center_pos;
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max_xyz = glm::vec3(min_xyz.x + size.x, min_xyz.y + size.y, min_xyz.z + size.z);
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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) };
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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) };
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// min_xyz = bounding_box.center_pos;
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// max_xyz = { bounding_box.center_pos.x + size.x, bounding_box.center_pos.y + size.y, bounding_box.center_pos.z + size.z };
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}
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}
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@@ -58,7 +58,7 @@ namespace entities
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void SetCollisionBehaviour(std::function<void(const collision::Collision&)> function)
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{ if (function != nullptr) { on_collide = function; } }
|
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|
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protected:
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public:
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/*
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* @brief: This method moves the collision to the center of the entity
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|
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@@ -12,247 +12,120 @@ namespace entities
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{
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HouseGenerator::HouseGenerator()
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{
|
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models::RawModel raw_model = render_engine::LoadObjModel("res/HouseNew.obj");
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default_texture = { render_engine::loader::LoadTexture("res/Texture.png") };
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default_texture.shine_damper = 10;
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house_model = { raw_model, default_texture };
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|
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GenerateFurnitureModels();
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}
|
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|
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std::deque<std::shared_ptr<Entity>> HouseGenerator::GenerateHouse(const glm::vec3& position, float y_rotation)
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void HouseGenerator::GetRandomFurniturePiece(singleton::FurniturePiece* furniture_piece)
|
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{
|
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singleton::FurnitureType random_type = singleton::FurnitureType::CEILING_OBJECTS;
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std::deque<singleton::FurnitureModel> furniture_models = singleton::Model_Storage::get_instance()->get_all_furniture_models();
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|
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while (random_type == singleton::FurnitureType::CEILING_OBJECTS ) {
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random_type = singleton::FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
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}
|
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|
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for (auto it = furniture_models.begin(); it != furniture_models.end(); ++it)
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{
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if (it->furniture.type == random_type)
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{
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furniture_piece->type = it->furniture.type;
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furniture_piece->size = it->furniture.size;
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break;
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}
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}
|
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|
||||
|
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}
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void HouseGenerator::GetFurniturePiece(singleton::FurnitureType type, singleton::FurniturePiece* furniture_piece)
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{
|
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std::deque<singleton::FurnitureModel> furniture_models = singleton::Model_Storage::get_instance()->get_all_furniture_models();
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for (auto it = furniture_models.begin(); it != furniture_models.end(); ++it)
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{
|
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if (it->furniture.type == type)
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{
|
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furniture_piece->type = it->furniture.type;
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furniture_piece->size = it->furniture.size;
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||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void HouseGenerator::GenerateHouse(std::deque<std::shared_ptr<CollisionEntity>>* furniture_list , const glm::vec3& position, float y_rotation)
|
||||
{
|
||||
std::deque<std::shared_ptr<Entity>> furniture;
|
||||
|
||||
// Add house
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||||
furniture.push_front(std::make_shared<Entity>(house_model, position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE));
|
||||
collision::Box bounding_box = { glm::vec3(0, 0, 0), glm::vec3(0, 0, 0) };
|
||||
furniture_list->push_front(std::make_shared<CollisionEntity>(singleton::Model_Storage::get_instance()->get_house_model(), position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE, bounding_box));
|
||||
int house_size_x = singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.x * HOUSE_SIZE;
|
||||
int house_size_y = singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.x * HOUSE_SIZE;
|
||||
int house_size_z = singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.x * HOUSE_SIZE;
|
||||
|
||||
for(int i = 0; i<toolbox::Random(1,4);i++)
|
||||
int offset_x = singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.z * (HOUSE_SIZE / 2);
|
||||
int offset_z = singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.x * (HOUSE_SIZE / 2);
|
||||
double multiplier_x = house_size_x / 4;
|
||||
double multiplier_z = house_size_z / 3;
|
||||
|
||||
for (int z = 1; z < 4; z++) {
|
||||
for (int x = 1; x < 4; x++)
|
||||
{
|
||||
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);
|
||||
//if (toolbox::Random(0, 100) < 90) {
|
||||
singleton::FurniturePiece furniture_piece;
|
||||
GetRandomFurniturePiece(&furniture_piece);
|
||||
if (furniture_piece.type != singleton::FurnitureType::CEILING_OBJECTS) {
|
||||
std::cout << "Furniture Piece: " << int(furniture_piece.type) << std::endl;
|
||||
models::TexturedModel model = GetFurnitureModel(&furniture_piece);
|
||||
//if (!(furniture_piece->size > 1 && x > 1)) {
|
||||
glm::vec3 model_pos = glm::vec3(position.x + (x * multiplier_x) - (multiplier_x / 2) - offset_x, position.y, position.z + (z * multiplier_z) - (multiplier_z / 2) + offset_z);
|
||||
|
||||
collision::Box model_box = { model_pos, model.raw_model.model_size * HOUSE_SIZE };
|
||||
model_box.SetRotation(90);
|
||||
furniture_list->push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_box));
|
||||
}
|
||||
//}
|
||||
//}
|
||||
}
|
||||
}
|
||||
|
||||
singleton::FurniturePiece furniture_piece;
|
||||
GetFurniturePiece(singleton::FurnitureType::CEILING_OBJECTS, &furniture_piece);
|
||||
models::TexturedModel model = GetFurnitureModel(&furniture_piece);
|
||||
glm::vec3 model_pos = glm::vec3(position.x, position.y + (house_size_y / 5 * 3), 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_list->push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_box));
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
// 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 };
|
||||
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 };
|
||||
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 };
|
||||
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 };
|
||||
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 };
|
||||
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 };
|
||||
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 };
|
||||
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 };
|
||||
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, position.z + 220);
|
||||
collision::Box misc_box = { misc_pos, misc.raw_model.model_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)
|
||||
models::TexturedModel HouseGenerator::GetFurnitureModel(const singleton::FurniturePiece* furniture)
|
||||
{
|
||||
const auto found = furniture_models.find(furniture);
|
||||
if (found == furniture_models.end())
|
||||
std::deque<models::TexturedModel> furniture_list;
|
||||
std::deque<singleton::FurnitureModel> furniture_models = singleton::Model_Storage::get_instance()->get_all_furniture_models();
|
||||
|
||||
std::cout << "type of furniture_piece: " << int(furniture->type) << std::endl;
|
||||
|
||||
for (auto it = furniture_models.begin(); it != furniture_models.end(); ++it)
|
||||
{
|
||||
if (it->furniture.type == furniture->type)
|
||||
{
|
||||
std::deque<models::TexturedModel> textures = it->texture;
|
||||
for (int i = 0; i< textures.size(); i++)
|
||||
{
|
||||
furniture_list.push_back(textures.at(i));
|
||||
}
|
||||
std::cout << "Size of textures: " << textures.size() << std::endl;
|
||||
std::cout << "Size of furniture_list: " << furniture_list.size() << std::endl;
|
||||
break;
|
||||
}
|
||||
}
|
||||
std::cout << "Size of furniture_list after for loop: " << furniture_list.size() << std::endl;
|
||||
if (furniture_list.empty())
|
||||
{
|
||||
std::cerr << "OH NEEEEEEEEEEEEEEE";
|
||||
}
|
||||
|
||||
auto models = found->second;
|
||||
const int modelNumber = toolbox::Random(0, furniture_list.size() - 1);
|
||||
|
||||
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));
|
||||
return furniture_list.at(modelNumber);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,34 +3,19 @@
|
||||
#include <deque>
|
||||
#include <memory>
|
||||
#include <map>
|
||||
|
||||
#include "collision_entity.h"
|
||||
#include "../models/Model.h"
|
||||
#include "../collision/collision.h"
|
||||
#include "../model_Storage.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;
|
||||
|
||||
public:
|
||||
HouseGenerator();
|
||||
|
||||
@@ -42,18 +27,16 @@ namespace entities
|
||||
*
|
||||
* @return: A list with all the entities of the generated house (the furniture)
|
||||
*/
|
||||
std::deque<std::shared_ptr<Entity>> GenerateHouse(const glm::vec3& position, float y_rotation);
|
||||
void GenerateHouse(std::deque<std::shared_ptr<CollisionEntity>>* furniture_list, 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; }
|
||||
float GetHouseDepth() const { return singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.x * HOUSE_SIZE; }
|
||||
|
||||
private:
|
||||
/*
|
||||
* @brief: This function loads all the 3D furniture models
|
||||
*/
|
||||
void GenerateFurnitureModels();
|
||||
void GetRandomFurniturePiece(singleton::FurniturePiece* furniture_piece);
|
||||
void GetFurniturePiece(singleton::FurnitureType type, singleton::FurniturePiece* furniture_piece);
|
||||
|
||||
/*
|
||||
* @brief: This funtion chooses and returns a random furniture of the given furniture type
|
||||
@@ -62,6 +45,6 @@ namespace entities
|
||||
*
|
||||
* @return: The model of the random furniture of the chosen furniture type
|
||||
*/
|
||||
models::TexturedModel GetFurnitureModel(FurnitureType furniture);
|
||||
models::TexturedModel GetFurnitureModel(const singleton::FurniturePiece* furniture);
|
||||
};
|
||||
}
|
||||
|
||||
@@ -7,11 +7,10 @@
|
||||
#include"../renderEngine/loader.h"
|
||||
namespace entities
|
||||
{
|
||||
float movement_speed;
|
||||
float down_speed;
|
||||
float side_speed;
|
||||
int movement_speed, down_speed, 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)
|
||||
@@ -19,73 +18,68 @@ namespace entities
|
||||
is_playing = true;
|
||||
}
|
||||
|
||||
void MainCharacter::Move(GLFWwindow* window)
|
||||
void MainCharacter::Move(std::vector<computervision::HandDetectRegion*> regions)
|
||||
{
|
||||
if (is_playing) {
|
||||
movement_speed = -0.5f; //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
|
||||
computervision::HandDetectRegion* reg_left = regions.at(0);
|
||||
computervision::HandDetectRegion* reg_up = regions.at(1);
|
||||
computervision::HandDetectRegion* reg_right = regions.at(2);
|
||||
|
||||
double delta_time = UpdateDelta();
|
||||
|
||||
if (is_playing) {
|
||||
movement_speed = -50; //Forward speed adjustment, bee is moving at a standard speedrate
|
||||
down_speed = -40; //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)
|
||||
SetRotation(glm::vec3(0, 90, 0));
|
||||
if (reg_up->IsHandPresent() && reg_left->IsHandPresent())
|
||||
{
|
||||
side_speed += SIDE_SPEED;
|
||||
down_speed += UP_SPEED;
|
||||
down_speed += UP_SPEED/2;
|
||||
SetRotation(glm::vec3(10, 90, 0));
|
||||
}
|
||||
//right
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
if (reg_left->IsHandPresent())
|
||||
{
|
||||
side_speed += SIDE_SPEED;
|
||||
}
|
||||
//top left
|
||||
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
|
||||
if (reg_up->IsHandPresent() && reg_right->IsHandPresent())
|
||||
{
|
||||
down_speed += UP_SPEED;
|
||||
down_speed += UP_SPEED/2;
|
||||
side_speed -= SIDE_SPEED;
|
||||
SetRotation(glm::vec3(10, 90, 0));
|
||||
}
|
||||
//left
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
if (reg_right->IsHandPresent())
|
||||
{
|
||||
side_speed -= SIDE_SPEED;
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||
if (reg_up->IsHandPresent())
|
||||
{
|
||||
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));
|
||||
IncreasePosition(glm::vec3(side_speed*delta_time, down_speed*delta_time, movement_speed*delta_time));
|
||||
//std::cout << "delta time char: "<< delta_time << std::endl;
|
||||
|
||||
//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;
|
||||
if (position.y > 150) position.y = 150;
|
||||
else if (position.y < -60) position.y = -60;
|
||||
//Move player bounding box according to the position on screen
|
||||
MoveCollisionBox();
|
||||
if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
|
||||
if (reg_right->IsHandPresent() && reg_left->IsHandPresent())
|
||||
{
|
||||
is_playing = true;
|
||||
}
|
||||
@@ -97,4 +91,18 @@ namespace entities
|
||||
is_playing = false;
|
||||
std::cout << "collision" << std::endl;
|
||||
}
|
||||
|
||||
double MainCharacter::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;
|
||||
}
|
||||
|
||||
bool MainCharacter::GetOnCollide()
|
||||
{
|
||||
return is_playing;
|
||||
}
|
||||
}
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
#include "collision_entity.h"
|
||||
#include "../shaders/entity_shader.h"
|
||||
#include "../computervision/hand_detect_region.h"
|
||||
|
||||
namespace entities
|
||||
{
|
||||
@@ -9,8 +10,8 @@ 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
|
||||
const int SIDE_SPEED = 40; //Standard movement speed for left/right movement
|
||||
const int UP_SPEED = 100; //Standard movement speed for up movement
|
||||
public:
|
||||
/*
|
||||
* @brief: Constructor for the main character model
|
||||
@@ -31,8 +32,12 @@ namespace entities
|
||||
*
|
||||
* @return: Vector with the adjusted side_speed, down_speed, and movement_speed
|
||||
*/
|
||||
void Move(GLFWwindow* window);
|
||||
void Move(std::vector<computervision::HandDetectRegion*> regions);
|
||||
|
||||
void OnCollide(const collision::Collision& collision) override;
|
||||
|
||||
bool GetOnCollide();
|
||||
|
||||
double UpdateDelta();
|
||||
};
|
||||
}
|
||||
|
||||
@@ -19,14 +19,14 @@ namespace gui
|
||||
*/
|
||||
struct GuiTexture
|
||||
{
|
||||
int texture;
|
||||
GLuint texture;
|
||||
glm::vec2 position;
|
||||
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(GLuint texture, glm::vec2 position, glm::vec2 scale): texture(texture), position(position), scale(scale)
|
||||
{
|
||||
scale.x /= (WINDOW_WIDTH / WINDOW_HEIGHT);
|
||||
}
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include "gui_element.h"
|
||||
#include <functional>
|
||||
|
||||
namespace gui
|
||||
{
|
||||
@@ -88,9 +89,10 @@ namespace gui
|
||||
class Button : public InteractableGui
|
||||
{
|
||||
private:
|
||||
void (*on_click_action)();
|
||||
void (*on_enter_action)();
|
||||
void (*on_exit_action)();
|
||||
|
||||
std::function<void()> on_click_action;
|
||||
std::function<void()> on_enter_action;
|
||||
std::function<void()> on_exit_action;
|
||||
|
||||
public:
|
||||
Button(int default_texture, glm::vec2 position, glm::vec2 scale) : InteractableGui(default_texture, position, scale) {}
|
||||
@@ -100,21 +102,21 @@ namespace gui
|
||||
*
|
||||
* @param fun: A function pointer to a function (or lambda)
|
||||
*/
|
||||
void SetOnClickAction(void (*fun)()) { on_click_action = fun; }
|
||||
void SetOnClickAction(std::function<void()> fun) { on_click_action = fun; }
|
||||
|
||||
/*
|
||||
* @brief: This function sets an action (function pointer) to the OnEnter function
|
||||
*
|
||||
* @param fun: A function pointer to a function (or lambda)
|
||||
*/
|
||||
void SetOnEnterAction(void (*fun)()) { on_enter_action = fun; }
|
||||
void SetOnEnterAction(std::function<void()> fun) { on_enter_action = fun; }
|
||||
|
||||
/*
|
||||
* @brief: This function sets an action (function pointer) to the OnExit function
|
||||
*
|
||||
* @param fun: A function pointer to a function (or lambda)
|
||||
*/
|
||||
void SetOnExitAction(void (*fun)()) { on_exit_action = fun; }
|
||||
void SetOnExitAction(std::function<void()> fun) { on_exit_action = fun; }
|
||||
|
||||
GuiType GetType() override {
|
||||
return GuiType::BUTTON;
|
||||
|
||||
37
src/main.cpp
37
src/main.cpp
@@ -27,17 +27,19 @@
|
||||
#include "scenes/scene.h"
|
||||
#include "scenes/in_Game_Scene.h"
|
||||
#include "scenes/startup_Scene.h"
|
||||
#include "scenes/loading_Scene.h"
|
||||
#include "model_Storage.h"
|
||||
|
||||
#include "computervision/object_detection.h"
|
||||
//#include "computervision/OpenPoseImage.h"
|
||||
#include "computervision/OpenPoseVideo.h"
|
||||
|
||||
#include "computervision/async/async_arm_detection.h"
|
||||
#include "scenes/game_Over_Scene.h"
|
||||
#include "entities/collision_entity.h"
|
||||
#include "computervision/object_detection.h"
|
||||
|
||||
#pragma comment(lib, "glfw3.lib")
|
||||
#pragma comment(lib, "glew32s.lib")
|
||||
#pragma comment(lib, "opengl32.lib")
|
||||
|
||||
int score;
|
||||
static double UpdateDelta();
|
||||
|
||||
static GLFWwindow* window;
|
||||
@@ -47,15 +49,6 @@ 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)
|
||||
{
|
||||
#pragma region OPENGL_SETTINGS
|
||||
@@ -71,10 +64,11 @@ int main(void)
|
||||
glewInit();
|
||||
glGetError();
|
||||
#pragma endregion
|
||||
//current_scene = new scene::Startup_Scene();
|
||||
current_scene = new scene::Loading_Scene();
|
||||
score = 0;
|
||||
|
||||
|
||||
current_scene = new scene::Startup_Scene();
|
||||
|
||||
glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (key == GLFW_KEY_ESCAPE)
|
||||
@@ -87,8 +81,6 @@ int main(void)
|
||||
|
||||
bool window_open = true;
|
||||
|
||||
|
||||
|
||||
// Main game loop
|
||||
while (!glfwWindowShouldClose(window) && window_open)
|
||||
{
|
||||
@@ -103,13 +95,21 @@ int main(void)
|
||||
window_open = false;
|
||||
break;
|
||||
|
||||
case scene::Scenes::LOADING:
|
||||
current_scene = new scene::Loading_Scene();
|
||||
break;
|
||||
|
||||
case scene::Scenes::STARTUP:
|
||||
current_scene = new scene::Startup_Scene();
|
||||
break;
|
||||
|
||||
|
||||
case scene::Scenes::INGAME:
|
||||
current_scene = new scene::In_Game_Scene();
|
||||
current_scene = new scene::In_Game_Scene(&score);
|
||||
break;
|
||||
|
||||
case scene::Scenes::GAMEOVER:
|
||||
current_scene = new scene::Game_Over_Scene(score);
|
||||
break;
|
||||
|
||||
default:
|
||||
@@ -126,6 +126,7 @@ int main(void)
|
||||
|
||||
// Clean up -> preventing memory leaks!!!
|
||||
std::cout << "ending..." << std::endl;
|
||||
render_engine::loader::CleanUp();
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
205
src/model_Storage.cpp
Normal file
205
src/model_Storage.cpp
Normal file
@@ -0,0 +1,205 @@
|
||||
#include "model_Storage.h"
|
||||
|
||||
|
||||
singleton::Model_Storage* singleton::Model_Storage::instance{nullptr};
|
||||
std::mutex singleton::Model_Storage::mutex;
|
||||
|
||||
singleton::Model_Storage::~Model_Storage()
|
||||
{
|
||||
std::cout << "DELETING...." << std::endl;
|
||||
delete instance;
|
||||
}
|
||||
|
||||
singleton::Model_Storage* singleton::Model_Storage::get_instance()
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mutex);
|
||||
if (instance == nullptr)
|
||||
instance = new Model_Storage();
|
||||
|
||||
return instance;
|
||||
}
|
||||
|
||||
/**
|
||||
* add methods
|
||||
*/
|
||||
|
||||
void singleton::Model_Storage::add_couch(models::TexturedModel couch)
|
||||
{
|
||||
couches.push_back(couch);
|
||||
}
|
||||
|
||||
void singleton::Model_Storage::add_table(models::TexturedModel table)
|
||||
{
|
||||
tables.push_back(table);
|
||||
}
|
||||
|
||||
void singleton::Model_Storage::add_chair(models::TexturedModel chair)
|
||||
{
|
||||
chairs.push_back(chair);
|
||||
}
|
||||
|
||||
void singleton::Model_Storage::add_plant(models::TexturedModel plant)
|
||||
{
|
||||
plants.push_back(plant);
|
||||
}
|
||||
|
||||
void singleton::Model_Storage::add_guitar(models::TexturedModel guitar)
|
||||
{
|
||||
guitars.push_back(guitar);
|
||||
}
|
||||
|
||||
void singleton::Model_Storage::add_bookshelf(models::TexturedModel bookshelf)
|
||||
{
|
||||
bookshelves.push_back(bookshelf);
|
||||
}
|
||||
|
||||
void singleton::Model_Storage::add_lamp(models::TexturedModel lamp)
|
||||
{
|
||||
lamps.push_back(lamp);
|
||||
}
|
||||
|
||||
void singleton::Model_Storage::add_ceiling_object(models::TexturedModel co)
|
||||
{
|
||||
ceiling_objects.push_back(co);
|
||||
}
|
||||
|
||||
void singleton::Model_Storage::add_misc(models::TexturedModel misc)
|
||||
{
|
||||
miscs.push_back(misc);
|
||||
}
|
||||
|
||||
void singleton::Model_Storage::add_furniture_model(FurnitureModel model)
|
||||
{
|
||||
furniture_models.push_back(model);
|
||||
}
|
||||
|
||||
/**
|
||||
* getters
|
||||
*/
|
||||
|
||||
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_couches()
|
||||
{
|
||||
return couches;
|
||||
}
|
||||
|
||||
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_tables()
|
||||
{
|
||||
return tables;
|
||||
}
|
||||
|
||||
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_chairs()
|
||||
{
|
||||
return chairs;
|
||||
}
|
||||
|
||||
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_plants()
|
||||
{
|
||||
return plants;
|
||||
}
|
||||
|
||||
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_guitars()
|
||||
{
|
||||
return guitars;
|
||||
}
|
||||
|
||||
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_bookshelves()
|
||||
{
|
||||
return bookshelves;
|
||||
}
|
||||
|
||||
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_lamps()
|
||||
{
|
||||
return lamps;
|
||||
}
|
||||
|
||||
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_ceiling_objects()
|
||||
{
|
||||
return ceiling_objects;
|
||||
}
|
||||
|
||||
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_miscs()
|
||||
{
|
||||
return miscs;
|
||||
}
|
||||
|
||||
std::deque<singleton::FurnitureModel> singleton::Model_Storage::get_all_furniture_models()
|
||||
{
|
||||
return furniture_models;
|
||||
}
|
||||
|
||||
models::TexturedModel singleton::Model_Storage::get_couch(int index)
|
||||
{
|
||||
return couches[index];
|
||||
}
|
||||
|
||||
models::TexturedModel singleton::Model_Storage::get_table(int index)
|
||||
{
|
||||
return tables[index];
|
||||
}
|
||||
|
||||
models::TexturedModel singleton::Model_Storage::get_chair(int index)
|
||||
{
|
||||
return chairs[index];
|
||||
}
|
||||
|
||||
models::TexturedModel singleton::Model_Storage::get_plant(int index)
|
||||
{
|
||||
return plants[index];
|
||||
}
|
||||
|
||||
models::TexturedModel singleton::Model_Storage::get_guitar(int index)
|
||||
{
|
||||
return guitars[index];
|
||||
}
|
||||
|
||||
models::TexturedModel singleton::Model_Storage::get_bookshelf(int index)
|
||||
{
|
||||
return bookshelves[index];
|
||||
}
|
||||
|
||||
models::TexturedModel singleton::Model_Storage::get_lamp(int index)
|
||||
{
|
||||
return lamps[index];
|
||||
}
|
||||
|
||||
models::TexturedModel singleton::Model_Storage::get_ceiling_object(int index)
|
||||
{
|
||||
return ceiling_objects[index];
|
||||
}
|
||||
|
||||
models::TexturedModel singleton::Model_Storage::get_misc(int index)
|
||||
{
|
||||
return miscs[index];
|
||||
}
|
||||
|
||||
singleton::FurnitureModel singleton::Model_Storage::get_furniture_model(int index)
|
||||
{
|
||||
return furniture_models[index];
|
||||
}
|
||||
|
||||
|
||||
//getters for default variables
|
||||
models::TexturedModel singleton::Model_Storage::get_house_model()
|
||||
{
|
||||
return house_model;
|
||||
}
|
||||
|
||||
models::ModelTexture singleton::Model_Storage::get_default_texture()
|
||||
{
|
||||
return default_texture;
|
||||
}
|
||||
|
||||
//setters for deafult variables
|
||||
void singleton::Model_Storage::set_house_model(models::TexturedModel house)
|
||||
{
|
||||
house_model = house;
|
||||
}
|
||||
|
||||
void singleton::Model_Storage::set_default_texture(models::ModelTexture texture)
|
||||
{
|
||||
default_texture = texture;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
137
src/model_Storage.h
Normal file
137
src/model_Storage.h
Normal file
@@ -0,0 +1,137 @@
|
||||
#pragma once
|
||||
#include <iostream>
|
||||
#include <deque>
|
||||
#include <mutex>
|
||||
#include "models/Model.h"
|
||||
#include "entities/Entity.h"
|
||||
|
||||
namespace singleton {
|
||||
enum class FurnitureType
|
||||
{
|
||||
COUCH,
|
||||
TABLE,
|
||||
CHAIR,
|
||||
PLANT,
|
||||
GUITAR,
|
||||
BOOKSHELF,
|
||||
LAMP,
|
||||
CEILING_OBJECTS,
|
||||
MISC
|
||||
};
|
||||
struct FurniturePiece
|
||||
{
|
||||
FurnitureType type;
|
||||
int size;
|
||||
};
|
||||
|
||||
struct FurnitureModel
|
||||
{
|
||||
FurniturePiece furniture;
|
||||
std::deque<models::TexturedModel> texture;
|
||||
|
||||
bool operator<(FurnitureModel a)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
class Model_Storage
|
||||
{
|
||||
private:
|
||||
static Model_Storage* instance;
|
||||
static std::mutex mutex;
|
||||
|
||||
//model of the house
|
||||
models::TexturedModel house_model;
|
||||
//default texture
|
||||
models::ModelTexture default_texture;
|
||||
|
||||
//list that sorts furniture_models on type
|
||||
std::deque<FurnitureModel> furniture_models;
|
||||
|
||||
//list of furniture:
|
||||
//couches
|
||||
std::deque<models::TexturedModel> couches;
|
||||
|
||||
//tables
|
||||
std::deque<models::TexturedModel> tables;
|
||||
|
||||
//chairs
|
||||
std::deque<models::TexturedModel> chairs;
|
||||
|
||||
//plants
|
||||
std::deque<models::TexturedModel> plants;
|
||||
|
||||
//guitars
|
||||
std::deque<models::TexturedModel> guitars;
|
||||
|
||||
//bookshelves
|
||||
std::deque<models::TexturedModel> bookshelves;
|
||||
|
||||
//lamps
|
||||
std::deque<models::TexturedModel>lamps;
|
||||
|
||||
//ceiling objects
|
||||
std::deque<models::TexturedModel>ceiling_objects;
|
||||
|
||||
//misc
|
||||
std::deque<models::TexturedModel> miscs;
|
||||
|
||||
protected:
|
||||
Model_Storage() { std::cout << "MAKING A NEW SINGLETON!!!" << std::endl; }
|
||||
~Model_Storage();
|
||||
|
||||
public:
|
||||
Model_Storage(Model_Storage& other) = delete;
|
||||
void operator=(const Model_Storage&) = delete;
|
||||
|
||||
static Model_Storage* get_instance();
|
||||
|
||||
//some methods to execute on its instance:
|
||||
void add_couch(models::TexturedModel couch);
|
||||
void add_table(models::TexturedModel table);
|
||||
void add_chair(models::TexturedModel chair);
|
||||
void add_plant(models::TexturedModel plant);
|
||||
void add_guitar(models::TexturedModel guitar);
|
||||
void add_bookshelf(models::TexturedModel bookshelf);
|
||||
void add_lamp(models::TexturedModel lamp);
|
||||
void add_ceiling_object(models::TexturedModel co);
|
||||
void add_misc(models::TexturedModel misc);
|
||||
void add_furniture_model(FurnitureModel model);
|
||||
|
||||
//getters for the whole list
|
||||
std::deque<models::TexturedModel> get_all_couches();
|
||||
std::deque<models::TexturedModel> get_all_tables();
|
||||
std::deque<models::TexturedModel> get_all_chairs();
|
||||
std::deque<models::TexturedModel> get_all_plants();
|
||||
std::deque<models::TexturedModel> get_all_guitars();
|
||||
std::deque<models::TexturedModel> get_all_bookshelves();
|
||||
std::deque<models::TexturedModel> get_all_lamps();
|
||||
std::deque<models::TexturedModel> get_all_ceiling_objects();
|
||||
std::deque<models::TexturedModel> get_all_miscs();
|
||||
std::deque<FurnitureModel> get_all_furniture_models();
|
||||
|
||||
//getters for one model
|
||||
models::TexturedModel get_couch(int index);
|
||||
models::TexturedModel get_table(int index);
|
||||
models::TexturedModel get_chair(int index);
|
||||
models::TexturedModel get_plant(int index);
|
||||
models::TexturedModel get_guitar(int index);
|
||||
models::TexturedModel get_bookshelf(int index);
|
||||
models::TexturedModel get_lamp(int index);
|
||||
models::TexturedModel get_ceiling_object(int index);
|
||||
models::TexturedModel get_misc(int index);
|
||||
FurnitureModel get_furniture_model(int index);
|
||||
|
||||
//getters for the standard variables
|
||||
models::TexturedModel get_house_model();
|
||||
models::ModelTexture get_default_texture();
|
||||
|
||||
//setters for the standard variables
|
||||
void set_house_model(models::TexturedModel house);
|
||||
void set_default_texture(models::ModelTexture texture);
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
185
src/scenes/game_Over_Scene.cpp
Normal file
185
src/scenes/game_Over_Scene.cpp
Normal file
@@ -0,0 +1,185 @@
|
||||
#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/object_detection.h"
|
||||
#include "../computervision/hand_detect_region.h"
|
||||
#include <opencv2/highgui.hpp>
|
||||
#include "../computervision/object_detection.h"
|
||||
|
||||
namespace scene
|
||||
{
|
||||
shaders::GuiShader* gui_shader_gameOver;
|
||||
std::vector<gui::GuiTexture*> guis_gameOver;
|
||||
std::vector<std::shared_ptr<gui::GuiTexture>> score_textures_gameOver;
|
||||
double delta_time = 0;
|
||||
double time = 0;
|
||||
bool game_over = false;
|
||||
|
||||
Game_Over_Scene::Game_Over_Scene(int score)
|
||||
{
|
||||
shaders::EntityShader shader;
|
||||
shader.Init();
|
||||
render_engine::renderer::Init(shader);
|
||||
shader.CleanUp();
|
||||
|
||||
gui_shader_gameOver = new shaders::GuiShader();
|
||||
gui_shader_gameOver->Init();
|
||||
|
||||
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(0.0f, 0.2f), glm::vec2(0.07, 0.15));
|
||||
|
||||
score_textures_gameOver.push_back(score_pointer);
|
||||
}
|
||||
|
||||
game_over_texture = std::make_unique<gui::GuiTexture>(render_engine::loader::LoadTexture("res/game_over.png"), glm::vec2(0.0f, 0.6f), glm::vec2(0.50f, 0.50f));
|
||||
end_score = score;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
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, -0.5f), 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([this]()
|
||||
{
|
||||
std::cout << "Back to stop screen!!" << std::endl;
|
||||
return_value = Scenes::STOP;
|
||||
|
||||
});
|
||||
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 (game_over) button_start_scene.ForceClick(GLFW_MOUSE_BUTTON_LEFT);
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
gui_shader_gameOver->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);
|
||||
|
||||
render_engine::renderer::Render(game_over_texture, *gui_shader_gameOver);
|
||||
DrawScore(end_score);
|
||||
}
|
||||
|
||||
/**
|
||||
* 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);
|
||||
}
|
||||
|
||||
UpdateDeltaTime();
|
||||
time += delta_time;
|
||||
|
||||
if (time >= 5.0)
|
||||
{
|
||||
game_over = true;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* 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::STARTUP;
|
||||
cv::destroyWindow("camera");
|
||||
}
|
||||
}
|
||||
|
||||
void Game_Over_Scene::DrawScore(int score)
|
||||
{
|
||||
std::vector<int> digits;
|
||||
score_guis_gameOver.clear();
|
||||
|
||||
toolbox::GetDigitsFromNumber(score, digits);
|
||||
|
||||
for (int i = digits.size() - 1; i >= 0; i--)
|
||||
{
|
||||
score_textures_gameOver[digits[i]].get()->position.x = (0.15 * i - 0.05);
|
||||
render_engine::renderer::Render(score_textures_gameOver[digits[i]], *gui_shader_gameOver);
|
||||
}
|
||||
}
|
||||
|
||||
void Game_Over_Scene::UpdateDeltaTime()
|
||||
{
|
||||
double current_time = glfwGetTime();
|
||||
static double last_frame_time = current_time;
|
||||
delta_time = current_time - last_frame_time;
|
||||
last_frame_time = current_time;
|
||||
|
||||
}
|
||||
|
||||
Game_Over_Scene::~Game_Over_Scene()
|
||||
{
|
||||
std::cout << "game over destructor" << std::endl;
|
||||
delete gui_shader_gameOver;
|
||||
}
|
||||
}
|
||||
37
src/scenes/game_Over_Scene.h
Normal file
37
src/scenes/game_Over_Scene.h
Normal file
@@ -0,0 +1,37 @@
|
||||
#pragma once
|
||||
#include "scene.h"
|
||||
#include "../gui/gui_element.h"
|
||||
|
||||
namespace scene
|
||||
{
|
||||
extern GLFWwindow* window;
|
||||
|
||||
class Game_Over_Scene : public scene::Scene
|
||||
{
|
||||
private:
|
||||
|
||||
int end_score;
|
||||
scene::Scenes return_value = scene::Scenes::GAMEOVER;
|
||||
std::vector<std::shared_ptr<gui::GuiTexture>> score_guis_gameOver;
|
||||
std::shared_ptr<gui::GuiTexture> game_over_texture;
|
||||
void UpdateDeltaTime();
|
||||
|
||||
|
||||
public:
|
||||
Game_Over_Scene(int score);
|
||||
~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;
|
||||
/**
|
||||
* @brief: This method renders the score points onto the game window
|
||||
* @param score: Score to show
|
||||
*/
|
||||
void DrawScore(int score);
|
||||
};
|
||||
}
|
||||
@@ -7,7 +7,10 @@
|
||||
namespace scene
|
||||
{
|
||||
std::shared_ptr<entities::MainCharacter>main_character;
|
||||
std::vector<std::shared_ptr<entities::CollisionEntity>> collision_entities;
|
||||
std::deque<std::shared_ptr<entities::CollisionEntity>> collision_entities;
|
||||
|
||||
//std::deque<std::shared_ptr<entities::CollisionEntity>> furniture_collision;
|
||||
|
||||
entities::HouseGenerator* house_generator;
|
||||
std::deque<std::shared_ptr<entities::Entity>> house_models;
|
||||
|
||||
@@ -20,17 +23,20 @@ namespace scene
|
||||
|
||||
int furniture_count_old;
|
||||
int score;
|
||||
int* ptr;
|
||||
bool calibrated = false;
|
||||
|
||||
float delta_time = 0;
|
||||
|
||||
std::vector<computervision::HandDetectRegion> regions;
|
||||
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(int *score_ptr)
|
||||
{
|
||||
ptr = score_ptr;
|
||||
camera = std::make_unique<entities::Camera>(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
|
||||
|
||||
shader = new shaders::EntityShader;
|
||||
@@ -50,15 +56,12 @@ namespace scene
|
||||
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);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* temporary!!!!
|
||||
* temporary?
|
||||
* just to make some bounding boxes
|
||||
*/
|
||||
collision::Box create_bounding_box(glm::vec3 size, glm::vec3 pos, int scale) {
|
||||
@@ -105,21 +108,25 @@ namespace scene
|
||||
{
|
||||
static unsigned int furniture_count = 0;
|
||||
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_front();
|
||||
}
|
||||
}
|
||||
int z_offset = model_pos * (house_generator->GetHouseDepth()); // how much "in the distance" we should load the model
|
||||
|
||||
std::deque<std::shared_ptr<entities::Entity>> furniture = house_generator->GenerateHouse(glm::vec3(0, -75, -50 - z_offset), 90);
|
||||
std::deque<std::shared_ptr<entities::CollisionEntity>> furniture;
|
||||
house_generator->GenerateHouse(&furniture, 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;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -135,8 +142,9 @@ namespace scene
|
||||
raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
|
||||
models::TexturedModel model_char = { raw_model_char, texture };
|
||||
collision::Box char_box = create_bounding_box(raw_model_char.model_size, glm::vec3(0, 0, 0), 1);
|
||||
main_character = std::make_shared<entities::MainCharacter>(model_char, glm::vec3(0, -50, -100), glm::vec3(0, 90, 0), 5, char_box);
|
||||
collision_entities.push_back(main_character);
|
||||
main_character = std::make_shared<entities::MainCharacter>(model_char, glm::vec3(0, 150, -100), glm::vec3(0, 90, 0), 5, char_box);
|
||||
|
||||
//collision_entities.push_back(main_character);
|
||||
house_generator = new entities::HouseGenerator();
|
||||
|
||||
SetupHandDetection();
|
||||
@@ -166,24 +174,31 @@ namespace scene
|
||||
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([]()
|
||||
gui::Button pause_button_resume(render_engine::loader::LoadTexture("res/menu_item_resume1.png"), glm::vec2(0.0f, 0.3f), glm::vec2(0.25f, 0.25f));
|
||||
pause_button_resume.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_resume1_hover.png"));
|
||||
pause_button_resume.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_resume1_click.png"));
|
||||
std::function<void()> resume_fun = [this]()
|
||||
{
|
||||
std::cout << "I got clicked on the resume button!" << std::endl;
|
||||
});
|
||||
game_state = scene::Game_State::RUNNING;
|
||||
};
|
||||
pause_button_resume.SetOnClickAction(resume_fun);
|
||||
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([]()
|
||||
gui::Button pause_button_quit(render_engine::loader::LoadTexture("res/menu_item_quit1.png"), glm::vec2(0.0f, -0.3f), glm::vec2(0.25f, 0.25f));
|
||||
pause_button_quit.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_hover.png"));
|
||||
pause_button_quit.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_click.png"));
|
||||
std::function<void()> stop_function = [this]()
|
||||
{
|
||||
std::cout << "I got clicked on the quit button!" << std::endl;
|
||||
});
|
||||
return_value = scene::Scenes::STOP;
|
||||
};
|
||||
pause_button_quit.SetOnClickAction(stop_function);
|
||||
pause_guis.push_back(&pause_button_quit);
|
||||
|
||||
regions.push_back(®_left);
|
||||
regions.push_back(®_up);
|
||||
regions.push_back(®_right);
|
||||
|
||||
//the scene loop, this while loop represent the scene
|
||||
while (return_value == scene::Scenes::INGAME)
|
||||
@@ -196,7 +211,9 @@ namespace scene
|
||||
|
||||
case scene::Game_State::PAUSED:
|
||||
render();
|
||||
update_buttons(window);
|
||||
render_pause_menu();
|
||||
|
||||
break;
|
||||
|
||||
case scene::Game_State::RUNNING:
|
||||
@@ -216,10 +233,31 @@ namespace scene
|
||||
}
|
||||
shader->CleanUp();
|
||||
gui_shader->CleanUp();
|
||||
render_engine::loader::CleanUp();
|
||||
//render_engine::loader::CleanUp();
|
||||
return return_value;
|
||||
}
|
||||
|
||||
gui::Button* In_Game_Scene::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;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* renders the game models
|
||||
*/
|
||||
@@ -249,14 +287,31 @@ namespace scene
|
||||
DrawScore(score);
|
||||
}
|
||||
|
||||
void scene::In_Game_Scene::update_buttons(GLFWwindow* window)
|
||||
{
|
||||
for (gui::GuiTexture* button : pause_guis) {
|
||||
gui::Button* new_button = ConvertGuiTextureToButton(button);
|
||||
if (new_button != NULL)
|
||||
new_button->Update(window);
|
||||
}
|
||||
}
|
||||
|
||||
//updates certain variables
|
||||
void scene::In_Game_Scene::update(GLFWwindow* window)
|
||||
{
|
||||
UpdateDeltaTime();
|
||||
//camera.Move(window);
|
||||
main_character->Move(window);
|
||||
update_hand_detection();
|
||||
if (!calibrated) return;
|
||||
main_character->Move(regions);
|
||||
if (!main_character.get()->GetOnCollide())
|
||||
{
|
||||
*ptr = score;
|
||||
std::cout << "Score: " << score << std::endl;
|
||||
return_value = scene::Scenes::GAMEOVER;
|
||||
cv::destroyWindow("camera");
|
||||
}
|
||||
|
||||
//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
|
||||
@@ -266,6 +321,7 @@ namespace scene
|
||||
// if we have passed a model, load a new one and delete the one behind us
|
||||
if (last_model_pos != model_pos)
|
||||
{
|
||||
std::cout << "updating score" << std::endl;
|
||||
LoadChunk(model_pos + UPCOMING_MODEL_AMOUNT);
|
||||
score += furniture_count_old;
|
||||
std::cout << "Score: " << score << std::endl;
|
||||
@@ -274,11 +330,10 @@ namespace scene
|
||||
}
|
||||
// remember the position at which the new model was added
|
||||
last_model_pos = model_pos;
|
||||
collision_entities.push_front(main_character);
|
||||
|
||||
collision::CheckCollisions(collision_entities);
|
||||
update_hand_detection();
|
||||
|
||||
|
||||
collision_entities.pop_front();
|
||||
}
|
||||
|
||||
//manages the key input in the game scene
|
||||
@@ -316,6 +371,7 @@ namespace scene
|
||||
|
||||
void scene::In_Game_Scene::OnSkinCalibrationCallback()
|
||||
{
|
||||
calibrated = true;
|
||||
std::cout << "on skin calibration callback" << std::endl;
|
||||
std::vector<int> tresholds = reg_left.CalculateSkinTresholds();
|
||||
reg_right.setSkinTresholds(tresholds);
|
||||
@@ -335,11 +391,11 @@ namespace scene
|
||||
|
||||
toolbox::GetDigitsFromNumber(score, digits);
|
||||
|
||||
|
||||
for (int i = digits.size() - 1; i >= 0; i--)
|
||||
{
|
||||
score_textures[digits[i]].get()->position.x = 0.15 * i - 0.9; // place the number at the top left. the numbers are just fine tuned to get the position just right
|
||||
render_engine::renderer::Render(score_textures[digits[i]], *gui_shader);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -45,7 +45,6 @@ namespace scene
|
||||
PAUSED
|
||||
};
|
||||
|
||||
|
||||
class In_Game_Scene : public scene::Scene
|
||||
{
|
||||
private:
|
||||
@@ -116,8 +115,12 @@ namespace scene
|
||||
*/
|
||||
void LoadChunk(int model_pos);
|
||||
|
||||
void update_buttons(GLFWwindow* window);
|
||||
|
||||
gui::Button* ConvertGuiTextureToButton(gui::GuiTexture* texture);
|
||||
|
||||
public:
|
||||
In_Game_Scene();
|
||||
In_Game_Scene(int *score_ptr);
|
||||
~In_Game_Scene();
|
||||
|
||||
/**
|
||||
@@ -151,9 +154,6 @@ namespace scene
|
||||
* @return void
|
||||
*/
|
||||
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
||||
|
||||
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
146
src/scenes/loading_Scene.cpp
Normal file
146
src/scenes/loading_Scene.cpp
Normal file
@@ -0,0 +1,146 @@
|
||||
#include "loading_Scene.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
#include "../renderEngine/Renderer.h"
|
||||
#include "../renderEngine/Loader.h"
|
||||
#include "../renderEngine/obj_loader.h"
|
||||
#include "../gui/gui_element.h"
|
||||
#include "../entities/collision_entity.h"
|
||||
|
||||
namespace scene
|
||||
{
|
||||
std::unique_ptr<entities::Camera> camera_test;
|
||||
shaders::EntityShader* shader_test;
|
||||
std::deque<std::shared_ptr<entities::Entity>> test;
|
||||
|
||||
Loading_Scene::Loading_Scene()
|
||||
{
|
||||
shader_test = new shaders::EntityShader;
|
||||
shader_test->Init();
|
||||
render_engine::renderer::Init(*shader_test);
|
||||
delete shader_test;
|
||||
|
||||
gui_shader = new shaders::GuiShader();
|
||||
gui_shader->Init();
|
||||
|
||||
camera_test = std::make_unique<entities::Camera>(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
|
||||
|
||||
}
|
||||
|
||||
Loading_Scene::~Loading_Scene()
|
||||
{
|
||||
delete gui_shader;
|
||||
}
|
||||
|
||||
Scenes Loading_Scene::start(GLFWwindow* window)
|
||||
{
|
||||
render();
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
|
||||
load_default_variables();
|
||||
load_all_models();
|
||||
|
||||
return scene::Scenes::STARTUP;
|
||||
}
|
||||
|
||||
void Loading_Scene::render()
|
||||
{
|
||||
render_engine::renderer::Prepare();
|
||||
//starts the shader and begins to render
|
||||
//shader_test->Start();
|
||||
//shader_test->LoadSkyColor(render_engine::renderer::SKY_COLOR);
|
||||
//shader_test->LoadViewMatrix(*camera_test);
|
||||
|
||||
gui::GuiTexture loading_image = { render_engine::loader::LoadTexture("res/loading_screen.png"),
|
||||
glm::vec2(0,0),glm::vec2(1,1) };
|
||||
|
||||
std::vector<gui::GuiTexture*> image_list;
|
||||
image_list.push_back(&loading_image);
|
||||
|
||||
render_engine::renderer::Render(image_list, *gui_shader);
|
||||
//shader_test->Stop();
|
||||
|
||||
gui_shader->CleanUp();
|
||||
}
|
||||
|
||||
void Loading_Scene::update(GLFWwindow* window)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
void Loading_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
void Loading_Scene::load_default_variables()
|
||||
{
|
||||
models::RawModel raw_model = render_engine::LoadObjModel("res/HouseNew.obj");
|
||||
models::ModelTexture default_texture = { render_engine::loader::LoadTexture("res/Texture.png") };
|
||||
default_texture.shine_damper = 10;
|
||||
models::TexturedModel house = { raw_model, default_texture };
|
||||
|
||||
singleton::Model_Storage::get_instance()->set_house_model(house);
|
||||
singleton::Model_Storage::get_instance()->set_default_texture(default_texture);
|
||||
}
|
||||
|
||||
void Loading_Scene::load_all_models()
|
||||
{
|
||||
// Couches
|
||||
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/couchThree.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/Coach.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/lawnBenchOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::COUCH, 2}, singleton::Model_Storage::get_instance()->get_all_couches() });
|
||||
|
||||
// Tables
|
||||
singleton::Model_Storage::get_instance()->add_table({ render_engine::LoadObjModel("res/tableOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_table({ render_engine::LoadObjModel("res/tableTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_table({ render_engine::LoadObjModel("res/bureauOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::TABLE, 2}, singleton::Model_Storage::get_instance()->get_all_tables() });
|
||||
|
||||
// Chairs
|
||||
singleton::Model_Storage::get_instance()->add_chair({ render_engine::LoadObjModel("res/launchchair.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_chair({ render_engine::LoadObjModel("res/lawnChairOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_chair({ render_engine::LoadObjModel("res/ugly_chair.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::CHAIR, 1}, singleton::Model_Storage::get_instance()->get_all_chairs() });
|
||||
|
||||
// Plants
|
||||
singleton::Model_Storage::get_instance()->add_plant({ render_engine::LoadObjModel("res/plantOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_plant({ render_engine::LoadObjModel("res/plantTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_plant({ render_engine::LoadObjModel("res/plantThree.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::PLANT, 1}, singleton::Model_Storage::get_instance()->get_all_plants() });
|
||||
|
||||
// Guitars
|
||||
singleton::Model_Storage::get_instance()->add_guitar({ render_engine::LoadObjModel("res/guitarOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_guitar({ render_engine::LoadObjModel("res/guitarTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::GUITAR, 1}, singleton::Model_Storage::get_instance()->get_all_guitars() });
|
||||
|
||||
// Bookshelves
|
||||
singleton::Model_Storage::get_instance()->add_bookshelf({ render_engine::LoadObjModel("res/bookShelfOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_bookshelf({ render_engine::LoadObjModel("res/bookShelfTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_bookshelf({ render_engine::LoadObjModel("res/bookShelfThree.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::BOOKSHELF, 1}, singleton::Model_Storage::get_instance()->get_all_bookshelves() });
|
||||
|
||||
// Lamps
|
||||
singleton::Model_Storage::get_instance()->add_lamp({ render_engine::LoadObjModel("res/lampOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_lamp({ render_engine::LoadObjModel("res/lampTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::LAMP, 1}, singleton::Model_Storage::get_instance()->get_all_lamps() });
|
||||
|
||||
// Ceiling objects
|
||||
singleton::Model_Storage::get_instance()->add_ceiling_object({ render_engine::LoadObjModel("res/ceilingFan.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_ceiling_object({ render_engine::LoadObjModel("res/ceilingFanTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_ceiling_object({ render_engine::LoadObjModel("res/ceilingLampOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_ceiling_object({ render_engine::LoadObjModel("res/ceilingLampTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::CEILING_OBJECTS, 1}, singleton::Model_Storage::get_instance()->get_all_ceiling_objects() });
|
||||
|
||||
// Miscs
|
||||
singleton::Model_Storage::get_instance()->add_misc({ render_engine::LoadObjModel("res/tv.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_misc({ render_engine::LoadObjModel("res/radio.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_misc({ render_engine::LoadObjModel("res/Flowerpot.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::MISC, 1}, singleton::Model_Storage::get_instance()->get_all_miscs() });
|
||||
|
||||
}
|
||||
}
|
||||
67
src/scenes/loading_Scene.h
Normal file
67
src/scenes/loading_Scene.h
Normal file
@@ -0,0 +1,67 @@
|
||||
#pragma once
|
||||
#include "scene.h"
|
||||
#include "../gui/gui_element.h"
|
||||
#include "../shaders/gui_shader.h"
|
||||
#include "../model_Storage.h"
|
||||
|
||||
namespace scene
|
||||
{
|
||||
extern GLFWwindow* window;
|
||||
|
||||
|
||||
class Loading_Scene : public scene::Scene
|
||||
{
|
||||
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::LOADING;
|
||||
shaders::GuiShader* gui_shader;
|
||||
|
||||
|
||||
private:
|
||||
void load_default_variables();
|
||||
void load_all_models();
|
||||
|
||||
public:
|
||||
/**
|
||||
* @brief Constructor of the class Loading_Scene
|
||||
*
|
||||
*/
|
||||
Loading_Scene();
|
||||
|
||||
~Loading_Scene();
|
||||
|
||||
/**
|
||||
* @brief
|
||||
*
|
||||
* @param window
|
||||
* @return
|
||||
*/
|
||||
Scenes start(GLFWwindow* window) override;
|
||||
|
||||
/**
|
||||
* @brief
|
||||
*
|
||||
*/
|
||||
void render() override;
|
||||
|
||||
/**
|
||||
* @brief This method updates all the components on the window
|
||||
*
|
||||
* @param window Window it updates
|
||||
*/
|
||||
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;
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -11,6 +11,7 @@ namespace scene {
|
||||
*/
|
||||
enum class Scenes
|
||||
{
|
||||
LOADING,
|
||||
STARTUP,
|
||||
INGAME,
|
||||
GAMEOVER,
|
||||
@@ -54,7 +55,6 @@ namespace scene {
|
||||
* @return void
|
||||
*/
|
||||
virtual void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) {};
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -40,6 +40,11 @@ namespace scene
|
||||
gui_shader1->Init();
|
||||
}
|
||||
|
||||
void Startup_Scene::EnableHandMode()
|
||||
{
|
||||
hand_mode = true;
|
||||
}
|
||||
|
||||
gui::Button* ConvertGuiTextureToButton(gui::GuiTexture* texture) {
|
||||
gui::Button* button;
|
||||
if (texture != NULL)
|
||||
@@ -76,7 +81,7 @@ namespace scene
|
||||
|
||||
gui::GuiTexture* GetMenuItem(bool hand_state) {
|
||||
if(hand_state)
|
||||
item_number += 0.20f;
|
||||
item_number += 0.10f;
|
||||
|
||||
int temp_item_number = item_number;
|
||||
|
||||
@@ -92,40 +97,37 @@ namespace scene
|
||||
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));
|
||||
gui::Button button_start(render_engine::loader::LoadTexture("res/menu_item_start1.png"), glm::vec2(0.0f, 0.3f), 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::function<void()> start_fun = [this]()
|
||||
{
|
||||
std::cout << "Clicked on button: Start!" << std::endl;
|
||||
return_value = scene::Scenes::INGAME;
|
||||
cv::destroyWindow("camera");
|
||||
|
||||
};
|
||||
button_start.SetOnClickAction(start_fun);
|
||||
|
||||
});
|
||||
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));
|
||||
gui::Button button_quit(render_engine::loader::LoadTexture("res/menu_item_quit1.png"), glm::vec2(0.0f, -0.3f), 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::function<void()> quit_fun = [this]()
|
||||
{
|
||||
std::cout << "Clicked on button: Quit!" << std::endl;
|
||||
});
|
||||
return_value = scene::Scenes::STOP;
|
||||
cv::destroyWindow("camera");
|
||||
};
|
||||
button_quit.SetOnClickAction(quit_fun);
|
||||
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
|
||||
|
||||
std::function<void()> calibration_func = [this]() {EnableHandMode(); };
|
||||
objDetect.SetCalibrationCallback(calibration_func);
|
||||
while (return_value == scene::Scenes::STARTUP)
|
||||
{
|
||||
render();
|
||||
@@ -175,7 +177,7 @@ namespace scene
|
||||
glfwPollEvents();
|
||||
}
|
||||
gui_shader1->CleanUp();
|
||||
render_engine::loader::CleanUp();
|
||||
//render_engine::loader::CleanUp();
|
||||
return return_value;
|
||||
}
|
||||
|
||||
@@ -211,6 +213,7 @@ namespace scene
|
||||
{
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||
{
|
||||
|
||||
return_value = scene::Scenes::INGAME;
|
||||
cv::destroyWindow("camera");
|
||||
}
|
||||
@@ -218,4 +221,10 @@ namespace scene
|
||||
hand_mode = !hand_mode;
|
||||
}
|
||||
}
|
||||
|
||||
Startup_Scene::~Startup_Scene()
|
||||
{
|
||||
std::cout << "startup scene destructor" << std::endl;
|
||||
delete gui_shader1;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -11,6 +11,7 @@ namespace scene
|
||||
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;
|
||||
void EnableHandMode();
|
||||
|
||||
public:
|
||||
/**
|
||||
@@ -19,6 +20,8 @@ namespace scene
|
||||
*/
|
||||
Startup_Scene();
|
||||
|
||||
~Startup_Scene();
|
||||
|
||||
/**
|
||||
* @brief
|
||||
*
|
||||
|
||||
@@ -19,16 +19,16 @@
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="src\model_Storage.cpp" />
|
||||
<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\scenes\game_Over_Scene.cpp" />
|
||||
<ClCompile Include="src\computervision\hand_detect_region.cpp" />
|
||||
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
|
||||
<ClCompile Include="src\computervision\MenuTest.cpp" />
|
||||
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
|
||||
<ClCompile Include="src\computervision\object_detection.cpp" />
|
||||
<ClCompile Include="src\computervision\OpenPoseVideo.cpp" />
|
||||
<ClCompile Include="src\computervision\skin_detector.cpp" />
|
||||
<ClCompile Include="src\computervision\finger_count.cpp" />
|
||||
<ClCompile Include="src\computervision\background_remover.cpp" />
|
||||
@@ -40,6 +40,7 @@
|
||||
<ClCompile Include="src\renderEngine\loader.cpp" />
|
||||
<ClCompile Include="src\renderEngine\obj_loader.cpp" />
|
||||
<ClCompile Include="src\renderEngine\renderer.cpp" />
|
||||
<ClCompile Include="src\scenes\loading_Scene.cpp" />
|
||||
<ClCompile Include="src\scenes\scene.cpp" />
|
||||
<ClCompile Include="src\shaders\gui_shader.cpp" />
|
||||
<ClCompile Include="src\shaders\shader_program.cpp" />
|
||||
@@ -48,21 +49,22 @@
|
||||
<ClCompile Include="src\scenes\startup_Scene.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="src\model_Storage.h" />
|
||||
<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\scenes\game_Over_Scene.h" />
|
||||
<ClInclude Include="src\computervision\hand_detect_region.h" />
|
||||
<ClInclude Include="src\scenes\in_Game_Scene.h" />
|
||||
<ClInclude Include="src\scenes\loading_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\finger_count.h" />
|
||||
<ClInclude Include="src\computervision\background_remover.h" />
|
||||
<ClInclude Include="src\computervision\MenuTest.h" />
|
||||
<ClInclude Include="src\computervision\OpenPoseVideo.h" />
|
||||
<ClInclude Include="src\computervision\skin_detector.h" />
|
||||
<ClInclude Include="src\computervision\object_detection.h" />
|
||||
<ClInclude Include="src\entities\camera.h" />
|
||||
|
||||
@@ -28,6 +28,9 @@
|
||||
<ClCompile Include="src\entities\house_generator.cpp" />
|
||||
<ClCompile Include="src\computervision\MenuTest.cpp" />
|
||||
<ClCompile Include="src\scenes\scene.cpp" />
|
||||
<ClCompile Include="src\scenes\loading_Scene.cpp" />
|
||||
<ClCompile Include="src\model_Storage.cpp" />
|
||||
<ClCompile Include="src\scenes\game_Over_Scene.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="src\entities\Camera.cpp">
|
||||
@@ -93,11 +96,9 @@
|
||||
<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\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\OpenPoseVideo.h" />
|
||||
<ClInclude Include="src\computervision\SkinDetector.h" />
|
||||
<ClInclude Include="src\computervision\ObjectDetection.h" />
|
||||
<ClInclude Include="src\entities\camera.h" />
|
||||
@@ -148,6 +149,9 @@
|
||||
<ClInclude Include="src\toolbox\Timer.h" />
|
||||
<ClInclude Include="src\toolbox\toolbox.h" />
|
||||
<ClInclude Include="src\scenes\startup_Scene.h" />
|
||||
<ClInclude Include="src\scenes\loading_Scene.h" />
|
||||
<ClInclude Include="src\model_Storage.h" />
|
||||
<ClInclude Include="src\scenes\game_Over_Scene.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Xml Include="res\haarcascade_frontalface_alt.xml" />
|
||||
|
||||
Reference in New Issue
Block a user