10 Commits

Author SHA1 Message Date
Jasper
1558ee298b [ADD] added comments to startup_scene.h 2021-06-08 11:49:57 +02:00
Jasper
e7a9cda9dd [ADD] added a on/off for hand detection in menu
you can switch between mouse and hand detection now
2021-06-08 11:14:07 +02:00
Jasper
c94f798a9d [ADD] added comments and deleted cout's 2021-06-04 16:45:11 +02:00
Jasper
aa4860eb48 [FIX] only clicks ones when you close hand now 2021-06-04 16:41:16 +02:00
Jasper
b3412e414e [ADD] menu now works
menu switches to next item when hand is closed and calls OnClick() when hand is closed
2021-06-04 16:32:26 +02:00
Jasper
7cc918fdf8 [MERGE] merged feature/improve-hand-detection into feature/Start-scene correctly 2021-06-04 10:51:53 +02:00
Jasper
f76c0fcf1b Merge remote-tracking branch 'origin/feature/improve-hand-detection' into feature/menu 2021-06-04 10:03:08 +02:00
Jasper
7679555059 [ADD] added the menu buttons with correct textures to the scene 2021-06-01 15:10:23 +02:00
Kim
623003a4f7 [ADD] gitignore change 2021-06-01 14:40:26 +02:00
Kim
27e99dd2eb [ADD] Looping through array depending on open or closed hand 2021-06-01 14:37:57 +02:00
43 changed files with 616 additions and 5950 deletions

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@@ -0,0 +1,53 @@
#include "FaceDetector.h"
/*
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
*/
namespace computervision
{
Rect getFaceRect(Mat input);
String faceClassifierFileName = "res/haarcascade_frontalface_alt.xml";
CascadeClassifier faceCascadeClassifier;
FaceDetector::FaceDetector(void) {
if (!faceCascadeClassifier.load(faceClassifierFileName))
throw runtime_error("can't load file " + faceClassifierFileName);
}
void FaceDetector::removeFaces(Mat input, Mat output) {
vector<Rect> faces;
Mat frameGray;
cvtColor(input, frameGray, CV_BGR2GRAY);
equalizeHist(frameGray, frameGray);
faceCascadeClassifier.detectMultiScale(frameGray, faces, 1.1, 2, 0 | 2, Size(120, 120)); // HAAR_SCALE_IMAGE is 2
for (size_t i = 0; i < faces.size(); i++) {
rectangle(
output,
Point(faces[i].x, faces[i].y),
Point(faces[i].x + faces[i].width, faces[i].y + faces[i].height),
Scalar(0, 0, 0),
-1
);
}
}
Rect getFaceRect(Mat input) {
vector<Rect> faceRectangles;
Mat inputGray;
cvtColor(input, inputGray, CV_BGR2GRAY);
equalizeHist(inputGray, inputGray);
faceCascadeClassifier.detectMultiScale(inputGray, faceRectangles, 1.1, 2, 0 | 2, Size(120, 120)); // HAAR_SCALE_IMAGE is 2
if (faceRectangles.size() > 0)
return faceRectangles[0];
else
return Rect(0, 0, 1, 1);
}
}

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@@ -0,0 +1,31 @@
#pragma once
#include <opencv2/opencv.hpp>
#include <opencv2/imgproc/types_c.h>
#include <opencv2/objdetect.hpp>
#include <opencv2/core.hpp>
#include <opencv2/objdetect/objdetect.hpp>
/*
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
*/
using namespace cv;
using namespace std;
namespace computervision
{
class FaceDetector {
public:
/**
* @brief Constructor for the class FaceDetector, loads training data from a file
*
*/
FaceDetector(void);
/**
* @brief Detects faces on an image and blocks them with a black rectangle
*
* @param input Input image
* @param output Output image
*/
void removeFaces(Mat input, Mat output);
};
}

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@@ -14,7 +14,6 @@
namespace computervision namespace computervision
{ {
FingerCount::FingerCount(void) { FingerCount::FingerCount(void) {
color_blue = Scalar(255, 0, 0); color_blue = Scalar(255, 0, 0);
color_green = Scalar(0, 255, 0); color_green = Scalar(0, 255, 0);
@@ -36,6 +35,9 @@ namespace computervision
if (input_image.channels() != 1) if (input_image.channels() != 1)
return contours_image; return contours_image;
vector<vector<Point>> contours;
vector<Vec4i> hierarchy;
findContours(input_image, contours, hierarchy, CV_RETR_EXTERNAL, CV_CHAIN_APPROX_NONE); findContours(input_image, contours, hierarchy, CV_RETR_EXTERNAL, CV_CHAIN_APPROX_NONE);
// we need at least one contour to work // we need at least one contour to work
@@ -43,7 +45,7 @@ namespace computervision
return contours_image; return contours_image;
// find the biggest contour (let's suppose it's our hand) // find the biggest contour (let's suppose it's our hand)
biggest_contour_index = -1; int biggest_contour_index = -1;
double biggest_area = 0.0; double biggest_area = 0.0;
for (int i = 0; i < contours.size(); i++) { for (int i = 0; i < contours.size(); i++) {
@@ -154,11 +156,6 @@ namespace computervision
return contours_image; return contours_image;
} }
void FingerCount::DrawHandContours(Mat& image)
{
drawContours(image, contours, biggest_contour_index, color_green, 2, 8, hierarchy);
}
int FingerCount::getAmountOfFingers() int FingerCount::getAmountOfFingers()
{ {
return amount_of_fingers; return amount_of_fingers;

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@@ -31,15 +31,7 @@ namespace computervision
*/ */
int getAmountOfFingers(); int getAmountOfFingers();
void DrawHandContours(Mat& image);
private: private:
int biggest_contour_index;
vector<vector<Point>> contours;
vector<Vec4i> hierarchy;
// colors to use // colors to use
Scalar color_blue; Scalar color_blue;
Scalar color_green; Scalar color_green;
@@ -123,7 +115,5 @@ namespace computervision
* @param with_numbers if the numbers should be drawn with the points * @param with_numbers if the numbers should be drawn with the points
*/ */
void drawVectorPoints(Mat image, vector<Point> points, Scalar color, bool with_numbers); void drawVectorPoints(Mat image, vector<Point> points, Scalar color, bool with_numbers);
}; };
} }

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@@ -1,105 +0,0 @@
#include "HandDetectRegion.h"
namespace computervision
{
HandDetectRegion::HandDetectRegion(std::string id,int x_pos, int y_pos, int width, int height)
{
region_id = id;
start_x_pos = x_pos;
start_y_pos = y_pos;
region_width = width;
region_height = height;
hand_mask_generated = false;
hand_present = false;
}
void HandDetectRegion::DetectHand(cv::Mat& camera_frame)
{
Mat input_frame = GenerateHandMaskSquare(camera_frame);
frame_out = input_frame.clone();
// detect skin color
skin_detector.drawSkinColorSampler(camera_frame,start_x_pos,start_y_pos,region_width,region_height);
// remove background from image
foreground = background_remover.getForeground(input_frame);
// detect the hand contours
handMask = skin_detector.getSkinMask(foreground);
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
DrawHandMask(&camera_frame);
//imshow("output" + region_id, frame_out);
//imshow("foreground" + region_id, foreground);
//imshow("handMask" + region_id, handMask);
/*imshow("handDetection", fingerCountDebug);*/
hand_present = hand_calibrator.CheckIfHandPresent(handMask,handcalibration::HandDetectionType::GAME);
//std::string text = (hand_present ? "hand" : "no");
//cv::putText(camera_frame, text, cv::Point(start_x_pos, start_y_pos), cv::FONT_HERSHEY_COMPLEX, 2.0, cv::Scalar(0, 255, 255), 2);
hand_calibrator.SetHandPresent(hand_present);
//draw black rectangle behind calibration information text
cv::rectangle(camera_frame, cv::Rect(0, camera_frame.rows - 55, 450, camera_frame.cols), cv::Scalar(0, 0, 0), -1);
hand_calibrator.DrawBackgroundSkinCalibrated(camera_frame);
}
cv::Mat HandDetectRegion::GenerateHandMaskSquare(cv::Mat img)
{
cv::Mat mask = cv::Mat::zeros(img.size(), img.type());
cv::Mat distance_img = cv::Mat::zeros(img.size(), img.type());
cv::rectangle(mask, cv::Rect(start_x_pos, start_y_pos, region_width, region_height), cv::Scalar(255, 255, 255), -1);
img.copyTo(distance_img, mask);
hand_mask_generated = true;
return distance_img;
}
bool HandDetectRegion::DrawHandMask(cv::Mat* input)
{
if (!hand_mask_generated) return false;
rectangle(*input, Rect(start_x_pos, start_y_pos, region_width, region_height), (hand_present ? Scalar(0, 255, 0) : Scalar(0,0,255)),2);
return true;
}
bool HandDetectRegion::IsHandPresent()
{
return hand_present;
}
void HandDetectRegion::CalibrateBackground()
{
std::cout << "calibrating background " << region_id << std::endl;
background_remover.calibrate(frame_out);
hand_calibrator.SetBackGroundCalibrated(true);
}
void HandDetectRegion::CalibrateSkin()
{
skin_detector.calibrate(frame_out);
hand_calibrator.SetSkinCalibration(true);
}
std::vector<int> HandDetectRegion::CalculateSkinTresholds()
{
std::cout << "calibrating skin " << region_id << std::endl;
hand_calibrator.SetSkinCalibration(true);
return skin_detector.calibrateAndReturn(frame_out);
}
void HandDetectRegion::setSkinTresholds(std::vector<int>& tresholds)
{
std::cout << "setting skin " << region_id << std::endl;
skin_detector.setTresholds(tresholds);
hand_calibrator.SetSkinCalibration(true);
}
}

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@@ -1,56 +0,0 @@
#pragma once
#include <opencv2/core.hpp>
#include <opencv2/imgproc.hpp>
#include "async/StaticCameraInstance.h"
#include "calibration/HandCalibrator.h"
#include "BackgroundRemover.h"
#include "SkinDetector.h"
#include "FingerCount.h"
namespace computervision
{
class HandDetectRegion
{
public:
HandDetectRegion(std::string id,int x_pos, int y_pos, int width, int height);
void SetXPos(int x) { start_x_pos = x; }
void SetYPos(int y) { start_y_pos = y; }
int GetXPos() { return start_x_pos; }
int GetYPos() { return start_y_pos; }
void SetWidth(int width) { region_width = width; }
void SetHeigth(int height) { region_height = height; }
int GetWidth() { return region_width; }
int GetHeight() { return region_height; }
cv::Mat GenerateHandMaskSquare(cv::Mat img);
void DetectHand(cv::Mat& camera_frame);
bool IsHandPresent();
void CalibrateBackground();
void CalibrateSkin();
std::vector<int> CalculateSkinTresholds();
void setSkinTresholds(std::vector<int>& tresholds);
private:
int start_x_pos;
int start_y_pos;
int region_height;
int region_width;
bool hand_mask_generated;
bool hand_present;
cv::Mat frame, frame_out, handMask, foreground, fingerCountDebug;
BackgroundRemover background_remover;
SkinDetector skin_detector;
handcalibration::HandCalibrator hand_calibrator;
std::string region_id;
bool DrawHandMask(cv::Mat* input);
};
}

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@@ -0,0 +1,25 @@
#include "MenuTest.h"
#include <iostream>
namespace computervision
{
int menu_item_array[4] = { 1, 2, 3, 4 };
float item_number = 0;
MenuTest::MenuTest(void) {
}
int MenuTest::GetMenuItem(bool hand_state) {
item_number += 0.20f;
int temp_item_number = item_number;
//If temp_item_number is equal to the size of the array, set item_number bac to zero to loop through the array again
if (temp_item_number == sizeof(menu_item_array) / sizeof(menu_item_array[0])) {
item_number = 0;
}
return menu_item_array[temp_item_number];
}
}

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@@ -0,0 +1,18 @@
namespace computervision
{
class MenuTest {
public:
/**
* @brief Constructor for the class MenuTest, loads in array with menu items
*
*/
MenuTest(void);
/**
* @brief Returns the itemnumber in an array
*
* @param input_bool is either true or false, depending on the recognized hand gesture
*/
int GetMenuItem(bool input_bool);
};
}

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@@ -6,142 +6,117 @@
#include "ObjectDetection.h" #include "ObjectDetection.h"
#include "BackgroundRemover.h" #include "BackgroundRemover.h"
#include "SkinDetector.h" #include "SkinDetector.h"
#include "FaceDetector.h"
#include "FingerCount.h" #include "FingerCount.h"
#include "async/StaticCameraInstance.h"
#include "calibration/HandCalibrator.h"
namespace computervision namespace computervision
{ {
cv::VideoCapture cap(0);
cv::Mat img, img_gray, img2, img2_gray, img3, img4; cv::Mat img, imgGray, img2, img2Gray, img3, img4;
int hand_mask_start_x_pos, hand_mask_start_y_pos, hand_mask_width, hand_mask_height; int handMaskStartXPos, handMaskStartYPos, handMaskWidth, handMaskHeight;
bool hand_mask_generated = false; bool handMaskGenerated = false;
Mat frame, frame_out, handMask, foreground, fingerCountDebug; Mat frame, frameOut, handMask, foreground, fingerCountDebug;
BackgroundRemover background_remover; BackgroundRemover backgroundRemover;
SkinDetector skin_detector; SkinDetector skinDetector;
FingerCount finger_count; FaceDetector faceDetector;
handcalibration::HandCalibrator hand_calibrator; FingerCount fingerCount;
cv::VideoCapture cap = static_camera::getCap();
ObjectDetection::ObjectDetection() ObjectDetection::ObjectDetection()
{ {
} }
cv::Mat ObjectDetection::ReadCamera() { cv::Mat ObjectDetection::readCamera() {
cap.read(img); cap.read(img);
return img; return img;
} }
cv::VideoCapture ObjectDetection::GetCap() bool ObjectDetection::detectHand(Mat cameraFrame)
{ {
return cap; Mat inputFrame = generateHandMaskSquare(cameraFrame);
} frameOut = inputFrame.clone();
bool ObjectDetection::DetectHand(Mat camera_frame, bool& hand_present)
{
Mat input_frame = GenerateHandMaskSquare(camera_frame);
frame_out = input_frame.clone();
// detect skin color // detect skin color
skin_detector.drawSkinColorSampler(camera_frame); skinDetector.drawSkinColorSampler(frameOut);
// remove background from image // remove background from image
foreground = background_remover.getForeground(input_frame); foreground = backgroundRemover.getForeground(inputFrame);
// detect the hand contours // detect the hand contours
handMask = skin_detector.getSkinMask(foreground); handMask = skinDetector.getSkinMask(foreground);
// count the amount of fingers and put the info on the matrix // count the amount of fingers and put the info on the matrix
fingerCountDebug = finger_count.findFingersCount(handMask, frame_out); fingerCountDebug = fingerCount.findFingersCount(handMask, frameOut);
// get the amount of fingers // get the amount of fingers
int fingers_amount = finger_count.getAmountOfFingers(); int fingers_amount = fingerCount.getAmountOfFingers();
// 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); drawHandMaskRect(&cameraFrame);
string hand_text = fingers_amount > 0 ? "open" : "closed";
putText(cameraFrame,hand_text, Point(10, 75), FONT_HERSHEY_PLAIN, 2.0, Scalar(255, 0, 255),3);
hand_calibrator.SetAmountOfFingers(fingers_amount); imshow("camera", cameraFrame);
finger_count.DrawHandContours(camera_frame);
hand_calibrator.DrawHandCalibrationText(camera_frame);
imshow("camera", camera_frame);
/*imshow("output", frame_out);
imshow("foreground", foreground);
imshow("handMask", handMask);
imshow("handDetection", fingerCountDebug);*/
hand_present = hand_calibrator.CheckIfHandPresent(handMask,handcalibration::HandDetectionType::MENU);
hand_calibrator.SetHandPresent(hand_present);
//imshow("output", frameOut);
//imshow("foreground", foreground);
//imshow("handMask", handMask);
//imshow("handDetection", fingerCountDebug);
int key = waitKey(1); int key = waitKey(1);
if (key == 98) // b, calibrate the background if (key == 98) // b, calibrate the background
{ backgroundRemover.calibrate(inputFrame);
background_remover.calibrate(input_frame);
hand_calibrator.SetBackGroundCalibrated(true);
}
else if (key == 115) // s, calibrate the skin color else if (key == 115) // s, calibrate the skin color
{ skinDetector.calibrate(inputFrame);
skin_detector.calibrate(input_frame);
hand_calibrator.SetSkinCalibration(true);
}
return fingers_amount > 0; return fingers_amount > 0;
} }
void ObjectDetection::CalculateDifference() void ObjectDetection::calculateDifference()
{ {
cap.read(img); cap.read(img);
cap.read(img2); cap.read(img2);
cv::cvtColor(img, img_gray, cv::COLOR_RGBA2GRAY); cv::cvtColor(img, imgGray, cv::COLOR_RGBA2GRAY);
cv::cvtColor(img2, img2_gray, cv::COLOR_RGBA2GRAY); cv::cvtColor(img2, img2Gray, cv::COLOR_RGBA2GRAY);
cv::absdiff(img_gray, img2_gray, img3); cv::absdiff(imgGray, img2Gray, img3);
cv::threshold(img3, img4, 50, 170, cv::THRESH_BINARY); cv::threshold(img3, img4, 50, 170, cv::THRESH_BINARY);
imshow("threshold", img4); imshow("threshold", img4);
} }
cv::Mat ObjectDetection::GenerateHandMaskSquare(cv::Mat img) cv::Mat ObjectDetection::generateHandMaskSquare(cv::Mat img)
{ {
hand_mask_start_x_pos = 20; handMaskStartXPos = 20;
hand_mask_start_y_pos = img.rows / 5; handMaskStartYPos = img.rows / 5;
hand_mask_width = img.cols / 3; handMaskWidth = img.cols / 3;
hand_mask_height = img.cols / 3; handMaskHeight = img.cols / 3;
cv::Mat mask = cv::Mat::zeros(img.size(), img.type()); cv::Mat mask = cv::Mat::zeros(img.size(), img.type());
cv::Mat distance_img = cv::Mat::zeros(img.size(), img.type()); cv::Mat dstImg = cv::Mat::zeros(img.size(), img.type());
cv::rectangle(mask, Rect(hand_mask_start_x_pos, hand_mask_start_y_pos, hand_mask_width, hand_mask_height), Scalar(255, 255, 255), -1); cv::rectangle(mask, Rect(handMaskStartXPos, handMaskStartYPos, handMaskWidth, handMaskHeight), Scalar(255, 255, 255), -1);
img.copyTo(distance_img, mask); img.copyTo(dstImg, mask);
hand_mask_generated = true; handMaskGenerated = true;
return distance_img; return dstImg;
} }
bool ObjectDetection::DrawHandMask(cv::Mat* input) bool ObjectDetection::drawHandMaskRect(cv::Mat* input)
{ {
if (!hand_mask_generated) return false; if (!handMaskGenerated) return false;
rectangle(*input, Rect(hand_mask_start_x_pos, hand_mask_start_y_pos, hand_mask_width, hand_mask_height), Scalar(255, 255, 255)); rectangle(*input, Rect(handMaskStartXPos, handMaskStartYPos, handMaskWidth, handMaskHeight), Scalar(255, 255, 255));
return true; return true;
} }
void ObjectDetection::ShowWebcam() void ObjectDetection::showWebcam()
{ {
imshow("Webcam image", img); imshow("Webcam image", img);
} }

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@@ -27,13 +27,13 @@ namespace computervision
* @brief Displays an image of the current webcam-footage * @brief Displays an image of the current webcam-footage
* *
*/ */
void ShowWebcam(); void showWebcam();
/** /**
* @brief Calculates the difference between two images * @brief Calculates the difference between two images
* and outputs an image that only shows the difference * and outputs an image that only shows the difference
* *
*/ */
void CalculateDifference(); void calculateDifference();
/** /**
* @brief generates the square that will hold the mask in which the hand will be detected. * @brief generates the square that will hold the mask in which the hand will be detected.
@@ -41,51 +41,29 @@ namespace computervision
* @param img the current camear frame * @param img the current camear frame
* @return a matrix containing the mask * @return a matrix containing the mask
*/ */
cv::Mat GenerateHandMaskSquare(cv::Mat img); cv::Mat generateHandMaskSquare(cv::Mat img);
/** /**
* @brief reads the camera and returns it in a matrix. * @brief reads the camera and returns it in a matrix.
* *
* @return the camera frame in a matrix * @return the camera frame in a matrix
*/ */
cv::Mat ReadCamera(); cv::Mat readCamera();
/** /**
* @brief detects a hand based on the given hand mask input frame. * @brief detects a hand based on the given hand mask input frame.
* *
* @param inputFrame the input frame from the camera * @param inputFrame the input frame from the camera
* @param hand_present boolean that will hold true if the hand is detected, false if not.
* @return true if hand is open, false if hand is closed * @return true if hand is open, false if hand is closed
*/ */
bool DetectHand(cv::Mat camera_frame, bool& hand_present); bool detectHand(cv::Mat cameraFrame);
/** /**
* @brief draws the hand mask rectangle on the given input matrix. * @brief draws the hand mask rectangle on the given input matrix.
* *
* @param input the input matrix to draw the rectangle on * @param input the input matrix to draw the rectangle on
*/ */
bool DrawHandMask(cv::Mat *input); bool drawHandMaskRect(cv::Mat *input);
/**
* @brief checks if the hand of the user is open.
*
* @return true if the hand is open, false if not.
*/
bool IsHandOpen();
/**
* @brief checks whether the hand is held within the detection square.
*
* @return true if the hand is in the detection square, false if not.
*/
bool IsHandPresent();
cv::VideoCapture GetCap();
private:
bool is_hand_open;
bool is_hand_present;
}; };

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@@ -1,108 +0,0 @@
#include "OpenPoseVideo.h"
using namespace std;
using namespace cv;
using namespace cv::dnn;
namespace computervision
{
#define MPI
#ifdef MPI
const int POSE_PAIRS[7][2] =
{
{0,1}, {1,2}, {2,3},
{3,4}, {1,5}, {5,6},
{6,7}
};
string protoFile = "res/pose/mpi/pose_deploy_linevec_faster_4_stages.prototxt";
string weightsFile = "res/pose/mpi/pose_iter_160000.caffemodel";
int nPoints = 8;
#endif
#ifdef COCO
const int POSE_PAIRS[17][2] =
{
{1,2}, {1,5}, {2,3},
{3,4}, {5,6}, {6,7},
{1,8}, {8,9}, {9,10},
{1,11}, {11,12}, {12,13},
{1,0}, {0,14},
{14,16}, {0,15}, {15,17}
};
string protoFile = "pose/coco/pose_deploy_linevec.prototxt";
string weightsFile = "pose/coco/pose_iter_440000.caffemodel";
int nPoints = 18;
#endif
Net net;
void OpenPoseVideo::setup() {
net = readNetFromCaffe(protoFile, weightsFile);
net.setPreferableBackend(DNN_TARGET_CPU);
}
void OpenPoseVideo::movementSkeleton(Mat& inputImage, std::function<void(std::vector<Point>&, cv::Mat& poinst_on_image)> f) {
std::cout << "movement skeleton start" << std::endl;
int inWidth = 368;
int inHeight = 368;
float thresh = 0.01;
Mat frame;
int frameWidth = inputImage.size().width;
int frameHeight = inputImage.size().height;
double t = (double)cv::getTickCount();
std::cout << "reading input image and blob" << std::endl;
frame = inputImage;
Mat inpBlob = blobFromImage(frame, 1.0 / 255, Size(inWidth, inHeight), Scalar(0, 0, 0), false, false);
std::cout << "done reading image and blob" << std::endl;
net.setInput(inpBlob);
std::cout << "done setting input to net" << std::endl;
Mat output = net.forward();
std::cout << "time took to set input and forward: " << t << std::endl;
int H = output.size[2];
int W = output.size[3];
std::cout << "about to find position of boxy parts" << std::endl;
// find the position of the body parts
vector<Point> points(nPoints);
for (int n = 0; n < nPoints; n++)
{
// Probability map of corresponding body's part.
Mat probMap(H, W, CV_32F, output.ptr(0, n));
Point2f p(-1, -1);
Point maxLoc;
double prob;
minMaxLoc(probMap, 0, &prob, 0, &maxLoc);
if (prob > thresh)
{
p = maxLoc;
p.x *= (float)frameWidth / W;
p.y *= (float)frameHeight / H;
circle(frame, cv::Point((int)p.x, (int)p.y), 8, Scalar(0, 255, 255), -1);
cv::putText(frame, cv::format("%d", n), cv::Point((int)p.x, (int)p.y), cv::FONT_HERSHEY_COMPLEX, 1.1, cv::Scalar(0, 0, 255), 2);
}
points[n] = p;
}
cv::putText(frame, cv::format("time taken = %.2f sec", t), cv::Point(50, 50), cv::FONT_HERSHEY_COMPLEX, .8, cv::Scalar(255, 50, 0), 2);
std::cout << "time taken: " << t << std::endl;
//imshow("Output-Keypoints", frame);
//imshow("Output-Skeleton", frame);
std::cout << "about to call points receiving method" << std::endl;
f(points,frame);
}
}

View File

@@ -1,19 +0,0 @@
#pragma once
#include <opencv2/dnn.hpp>
#include <opencv2/imgproc.hpp>
#include <opencv2/highgui.hpp>
#include <iostream>
using namespace cv;
namespace computervision
{
class OpenPoseVideo{
private:
public:
void movementSkeleton(Mat& inputImage, std::function<void(std::vector<Point>&, cv::Mat& poinst_on_image)> f);
void setup();
};
}

View File

@@ -1,5 +1,4 @@
#include "SkinDetector.h" #include "SkinDetector.h"
#include <iostream>
/* /*
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
@@ -24,7 +23,7 @@ namespace computervision
int frameWidth = input.size().width, frameHeight = input.size().height; int frameWidth = input.size().width, frameHeight = input.size().height;
int rectangleSize = 25; int rectangleSize = 25;
Scalar rectangleColor = Scalar(0, 255, 255); Scalar rectangleColor = Scalar(255, 0, 255);
skinColorSamplerRectangle1 = Rect(frameWidth / 5, frameHeight / 2, rectangleSize, rectangleSize); skinColorSamplerRectangle1 = Rect(frameWidth / 5, frameHeight / 2, rectangleSize, rectangleSize);
skinColorSamplerRectangle2 = Rect(frameWidth / 5, frameHeight / 3, rectangleSize, rectangleSize); skinColorSamplerRectangle2 = Rect(frameWidth / 5, frameHeight / 3, rectangleSize, rectangleSize);
@@ -42,29 +41,6 @@ namespace computervision
); );
} }
void SkinDetector::drawSkinColorSampler(Mat input,int x, int y,int width, int height) {
int frameWidth = width, frameHeight = height;
int rectangleSize = 25;
Scalar rectangleColor = Scalar(0, 255, 255);
skinColorSamplerRectangle1 = Rect(frameWidth / 5 + x, frameHeight / 2 + y, rectangleSize, rectangleSize);
skinColorSamplerRectangle2 = Rect(frameWidth / 5 + x, frameHeight / 3 + y, rectangleSize, rectangleSize);
rectangle(
input,
skinColorSamplerRectangle1,
rectangleColor
);
rectangle(
input,
skinColorSamplerRectangle2,
rectangleColor
);
}
void SkinDetector::calibrate(Mat input) { void SkinDetector::calibrate(Mat input) {
Mat hsvInput; Mat hsvInput;
@@ -78,19 +54,6 @@ namespace computervision
calibrated = true; calibrated = true;
} }
std::vector<int> SkinDetector::calibrateAndReturn(Mat input)
{
Mat hsvInput;
cvtColor(input, hsvInput, CV_BGR2HSV);
Mat sample1 = Mat(hsvInput, skinColorSamplerRectangle1);
Mat sample2 = Mat(hsvInput, skinColorSamplerRectangle2);
calibrated = true;
return calculateAndReturnTresholds(sample1, sample2);
}
void SkinDetector::calculateThresholds(Mat sample1, Mat sample2) { void SkinDetector::calculateThresholds(Mat sample1, Mat sample2) {
int offsetLowThreshold = 80; int offsetLowThreshold = 80;
int offsetHighThreshold = 30; int offsetHighThreshold = 30;
@@ -112,39 +75,6 @@ namespace computervision
//vHighThreshold = 255; //vHighThreshold = 255;
} }
std::vector<int> SkinDetector::calculateAndReturnTresholds(Mat sample1, Mat sample2)
{
calculateThresholds(sample1, sample2);
std::vector<int> res;
res.push_back(hLowThreshold);
res.push_back(hHighThreshold);
res.push_back(sLowThreshold);
res.push_back(sHighThreshold);
res.push_back(vLowThreshold);
res.push_back(vHighThreshold);
return res;
}
void SkinDetector::setTresholds(std::vector<int>& tresholds)
{
if (tresholds.size() != 6)
{
std::cout << "tresholds array not the right size!" << std::endl;
return;
}
hLowThreshold = tresholds[0];
hHighThreshold = tresholds[1];
sLowThreshold = tresholds[2];
sHighThreshold = tresholds[3];
vLowThreshold = tresholds[4];
vHighThreshold = tresholds[5];
calibrated = true;
}
Mat SkinDetector::getSkinMask(Mat input) { Mat SkinDetector::getSkinMask(Mat input) {
Mat skinMask; Mat skinMask;

View File

@@ -24,9 +24,6 @@ namespace computervision
*/ */
void drawSkinColorSampler(Mat input); void drawSkinColorSampler(Mat input);
void drawSkinColorSampler(Mat input, int x, int y, int width, int heigth);
/* /*
* @brief calibrates the skin color detector with the given input frame * @brief calibrates the skin color detector with the given input frame
* *
@@ -34,10 +31,6 @@ namespace computervision
*/ */
void calibrate(Mat input); void calibrate(Mat input);
std::vector<int> calibrateAndReturn(Mat input);
void setTresholds(std::vector<int>& tresholds);
/* /*
* @brief gets the mask for the hand * @brief gets the mask for the hand
* *
@@ -70,8 +63,6 @@ namespace computervision
*/ */
void calculateThresholds(Mat sample1, Mat sample2); void calculateThresholds(Mat sample1, Mat sample2);
std::vector<int> calculateAndReturnTresholds(Mat sample1, Mat sample2);
/** /**
* @brief the opening. it generates the structuring element and performs the morphological transformations required to detect the hand. * @brief the opening. it generates the structuring element and performs the morphological transformations required to detect the hand.
* This needs to be done to get the skin mask. * This needs to be done to get the skin mask.

View File

@@ -1,12 +0,0 @@
#pragma once
#include <opencv2/videoio.hpp>
namespace static_camera
{
static cv::VideoCapture getCap()
{
static cv::VideoCapture cap(0);
return cap;
}
};

View File

@@ -1,46 +0,0 @@
#include <iostream>
#include "async_arm_detection.h"
#include "../OpenPoseVideo.h"
#include <thread>
#include "StaticCameraInstance.h"
namespace computervision
{
AsyncArmDetection::AsyncArmDetection()
{
}
void AsyncArmDetection::run_arm_detection(std::function<void(std::vector<Point>, cv::Mat poinst_on_image)> points_ready_func, OpenPoseVideo op)
{
VideoCapture cap = static_camera::getCap();
std::cout << "STARTING THREAD LAMBDA" << std::endl;
/*cv::VideoCapture cap = static_camera::GetCap();*/
if (!cap.isOpened())
{
std::cout << "capture was closed, opening..." << std::endl;
cap.open(0);
}
while (true)
{
Mat img;
cap.read(img);
op.movementSkeleton(img, points_ready_func);
}
}
void AsyncArmDetection::start(std::function<void(std::vector<Point>, cv::Mat poinst_on_image)> points_ready_func, OpenPoseVideo op)
{
std::cout << "starting function" << std::endl;
std::thread async_arm_detect_thread(&AsyncArmDetection::run_arm_detection,this, points_ready_func, op);
async_arm_detect_thread.detach(); // makes sure the thread is detached from the variable.
}
}

View File

@@ -1,23 +0,0 @@
#pragma once
#include <vector>
#include <opencv2/core/types.hpp>
#include <opencv2/videoio.hpp>
#include <functional>
#include "../OpenPoseVideo.h"
#include "StaticCameraInstance.h"
namespace computervision
{
class AsyncArmDetection
{
public:
AsyncArmDetection(void);
void start(std::function<void(std::vector<cv::Point>, cv::Mat poinst_on_image)>, computervision::OpenPoseVideo op);
private:
void run_arm_detection(std::function<void(std::vector<Point>, cv::Mat poinst_on_image)> points_ready_func, OpenPoseVideo op);
};
}

View File

@@ -1,92 +0,0 @@
#include "HandCalibrator.h"
#include <iostream>
#define MIN_MENU_HAND_SIZE 10000
#define MIN_GAME_HAND_SIZE 3000 // todo change
namespace computervision
{
namespace handcalibration
{
HandCalibrator::HandCalibrator()
{
}
void HandCalibrator::DrawHandCalibrationText(cv::Mat& output_frame)
{
cv::rectangle(output_frame, cv::Rect(0, 0, output_frame.cols, 40), cv::Scalar(0, 0, 0), -1);
cv::putText(output_frame, "Hand calibration", cv::Point(output_frame.cols / 2 - 100, 25), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(18, 219, 65), 2);
cv::putText(output_frame, "press 'b' to calibrate background,then press 's' to calibrate skin tone", cv::Point(5, 35), cv::FONT_HERSHEY_PLAIN, 1.0, cv::Scalar(18, 219, 65), 1);
cv::rectangle(output_frame, cv::Rect(0, output_frame.rows - 80, 450, output_frame.cols), cv::Scalar(0, 0, 0), -1);
cv::putText(output_frame, "hand in frame:", cv::Point(5, output_frame.rows - 50), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 255, 0), 1);
cv::rectangle(output_frame, cv::Rect(420, output_frame.rows - 67, 15, 15), hand_present ? cv::Scalar(0, 255, 0) : cv::Scalar(0, 0, 255), -1);
DrawBackgroundSkinCalibrated(output_frame);
if (hand_present)
{
std::string hand_text = fingers_amount > 0 ? "open" : "closed";
cv::putText(output_frame, hand_text, cv::Point(10, 75), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 0, 255), 3);
}
}
void HandCalibrator::DrawBackgroundSkinCalibrated(cv::Mat& output_frame)
{
cv::putText(output_frame, "background calibrated:", cv::Point(5, output_frame.rows - 30), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 255, 0), 1);
cv::rectangle(output_frame, cv::Rect(420, output_frame.rows - 47, 15, 15), background_calibrated ? cv::Scalar(0, 255, 0) : cv::Scalar(0, 0, 255), -1);
cv::putText(output_frame, "skin color calibrated:", cv::Point(5, output_frame.rows - 10), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 255, 0), 1);
cv::rectangle(output_frame, cv::Rect(420, output_frame.rows - 27, 15, 15), skintone_calibrated ? cv::Scalar(0, 255, 0) : cv::Scalar(0, 0, 255), -1);
}
void HandCalibrator::SetSkinCalibration(bool val)
{
skintone_calibrated = val;
}
void HandCalibrator::SetBackGroundCalibrated(bool val)
{
background_calibrated = val;
}
void HandCalibrator::SetHandPresent(bool val)
{
hand_present = val;
}
void HandCalibrator::SetAmountOfFingers(int amount)
{
fingers_amount = amount;
}
bool HandCalibrator::CheckIfHandPresent(cv::Mat input_image, HandDetectionType type)
{
std::vector<std::vector<cv::Point>> points;
cv::findContours(input_image, points, cv::RetrievalModes::RETR_LIST, cv::ContourApproximationModes::CHAIN_APPROX_SIMPLE);
if (points.size() == 0) return false;
for (int p = 0; p < points.size(); p++)
{
int area = cv::contourArea(points[p]);
if (type == handcalibration::HandDetectionType::MENU)
if (area > MIN_MENU_HAND_SIZE) return true;
if (type == handcalibration::HandDetectionType::GAME)
if (area > MIN_GAME_HAND_SIZE) return true;
}
return false;
}
}
}

View File

@@ -1,76 +0,0 @@
#pragma once
#include <opencv2/core/base.hpp>
#include <opencv2/imgcodecs.hpp>
#include <opencv2/imgproc.hpp>
namespace computervision
{
namespace handcalibration
{
enum class HandDetectionType
{
MENU,
GAME
};
class HandCalibrator
{
public:
HandCalibrator();
/**
* @brief draws the text to show the status of the calibration on the image
*
* @param output_frame the frame to draw on.
*/
void DrawHandCalibrationText(cv::Mat& output_frame);
/**
* @brief sets the skin calibration variable.
*
* @param val the value to set
*/
void SetSkinCalibration(bool val);
/**
* @brief sets the background calibration variable.
*
* @param val the value to set
*/
void SetBackGroundCalibrated(bool val);
/**
* @brief sets the value for if the hand is present.
*
* @param val the value to set.
*/
void SetHandPresent(bool val);
/**
* @brief checks if the hand is present in the given image
*
* @param input_image the input image to check.
*/
bool CheckIfHandPresent(cv::Mat input_image, HandDetectionType type);
/**
* @brief sets the amount of fingers that are currently detected.
*
* @param amount the amount of fingers.
*/
void SetAmountOfFingers(int amount);
void DrawBackgroundSkinCalibrated(cv::Mat& output_frame);
private:
bool background_calibrated;
bool skintone_calibrated;
bool hand_present;
int fingers_amount;
};
}
}

View File

@@ -5,6 +5,11 @@
namespace gui namespace gui
{ {
//Represents the type of the entitie
enum class GuiType{
LABEL, BUTTON
};
/* /*
* Structure for representing a gui item to display on the screen * Structure for representing a gui item to display on the screen
* *
@@ -18,9 +23,12 @@ namespace gui
glm::vec2 position; glm::vec2 position;
glm::vec2 scale; glm::vec2 scale;
virtual GuiType GetType() {
return GuiType::LABEL;
}
GuiTexture(int texture, glm::vec2 position, glm::vec2 scale): texture(texture), position(position), scale(scale) GuiTexture(int texture, glm::vec2 position, glm::vec2 scale): texture(texture), position(position), scale(scale)
{ {
scale.x /= (WINDOW_WIDTH / WINDOW_HEIGT); scale.x /= (WINDOW_WIDTH / WINDOW_HEIGHT);
} }
}; };
} }

View File

@@ -2,6 +2,8 @@
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include "gui_interactable.h" #include "gui_interactable.h"
#include <iostream>
namespace gui namespace gui
{ {
InteractableGui::InteractableGui(int default_texture, glm::vec2 position, glm::vec2 scale) InteractableGui::InteractableGui(int default_texture, glm::vec2 position, glm::vec2 scale)
@@ -41,14 +43,47 @@ namespace gui
} }
} }
void InteractableGui::ForceClick( int mouseButton)
{
if(mouseButton == GLFW_MOUSE_BUTTON_LEFT)
{
if (clicked_texture != 0)
{
texture = clicked_texture;
}
else
{
texture = default_texture;
}
if (!is_clicking)
{
OnClick();
is_clicking = true;
}
}
else
{
if (is_clicking)
{
is_clicking = false;
}
}
}
bool InteractableGui::IsHoveringAbove(GLFWwindow* window) bool InteractableGui::IsHoveringAbove(GLFWwindow* window)
{ {
double x_pos, y_pos; double x_pos, y_pos;
glfwGetCursorPos(window, &x_pos, &y_pos); glfwGetCursorPos(window, &x_pos, &y_pos);
//std::cout << "Cursor pos in method: " << x_pos <<"::" << y_pos << std::endl;
const float x_rel = (x_pos / SCALED_WIDTH / DEFAULT_WIDTH) * 2.0f - 1.0f; const float x_rel = (x_pos / SCALED_WIDTH / DEFAULT_WIDTH) * 2.0f - 1.0f;
const float y_rel = -((y_pos / SCALED_HEIGHT / DEFAULT_HEIGHT) * 2.0f - 1.0f); const float y_rel = -((y_pos / SCALED_HEIGHT / DEFAULT_HEIGHT) * 2.0f - 1.0f);
//std::cout << "x_rel And y_rel in method: " << x_rel << "::" << y_rel << std::endl;
if (x_rel >= minXY.x && x_rel <= maxXY.x && if (x_rel >= minXY.x && x_rel <= maxXY.x &&
y_rel >= minXY.y && y_rel <= maxXY.y) y_rel >= minXY.y && y_rel <= maxXY.y)
{ {

View File

@@ -1,5 +1,6 @@
#pragma once #pragma once
#include <iostream>
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>
#include "../toolbox/toolbox.h" #include "../toolbox/toolbox.h"
#include "gui_element.h" #include "gui_element.h"
@@ -32,6 +33,14 @@ namespace gui
*/ */
void Update(GLFWwindow* window); void Update(GLFWwindow* window);
/*
* @brief: Call this function when you want to perform a mouseclick
*
* @param mousebutton: mouseButton you want to perform the click on
*/
void ForceClick(int mouseButton);
/* /*
* @brief: This function gets called when the InteractabeGui is clicked * @brief: This function gets called when the InteractabeGui is clicked
*/ */
@@ -50,7 +59,10 @@ namespace gui
/* /*
* @brief: This function sets the texture of the InteractableGUI for when the InteractableGUI is clicked * @brief: This function sets the texture of the InteractableGUI for when the InteractableGUI is clicked
*/ */
void SetClickedTexture(int texture) { clicked_texture = texture; } void SetClickedTexture(int texture)
{
clicked_texture = texture;
}
/* /*
* @brief: This function sets the texture of the InteractableGUI for when the mouse is hovering above the InteractableGUI * @brief: This function sets the texture of the InteractableGUI for when the mouse is hovering above the InteractableGUI
@@ -104,6 +116,10 @@ namespace gui
*/ */
void SetOnExitAction(void (*fun)()) { on_exit_action = fun; } void SetOnExitAction(void (*fun)()) { on_exit_action = fun; }
GuiType GetType() override {
return GuiType::BUTTON;
}
protected: protected:
void OnClick() override { if (on_click_action != nullptr) on_click_action(); } void OnClick() override { if (on_click_action != nullptr) on_click_action(); }
void OnEnter() override { if (on_enter_action != nullptr) on_enter_action(); } void OnEnter() override { if (on_enter_action != nullptr) on_enter_action(); }

View File

@@ -1,14 +1,14 @@
#include <GL/glew.h> #include <GL/glew.h>
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>
#include <functional>
#include <vector>
#define STB_IMAGE_IMPLEMENTATION #define STB_IMAGE_IMPLEMENTATION
#include <iostream> #include <iostream>
#include <map> #include <map>
#include "stb_image.h" #include "stb_image.h"
#include <ostream> #include <ostream>
#include <stdlib.h>
#include <iostream>
#include <opencv2/core.hpp> #include <opencv2/core.hpp>
#include <opencv2/videoio.hpp> #include <opencv2/videoio.hpp>
@@ -25,39 +25,22 @@
#include "scenes/in_Game_Scene.h" #include "scenes/in_Game_Scene.h"
#include "scenes/startup_Scene.h" #include "scenes/startup_Scene.h"
#include "computervision/ObjectDetection.h"
//#include "computervision/OpenPoseImage.h"
#include "computervision/OpenPoseVideo.h"
#include "computervision/async/async_arm_detection.h"
#pragma comment(lib, "glfw3.lib") #pragma comment(lib, "glfw3.lib")
#pragma comment(lib, "glew32s.lib") #pragma comment(lib, "glew32s.lib")
#pragma comment(lib, "opengl32.lib") #pragma comment(lib, "opengl32.lib")
static double UpdateDelta(); static double UpdateDelta();
scene::Scene* current_scene;
static GLFWwindow* window; static GLFWwindow* window;
bool points_img_available = false;
cv::Mat points_img;
void retrieve_points(std::vector<Point> arm_points, cv::Mat points_on_image) scene::Scene* current_scene;
{
std::cout << "got points!!" << std::endl;
std::cout << "points: " << arm_points << std::endl;
points_img = points_on_image;
points_img_available = true;
}
int main(void) int main(void)
{ {
#pragma region OPENGL_SETTINGS #pragma region OPENGL_SETTINGS
if (!glfwInit()) if (!glfwInit())
throw "Could not inditialize glwf"; throw "Could not inditialize glwf";
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGT, "SDBA", NULL, NULL); window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "SDBA", NULL, NULL);
if (!window) if (!window)
{ {
glfwTerminate(); glfwTerminate();
@@ -82,6 +65,9 @@ int main(void)
}); });
bool window_open = true; bool window_open = true;
// Main game loop // Main game loop
while (!glfwWindowShouldClose(window) && window_open) while (!glfwWindowShouldClose(window) && window_open)
{ {
@@ -100,14 +86,21 @@ int main(void)
current_scene = new scene::Startup_Scene(); current_scene = new scene::Startup_Scene();
break; break;
case scene::Scenes::INGAME: case scene::Scenes::INGAME:
current_scene = new scene::In_Game_Scene(); current_scene = new scene::In_Game_Scene();
break; break;
default: default:
std::cout << "Wrong return value!!! ->" << std::endl; std::cout << "Wrong return value!!! ->" << std::endl;
break; break;
} }
// Finish up
//shader.Stop();
glfwSwapBuffers(window);
glfwPollEvents();
} }
// Clean up -> preventing memory leaks!!! // Clean up -> preventing memory leaks!!!

View File

@@ -26,7 +26,7 @@ namespace render_engine
glCullFace(GL_BACK); glCullFace(GL_BACK);
const glm::mat4 projectionMatrix = const glm::mat4 projectionMatrix =
glm::perspective(glm::radians(FOV), (WINDOW_WIDTH / WINDOW_HEIGT), NEAR_PLANE, FAR_PLANE); glm::perspective(glm::radians(FOV), (WINDOW_WIDTH / WINDOW_HEIGHT), NEAR_PLANE, FAR_PLANE);
// Load the projectionmatrix into the shader // Load the projectionmatrix into the shader
shader.Start(); shader.Start();

View File

@@ -10,9 +10,6 @@
#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 <opencv2/core/base.hpp>
#include "../computervision/HandDetectRegion.h"
#include "../computervision/ObjectDetection.h"
namespace scene namespace scene
@@ -26,10 +23,6 @@ namespace scene
entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0)); entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
std::vector<gui::GuiTexture*> guis; std::vector<gui::GuiTexture*> guis;
std::vector<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);
In_Game_Scene::In_Game_Scene() In_Game_Scene::In_Game_Scene()
{ {
@@ -43,17 +36,6 @@ namespace scene
scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window) scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
{ {
// set up squares according to size of camera input
cv::Mat camera_frame;
static_camera::getCap().read(camera_frame); // get camera frame to know the width and heigth
reg_left.SetXPos(10);
reg_left.SetYPos(camera_frame.rows / 2 - reg_left.GetHeight()/2);
reg_right.SetXPos(camera_frame.cols - 10 - reg_right.GetWidth());
reg_right.SetYPos(camera_frame.rows / 2 - reg_right.GetHeight()/2);
reg_up.SetXPos(camera_frame.cols / 2 - reg_up.GetWidth() / 2);
reg_up.SetYPos(10);
raw_model = render_engine::LoadObjModel("res/House.obj"); raw_model = render_engine::LoadObjModel("res/House.obj");
texture = { render_engine::loader::LoadTexture("res/Texture.png") }; texture = { render_engine::loader::LoadTexture("res/Texture.png") };
texture.shine_damper = 10; texture.shine_damper = 10;
@@ -123,40 +105,14 @@ namespace scene
void scene::In_Game_Scene::update(GLFWwindow* window) void scene::In_Game_Scene::update(GLFWwindow* window)
{ {
camera.Move(window); camera.Move(window);
update_hand_detection();
} }
void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods) void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
{ {
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
{ {
cv::destroyWindow("camera");
return_value = scene::Scenes::STOP; return_value = scene::Scenes::STOP;
} }
if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS)
{
reg_left.CalibrateBackground();
reg_right.CalibrateBackground();
reg_up.CalibrateBackground();
}
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
{
std::vector<int> tresholds = reg_left.CalculateSkinTresholds();
reg_right.setSkinTresholds(tresholds);
reg_up.setSkinTresholds(tresholds);
}
} }
void scene::In_Game_Scene::update_hand_detection()
{
cv::Mat camera_frame;
static_camera::getCap().read(camera_frame);
reg_left.DetectHand(camera_frame);
reg_right.DetectHand(camera_frame);
reg_up.DetectHand(camera_frame);
cv::imshow("camera", camera_frame);
}
} }

View File

@@ -8,7 +8,6 @@ namespace scene
{ {
private: private:
scene::Scenes return_value = scene::Scenes::INGAME; scene::Scenes return_value = scene::Scenes::INGAME;
void update_hand_detection();
public: public:
In_Game_Scene(); In_Game_Scene();

View File

@@ -2,36 +2,183 @@
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <map> #include <map>
#include "startup_Scene.h" #include "startup_Scene.h"
#include "../computervision/ObjectDetection.h"
#include "../computervision/HandDetectRegion.h"
#include <iostream> #include <iostream>
#include <opencv2/core/mat.hpp>
#include "../models/model.h"
#include "../renderEngine/loader.h"
#include "../renderEngine/obj_loader.h"
#include "../renderEngine/renderer.h"
#include "../shaders/entity_shader.h"
#include "../gui/gui_interactable.h"
#include "../toolbox/toolbox.h"
#include "../computervision/MenuTest.h"
#include "../computervision/ObjectDetection.h"
namespace scene namespace scene
{ {
computervision::ObjectDetection objDetect; shaders::GuiShader* gui_shader1;
std::vector<gui::GuiTexture*> guis1;
float item_number = 0;
bool hand_mode = false;
Startup_Scene::Startup_Scene() {
shaders::EntityShader shader;
shader.Init();
render_engine::renderer::Init(shader);
shader.CleanUp();
gui_shader1 = new shaders::GuiShader();
gui_shader1->Init();
}
gui::Button* ConvertGuiTextureToButton(gui::GuiTexture* texture) {
if (texture != NULL)
if (texture->GetType() == gui::GuiType::BUTTON) {
gui::Button* button = (gui::Button*)texture;
return button;
}
else {
return NULL;
}
}
/*gui::InteractableGui* ConvertGuiTextureToInteractableGui(gui::GuiTexture* texture) {
if (texture != NULL)
if (texture->GetType() == gui::GuiType::BUTTON) {
return (gui::InteractableGui*)texture;
}
else {
return NULL;
}
}*/
gui::GuiTexture* GetMenuItem(bool hand_state) {
if(hand_state)
item_number += 0.20f;
int temp_item_number = item_number;
//If temp_item_number is equal to the size of the array, set item_number bac to zero to loop through the array again
if (temp_item_number == guis1.size()) {
item_number = 0;
temp_item_number = 0;
}
std::cout << guis1[temp_item_number]->texture << std::endl;
return guis1[temp_item_number];
}
scene::Scenes scene::Startup_Scene::start(GLFWwindow *window) scene::Scenes scene::Startup_Scene::start(GLFWwindow *window)
{ {
// GUI stuff
gui::Button button_start(render_engine::loader::LoadTexture("res/menu_item_start1.png"), glm::vec2(0.0f, 0.6f), glm::vec2(0.25f, 0.25f));
button_start.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_start1_hover.png"));
button_start.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_start1_click.png"));
button_start.SetOnClickAction([]()
{
std::cout << "Clicked on button: Start!" << std::endl;
});
guis1.push_back(&button_start);
gui::Button button_calibrate(render_engine::loader::LoadTexture("res/menu_item_calibrate1.png"), glm::vec2(0.0f, 0.0f), glm::vec2(0.25f, 0.25f));
button_calibrate.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_calibrate1_hover.png"));
button_calibrate.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_calibrate1_click.png"));
button_calibrate.SetOnClickAction([]()
{
std::cout << "Clicked on button: Calibrate!" << std::endl;
});
guis1.push_back(&button_calibrate);
gui::Button button_quit(render_engine::loader::LoadTexture("res/menu_item_quit1.png"), glm::vec2(0.0f, -0.6f), glm::vec2(0.25f, 0.25f));
button_quit.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_hover.png"));
button_quit.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_click.png"));
button_quit.SetOnClickAction([]()
{
std::cout << "Clicked on button: Quit!" << std::endl;
});
guis1.push_back(&button_quit);
computervision::ObjectDetection objDetect;
cv::Mat cameraFrame;
gui::GuiTexture* chosen_item = NULL; //This is the selected menu_item
bool hand_closed = false; //Flag to prevent multiple button presses
while (return_value == scene::Scenes::STARTUP) while (return_value == scene::Scenes::STARTUP)
{ {
render(); render();
update(window); update(window);
if (hand_mode) {
cameraFrame = objDetect.readCamera();
//Get hand state from camera
bool hand_detection = objDetect.detectHand(cameraFrame);
if (hand_detection)
{
hand_closed = false;
std::cout << "hand is opened" << std::endl;
//Loop through menu items
chosen_item = GetMenuItem(true);
gui::Button* new_button = ConvertGuiTextureToButton(chosen_item);
if (new_button != NULL) {
const float x_pos = (chosen_item->position.x + 1.0) * WINDOW_WIDTH / 2;
const float y_pos = (1.0 - chosen_item->position.y) * WINDOW_HEIGHT / 2;
//Set cursor to location of selected menu_item
glfwSetCursorPos(window, x_pos, y_pos);
}
}
else if (!hand_detection)
{
std::cout << "hand is closed" << std::endl;
//Gets selected menu_item
chosen_item = GetMenuItem(false);
gui::Button* new_button = ConvertGuiTextureToButton(chosen_item);
if (new_button != NULL && !hand_closed) {
//Run function click
new_button->ForceClick(GLFW_MOUSE_BUTTON_LEFT);
hand_closed = true;
}
}
}
glfwSwapBuffers(window); glfwSwapBuffers(window);
glfwPollEvents(); glfwPollEvents();
} }
gui_shader1->CleanUp();
render_engine::loader::CleanUp();
return return_value; return return_value;
} }
void scene::Startup_Scene::render() void scene::Startup_Scene::render()
{ {
render_engine::renderer::Prepare();
// Render GUI items
render_engine::renderer::Render(guis1, *gui_shader1);
} }
void scene::Startup_Scene::update(GLFWwindow* window) void scene::Startup_Scene::update(GLFWwindow* window)
{ {
bool hand_present; for (gui::GuiTexture* button : guis1) {
objDetect.DetectHand(objDetect.ReadCamera(),hand_present); gui::Button* new_button = ConvertGuiTextureToButton(button);
if (new_button != NULL)
new_button->Update(window);
}
} }
void scene::Startup_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods) void scene::Startup_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
@@ -39,7 +186,9 @@ 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"); }
else if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) {
hand_mode = !hand_mode;
} }
} }
} }

View File

@@ -1,6 +1,6 @@
#pragma once #pragma once
#include "scene.h" #include "scene.h"
#include <map> #include "../gui/gui_element.h"
namespace scene namespace scene
{ {
@@ -12,9 +12,42 @@ namespace scene
scene::Scenes return_value = scene::Scenes::STARTUP; scene::Scenes return_value = scene::Scenes::STARTUP;
public: public:
/**
* @brief Constructor of the class Startup_Scene
*
*/
Startup_Scene();
/**
* @brief
*
* @param window
* @return
*/
Scenes start(GLFWwindow* window) override; Scenes start(GLFWwindow* window) override;
/**
* @brief
*
*/
void render() override; void render() override;
/**
* @brief This method updates all the components on the window
*
* @param window Window it updates
*/
void update(GLFWwindow* window) override; void update(GLFWwindow* window) override;
/**
* @brief Listener for key events
*
* @param window Window it listens to for key events
* @param key Key of event that is activated
* @param scancode Code of Key
* @param action
* @param mods
*/
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override; void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
}; };
} }

View File

@@ -11,10 +11,10 @@ namespace toolbox
// Change these macros to change the window size // Change these macros to change the window size
#define WINDOW_WIDTH 1400.0f #define WINDOW_WIDTH 1400.0f
#define WINDOW_HEIGT 800.0f #define WINDOW_HEIGHT 800.0f
#define SCALED_WIDTH (WINDOW_WIDTH/DEFAULT_WIDTH) #define SCALED_WIDTH (WINDOW_WIDTH/DEFAULT_WIDTH)
#define SCALED_HEIGHT (WINDOW_HEIGT/DEFAULT_HEIGHT) #define SCALED_HEIGHT (WINDOW_HEIGHT/DEFAULT_HEIGHT)
// //
/* /*

View File

@@ -20,12 +20,10 @@
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="src\collision\collision_handler.cpp" /> <ClCompile Include="src\collision\collision_handler.cpp" />
<ClCompile Include="src\computervision\calibration\HandCalibrator.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\async\async_arm_detection.cpp" /> <ClCompile Include="src\computervision\FaceDetector.cpp" />
<ClCompile Include="src\computervision\MenuTest.cpp" />
<ClCompile Include="src\computervision\ObjectDetection.cpp" /> <ClCompile Include="src\computervision\ObjectDetection.cpp" />
<ClCompile Include="src\computervision\OpenPoseVideo.cpp" />
<ClCompile Include="src\computervision\SkinDetector.cpp" /> <ClCompile Include="src\computervision\SkinDetector.cpp" />
<ClCompile Include="src\computervision\FingerCount.cpp" /> <ClCompile Include="src\computervision\FingerCount.cpp" />
<ClCompile Include="src\computervision\BackgroundRemover.cpp" /> <ClCompile Include="src\computervision\BackgroundRemover.cpp" />
@@ -46,16 +44,12 @@
<ItemGroup> <ItemGroup>
<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" />
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.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\scene.h" /> <ClInclude Include="src\scenes\scene.h" />
<ClInclude Include="src\computervision\async\async_arm_detection.h" /> <ClInclude Include="src\computervision\FaceDetector.h" />
<ClInclude Include="src\computervision\async\StaticCameraInstance.h" />
<ClInclude Include="src\computervision\FingerCount.h" /> <ClInclude Include="src\computervision\FingerCount.h" />
<ClInclude Include="src\computervision\BackgroundRemover.h" /> <ClInclude Include="src\computervision\BackgroundRemover.h" />
<ClInclude Include="src\computervision\OpenPoseVideo.h" /> <ClInclude Include="src\computervision\MenuTest.h" />
<ClInclude Include="src\computervision\SkinDetector.h" /> <ClInclude Include="src\computervision\SkinDetector.h" />
<ClInclude Include="src\computervision\ObjectDetection.h" /> <ClInclude Include="src\computervision\ObjectDetection.h" />
<ClInclude Include="src\entities\camera.h" /> <ClInclude Include="src\entities\camera.h" />
@@ -79,12 +73,6 @@
<ItemGroup> <ItemGroup>
<Xml Include="res\haarcascade_frontalface_alt.xml" /> <Xml Include="res\haarcascade_frontalface_alt.xml" />
</ItemGroup> </ItemGroup>
<ItemGroup>
<None Include="..\..\Avans Hogeschool\Kim Veldhoen - Proftaak 2.4\pose_iter_160000.caffemodel" />
<None Include="res\pose\coco\pose_deploy_linevec.prototxt" />
<None Include="res\pose\mpi\pose_deploy_linevec_faster_4_stages.prototxt" />
<None Include="res\pose\mpi\pose_iter_160000.caffemodel" />
</ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<VCProjectVersion>16.0</VCProjectVersion> <VCProjectVersion>16.0</VCProjectVersion>
<ProjectGuid>{A7ECF1BE-DB22-4BF7-BFF6-E3BF72691EE6}</ProjectGuid> <ProjectGuid>{A7ECF1BE-DB22-4BF7-BFF6-E3BF72691EE6}</ProjectGuid>
@@ -153,8 +141,6 @@
<LinkIncremental>false</LinkIncremental> <LinkIncremental>false</LinkIncremental>
<IncludePath>$(VC_IncludePath);$(WindowsSDK_IncludePath);;C:\opencv\opencv\build\include;C:\opencv\build\include</IncludePath> <IncludePath>$(VC_IncludePath);$(WindowsSDK_IncludePath);;C:\opencv\opencv\build\include;C:\opencv\build\include</IncludePath>
<LibraryPath>$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);C:\opencv\opencv\build\x64\vc15\lib;C:\opencv\build\x64\vc15\lib</LibraryPath> <LibraryPath>$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);C:\opencv\opencv\build\x64\vc15\lib;C:\opencv\build\x64\vc15\lib</LibraryPath>
<IncludePath>C:\opencv\build\include\;$(VC_IncludePath);$(WindowsSDK_IncludePath);C:\opencv\opencv\build\include</IncludePath>
<LibraryPath>C:\opencv\build\x64\vc15\lib;$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);C:\opencv\opencv\build\x64\vc15\lib</LibraryPath>
</PropertyGroup> </PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile> <ClCompile>
@@ -228,7 +214,6 @@
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)lib\glfw-3.3.2\$(Platform);$(SolutionDir)lib\glew-2.1.0\lib\Release\$(Platform);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> <AdditionalLibraryDirectories>$(SolutionDir)lib\glfw-3.3.2\$(Platform);$(SolutionDir)lib\glew-2.1.0\lib\Release\$(Platform);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies); opencv_world452.lib;opencv_world452d.lib</AdditionalDependencies> <AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies); opencv_world452.lib;opencv_world452d.lib</AdditionalDependencies>
<AdditionalDependencies>opencv_world452.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

View File

@@ -1,70 +1,168 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup> <ItemGroup>
<ClCompile Include="src\collision\collision_handler.cpp" /> <Filter Include="Source Files">
<ClCompile Include="src\scenes\in_Game_Scene.cpp" /> <UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" /> <Extensions>cpp;c;cc;cxx;c++;def;odl;idl;hpj;bat;asm;asmx</Extensions>
<ClCompile Include="src\computervision\ObjectDetection.cpp" /> </Filter>
<ClCompile Include="src\computervision\OpenPoseVideo.cpp" /> <Filter Include="Header Files">
<ClCompile Include="src\computervision\SkinDetector.cpp" /> <UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<ClCompile Include="src\computervision\FingerCount.cpp" /> <Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
<ClCompile Include="src\computervision\BackgroundRemover.cpp" /> </Filter>
<ClCompile Include="src\entities\camera.cpp" /> <Filter Include="Resource Files">
<ClCompile Include="src\entities\collision_entity.cpp" /> <UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<ClCompile Include="src\entities\entity.cpp" /> <Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
<ClCompile Include="src\gui\gui_interactable.cpp" /> </Filter>
<ClCompile Include="src\main.cpp" />
<ClCompile Include="src\renderEngine\loader.cpp" />
<ClCompile Include="src\renderEngine\obj_loader.cpp" />
<ClCompile Include="src\renderEngine\renderer.cpp" />
<ClCompile Include="src\shaders\gui_shader.cpp" />
<ClCompile Include="src\shaders\shader_program.cpp" />
<ClCompile Include="src\shaders\entity_shader.cpp" />
<ClCompile Include="src\toolbox\toolbox.cpp" />
<ClCompile Include="src\scenes\startup_Scene.cpp" />
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="src\collision\collision.h" /> <ClCompile Include="src\entities\Camera.cpp">
<ClInclude Include="src\collision\collision_handler.h" /> <Filter>Source Files</Filter>
<ClInclude Include="src\scenes\in_Game_Scene.h" /> </ClCompile>
<ClInclude Include="src\scenes\scene.h" /> <ClCompile Include="src\entities\Entity.cpp">
<ClInclude Include="src\computervision\async\async_arm_detection.h" /> <Filter>Source Files</Filter>
<ClInclude Include="src\computervision\async\StaticCameraInstance.h" /> </ClCompile>
<ClInclude Include="src\computervision\FingerCount.h" /> <ClCompile Include="src\renderEngine\Loader.cpp">
<ClInclude Include="src\computervision\BackgroundRemover.h" /> <Filter>Source Files</Filter>
<ClInclude Include="src\computervision\OpenPoseVideo.h" /> </ClCompile>
<ClInclude Include="src\computervision\SkinDetector.h" /> <ClCompile Include="src\renderEngine\Renderer.cpp">
<ClInclude Include="src\computervision\ObjectDetection.h" /> <Filter>Source Files</Filter>
<ClInclude Include="src\entities\camera.h" /> </ClCompile>
<ClInclude Include="src\entities\collision_entity.h" /> <ClCompile Include="src\main.cpp">
<ClInclude Include="src\entities\entity.h" /> <Filter>Source Files</Filter>
<ClInclude Include="src\entities\light.h" /> </ClCompile>
<ClInclude Include="src\gui\gui_element.h" /> <ClCompile Include="src\shaders\shader_program.cpp">
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<ClInclude Include="src\models\model.h" /> </ClCompile>
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<ClInclude Include="src\renderEngine\obj_loader.h" /> <Filter>Source Files</Filter>
<ClInclude Include="src\renderEngine\renderer.h" /> </ClCompile>
<ClInclude Include="src\shaders\gui_shader.h" /> <ClCompile Include="src\toolbox\toolbox.cpp">
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<ClInclude Include="src\stb_image.h" /> <ClCompile Include="src\shaders\entity_shader.cpp">
<ClInclude Include="src\toolbox\Timer.h" /> <Filter>Source Files</Filter>
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<Filter>Header Files</Filter>
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<ClInclude Include="src\toolbox\Timer.h">
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