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feature/au
...
feature/ra
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fb70d10c47 | ||
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bce2ccf889 |
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#include "house_generator.h"
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#include <functional>
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#include <iostream>
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#include "../renderEngine/obj_loader.h"
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#include "../renderEngine/Loader.h"
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#include "../toolbox/toolbox.h"
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#include "collision_entity.h"
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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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GenerateFurnitureModels();
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}
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const FurniturePiece* HouseGenerator::GetRandomFurniturePiece()
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{
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FurnitureType random_type = FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
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for(std::deque<FurnitureModel>::iterator 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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return &it->furniture;
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}
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}
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return nullptr;
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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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{
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std::deque<std::shared_ptr<Entity>> furniture;
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// Add house
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furniture.push_front(std::make_shared<Entity>(house_model, position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE));
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int house_size = house_model.raw_model.model_size.x * HOUSE_SIZE;
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int offset_x = house_model.raw_model.model_size.z * (HOUSE_SIZE/2);
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int offset_z = house_model.raw_model.model_size.x *( HOUSE_SIZE/2);
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double multiplier_x = house_size/2;
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double multiplier_z = house_size / 3;
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for (int z = 1; z < 4; z++) {
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for (int x = 1; x < 3; x++)
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{
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//if (toolbox::Random(0, 100) < 50) {
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const FurniturePiece* furniture_piece = GetRandomFurniturePiece();
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models::TexturedModel model = GetFurnitureModel(furniture_piece);
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//if (//check of size van furniture nog past in huidige grid vlakje, of ie geen 2 size op t laatste vakje neerzet) {
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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);
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collision::Box model_box = { model_pos, model.raw_model.model_size };
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model_box.SetRotation(-90);
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furniture.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_box));
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//}
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//}
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}
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}
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return furniture;
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/*
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// Add furniture
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models::TexturedModel couch = GetFurnitureModel(FurnitureType::COUCH);
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glm::vec3 couch_pos = glm::vec3(position.x + 200, position.y, position.z + 10);
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collision::Box couch_box = { couch_pos, couch.raw_model.model_size };
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couch_box.SetRotation(-90);
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furniture.push_back(std::make_shared<CollisionEntity>(couch, couch_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, couch_box));
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models::TexturedModel table = GetFurnitureModel(FurnitureType::TABLE);
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glm::vec3 table_pos = glm::vec3(position.x - 30, position.y, position.z);
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collision::Box table_box = { table_pos, table.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(table, table_pos, glm::vec3(0, 0, 0), HOUSE_SIZE * 1.3, table_box));
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models::TexturedModel chair = GetFurnitureModel(FurnitureType::CHAIR);
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glm::vec3 chair_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box chair_box = { chair_pos, chair.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(chair, chair_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, chair_box));
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models::TexturedModel plant = GetFurnitureModel(FurnitureType::PLANT);
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glm::vec3 plant_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box plant_box = { plant_pos, plant.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(plant, plant_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, plant_box));
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models::TexturedModel guitar = GetFurnitureModel(FurnitureType::GUITAR);
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glm::vec3 guitar_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box guitar_box = { guitar_pos, guitar.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(guitar, guitar_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, guitar_box));
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models::TexturedModel bookshelf = GetFurnitureModel(FurnitureType::BOOKSHELF);
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glm::vec3 bookshelf_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box bookshelf_box = { bookshelf_pos, bookshelf.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(bookshelf, bookshelf_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, bookshelf_box));
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models::TexturedModel lamp = GetFurnitureModel(FurnitureType::LAMP);
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glm::vec3 lamp_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box lamp_box = { lamp_pos, lamp.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(lamp, lamp_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, lamp_box));
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models::TexturedModel ceiling_object = GetFurnitureModel(FurnitureType::CEILING_OBJECTS);
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glm::vec3 ceiling_object_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box ceiling_object_box = { ceiling_object_pos, ceiling_object.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(ceiling_object, ceiling_object_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, ceiling_object_box));
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models::TexturedModel misc = GetFurnitureModel(FurnitureType::MISC);
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glm::vec3 misc_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box misc_box = { misc_pos, misc.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(misc, misc_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, misc_box));
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*/
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}
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models::TexturedModel HouseGenerator::GetFurnitureModel(const FurniturePiece* furniture)
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{
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std::deque<models::TexturedModel> *furniture_list = nullptr;
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for (std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
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{
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if(it->furniture.type == furniture->type)
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{
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furniture_list = &it->texture;
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}
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}
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if (furniture_list == nullptr)
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{
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std::cerr << "OH NEEEEEEEEEEEEEEE";
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}
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const int modelNumber = toolbox::Random(0, furniture_list->size() - 1);
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return furniture_list->at(modelNumber);
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//return {};
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}
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void HouseGenerator::GenerateFurnitureModels()
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{
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// Couches
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std::deque<models::TexturedModel> couches;
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models::RawModel couch_inside_model = render_engine::LoadObjModel("res/couchThree.obj");
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models::TexturedModel couch_inside = { couch_inside_model, default_texture };
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couches.push_back(couch_inside);
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models::RawModel couch_inside_model2 = render_engine::LoadObjModel("res/Coach.obj");
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models::TexturedModel couch_inside2 = { couch_inside_model2, default_texture };
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couches.push_back(couch_inside2);
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models::RawModel couch_inside_model3 = render_engine::LoadObjModel("res/lawnBenchOne.obj");
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models::TexturedModel couch_inside3 = { couch_inside_model3, default_texture };
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couches.push_back(couch_inside3);
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FurnitureModel couch;
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couch.furniture = {
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FurnitureType::COUCH, 2 };
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couch.texture = couches;
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furniture_models.push_back(couch);
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// Tables
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std::deque<models::TexturedModel> tables;
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models::RawModel table_model1 = render_engine::LoadObjModel("res/tableOne.obj");
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models::TexturedModel table1 = { table_model1, default_texture };
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tables.push_back(table1);
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models::RawModel table_model2 = render_engine::LoadObjModel("res/tableTwo.obj");
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models::TexturedModel table2 = { table_model2, default_texture };
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tables.push_back(table2);
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models::RawModel table_model3 = render_engine::LoadObjModel("res/bureauOne.obj");
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models::TexturedModel table3 = { table_model3, default_texture };
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tables.push_back(table3);
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FurnitureModel table;
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table.furniture = {
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FurnitureType::TABLE, 2 };
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table.texture = tables;
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furniture_models.push_back(table);
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// Chairs
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std::deque<models::TexturedModel> chairs;
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models::RawModel chair_model1 = render_engine::LoadObjModel("res/launchchair.obj");
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models::TexturedModel chair1 = { chair_model1, default_texture };
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chairs.push_back(chair1);
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models::RawModel chair_model2 = render_engine::LoadObjModel("res/lawnChairOne.obj");
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models::TexturedModel chair2 = { chair_model2, default_texture };
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chairs.push_back(chair2);
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models::RawModel chair_model3 = render_engine::LoadObjModel("res/ugly_chair.obj");
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models::TexturedModel chair3 = { chair_model3, default_texture };
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chairs.push_back(chair3);
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FurnitureModel chair;
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chair.furniture = {
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FurnitureType::CHAIR, 1 };
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chair.texture = chairs;
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furniture_models.push_back(chair);
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// Plants
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std::deque<models::TexturedModel> plants;
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models::RawModel plant_model1 = render_engine::LoadObjModel("res/plantOne.obj");
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models::TexturedModel plant1 = { plant_model1, default_texture };
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plants.push_back(plant1);
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models::RawModel plant_model2 = render_engine::LoadObjModel("res/plantTwo.obj");
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models::TexturedModel plant2 = { plant_model2, default_texture };
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plants.push_back(plant2);
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models::RawModel plant_model3 = render_engine::LoadObjModel("res/plantThree.obj");
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models::TexturedModel plant3 = { plant_model3, default_texture };
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plants.push_back(plant3);
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FurnitureModel plant;
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plant.furniture = {
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FurnitureType::PLANT, 1 };
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plant.texture = plants;
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furniture_models.push_back(plant);
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// Guitars
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std::deque<models::TexturedModel> guitars;
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models::RawModel guitar_model1 = render_engine::LoadObjModel("res/guitarOne.obj");
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models::TexturedModel guitar1 = { guitar_model1, default_texture };
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guitars.push_back(guitar1);
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models::RawModel guitar_model2 = render_engine::LoadObjModel("res/guitarTwo.obj");
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models::TexturedModel guitar2 = { guitar_model2, default_texture };
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guitars.push_back(guitar2);
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FurnitureModel guitar;
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guitar.furniture = {
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FurnitureType::GUITAR, 1 };
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guitar.texture = guitars;
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furniture_models.push_back(guitar);
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// Bookshelves
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std::deque<models::TexturedModel> bookshelves;
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models::RawModel bookshelf_model1 = render_engine::LoadObjModel("res/bookShelfOne.obj");
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models::TexturedModel bookshelf1 = { bookshelf_model1, default_texture };
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bookshelves.push_back(bookshelf1);
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models::RawModel bookshelf_model2 = render_engine::LoadObjModel("res/bookShelfTwo.obj");
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models::TexturedModel bookshelf2 = { bookshelf_model2, default_texture };
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bookshelves.push_back(bookshelf2);
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models::RawModel bookshelf_model3 = render_engine::LoadObjModel("res/bookShelfThree.obj");
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models::TexturedModel bookshelf3 = { bookshelf_model3, default_texture };
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bookshelves.push_back(bookshelf3);
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FurnitureModel bookshelf;
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bookshelf.furniture = {
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FurnitureType::BOOKSHELF, 1 };
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bookshelf.texture = bookshelves;
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furniture_models.push_back(bookshelf);
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// Lamps
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std::deque<models::TexturedModel>lamps;
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models::RawModel lamp_model1 = render_engine::LoadObjModel("res/lampOne.obj");
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models::TexturedModel lamp1 = { lamp_model1, default_texture };
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lamps.push_back(lamp1);
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models::RawModel lamp_model2 = render_engine::LoadObjModel("res/lampTwo.obj");
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models::TexturedModel lamp2 = { lamp_model2, default_texture };
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lamps.push_back(lamp2);
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FurnitureModel lamp;
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lamp.furniture = {
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FurnitureType::LAMP, 1 };
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lamp.texture = lamps;
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furniture_models.push_back(lamp);
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// Ceiling objects
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std::deque<models::TexturedModel>ceiling_Objects;
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models::RawModel ceiling_Obj_model1 = render_engine::LoadObjModel("res/ceilingFan.obj");
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models::TexturedModel ceiling_Obj1 = { ceiling_Obj_model1, default_texture };
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ceiling_Objects.push_back(ceiling_Obj1);
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models::RawModel ceiling_Obj_model2 = render_engine::LoadObjModel("res/ceilingFanTwo.obj");
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models::TexturedModel ceiling_Obj2 = { ceiling_Obj_model2, default_texture };
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ceiling_Objects.push_back(ceiling_Obj2);
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models::RawModel ceiling_Obj_model3 = render_engine::LoadObjModel("res/ceilingLampOne.obj");
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models::TexturedModel ceiling_Obj3 = { ceiling_Obj_model3, default_texture };
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ceiling_Objects.push_back(ceiling_Obj3);
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models::RawModel ceiling_Obj_model4 = render_engine::LoadObjModel("res/ceilingLampTwo.obj");
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models::TexturedModel ceiling_Obj4 = { ceiling_Obj_model4, default_texture };
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ceiling_Objects.push_back(ceiling_Obj4);
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FurnitureModel ceiling_object;
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ceiling_object.furniture = {
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FurnitureType::CEILING_OBJECTS, 1 };
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ceiling_object.texture = ceiling_Objects;
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furniture_models.push_back(ceiling_object);
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// Miscs
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std::deque<models::TexturedModel> miscs;
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models::RawModel misc_model1 = render_engine::LoadObjModel("res/tv.obj");
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models::TexturedModel misc1 = { misc_model1, default_texture };
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miscs.push_back(misc1);
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models::RawModel misc_model2 = render_engine::LoadObjModel("res/radio.obj");
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models::TexturedModel misc2 = { misc_model2, default_texture };
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miscs.push_back(misc2);
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||||||
|
|
||||||
|
models::RawModel misc_model3 = render_engine::LoadObjModel("res/Flowerpot.obj");
|
||||||
|
models::TexturedModel misc3 = { misc_model3, default_texture };
|
||||||
|
miscs.push_back(misc3);
|
||||||
|
|
||||||
|
FurnitureModel misc;
|
||||||
|
misc.furniture = {
|
||||||
|
FurnitureType::MISC, 1 };
|
||||||
|
misc.texture = miscs;
|
||||||
|
|
||||||
|
furniture_models.push_back(misc);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,4 +1,4 @@
|
|||||||
#include "background_remover.h"
|
#include "BackgroundRemover.h"
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
|
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
|
||||||
@@ -1,4 +1,4 @@
|
|||||||
#include "finger_count.h"
|
#include "FingerCount.h"
|
||||||
|
|
||||||
#include "opencv2/imgproc.hpp"
|
#include "opencv2/imgproc.hpp"
|
||||||
#include "opencv2/highgui.hpp"
|
#include "opencv2/highgui.hpp"
|
||||||
@@ -1,6 +1,6 @@
|
|||||||
|
|
||||||
#include "hand_detect_region.h"
|
#include "HandDetectRegion.h"
|
||||||
#define TIME_DURATION 1.0f
|
|
||||||
namespace computervision
|
namespace computervision
|
||||||
{
|
{
|
||||||
|
|
||||||
@@ -20,15 +20,6 @@ namespace computervision
|
|||||||
Mat input_frame = GenerateHandMaskSquare(camera_frame);
|
Mat input_frame = GenerateHandMaskSquare(camera_frame);
|
||||||
frame_out = input_frame.clone();
|
frame_out = input_frame.clone();
|
||||||
|
|
||||||
if (!background_calibrated || !skin_calibrated)
|
|
||||||
if (time >= TIME_DURATION)
|
|
||||||
{
|
|
||||||
//std::cout << "timer finised, seconds left: " << seconds_left << std::endl;
|
|
||||||
seconds_left--;
|
|
||||||
time = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// detect skin color
|
// detect skin color
|
||||||
skin_detector.drawSkinColorSampler(camera_frame,start_x_pos,start_y_pos,region_width,region_height);
|
skin_detector.drawSkinColorSampler(camera_frame,start_x_pos,start_y_pos,region_width,region_height);
|
||||||
|
|
||||||
@@ -41,29 +32,6 @@ namespace computervision
|
|||||||
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
|
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
|
||||||
DrawHandMask(&camera_frame);
|
DrawHandMask(&camera_frame);
|
||||||
|
|
||||||
if (seconds_left <= 0)
|
|
||||||
{
|
|
||||||
if (!background_calibrated)
|
|
||||||
{
|
|
||||||
background_remover.calibrate(input_frame);
|
|
||||||
background_calibrated = true;
|
|
||||||
hand_calibrator.SetBackGroundCalibrated(background_calibrated);
|
|
||||||
seconds_left = 5;
|
|
||||||
time = 0;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
|
|
||||||
if (!skin_calibrated)
|
|
||||||
{
|
|
||||||
if (is_main_skin_detection_region)
|
|
||||||
skin_timer_callback();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
// uncomment these lines to show debug hand information
|
|
||||||
//imshow("output" + region_id, frame_out);
|
//imshow("output" + region_id, frame_out);
|
||||||
//imshow("foreground" + region_id, foreground);
|
//imshow("foreground" + region_id, foreground);
|
||||||
//imshow("handMask" + region_id, handMask);
|
//imshow("handMask" + region_id, handMask);
|
||||||
@@ -79,17 +47,7 @@ namespace computervision
|
|||||||
|
|
||||||
hand_calibrator.DrawBackgroundSkinCalibrated(camera_frame);
|
hand_calibrator.DrawBackgroundSkinCalibrated(camera_frame);
|
||||||
|
|
||||||
std::string calibration_text = (!background_calibrated ? "calibrating background in " : (!skin_calibrated ? "calibrating skin in " : ""));
|
|
||||||
calibration_text += std::to_string(seconds_left);
|
|
||||||
if (!background_calibrated || !skin_calibrated)
|
|
||||||
{
|
|
||||||
cv::rectangle(camera_frame, cv::Rect(0, camera_frame.rows - 130, 600, 60), cv::Scalar(0, 0, 0), -1);
|
|
||||||
cv:putText(camera_frame, calibration_text, cv::Point(5, 400), cv::FONT_HERSHEY_COMPLEX, 1.0, cv::Scalar(255, 0, 255), 2);
|
|
||||||
}
|
|
||||||
if (background_calibrated && !skin_calibrated)
|
|
||||||
{
|
|
||||||
cv::putText(camera_frame, "put your hand in the left square", cv::Point(5, camera_frame.rows - 105), cv::FONT_HERSHEY_COMPLEX, 1.0, cv::Scalar(255, 0, 255), 2);
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -134,8 +92,6 @@ namespace computervision
|
|||||||
{
|
{
|
||||||
std::cout << "calibrating skin " << region_id << std::endl;
|
std::cout << "calibrating skin " << region_id << std::endl;
|
||||||
hand_calibrator.SetSkinCalibration(true);
|
hand_calibrator.SetSkinCalibration(true);
|
||||||
skin_calibrated = true;
|
|
||||||
time = 0;
|
|
||||||
return skin_detector.calibrateAndReturn(frame_out);
|
return skin_detector.calibrateAndReturn(frame_out);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -144,13 +100,6 @@ namespace computervision
|
|||||||
std::cout << "setting skin " << region_id << std::endl;
|
std::cout << "setting skin " << region_id << std::endl;
|
||||||
skin_detector.setTresholds(tresholds);
|
skin_detector.setTresholds(tresholds);
|
||||||
hand_calibrator.SetSkinCalibration(true);
|
hand_calibrator.SetSkinCalibration(true);
|
||||||
skin_calibrated = true;
|
|
||||||
time = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
void HandDetectRegion::UpdateTime(float delta_time)
|
|
||||||
{
|
|
||||||
time += delta_time;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
@@ -2,13 +2,11 @@
|
|||||||
|
|
||||||
#include <opencv2/core.hpp>
|
#include <opencv2/core.hpp>
|
||||||
#include <opencv2/imgproc.hpp>
|
#include <opencv2/imgproc.hpp>
|
||||||
#include <GLFW/glfw3.h>
|
|
||||||
|
|
||||||
#include "async/StaticCameraInstance.h"
|
#include "async/StaticCameraInstance.h"
|
||||||
#include "calibration/HandCalibrator.h"
|
#include "calibration/HandCalibrator.h"
|
||||||
#include "background_remover.h"
|
#include "BackgroundRemover.h"
|
||||||
#include "skin_detector.h"
|
#include "SkinDetector.h"
|
||||||
#include "finger_count.h"
|
#include "FingerCount.h"
|
||||||
namespace computervision
|
namespace computervision
|
||||||
{
|
{
|
||||||
class HandDetectRegion
|
class HandDetectRegion
|
||||||
@@ -38,12 +36,8 @@ namespace computervision
|
|||||||
std::vector<int> CalculateSkinTresholds();
|
std::vector<int> CalculateSkinTresholds();
|
||||||
|
|
||||||
void setSkinTresholds(std::vector<int>& tresholds);
|
void setSkinTresholds(std::vector<int>& tresholds);
|
||||||
void UpdateTime(float delta_time);
|
|
||||||
void SetMainSkinDetecRegion(bool val) { is_main_skin_detection_region = val; };
|
|
||||||
void SetSkinTimerCallback(std::function<void()> fun) { skin_timer_callback = fun; };
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
|
||||||
int start_x_pos;
|
int start_x_pos;
|
||||||
int start_y_pos;
|
int start_y_pos;
|
||||||
int region_height;
|
int region_height;
|
||||||
@@ -57,17 +51,6 @@ namespace computervision
|
|||||||
std::string region_id;
|
std::string region_id;
|
||||||
|
|
||||||
bool DrawHandMask(cv::Mat* input);
|
bool DrawHandMask(cv::Mat* input);
|
||||||
|
|
||||||
float time = 0;
|
|
||||||
int seconds_left = 5; // calibration countdown
|
|
||||||
|
|
||||||
bool background_calibrated = false;
|
|
||||||
bool skin_calibrated = false;
|
|
||||||
bool is_main_skin_detection_region = false;
|
|
||||||
std::function<void()> skin_timer_callback;
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
@@ -1,7 +1,14 @@
|
|||||||
|
|
||||||
#include "object_detection.h"
|
#include <opencv2/videoio.hpp>
|
||||||
|
#include <opencv2/highgui.hpp>
|
||||||
|
#include <opencv2/video.hpp>
|
||||||
|
|
||||||
#define TIME_DURATION 1.0f
|
#include "ObjectDetection.h"
|
||||||
|
#include "BackgroundRemover.h"
|
||||||
|
#include "SkinDetector.h"
|
||||||
|
#include "FingerCount.h"
|
||||||
|
#include "async/StaticCameraInstance.h"
|
||||||
|
#include "calibration/HandCalibrator.h"
|
||||||
|
|
||||||
namespace computervision
|
namespace computervision
|
||||||
{
|
{
|
||||||
@@ -18,11 +25,6 @@ namespace computervision
|
|||||||
handcalibration::HandCalibrator hand_calibrator;
|
handcalibration::HandCalibrator hand_calibrator;
|
||||||
|
|
||||||
cv::VideoCapture cap = static_camera::getCap();
|
cv::VideoCapture cap = static_camera::getCap();
|
||||||
float time = 0;
|
|
||||||
int seconds_left = 5; // calibration countdown
|
|
||||||
|
|
||||||
bool background_calibrated = false;
|
|
||||||
bool skin_calibrated = false;
|
|
||||||
|
|
||||||
ObjectDetection::ObjectDetection()
|
ObjectDetection::ObjectDetection()
|
||||||
{
|
{
|
||||||
@@ -40,20 +42,6 @@ namespace computervision
|
|||||||
|
|
||||||
bool ObjectDetection::DetectHand(Mat camera_frame, bool& hand_present)
|
bool ObjectDetection::DetectHand(Mat camera_frame, bool& hand_present)
|
||||||
{
|
{
|
||||||
//calculate deltatime
|
|
||||||
if (!background_calibrated || !skin_calibrated)
|
|
||||||
{
|
|
||||||
UpdateTime();
|
|
||||||
|
|
||||||
if (time >= TIME_DURATION)
|
|
||||||
{
|
|
||||||
std::cout << "timer finised, seconds left: " << seconds_left << std::endl;
|
|
||||||
seconds_left--;
|
|
||||||
time = 0;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
Mat input_frame = GenerateHandMaskSquare(camera_frame);
|
Mat input_frame = GenerateHandMaskSquare(camera_frame);
|
||||||
frame_out = input_frame.clone();
|
frame_out = input_frame.clone();
|
||||||
|
|
||||||
@@ -75,58 +63,37 @@ namespace computervision
|
|||||||
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
|
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
|
||||||
DrawHandMask(&camera_frame);
|
DrawHandMask(&camera_frame);
|
||||||
|
|
||||||
if (seconds_left <= 0)
|
|
||||||
{
|
|
||||||
if (!background_calibrated)
|
|
||||||
{
|
|
||||||
background_remover.calibrate(input_frame);
|
|
||||||
background_calibrated = true;
|
|
||||||
hand_calibrator.SetBackGroundCalibrated(background_calibrated);
|
|
||||||
seconds_left = 5;
|
|
||||||
time = 0;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
|
|
||||||
if (!skin_calibrated)
|
|
||||||
{
|
|
||||||
skin_detector.calibrate(input_frame);
|
|
||||||
skin_calibrated = true;
|
|
||||||
hand_calibrator.SetSkinCalibration(skin_calibrated);
|
|
||||||
time = 0;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
hand_calibrator.SetAmountOfFingers(fingers_amount);
|
hand_calibrator.SetAmountOfFingers(fingers_amount);
|
||||||
finger_count.DrawHandContours(camera_frame);
|
finger_count.DrawHandContours(camera_frame);
|
||||||
hand_calibrator.DrawHandCalibrationText(camera_frame);
|
hand_calibrator.DrawHandCalibrationText(camera_frame);
|
||||||
|
|
||||||
std::string calibration_text = (!background_calibrated ? "calibrating background in " : (!skin_calibrated ? "calibrating skin in " : ""));
|
|
||||||
calibration_text += std::to_string(seconds_left);
|
|
||||||
if (!background_calibrated || !skin_calibrated)
|
|
||||||
{
|
|
||||||
cv::rectangle(camera_frame, cv::Rect(0, camera_frame.rows - 120, 500, 50), cv::Scalar(0, 0, 0), -1);
|
|
||||||
cv::putText(camera_frame, calibration_text, cv::Point(5, camera_frame.rows-80), cv::FONT_HERSHEY_COMPLEX, 1.0, cv::Scalar(255, 0, 255), 2);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (background_calibrated && !skin_calibrated)
|
|
||||||
{
|
|
||||||
cv::putText(camera_frame, "put your hand in the square", cv::Point(5, camera_frame.rows - 100), cv::FONT_HERSHEY_COMPLEX, 1.0, cv::Scalar(255, 0, 255), 2);
|
|
||||||
}
|
|
||||||
imshow("camera", camera_frame);
|
imshow("camera", camera_frame);
|
||||||
|
|
||||||
// uncomment these lines to show debug hand information
|
|
||||||
/*imshow("output", frame_out);
|
/*imshow("output", frame_out);
|
||||||
imshow("foreground", foreground);
|
imshow("foreground", foreground);
|
||||||
imshow("handMask", handMask);
|
imshow("handMask", handMask);
|
||||||
imshow("handDetection", fingerCountDebug);*/
|
imshow("handDetection", fingerCountDebug);*/
|
||||||
|
|
||||||
hand_present = hand_calibrator.CheckIfHandPresent(handMask, handcalibration::HandDetectionType::MENU);
|
hand_present = hand_calibrator.CheckIfHandPresent(handMask,handcalibration::HandDetectionType::MENU);
|
||||||
hand_calibrator.SetHandPresent(hand_present);
|
hand_calibrator.SetHandPresent(hand_present);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
int key = waitKey(1);
|
||||||
|
|
||||||
|
if (key == 98) // b, calibrate the background
|
||||||
|
{
|
||||||
|
background_remover.calibrate(input_frame);
|
||||||
|
hand_calibrator.SetBackGroundCalibrated(true);
|
||||||
|
}
|
||||||
|
else if (key == 115) // s, calibrate the skin color
|
||||||
|
{
|
||||||
|
skin_detector.calibrate(input_frame);
|
||||||
|
hand_calibrator.SetSkinCalibration(true);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
return fingers_amount > 0;
|
return fingers_amount > 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -177,15 +144,5 @@ namespace computervision
|
|||||||
imshow("Webcam image", img);
|
imshow("Webcam image", img);
|
||||||
}
|
}
|
||||||
|
|
||||||
void ObjectDetection::UpdateTime()
|
|
||||||
{
|
|
||||||
double current_time = glfwGetTime();
|
|
||||||
static double last_frame_time = current_time;
|
|
||||||
double delt_time = current_time - last_frame_time;
|
|
||||||
last_frame_time = current_time;
|
|
||||||
|
|
||||||
time += delt_time;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
@@ -8,14 +8,6 @@
|
|||||||
#include <opencv2/core.hpp>
|
#include <opencv2/core.hpp>
|
||||||
#include <opencv2/imgproc/imgproc.hpp>
|
#include <opencv2/imgproc/imgproc.hpp>
|
||||||
#include <opencv2/highgui/highgui.hpp>
|
#include <opencv2/highgui/highgui.hpp>
|
||||||
#include <opencv2/video.hpp>
|
|
||||||
#include <GLFW/glfw3.h>
|
|
||||||
|
|
||||||
#include "background_remover.h"
|
|
||||||
#include "skin_detector.h"
|
|
||||||
#include "finger_count.h"
|
|
||||||
#include "async/StaticCameraInstance.h"
|
|
||||||
#include "calibration/HandCalibrator.h"
|
|
||||||
|
|
||||||
|
|
||||||
namespace computervision
|
namespace computervision
|
||||||
@@ -94,7 +86,6 @@ namespace computervision
|
|||||||
private:
|
private:
|
||||||
bool is_hand_open;
|
bool is_hand_open;
|
||||||
bool is_hand_present;
|
bool is_hand_present;
|
||||||
void UpdateTime();
|
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -1,4 +1,4 @@
|
|||||||
#include "skin_detector.h"
|
#include "SkinDetector.h"
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@@ -20,22 +20,77 @@ namespace entities
|
|||||||
GenerateFurnitureModels();
|
GenerateFurnitureModels();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
const FurniturePiece* HouseGenerator::GetRandomFurniturePiece()
|
||||||
|
{
|
||||||
|
FurnitureType random_type = FurnitureType::CEILING_OBJECTS;
|
||||||
|
while (random_type == FurnitureType::CEILING_OBJECTS ) {
|
||||||
|
random_type = FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
|
||||||
|
}
|
||||||
|
|
||||||
|
for (std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
|
||||||
|
{
|
||||||
|
if (it->furniture.type == random_type)
|
||||||
|
{
|
||||||
|
return &it->furniture;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
const FurniturePiece* HouseGenerator::GetFurniturePiece(FurnitureType type)
|
||||||
|
{
|
||||||
|
for (std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
|
||||||
|
{
|
||||||
|
if (it->furniture.type == type)
|
||||||
|
{
|
||||||
|
return &it->furniture;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
std::deque<std::shared_ptr<Entity>> HouseGenerator::GenerateHouse(const glm::vec3& position, float y_rotation)
|
std::deque<std::shared_ptr<Entity>> HouseGenerator::GenerateHouse(const glm::vec3& position, float y_rotation)
|
||||||
{
|
{
|
||||||
std::deque<std::shared_ptr<Entity>> furniture;
|
std::deque<std::shared_ptr<Entity>> furniture;
|
||||||
|
|
||||||
// Add house
|
// Add house
|
||||||
furniture.push_front(std::make_shared<Entity>(house_model, position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE));
|
furniture.push_front(std::make_shared<Entity>(house_model, position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE));
|
||||||
|
int house_size_x = house_model.raw_model.model_size.x * HOUSE_SIZE;
|
||||||
|
int house_size_y = house_model.raw_model.model_size.x * HOUSE_SIZE;
|
||||||
|
int house_size_z = house_model.raw_model.model_size.x * HOUSE_SIZE;
|
||||||
|
|
||||||
for(int i = 0; i<toolbox::Random(1,4);i++)
|
int offset_x = house_model.raw_model.model_size.z * (HOUSE_SIZE / 2);
|
||||||
|
int offset_z = 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));
|
//if (toolbox::Random(0, 100) < 90) {
|
||||||
models::TexturedModel model = GetFurnitureModel(type);
|
const FurniturePiece* furniture_piece = GetRandomFurniturePiece();
|
||||||
glm::vec3 model_pos = glm::vec3(position.x, position.y, position.z);
|
if (furniture_piece->type != FurnitureType::CEILING_OBJECTS) {
|
||||||
|
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 };
|
collision::Box model_box = { model_pos, model.raw_model.model_size };
|
||||||
model_box.SetRotation(-90);
|
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.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_box));
|
||||||
}
|
}
|
||||||
|
//}
|
||||||
|
//}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
models::TexturedModel model = GetFurnitureModel(GetFurniturePiece(FurnitureType::CEILING_OBJECTS));
|
||||||
|
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, model_box));
|
||||||
|
|
||||||
|
return furniture;
|
||||||
|
|
||||||
/*
|
/*
|
||||||
// Add furniture
|
// Add furniture
|
||||||
@@ -85,22 +140,31 @@ namespace entities
|
|||||||
collision::Box misc_box = { misc_pos, misc.raw_model.model_size };
|
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));
|
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 FurniturePiece* furniture)
|
||||||
{
|
{
|
||||||
const auto found = furniture_models.find(furniture);
|
std::deque<models::TexturedModel>* furniture_list = nullptr;
|
||||||
if (found == furniture_models.end())
|
|
||||||
|
for (std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
|
||||||
|
{
|
||||||
|
if (it->furniture.type == furniture->type)
|
||||||
|
{
|
||||||
|
furniture_list = &it->texture;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (furniture_list == nullptr)
|
||||||
{
|
{
|
||||||
std::cerr << "OH NEEEEEEEEEEEEEEE";
|
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 furniture_list->at(modelNumber);
|
||||||
|
|
||||||
return models[modelNumber];
|
//return {};
|
||||||
}
|
}
|
||||||
|
|
||||||
void HouseGenerator::GenerateFurnitureModels()
|
void HouseGenerator::GenerateFurnitureModels()
|
||||||
@@ -120,7 +184,12 @@ namespace entities
|
|||||||
models::TexturedModel couch_inside3 = { couch_inside_model3, default_texture };
|
models::TexturedModel couch_inside3 = { couch_inside_model3, default_texture };
|
||||||
couches.push_back(couch_inside3);
|
couches.push_back(couch_inside3);
|
||||||
|
|
||||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::COUCH, couches));
|
FurnitureModel couch;
|
||||||
|
couch.furniture = {
|
||||||
|
FurnitureType::COUCH, 2 };
|
||||||
|
couch.texture = couches;
|
||||||
|
|
||||||
|
furniture_models.push_back(couch);
|
||||||
|
|
||||||
// Tables
|
// Tables
|
||||||
std::deque<models::TexturedModel> tables;
|
std::deque<models::TexturedModel> tables;
|
||||||
@@ -137,7 +206,12 @@ namespace entities
|
|||||||
models::TexturedModel table3 = { table_model3, default_texture };
|
models::TexturedModel table3 = { table_model3, default_texture };
|
||||||
tables.push_back(table3);
|
tables.push_back(table3);
|
||||||
|
|
||||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::TABLE, tables));
|
FurnitureModel table;
|
||||||
|
table.furniture = {
|
||||||
|
FurnitureType::TABLE, 2 };
|
||||||
|
table.texture = tables;
|
||||||
|
|
||||||
|
furniture_models.push_back(table);
|
||||||
|
|
||||||
// Chairs
|
// Chairs
|
||||||
std::deque<models::TexturedModel> chairs;
|
std::deque<models::TexturedModel> chairs;
|
||||||
@@ -154,8 +228,12 @@ namespace entities
|
|||||||
models::TexturedModel chair3 = { chair_model3, default_texture };
|
models::TexturedModel chair3 = { chair_model3, default_texture };
|
||||||
chairs.push_back(chair3);
|
chairs.push_back(chair3);
|
||||||
|
|
||||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::CHAIR, chairs));
|
FurnitureModel chair;
|
||||||
|
chair.furniture = {
|
||||||
|
FurnitureType::CHAIR, 1 };
|
||||||
|
chair.texture = chairs;
|
||||||
|
|
||||||
|
furniture_models.push_back(chair);
|
||||||
|
|
||||||
// Plants
|
// Plants
|
||||||
std::deque<models::TexturedModel> plants;
|
std::deque<models::TexturedModel> plants;
|
||||||
@@ -172,7 +250,12 @@ namespace entities
|
|||||||
models::TexturedModel plant3 = { plant_model3, default_texture };
|
models::TexturedModel plant3 = { plant_model3, default_texture };
|
||||||
plants.push_back(plant3);
|
plants.push_back(plant3);
|
||||||
|
|
||||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::PLANT, plants));
|
FurnitureModel plant;
|
||||||
|
plant.furniture = {
|
||||||
|
FurnitureType::PLANT, 1 };
|
||||||
|
plant.texture = plants;
|
||||||
|
|
||||||
|
furniture_models.push_back(plant);
|
||||||
|
|
||||||
// Guitars
|
// Guitars
|
||||||
std::deque<models::TexturedModel> guitars;
|
std::deque<models::TexturedModel> guitars;
|
||||||
@@ -185,7 +268,12 @@ namespace entities
|
|||||||
models::TexturedModel guitar2 = { guitar_model2, default_texture };
|
models::TexturedModel guitar2 = { guitar_model2, default_texture };
|
||||||
guitars.push_back(guitar2);
|
guitars.push_back(guitar2);
|
||||||
|
|
||||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::GUITAR, guitars));
|
FurnitureModel guitar;
|
||||||
|
guitar.furniture = {
|
||||||
|
FurnitureType::GUITAR, 1 };
|
||||||
|
guitar.texture = guitars;
|
||||||
|
|
||||||
|
furniture_models.push_back(guitar);
|
||||||
|
|
||||||
// Bookshelves
|
// Bookshelves
|
||||||
std::deque<models::TexturedModel> bookshelves;
|
std::deque<models::TexturedModel> bookshelves;
|
||||||
@@ -202,7 +290,12 @@ namespace entities
|
|||||||
models::TexturedModel bookshelf3 = { bookshelf_model3, default_texture };
|
models::TexturedModel bookshelf3 = { bookshelf_model3, default_texture };
|
||||||
bookshelves.push_back(bookshelf3);
|
bookshelves.push_back(bookshelf3);
|
||||||
|
|
||||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::BOOKSHELF, bookshelves));
|
FurnitureModel bookshelf;
|
||||||
|
bookshelf.furniture = {
|
||||||
|
FurnitureType::BOOKSHELF, 1 };
|
||||||
|
bookshelf.texture = bookshelves;
|
||||||
|
|
||||||
|
furniture_models.push_back(bookshelf);
|
||||||
|
|
||||||
// Lamps
|
// Lamps
|
||||||
std::deque<models::TexturedModel>lamps;
|
std::deque<models::TexturedModel>lamps;
|
||||||
@@ -215,7 +308,12 @@ namespace entities
|
|||||||
models::TexturedModel lamp2 = { lamp_model2, default_texture };
|
models::TexturedModel lamp2 = { lamp_model2, default_texture };
|
||||||
lamps.push_back(lamp2);
|
lamps.push_back(lamp2);
|
||||||
|
|
||||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::LAMP, lamps));
|
FurnitureModel lamp;
|
||||||
|
lamp.furniture = {
|
||||||
|
FurnitureType::LAMP, 1 };
|
||||||
|
lamp.texture = lamps;
|
||||||
|
|
||||||
|
furniture_models.push_back(lamp);
|
||||||
|
|
||||||
// Ceiling objects
|
// Ceiling objects
|
||||||
std::deque<models::TexturedModel>ceiling_Objects;
|
std::deque<models::TexturedModel>ceiling_Objects;
|
||||||
@@ -236,7 +334,12 @@ namespace entities
|
|||||||
models::TexturedModel ceiling_Obj4 = { ceiling_Obj_model4, default_texture };
|
models::TexturedModel ceiling_Obj4 = { ceiling_Obj_model4, default_texture };
|
||||||
ceiling_Objects.push_back(ceiling_Obj4);
|
ceiling_Objects.push_back(ceiling_Obj4);
|
||||||
|
|
||||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::CEILING_OBJECTS, ceiling_Objects));
|
FurnitureModel ceiling_object;
|
||||||
|
ceiling_object.furniture = {
|
||||||
|
FurnitureType::CEILING_OBJECTS, 1 };
|
||||||
|
ceiling_object.texture = ceiling_Objects;
|
||||||
|
|
||||||
|
furniture_models.push_back(ceiling_object);
|
||||||
|
|
||||||
// Miscs
|
// Miscs
|
||||||
std::deque<models::TexturedModel> miscs;
|
std::deque<models::TexturedModel> miscs;
|
||||||
@@ -253,6 +356,11 @@ namespace entities
|
|||||||
models::TexturedModel misc3 = { misc_model3, default_texture };
|
models::TexturedModel misc3 = { misc_model3, default_texture };
|
||||||
miscs.push_back(misc3);
|
miscs.push_back(misc3);
|
||||||
|
|
||||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::MISC, miscs));
|
FurnitureModel misc;
|
||||||
|
misc.furniture = {
|
||||||
|
FurnitureType::MISC, 1 };
|
||||||
|
misc.texture = miscs;
|
||||||
|
|
||||||
|
furniture_models.push_back(misc);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -20,6 +20,24 @@ namespace entities
|
|||||||
CEILING_OBJECTS,
|
CEILING_OBJECTS,
|
||||||
MISC
|
MISC
|
||||||
};
|
};
|
||||||
|
struct FurniturePiece
|
||||||
|
{
|
||||||
|
FurnitureType type;
|
||||||
|
int size;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct FurnitureModel
|
||||||
|
{
|
||||||
|
FurniturePiece furniture;
|
||||||
|
std::deque<models::TexturedModel> texture;
|
||||||
|
|
||||||
|
bool operator<(FurnitureModel a)
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
class HouseGenerator
|
class HouseGenerator
|
||||||
{
|
{
|
||||||
@@ -29,8 +47,8 @@ namespace entities
|
|||||||
models::TexturedModel house_model;
|
models::TexturedModel house_model;
|
||||||
models::ModelTexture default_texture;
|
models::ModelTexture default_texture;
|
||||||
|
|
||||||
std::map<FurnitureType, std::deque<models::TexturedModel>> furniture_models;
|
//std::map<FurniturePiece, std::deque<models::TexturedModel>> furniture_models;
|
||||||
|
std::deque<FurnitureModel> furniture_models;
|
||||||
public:
|
public:
|
||||||
HouseGenerator();
|
HouseGenerator();
|
||||||
|
|
||||||
@@ -50,6 +68,9 @@ namespace entities
|
|||||||
float GetHouseDepth() const { return house_model.raw_model.model_size.x * HOUSE_SIZE; }
|
float GetHouseDepth() const { return house_model.raw_model.model_size.x * HOUSE_SIZE; }
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
const FurniturePiece* GetRandomFurniturePiece();
|
||||||
|
const FurniturePiece* GetFurniturePiece(FurnitureType type);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* @brief: This function loads all the 3D furniture models
|
* @brief: This function loads all the 3D furniture models
|
||||||
*/
|
*/
|
||||||
@@ -62,6 +83,6 @@ namespace entities
|
|||||||
*
|
*
|
||||||
* @return: The model of the random furniture of the chosen furniture type
|
* @return: The model of the random furniture of the chosen furniture type
|
||||||
*/
|
*/
|
||||||
models::TexturedModel GetFurnitureModel(FurnitureType furniture);
|
models::TexturedModel GetFurnitureModel(const FurniturePiece* furniture);
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -19,7 +19,7 @@ namespace gui
|
|||||||
*/
|
*/
|
||||||
struct GuiTexture
|
struct GuiTexture
|
||||||
{
|
{
|
||||||
int texture;
|
GLuint texture;
|
||||||
glm::vec2 position;
|
glm::vec2 position;
|
||||||
glm::vec2 scale;
|
glm::vec2 scale;
|
||||||
|
|
||||||
|
|||||||
@@ -28,7 +28,7 @@
|
|||||||
#include "scenes/in_Game_Scene.h"
|
#include "scenes/in_Game_Scene.h"
|
||||||
#include "scenes/startup_Scene.h"
|
#include "scenes/startup_Scene.h"
|
||||||
|
|
||||||
#include "computervision/object_detection.h"
|
#include "computervision/ObjectDetection.h"
|
||||||
//#include "computervision/OpenPoseImage.h"
|
//#include "computervision/OpenPoseImage.h"
|
||||||
#include "computervision/OpenPoseVideo.h"
|
#include "computervision/OpenPoseVideo.h"
|
||||||
|
|
||||||
|
|||||||
@@ -109,88 +109,6 @@ namespace render_engine
|
|||||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Enable depth test again
|
|
||||||
glEnable(GL_DEPTH_TEST);
|
|
||||||
|
|
||||||
// Disable alpha blending
|
|
||||||
glDisable(GL_BLEND);
|
|
||||||
|
|
||||||
// Disable the VBO and VAO
|
|
||||||
glDisableVertexAttribArray(0);
|
|
||||||
glBindVertexArray(0);
|
|
||||||
|
|
||||||
shader.Stop();
|
|
||||||
}
|
|
||||||
|
|
||||||
void Render(std::vector<std::shared_ptr<gui::GuiTexture>>& guis, shaders::GuiShader& shader)
|
|
||||||
{
|
|
||||||
shader.Start();
|
|
||||||
|
|
||||||
// Enable the VAO and the positions VBO
|
|
||||||
glBindVertexArray(quad.vao_id);
|
|
||||||
glEnableVertexAttribArray(0);
|
|
||||||
|
|
||||||
// Enable alpha blending (for transparency in the texture)
|
|
||||||
glEnable(GL_BLEND);
|
|
||||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
||||||
|
|
||||||
// Disable depth testing to textures with transparency can overlap
|
|
||||||
glDisable(GL_DEPTH_TEST);
|
|
||||||
|
|
||||||
// Render each gui to the screen
|
|
||||||
for (std::shared_ptr<gui::GuiTexture> gui : guis)
|
|
||||||
{
|
|
||||||
// Bind the texture of the gui to the shader
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, gui->texture);
|
|
||||||
|
|
||||||
glm::mat4 matrix = toolbox::CreateModelMatrix(gui->position, gui->scale);
|
|
||||||
shader.LoadModelMatrix(matrix);
|
|
||||||
|
|
||||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
|
|
||||||
|
|
||||||
std::cout << "in render method, gui x value: " << gui.get()->scale.x << std::endl;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Enable depth test again
|
|
||||||
glEnable(GL_DEPTH_TEST);
|
|
||||||
|
|
||||||
// Disable alpha blending
|
|
||||||
glDisable(GL_BLEND);
|
|
||||||
|
|
||||||
// Disable the VBO and VAO
|
|
||||||
glDisableVertexAttribArray(0);
|
|
||||||
glBindVertexArray(0);
|
|
||||||
|
|
||||||
shader.Stop();
|
|
||||||
}
|
|
||||||
|
|
||||||
void Render(std::shared_ptr<gui::GuiTexture>& gui, shaders::GuiShader& shader)
|
|
||||||
{
|
|
||||||
shader.Start();
|
|
||||||
|
|
||||||
// Enable the VAO and the positions VBO
|
|
||||||
glBindVertexArray(quad.vao_id);
|
|
||||||
glEnableVertexAttribArray(0);
|
|
||||||
|
|
||||||
// Enable alpha blending (for transparency in the texture)
|
|
||||||
glEnable(GL_BLEND);
|
|
||||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
||||||
|
|
||||||
// Disable depth testing to textures with transparency can overlap
|
|
||||||
glDisable(GL_DEPTH_TEST);
|
|
||||||
|
|
||||||
// Render each gui to the screen
|
|
||||||
// Bind the texture of the gui to the shader
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, gui->texture);
|
|
||||||
|
|
||||||
glm::mat4 matrix = toolbox::CreateModelMatrix(gui->position, gui->scale);
|
|
||||||
shader.LoadModelMatrix(matrix);
|
|
||||||
|
|
||||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
|
|
||||||
|
|
||||||
|
|
||||||
// Enable depth test again
|
// Enable depth test again
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
|||||||
@@ -40,22 +40,5 @@ namespace render_engine
|
|||||||
@param shade: The shader the GUI textures need to be rendered with
|
@param shade: The shader the GUI textures need to be rendered with
|
||||||
*/
|
*/
|
||||||
void Render(std::vector<gui::GuiTexture*>& guis, shaders::GuiShader& shader);
|
void Render(std::vector<gui::GuiTexture*>& guis, shaders::GuiShader& shader);
|
||||||
|
|
||||||
/*
|
|
||||||
* @brief: renders guis elements from a shared pointer vector
|
|
||||||
*
|
|
||||||
* @param guis: List with GUI textures to render
|
|
||||||
* @param sahde: The shader to use
|
|
||||||
*/
|
|
||||||
void Render(std::vector<std::shared_ptr<gui::GuiTexture>>& guis, shaders::GuiShader& shader);
|
|
||||||
|
|
||||||
|
|
||||||
/*
|
|
||||||
* @brief renders 1 gui element.
|
|
||||||
*
|
|
||||||
* @param gui: the texture to render
|
|
||||||
* @param shader: the shader to use
|
|
||||||
*/
|
|
||||||
void Render(std::shared_ptr<gui::GuiTexture>& gui, shaders::GuiShader& shader);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,9 +1,32 @@
|
|||||||
|
#include <iostream>
|
||||||
|
#include <memory>
|
||||||
|
#include <GL/glew.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
#include "in_Game_Scene.h"
|
#include "in_Game_Scene.h"
|
||||||
|
#include "startup_Scene.h"
|
||||||
|
#include "../entities/main_character.h"
|
||||||
|
#include "../collision/collision_handler.h"
|
||||||
|
#include "../gui/gui_interactable.h"
|
||||||
|
#include "../models/model.h"
|
||||||
|
#include "../renderEngine/loader.h"
|
||||||
|
#include "../renderEngine/obj_loader.h"
|
||||||
|
#include "../renderEngine/renderer.h"
|
||||||
|
#include "../shaders/entity_shader.h"
|
||||||
|
#include "../toolbox/toolbox.h"
|
||||||
|
#include "../entities/house_generator.h"
|
||||||
|
#include <deque>
|
||||||
|
#include <functional>
|
||||||
|
#include <memory>
|
||||||
|
#include <queue>
|
||||||
|
#include <opencv2/core/base.hpp>
|
||||||
|
#include "../computervision/HandDetectRegion.h"
|
||||||
|
#include "../computervision/ObjectDetection.h"
|
||||||
|
|
||||||
#define MAX_MODEL_DEQUE_SIZE 6 // max amount of models to load at the same time
|
#define MAX_MODEL_DEQUE_SIZE 6 // max amount of models to load at the same time
|
||||||
#define UPCOMING_MODEL_AMOUNT 4 // how much models should be loaded in front of us
|
#define UPCOMING_MODEL_AMOUNT 4 // how much models should be loaded in front of us
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
namespace scene
|
namespace scene
|
||||||
{
|
{
|
||||||
std::shared_ptr<entities::MainCharacter>main_character;
|
std::shared_ptr<entities::MainCharacter>main_character;
|
||||||
@@ -16,13 +39,10 @@ namespace scene
|
|||||||
shaders::EntityShader* shader;
|
shaders::EntityShader* shader;
|
||||||
shaders::GuiShader* gui_shader;
|
shaders::GuiShader* gui_shader;
|
||||||
std::vector<gui::GuiTexture*> guis;
|
std::vector<gui::GuiTexture*> guis;
|
||||||
std::vector<std::shared_ptr<gui::GuiTexture>> score_textures;
|
|
||||||
|
|
||||||
int furniture_count_old;
|
int furniture_count_old;
|
||||||
int score;
|
int score;
|
||||||
|
|
||||||
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);
|
computervision::HandDetectRegion reg_left("left", 0, 0, 150, 150), reg_right("right", 0, 0, 150, 150), reg_up("up", 0, 0, 150, 150);
|
||||||
|
|
||||||
@@ -40,23 +60,7 @@ namespace scene
|
|||||||
gui_shader = new shaders::GuiShader();
|
gui_shader = new shaders::GuiShader();
|
||||||
gui_shader->Init();
|
gui_shader->Init();
|
||||||
score = 0;
|
score = 0;
|
||||||
|
|
||||||
for (int i = 0; i <= 9; i++)
|
|
||||||
{
|
|
||||||
std::shared_ptr<gui::GuiTexture> score_pointer;
|
|
||||||
|
|
||||||
std::string texture_path = "res/";
|
|
||||||
texture_path += std::to_string(i);
|
|
||||||
texture_path += ".png";
|
|
||||||
|
|
||||||
score_pointer = std::make_unique<gui::GuiTexture>(render_engine::loader::LoadTexture(texture_path), glm::vec2(-0.9f, 0.8f), glm::vec2(0.07, 0.15));
|
|
||||||
|
|
||||||
score_textures.push_back(score_pointer);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* temporary!!!!
|
* temporary!!!!
|
||||||
* just to make some bounding boxes
|
* just to make some bounding boxes
|
||||||
@@ -80,30 +84,25 @@ namespace scene
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void In_Game_Scene::SetupHandDetection()
|
/**
|
||||||
|
* @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera.
|
||||||
|
*
|
||||||
|
* @param model_pos the amount of models the camera has passed already. This is the rounded result of (z position of camera) / (size of model)
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
void load_chunk(int model_pos)
|
||||||
{
|
{
|
||||||
|
static unsigned int furniture_count = 0;
|
||||||
|
|
||||||
// set up squares according to size of camera input
|
// set up squares according to size of camera input
|
||||||
cv::Mat camera_frame;
|
cv::Mat camera_frame;
|
||||||
static_camera::getCap().read(camera_frame); // get camera frame to know the width and heigth
|
static_camera::getCap().read(camera_frame); // get camera frame to know the width and heigth
|
||||||
|
|
||||||
reg_left.SetMainSkinDetecRegion(true);
|
|
||||||
reg_right.SetMainSkinDetecRegion(false);
|
|
||||||
reg_right.SetMainSkinDetecRegion(false);
|
|
||||||
std::function<void()> callback = [this]() {OnSkinCalibrationCallback(); };
|
|
||||||
reg_left.SetSkinTimerCallback(callback);
|
|
||||||
|
|
||||||
reg_left.SetXPos(10);
|
reg_left.SetXPos(10);
|
||||||
reg_left.SetYPos(camera_frame.rows / 2 - reg_left.GetHeight() / 2);
|
reg_left.SetYPos(camera_frame.rows / 2 - reg_left.GetHeight() / 2);
|
||||||
reg_right.SetXPos(camera_frame.cols - 10 - reg_right.GetWidth());
|
reg_right.SetXPos(camera_frame.cols - 10 - reg_right.GetWidth());
|
||||||
reg_right.SetYPos(camera_frame.rows / 2 - reg_right.GetHeight() / 2);
|
reg_right.SetYPos(camera_frame.rows / 2 - reg_right.GetHeight() / 2);
|
||||||
reg_up.SetXPos(camera_frame.cols / 2 - reg_up.GetWidth() / 2);
|
reg_up.SetXPos(camera_frame.cols / 2 - reg_up.GetWidth() / 2);
|
||||||
reg_up.SetYPos(10);
|
reg_up.SetYPos(10);
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void In_Game_Scene::LoadChunk(int model_pos)
|
|
||||||
{
|
|
||||||
static unsigned int furniture_count = 0;
|
|
||||||
std::cout << "loading model chunk" << std::endl;
|
std::cout << "loading model chunk" << std::endl;
|
||||||
if (house_models.size() >= MAX_MODEL_DEQUE_SIZE * furniture_count)
|
if (house_models.size() >= MAX_MODEL_DEQUE_SIZE * furniture_count)
|
||||||
{
|
{
|
||||||
@@ -138,13 +137,10 @@ namespace scene
|
|||||||
main_character = std::make_shared<entities::MainCharacter>(model_char, glm::vec3(0, -50, -100), glm::vec3(0, 90, 0), 5, char_box);
|
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);
|
collision_entities.push_back(main_character);
|
||||||
house_generator = new entities::HouseGenerator();
|
house_generator = new entities::HouseGenerator();
|
||||||
|
|
||||||
SetupHandDetection();
|
|
||||||
|
|
||||||
// load the first few house models
|
// load the first few house models
|
||||||
for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
|
for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
|
||||||
{
|
{
|
||||||
LoadChunk(i);
|
load_chunk(i);
|
||||||
}
|
}
|
||||||
|
|
||||||
lights.push_back(entities::Light(glm::vec3(0, 1000, 7000), glm::vec3(5, 5, 5))); // sun
|
lights.push_back(entities::Light(glm::vec3(0, 1000, 7000), glm::vec3(5, 5, 5))); // sun
|
||||||
@@ -245,15 +241,13 @@ namespace scene
|
|||||||
|
|
||||||
// Stop rendering the entities
|
// Stop rendering the entities
|
||||||
shader->Stop();
|
shader->Stop();
|
||||||
|
|
||||||
DrawScore(score);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//updates certain variables
|
//updates certain variables
|
||||||
void scene::In_Game_Scene::update(GLFWwindow* window)
|
void scene::In_Game_Scene::update(GLFWwindow* window)
|
||||||
{
|
{
|
||||||
UpdateDeltaTime();
|
|
||||||
//camera.Move(window);
|
//camera.Move(window);
|
||||||
|
|
||||||
main_character->Move(window);
|
main_character->Move(window);
|
||||||
|
|
||||||
//std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n";
|
//std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n";
|
||||||
@@ -266,19 +260,16 @@ namespace scene
|
|||||||
// if we have passed a model, load a new one and delete the one behind us
|
// if we have passed a model, load a new one and delete the one behind us
|
||||||
if (last_model_pos != model_pos)
|
if (last_model_pos != model_pos)
|
||||||
{
|
{
|
||||||
LoadChunk(model_pos + UPCOMING_MODEL_AMOUNT);
|
load_chunk(model_pos + UPCOMING_MODEL_AMOUNT);
|
||||||
score += furniture_count_old;
|
score += furniture_count_old;
|
||||||
std::cout << "Score: " << score << std::endl;
|
std::cout << "Score: " << score << std::endl;
|
||||||
std::cout << "Furniture_count_old in model (house excluded): " << furniture_count_old << std::endl;
|
std::cout << "Funriture_count_old in model (house excluded): " << furniture_count_old << std::endl;
|
||||||
|
|
||||||
}
|
}
|
||||||
// remember the position at which the new model was added
|
// remember the position at which the new model was added
|
||||||
last_model_pos = model_pos;
|
last_model_pos = model_pos;
|
||||||
|
|
||||||
collision::CheckCollisions(collision_entities);
|
collision::CheckCollisions(collision_entities);
|
||||||
update_hand_detection();
|
update_hand_detection();
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//manages the key input in the game scene
|
//manages the key input in the game scene
|
||||||
@@ -297,14 +288,24 @@ namespace scene
|
|||||||
{
|
{
|
||||||
game_state = scene::Game_State::RUNNING;
|
game_state = scene::Game_State::RUNNING;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
reg_left.CalibrateBackground();
|
||||||
|
reg_right.CalibrateBackground();
|
||||||
|
reg_up.CalibrateBackground();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
std::vector<int> tresholds = reg_left.CalculateSkinTresholds();
|
||||||
|
reg_right.setSkinTresholds(tresholds);
|
||||||
|
reg_up.setSkinTresholds(tresholds);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void scene::In_Game_Scene::update_hand_detection()
|
void scene::In_Game_Scene::update_hand_detection()
|
||||||
{
|
{
|
||||||
reg_left.UpdateTime(delta_time);
|
|
||||||
reg_right.UpdateTime(delta_time);
|
|
||||||
reg_up.UpdateTime(delta_time);
|
|
||||||
|
|
||||||
cv::Mat camera_frame;
|
cv::Mat camera_frame;
|
||||||
static_camera::getCap().read(camera_frame);
|
static_camera::getCap().read(camera_frame);
|
||||||
reg_left.DetectHand(camera_frame);
|
reg_left.DetectHand(camera_frame);
|
||||||
@@ -314,41 +315,9 @@ namespace scene
|
|||||||
cv::imshow("camera", camera_frame);
|
cv::imshow("camera", camera_frame);
|
||||||
}
|
}
|
||||||
|
|
||||||
void scene::In_Game_Scene::OnSkinCalibrationCallback()
|
|
||||||
{
|
|
||||||
std::cout << "on skin calibration callback" << std::endl;
|
|
||||||
std::vector<int> tresholds = reg_left.CalculateSkinTresholds();
|
|
||||||
reg_right.setSkinTresholds(tresholds);
|
|
||||||
reg_up.setSkinTresholds(tresholds);
|
|
||||||
}
|
|
||||||
|
|
||||||
//renders the models for the pause menu
|
//renders the models for the pause menu
|
||||||
void In_Game_Scene::render_pause_menu()
|
void In_Game_Scene::render_pause_menu()
|
||||||
{
|
{
|
||||||
render_engine::renderer::Render(pause_guis, *gui_shader);
|
render_engine::renderer::Render(pause_guis, *gui_shader);
|
||||||
}
|
}
|
||||||
|
|
||||||
void In_Game_Scene::DrawScore(int score)
|
|
||||||
{
|
|
||||||
std::vector<int> digits;
|
|
||||||
score_guis.clear();
|
|
||||||
|
|
||||||
toolbox::GetDigitsFromNumber(score, digits);
|
|
||||||
|
|
||||||
for (int i = digits.size() - 1; i >= 0; i--)
|
|
||||||
{
|
|
||||||
score_textures[digits[i]].get()->position.x = 0.15 * i - 0.9; // place the number at the top left. the numbers are just fine tuned to get the position just right
|
|
||||||
render_engine::renderer::Render(score_textures[digits[i]], *gui_shader);
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void In_Game_Scene::UpdateDeltaTime()
|
|
||||||
{
|
|
||||||
double current_time = glfwGetTime();
|
|
||||||
static double last_frame_time = current_time;
|
|
||||||
delta_time = current_time - last_frame_time;
|
|
||||||
last_frame_time = current_time;
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -3,18 +3,6 @@
|
|||||||
#include <ostream>
|
#include <ostream>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
#include <memory>
|
#include <memory>
|
||||||
#include <string>
|
|
||||||
#include <opencv2/core/base.hpp>
|
|
||||||
#include <opencv2/imgcodecs.hpp>
|
|
||||||
#include <opencv2/imgproc.hpp>
|
|
||||||
#include <GL/glew.h>
|
|
||||||
#include <GLFW/glfw3.h>
|
|
||||||
#include <deque>
|
|
||||||
#include <functional>
|
|
||||||
#include <queue>
|
|
||||||
#include <opencv2/core/base.hpp>
|
|
||||||
|
|
||||||
#include "startup_Scene.h"
|
|
||||||
#include "scene.h"
|
#include "scene.h"
|
||||||
#include "../gui/gui_interactable.h"
|
#include "../gui/gui_interactable.h"
|
||||||
#include "../models/model.h"
|
#include "../models/model.h"
|
||||||
@@ -23,12 +11,6 @@
|
|||||||
#include "../renderEngine/renderer.h"
|
#include "../renderEngine/renderer.h"
|
||||||
#include "../shaders/entity_shader.h"
|
#include "../shaders/entity_shader.h"
|
||||||
#include "../toolbox/toolbox.h"
|
#include "../toolbox/toolbox.h"
|
||||||
#include "../entities/main_character.h"
|
|
||||||
#include "../collision/collision_handler.h"
|
|
||||||
#include "../entities/house_generator.h"
|
|
||||||
#include "../computervision/hand_detect_region.h"
|
|
||||||
#include "../computervision/object_detection.h"
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
namespace scene
|
namespace scene
|
||||||
@@ -71,10 +53,6 @@ namespace scene
|
|||||||
std::vector<gui::GuiTexture*> guis;
|
std::vector<gui::GuiTexture*> guis;
|
||||||
//pause_guis is a list of components that will be rendered when the game is paused.
|
//pause_guis is a list of components that will be rendered when the game is paused.
|
||||||
std::vector<gui::GuiTexture*> pause_guis;
|
std::vector<gui::GuiTexture*> pause_guis;
|
||||||
// list of gui texture that holds the textures for the score
|
|
||||||
std::vector<std::shared_ptr<gui::GuiTexture>> score_guis;
|
|
||||||
|
|
||||||
void UpdateDeltaTime();
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @brief renders the objects/gui models
|
* @brief renders the objects/gui models
|
||||||
@@ -82,40 +60,8 @@ namespace scene
|
|||||||
* @return void
|
* @return void
|
||||||
*/
|
*/
|
||||||
void render_pause_menu();
|
void render_pause_menu();
|
||||||
|
|
||||||
/**
|
|
||||||
* @brief updates the hand detection with the deltatime and checks the hand detection for each region. als updates the camera display
|
|
||||||
*
|
|
||||||
*/
|
|
||||||
void update_hand_detection();
|
void update_hand_detection();
|
||||||
|
|
||||||
/**
|
|
||||||
* @brief sets up the hand detection regions and sets the callbacks for the skin calibration.
|
|
||||||
*
|
|
||||||
*/
|
|
||||||
void SetupHandDetection();
|
|
||||||
|
|
||||||
/**
|
|
||||||
* @brief callback that gets called when the left skin detect region timout has been reached. sets the other regions with the skin data from the first region
|
|
||||||
*
|
|
||||||
*/
|
|
||||||
void OnSkinCalibrationCallback();
|
|
||||||
|
|
||||||
/**
|
|
||||||
* @brief draws the score on the screen with the digit resources.
|
|
||||||
*
|
|
||||||
* @param score the score to display.
|
|
||||||
*/
|
|
||||||
void DrawScore(int score);
|
|
||||||
|
|
||||||
/**
|
|
||||||
* @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera.
|
|
||||||
*
|
|
||||||
* @param model_pos the amount of models the camera has passed already. This is the rounded result of (z position of camera) / (size of model)
|
|
||||||
*
|
|
||||||
*/
|
|
||||||
void LoadChunk(int model_pos);
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
In_Game_Scene();
|
In_Game_Scene();
|
||||||
~In_Game_Scene();
|
~In_Game_Scene();
|
||||||
@@ -151,9 +97,6 @@ namespace scene
|
|||||||
* @return void
|
* @return void
|
||||||
*/
|
*/
|
||||||
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
47
src/scenes/loading_Scene.cpp
Normal file
47
src/scenes/loading_Scene.cpp
Normal file
@@ -0,0 +1,47 @@
|
|||||||
|
#include "loading_Scene.h"
|
||||||
|
#include "../renderEngine/Renderer.h"
|
||||||
|
#include "../renderEngine/Loader.h"
|
||||||
|
#include "../gui/gui_element.h"
|
||||||
|
|
||||||
|
namespace scene
|
||||||
|
{
|
||||||
|
|
||||||
|
Loading_Scene::Loading_Scene()
|
||||||
|
{
|
||||||
|
gui_shader = new shaders::GuiShader();
|
||||||
|
gui_shader->Init();
|
||||||
|
}
|
||||||
|
|
||||||
|
Loading_Scene::~Loading_Scene()
|
||||||
|
{
|
||||||
|
delete gui_shader;
|
||||||
|
}
|
||||||
|
|
||||||
|
Scenes Loading_Scene::start(GLFWwindow* window)
|
||||||
|
{
|
||||||
|
render();
|
||||||
|
return Scenes::STARTUP;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Loading_Scene::render()
|
||||||
|
{
|
||||||
|
/*render_engine::renderer::Prepare();
|
||||||
|
|
||||||
|
gui::GuiTexture loading_image = { render_engine::loader::LoadTexture("res/menu_item_start1.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);*/
|
||||||
|
}
|
||||||
|
|
||||||
|
void Loading_Scene::update(GLFWwindow* window)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void Loading_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
}
|
||||||
63
src/scenes/loading_Scene.h
Normal file
63
src/scenes/loading_Scene.h
Normal file
@@ -0,0 +1,63 @@
|
|||||||
|
#pragma once
|
||||||
|
#pragma once
|
||||||
|
#include "scene.h"
|
||||||
|
#include "../gui/gui_element.h"
|
||||||
|
#include "../shaders/gui_shader.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;
|
||||||
|
|
||||||
|
|
||||||
|
public:
|
||||||
|
/**
|
||||||
|
* @brief Constructor of the class Startup_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
|
enum class Scenes
|
||||||
{
|
{
|
||||||
|
LOADING,
|
||||||
STARTUP,
|
STARTUP,
|
||||||
INGAME,
|
INGAME,
|
||||||
GAMEOVER,
|
GAMEOVER,
|
||||||
|
|||||||
@@ -14,8 +14,8 @@
|
|||||||
#include "../gui/gui_interactable.h"
|
#include "../gui/gui_interactable.h"
|
||||||
#include "../toolbox/toolbox.h"
|
#include "../toolbox/toolbox.h"
|
||||||
#include "../computervision/MenuTest.h"
|
#include "../computervision/MenuTest.h"
|
||||||
#include "../computervision/object_detection.h"
|
#include "../computervision/ObjectDetection.h"
|
||||||
#include "../computervision/hand_detect_region.h"
|
#include "../computervision/HandDetectRegion.h"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
@@ -211,6 +211,7 @@ namespace scene
|
|||||||
{
|
{
|
||||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||||
{
|
{
|
||||||
|
|
||||||
return_value = scene::Scenes::INGAME;
|
return_value = scene::Scenes::INGAME;
|
||||||
cv::destroyWindow("camera");
|
cv::destroyWindow("camera");
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -42,7 +42,5 @@ namespace toolbox
|
|||||||
* @return: True if the timer has finished
|
* @return: True if the timer has finished
|
||||||
*/
|
*/
|
||||||
bool HasFinished() const { return has_finished; }
|
bool HasFinished() const { return has_finished; }
|
||||||
|
|
||||||
void Reset() { current_time = 0; }
|
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
@@ -1,6 +1,6 @@
|
|||||||
#include <ctime>
|
#include <ctime>
|
||||||
#include "toolbox.h"
|
#include "toolbox.h"
|
||||||
#include <iostream>
|
|
||||||
namespace toolbox
|
namespace toolbox
|
||||||
{
|
{
|
||||||
glm::mat4 CreateModelMatrix(glm::vec2 translation, glm::vec2 scale)
|
glm::mat4 CreateModelMatrix(glm::vec2 translation, glm::vec2 scale)
|
||||||
@@ -56,12 +56,4 @@ namespace toolbox
|
|||||||
}
|
}
|
||||||
return min + rand() % ((max + 1) - min);
|
return min + rand() % ((max + 1) - min);
|
||||||
}
|
}
|
||||||
|
|
||||||
void GetDigitsFromNumber(int number, std::vector<int>& result_vector)
|
|
||||||
{
|
|
||||||
if (number >= 10)
|
|
||||||
GetDigitsFromNumber(number / 10, result_vector);
|
|
||||||
|
|
||||||
result_vector.push_back(number % 10);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -2,7 +2,6 @@
|
|||||||
|
|
||||||
#include "../entities/camera.h"
|
#include "../entities/camera.h"
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
#include <vector>
|
|
||||||
|
|
||||||
namespace toolbox
|
namespace toolbox
|
||||||
{
|
{
|
||||||
@@ -79,13 +78,4 @@ namespace toolbox
|
|||||||
* @return: The random number
|
* @return: The random number
|
||||||
*/
|
*/
|
||||||
int Random(const int min, const int max);
|
int Random(const int min, const int max);
|
||||||
|
|
||||||
|
|
||||||
/**
|
|
||||||
* @brief gets the separate digits from the number.
|
|
||||||
*
|
|
||||||
* @param number the number to get the digits from
|
|
||||||
* @param result_vector the vector to hold the individual digits.
|
|
||||||
*/
|
|
||||||
void GetDigitsFromNumber(int number, std::vector<int>& result_vector);
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -23,15 +23,15 @@
|
|||||||
<ClCompile Include="src\entities\main_character.cpp" />
|
<ClCompile Include="src\entities\main_character.cpp" />
|
||||||
<ClCompile Include="src\entities\house_generator.cpp" />
|
<ClCompile Include="src\entities\house_generator.cpp" />
|
||||||
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
|
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
|
||||||
<ClCompile Include="src\computervision\hand_detect_region.cpp" />
|
<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
|
||||||
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
|
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
|
||||||
<ClCompile Include="src\computervision\MenuTest.cpp" />
|
<ClCompile Include="src\computervision\MenuTest.cpp" />
|
||||||
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
|
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
|
||||||
<ClCompile Include="src\computervision\object_detection.cpp" />
|
<ClCompile Include="src\computervision\ObjectDetection.cpp" />
|
||||||
<ClCompile Include="src\computervision\OpenPoseVideo.cpp" />
|
<ClCompile Include="src\computervision\OpenPoseVideo.cpp" />
|
||||||
<ClCompile Include="src\computervision\skin_detector.cpp" />
|
<ClCompile Include="src\computervision\SkinDetector.cpp" />
|
||||||
<ClCompile Include="src\computervision\finger_count.cpp" />
|
<ClCompile Include="src\computervision\FingerCount.cpp" />
|
||||||
<ClCompile Include="src\computervision\background_remover.cpp" />
|
<ClCompile Include="src\computervision\BackgroundRemover.cpp" />
|
||||||
<ClCompile Include="src\entities\camera.cpp" />
|
<ClCompile Include="src\entities\camera.cpp" />
|
||||||
<ClCompile Include="src\entities\collision_entity.cpp" />
|
<ClCompile Include="src\entities\collision_entity.cpp" />
|
||||||
<ClCompile Include="src\entities\entity.cpp" />
|
<ClCompile Include="src\entities\entity.cpp" />
|
||||||
@@ -40,6 +40,7 @@
|
|||||||
<ClCompile Include="src\renderEngine\loader.cpp" />
|
<ClCompile Include="src\renderEngine\loader.cpp" />
|
||||||
<ClCompile Include="src\renderEngine\obj_loader.cpp" />
|
<ClCompile Include="src\renderEngine\obj_loader.cpp" />
|
||||||
<ClCompile Include="src\renderEngine\renderer.cpp" />
|
<ClCompile Include="src\renderEngine\renderer.cpp" />
|
||||||
|
<ClCompile Include="src\scenes\loading_Scene.cpp" />
|
||||||
<ClCompile Include="src\scenes\scene.cpp" />
|
<ClCompile Include="src\scenes\scene.cpp" />
|
||||||
<ClCompile Include="src\shaders\gui_shader.cpp" />
|
<ClCompile Include="src\shaders\gui_shader.cpp" />
|
||||||
<ClCompile Include="src\shaders\shader_program.cpp" />
|
<ClCompile Include="src\shaders\shader_program.cpp" />
|
||||||
@@ -54,17 +55,18 @@
|
|||||||
<ClInclude Include="src\entities\house_generator.h" />
|
<ClInclude Include="src\entities\house_generator.h" />
|
||||||
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
|
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
|
||||||
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
|
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
|
||||||
<ClInclude Include="src\computervision\hand_detect_region.h" />
|
<ClInclude Include="src\computervision\HandDetectRegion.h" />
|
||||||
<ClInclude Include="src\scenes\in_Game_Scene.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\scenes\scene.h" />
|
||||||
<ClInclude Include="src\computervision\async\async_arm_detection.h" />
|
<ClInclude Include="src\computervision\async\async_arm_detection.h" />
|
||||||
<ClInclude Include="src\computervision\async\StaticCameraInstance.h" />
|
<ClInclude Include="src\computervision\async\StaticCameraInstance.h" />
|
||||||
<ClInclude Include="src\computervision\finger_count.h" />
|
<ClInclude Include="src\computervision\FingerCount.h" />
|
||||||
<ClInclude Include="src\computervision\background_remover.h" />
|
<ClInclude Include="src\computervision\BackgroundRemover.h" />
|
||||||
<ClInclude Include="src\computervision\MenuTest.h" />
|
<ClInclude Include="src\computervision\MenuTest.h" />
|
||||||
<ClInclude Include="src\computervision\OpenPoseVideo.h" />
|
<ClInclude Include="src\computervision\OpenPoseVideo.h" />
|
||||||
<ClInclude Include="src\computervision\skin_detector.h" />
|
<ClInclude Include="src\computervision\SkinDetector.h" />
|
||||||
<ClInclude Include="src\computervision\object_detection.h" />
|
<ClInclude Include="src\computervision\ObjectDetection.h" />
|
||||||
<ClInclude Include="src\entities\camera.h" />
|
<ClInclude Include="src\entities\camera.h" />
|
||||||
<ClInclude Include="src\entities\collision_entity.h" />
|
<ClInclude Include="src\entities\collision_entity.h" />
|
||||||
<ClInclude Include="src\entities\entity.h" />
|
<ClInclude Include="src\entities\entity.h" />
|
||||||
|
|||||||
@@ -4,11 +4,11 @@
|
|||||||
<ClCompile Include="src\collision\collision_handler.cpp" />
|
<ClCompile Include="src\collision\collision_handler.cpp" />
|
||||||
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
|
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
|
||||||
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
|
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
|
||||||
<ClCompile Include="src\computervision\object_detection.cpp" />
|
<ClCompile Include="src\computervision\ObjectDetection.cpp" />
|
||||||
<ClCompile Include="src\computervision\OpenPoseVideo.cpp" />
|
<ClCompile Include="src\computervision\OpenPoseVideo.cpp" />
|
||||||
<ClCompile Include="src\computervision\skin_detector.cpp" />
|
<ClCompile Include="src\computervision\SkinDetector.cpp" />
|
||||||
<ClCompile Include="src\computervision\finger_count.cpp" />
|
<ClCompile Include="src\computervision\FingerCount.cpp" />
|
||||||
<ClCompile Include="src\computervision\background_remover.cpp" />
|
<ClCompile Include="src\computervision\BackgroundRemover.cpp" />
|
||||||
<ClCompile Include="src\entities\camera.cpp" />
|
<ClCompile Include="src\entities\camera.cpp" />
|
||||||
<ClCompile Include="src\entities\collision_entity.cpp" />
|
<ClCompile Include="src\entities\collision_entity.cpp" />
|
||||||
<ClCompile Include="src\entities\entity.cpp" />
|
<ClCompile Include="src\entities\entity.cpp" />
|
||||||
@@ -23,11 +23,12 @@
|
|||||||
<ClCompile Include="src\toolbox\toolbox.cpp" />
|
<ClCompile Include="src\toolbox\toolbox.cpp" />
|
||||||
<ClCompile Include="src\scenes\startup_Scene.cpp" />
|
<ClCompile Include="src\scenes\startup_Scene.cpp" />
|
||||||
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
|
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
|
||||||
<ClCompile Include="src\computervision\hand_detect_region.cpp" />
|
<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
|
||||||
<ClCompile Include="src\entities\main_character.cpp" />
|
<ClCompile Include="src\entities\main_character.cpp" />
|
||||||
<ClCompile Include="src\entities\house_generator.cpp" />
|
<ClCompile Include="src\entities\house_generator.cpp" />
|
||||||
<ClCompile Include="src\computervision\MenuTest.cpp" />
|
<ClCompile Include="src\computervision\MenuTest.cpp" />
|
||||||
<ClCompile Include="src\scenes\scene.cpp" />
|
<ClCompile Include="src\scenes\scene.cpp" />
|
||||||
|
<ClCompile Include="src\scenes\loading_Scene.cpp" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClCompile Include="src\entities\Camera.cpp">
|
<ClCompile Include="src\entities\Camera.cpp">
|
||||||
@@ -118,7 +119,7 @@
|
|||||||
<ClInclude Include="src\toolbox\toolbox.h" />
|
<ClInclude Include="src\toolbox\toolbox.h" />
|
||||||
<ClInclude Include="src\scenes\startup_Scene.h" />
|
<ClInclude Include="src\scenes\startup_Scene.h" />
|
||||||
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
|
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
|
||||||
<ClInclude Include="src\computervision\hand_detect_region.h" />
|
<ClInclude Include="src\computervision\HandDetectRegion.h" />
|
||||||
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
|
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
|
||||||
<ClInclude Include="src\collision\collision.h" />
|
<ClInclude Include="src\collision\collision.h" />
|
||||||
<ClInclude Include="src\collision\collision_handler.h" />
|
<ClInclude Include="src\collision\collision_handler.h" />
|
||||||
@@ -126,11 +127,11 @@
|
|||||||
<ClInclude Include="src\entities\house_generator.h" />
|
<ClInclude Include="src\entities\house_generator.h" />
|
||||||
<ClInclude Include="src\scenes\in_Game_Scene.h" />
|
<ClInclude Include="src\scenes\in_Game_Scene.h" />
|
||||||
<ClInclude Include="src\scenes\scene.h" />
|
<ClInclude Include="src\scenes\scene.h" />
|
||||||
<ClInclude Include="src\computervision\finger_count.h" />
|
<ClInclude Include="src\computervision\FingerCount.h" />
|
||||||
<ClInclude Include="src\computervision\background_remover.h" />
|
<ClInclude Include="src\computervision\BackgroundRemover.h" />
|
||||||
<ClInclude Include="src\computervision\MenuTest.h" />
|
<ClInclude Include="src\computervision\MenuTest.h" />
|
||||||
<ClInclude Include="src\computervision\skin_detector.h" />
|
<ClInclude Include="src\computervision\SkinDetector.h" />
|
||||||
<ClInclude Include="src\computervision\object_detection.h" />
|
<ClInclude Include="src\computervision\ObjectDetection.h" />
|
||||||
<ClInclude Include="src\entities\camera.h" />
|
<ClInclude Include="src\entities\camera.h" />
|
||||||
<ClInclude Include="src\entities\collision_entity.h" />
|
<ClInclude Include="src\entities\collision_entity.h" />
|
||||||
<ClInclude Include="src\entities\entity.h" />
|
<ClInclude Include="src\entities\entity.h" />
|
||||||
@@ -148,6 +149,7 @@
|
|||||||
<ClInclude Include="src\toolbox\Timer.h" />
|
<ClInclude Include="src\toolbox\Timer.h" />
|
||||||
<ClInclude Include="src\toolbox\toolbox.h" />
|
<ClInclude Include="src\toolbox\toolbox.h" />
|
||||||
<ClInclude Include="src\scenes\startup_Scene.h" />
|
<ClInclude Include="src\scenes\startup_Scene.h" />
|
||||||
|
<ClInclude Include="src\scenes\loading_Scene.h" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<Xml Include="res\haarcascade_frontalface_alt.xml" />
|
<Xml Include="res\haarcascade_frontalface_alt.xml" />
|
||||||
|
|||||||
Reference in New Issue
Block a user