Compare commits
7 Commits
feature/ga
...
feature/au
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
982f787d44 | ||
|
|
b446a366fb | ||
|
|
0d6f10dff5 | ||
|
|
01570d8045 | ||
|
|
ce0a1f3da7 | ||
|
|
344745d9cf | ||
|
|
3f172e1484 |
@@ -3,7 +3,7 @@
|
||||
|
||||
namespace collision
|
||||
{
|
||||
void CheckCollisions(std::vector<std::shared_ptr<entities::CollisionEntity>>& entities)
|
||||
void CheckCollisions(std::vector<std::shared_ptr<entities::CollisionEntity>> entities)
|
||||
{
|
||||
if (entities.size() < 2) { return; }
|
||||
if (entities.size() == 2)
|
||||
|
||||
@@ -13,5 +13,5 @@ namespace collision
|
||||
*
|
||||
* @param entities: A list with all the collision entities.
|
||||
*/
|
||||
void CheckCollisions(std::vector<std::shared_ptr<entities::CollisionEntity>>& entities);
|
||||
void CheckCollisions(std::vector<std::shared_ptr<entities::CollisionEntity>> entities);
|
||||
}
|
||||
@@ -6,7 +6,7 @@ namespace static_camera
|
||||
|
||||
static cv::VideoCapture getCap()
|
||||
{
|
||||
static cv::VideoCapture cap(1);
|
||||
static cv::VideoCapture cap(0);
|
||||
return cap;
|
||||
}
|
||||
};
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#include "BackgroundRemover.h"
|
||||
#include "background_remover.h"
|
||||
|
||||
/*
|
||||
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
|
||||
@@ -1,4 +1,4 @@
|
||||
#include "FingerCount.h"
|
||||
#include "finger_count.h"
|
||||
|
||||
#include "opencv2/imgproc.hpp"
|
||||
#include "opencv2/highgui.hpp"
|
||||
@@ -1,6 +1,6 @@
|
||||
|
||||
#include "HandDetectRegion.h"
|
||||
|
||||
#include "hand_detect_region.h"
|
||||
#define TIME_DURATION 1.0f
|
||||
namespace computervision
|
||||
{
|
||||
|
||||
@@ -20,6 +20,15 @@ namespace computervision
|
||||
Mat input_frame = GenerateHandMaskSquare(camera_frame);
|
||||
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
|
||||
skin_detector.drawSkinColorSampler(camera_frame,start_x_pos,start_y_pos,region_width,region_height);
|
||||
|
||||
@@ -32,6 +41,29 @@ namespace computervision
|
||||
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
|
||||
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("foreground" + region_id, foreground);
|
||||
//imshow("handMask" + region_id, handMask);
|
||||
@@ -47,7 +79,17 @@ namespace computervision
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -92,6 +134,8 @@ namespace computervision
|
||||
{
|
||||
std::cout << "calibrating skin " << region_id << std::endl;
|
||||
hand_calibrator.SetSkinCalibration(true);
|
||||
skin_calibrated = true;
|
||||
time = 0;
|
||||
return skin_detector.calibrateAndReturn(frame_out);
|
||||
}
|
||||
|
||||
@@ -100,6 +144,13 @@ namespace computervision
|
||||
std::cout << "setting skin " << region_id << std::endl;
|
||||
skin_detector.setTresholds(tresholds);
|
||||
hand_calibrator.SetSkinCalibration(true);
|
||||
skin_calibrated = true;
|
||||
time = 0;
|
||||
}
|
||||
|
||||
void HandDetectRegion::UpdateTime(float delta_time)
|
||||
{
|
||||
time += delta_time;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -2,11 +2,13 @@
|
||||
|
||||
#include <opencv2/core.hpp>
|
||||
#include <opencv2/imgproc.hpp>
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#include "async/StaticCameraInstance.h"
|
||||
#include "calibration/HandCalibrator.h"
|
||||
#include "BackgroundRemover.h"
|
||||
#include "SkinDetector.h"
|
||||
#include "FingerCount.h"
|
||||
#include "background_remover.h"
|
||||
#include "skin_detector.h"
|
||||
#include "finger_count.h"
|
||||
namespace computervision
|
||||
{
|
||||
class HandDetectRegion
|
||||
@@ -36,8 +38,12 @@ namespace computervision
|
||||
std::vector<int> CalculateSkinTresholds();
|
||||
|
||||
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:
|
||||
|
||||
int start_x_pos;
|
||||
int start_y_pos;
|
||||
int region_height;
|
||||
@@ -51,6 +57,17 @@ namespace computervision
|
||||
std::string region_id;
|
||||
|
||||
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;
|
||||
|
||||
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
@@ -1,14 +1,7 @@
|
||||
|
||||
#include <opencv2/videoio.hpp>
|
||||
#include <opencv2/highgui.hpp>
|
||||
#include <opencv2/video.hpp>
|
||||
#include "object_detection.h"
|
||||
|
||||
#include "ObjectDetection.h"
|
||||
#include "BackgroundRemover.h"
|
||||
#include "SkinDetector.h"
|
||||
#include "FingerCount.h"
|
||||
#include "async/StaticCameraInstance.h"
|
||||
#include "calibration/HandCalibrator.h"
|
||||
#define TIME_DURATION 1.0f
|
||||
|
||||
namespace computervision
|
||||
{
|
||||
@@ -25,6 +18,11 @@ namespace computervision
|
||||
handcalibration::HandCalibrator hand_calibrator;
|
||||
|
||||
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()
|
||||
{
|
||||
@@ -42,6 +40,20 @@ namespace computervision
|
||||
|
||||
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);
|
||||
frame_out = input_frame.clone();
|
||||
|
||||
@@ -63,37 +75,58 @@ namespace computervision
|
||||
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
|
||||
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);
|
||||
finger_count.DrawHandContours(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);
|
||||
|
||||
// uncomment these lines to show debug hand information
|
||||
/*imshow("output", frame_out);
|
||||
imshow("foreground", foreground);
|
||||
imshow("handMask", handMask);
|
||||
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);
|
||||
|
||||
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
@@ -144,5 +177,15 @@ namespace computervision
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
@@ -8,6 +8,14 @@
|
||||
#include <opencv2/core.hpp>
|
||||
#include <opencv2/imgproc/imgproc.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
|
||||
@@ -86,6 +94,7 @@ namespace computervision
|
||||
private:
|
||||
bool is_hand_open;
|
||||
bool is_hand_present;
|
||||
void UpdateTime();
|
||||
|
||||
};
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#include "SkinDetector.h"
|
||||
#include "skin_detector.h"
|
||||
#include <iostream>
|
||||
|
||||
/*
|
||||
@@ -40,10 +40,7 @@ namespace entities
|
||||
|
||||
const glm::vec3 size = bounding_box.size;
|
||||
|
||||
min_xyz = { bounding_box.center_pos.x - (0.5 * size.x), bounding_box.center_pos.y, bounding_box.center_pos.z - (0.5 * size.z) };
|
||||
max_xyz = { bounding_box.center_pos.x + (0.5 * size.x), bounding_box.center_pos.y + size.y, bounding_box.center_pos.z + (0.5 * size.z) };
|
||||
|
||||
// min_xyz = bounding_box.center_pos;
|
||||
// max_xyz = { bounding_box.center_pos.x + size.x, bounding_box.center_pos.y + size.y, bounding_box.center_pos.z + size.z };
|
||||
min_xyz = bounding_box.center_pos;
|
||||
max_xyz = glm::vec3(min_xyz.x + size.x, min_xyz.y + size.y, min_xyz.z + size.z);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -58,7 +58,7 @@ namespace entities
|
||||
void SetCollisionBehaviour(std::function<void(const collision::Collision&)> function)
|
||||
{ if (function != nullptr) { on_collide = function; } }
|
||||
|
||||
public:
|
||||
protected:
|
||||
|
||||
/*
|
||||
* @brief: This method moves the collision to the center of the entity
|
||||
|
||||
@@ -20,76 +20,71 @@ namespace entities
|
||||
GenerateFurnitureModels();
|
||||
}
|
||||
|
||||
std::deque<std::shared_ptr<CollisionEntity>> 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<CollisionEntity>> furniture;
|
||||
std::deque<std::shared_ptr<Entity>> furniture;
|
||||
|
||||
// Add house
|
||||
collision::Box house_box = { position, glm::vec3(0,0,0) };
|
||||
furniture.push_front(std::make_shared<CollisionEntity>(house_model, position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE, house_box));
|
||||
|
||||
// for(int i = 0; i<toolbox::Random(1,4);i++)
|
||||
// {
|
||||
// FurnitureType type = FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
|
||||
// models::TexturedModel model = GetFurnitureModel(type);
|
||||
// glm::vec3 model_pos = glm::vec3(position.x, position.y, position.z);
|
||||
// collision::Box model_box = { model_pos, model.raw_model.model_size };
|
||||
// model_box.SetRotation(-90);
|
||||
// furniture.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, model_box));
|
||||
// //furniture_collision.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, model_box));
|
||||
//
|
||||
// }
|
||||
|
||||
//furniture_collision.pop_front();
|
||||
furniture.push_front(std::make_shared<Entity>(house_model, position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE));
|
||||
|
||||
for(int i = 0; i<toolbox::Random(1,4);i++)
|
||||
{
|
||||
FurnitureType type = FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
|
||||
models::TexturedModel model = GetFurnitureModel(type);
|
||||
glm::vec3 model_pos = glm::vec3(position.x, position.y, position.z);
|
||||
collision::Box model_box = { model_pos, model.raw_model.model_size };
|
||||
model_box.SetRotation(-90);
|
||||
furniture.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, model_box));
|
||||
}
|
||||
|
||||
/*
|
||||
// Add furniture
|
||||
// models::TexturedModel couch = GetFurnitureModel(FurnitureType::COUCH);
|
||||
// glm::vec3 couch_pos = glm::vec3(position.x + 200, position.y, position.z + 10);
|
||||
// collision::Box couch_box = { couch_pos, couch.raw_model.model_size * (HOUSE_SIZE) };
|
||||
// couch_box.SetRotation(-90);
|
||||
// furniture.push_back(std::make_shared<CollisionEntity>(couch, couch_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, couch_box));
|
||||
//
|
||||
// models::TexturedModel table = GetFurnitureModel(FurnitureType::TABLE);
|
||||
// glm::vec3 table_pos = glm::vec3(position.x - 30, position.y, position.z);
|
||||
// collision::Box table_box = { table_pos, table.raw_model.model_size * ((HOUSE_SIZE) * 1.3f) };
|
||||
// furniture.push_back(std::make_shared<CollisionEntity>(table, table_pos, glm::vec3(0, 0, 0), HOUSE_SIZE * 1.3, table_box));
|
||||
//
|
||||
// models::TexturedModel chair = GetFurnitureModel(FurnitureType::CHAIR);
|
||||
// glm::vec3 chair_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||
// collision::Box chair_box = { chair_pos, chair.raw_model.model_size * (HOUSE_SIZE) };
|
||||
// furniture.push_back(std::make_shared<CollisionEntity>(chair, chair_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, chair_box));
|
||||
//
|
||||
// models::TexturedModel plant = GetFurnitureModel(FurnitureType::PLANT);
|
||||
// glm::vec3 plant_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||
// collision::Box plant_box = { plant_pos, plant.raw_model.model_size * (HOUSE_SIZE) };
|
||||
// furniture.push_back(std::make_shared<CollisionEntity>(plant, plant_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, plant_box));
|
||||
//
|
||||
// models::TexturedModel guitar = GetFurnitureModel(FurnitureType::GUITAR);
|
||||
// glm::vec3 guitar_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||
// collision::Box guitar_box = { guitar_pos, guitar.raw_model.model_size * (HOUSE_SIZE) };
|
||||
// furniture.push_back(std::make_shared<CollisionEntity>(guitar, guitar_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, guitar_box));
|
||||
//
|
||||
// models::TexturedModel bookshelf = GetFurnitureModel(FurnitureType::BOOKSHELF);
|
||||
// glm::vec3 bookshelf_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||
// collision::Box bookshelf_box = { bookshelf_pos, bookshelf.raw_model.model_size * (HOUSE_SIZE) };
|
||||
// furniture.push_back(std::make_shared<CollisionEntity>(bookshelf, bookshelf_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, bookshelf_box));
|
||||
//
|
||||
// models::TexturedModel lamp = GetFurnitureModel(FurnitureType::LAMP);
|
||||
// glm::vec3 lamp_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||
// collision::Box lamp_box = { lamp_pos, lamp.raw_model.model_size * (HOUSE_SIZE) };
|
||||
// furniture.push_back(std::make_shared<CollisionEntity>(lamp, lamp_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, lamp_box));
|
||||
//
|
||||
// models::TexturedModel ceiling_object = GetFurnitureModel(FurnitureType::CEILING_OBJECTS);
|
||||
// glm::vec3 ceiling_object_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||
// collision::Box ceiling_object_box = { ceiling_object_pos, ceiling_object.raw_model.model_size * (HOUSE_SIZE / 2) };
|
||||
// furniture.push_back(std::make_shared<CollisionEntity>(ceiling_object, ceiling_object_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, ceiling_object_box));
|
||||
models::TexturedModel couch = GetFurnitureModel(FurnitureType::COUCH);
|
||||
glm::vec3 couch_pos = glm::vec3(position.x + 200, position.y, position.z + 10);
|
||||
collision::Box couch_box = { couch_pos, couch.raw_model.model_size };
|
||||
couch_box.SetRotation(-90);
|
||||
furniture.push_back(std::make_shared<CollisionEntity>(couch, couch_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, couch_box));
|
||||
|
||||
models::TexturedModel table = GetFurnitureModel(FurnitureType::TABLE);
|
||||
glm::vec3 table_pos = glm::vec3(position.x - 30, position.y, position.z);
|
||||
collision::Box table_box = { table_pos, table.raw_model.model_size };
|
||||
furniture.push_back(std::make_shared<CollisionEntity>(table, table_pos, glm::vec3(0, 0, 0), HOUSE_SIZE * 1.3, table_box));
|
||||
|
||||
models::TexturedModel chair = GetFurnitureModel(FurnitureType::CHAIR);
|
||||
glm::vec3 chair_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||
collision::Box chair_box = { chair_pos, chair.raw_model.model_size };
|
||||
furniture.push_back(std::make_shared<CollisionEntity>(chair, chair_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, chair_box));
|
||||
|
||||
models::TexturedModel plant = GetFurnitureModel(FurnitureType::PLANT);
|
||||
glm::vec3 plant_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||
collision::Box plant_box = { plant_pos, plant.raw_model.model_size };
|
||||
furniture.push_back(std::make_shared<CollisionEntity>(plant, plant_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, plant_box));
|
||||
|
||||
models::TexturedModel guitar = GetFurnitureModel(FurnitureType::GUITAR);
|
||||
glm::vec3 guitar_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||
collision::Box guitar_box = { guitar_pos, guitar.raw_model.model_size };
|
||||
furniture.push_back(std::make_shared<CollisionEntity>(guitar, guitar_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, guitar_box));
|
||||
|
||||
models::TexturedModel bookshelf = GetFurnitureModel(FurnitureType::BOOKSHELF);
|
||||
glm::vec3 bookshelf_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||
collision::Box bookshelf_box = { bookshelf_pos, bookshelf.raw_model.model_size };
|
||||
furniture.push_back(std::make_shared<CollisionEntity>(bookshelf, bookshelf_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, bookshelf_box));
|
||||
|
||||
models::TexturedModel lamp = GetFurnitureModel(FurnitureType::LAMP);
|
||||
glm::vec3 lamp_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||
collision::Box lamp_box = { lamp_pos, lamp.raw_model.model_size };
|
||||
furniture.push_back(std::make_shared<CollisionEntity>(lamp, lamp_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, lamp_box));
|
||||
|
||||
models::TexturedModel ceiling_object = GetFurnitureModel(FurnitureType::CEILING_OBJECTS);
|
||||
glm::vec3 ceiling_object_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||
collision::Box ceiling_object_box = { ceiling_object_pos, ceiling_object.raw_model.model_size };
|
||||
furniture.push_back(std::make_shared<CollisionEntity>(ceiling_object, ceiling_object_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, ceiling_object_box));
|
||||
|
||||
models::TexturedModel misc = GetFurnitureModel(FurnitureType::MISC);
|
||||
glm::vec3 misc_pos = glm::vec3(position.x - 50, position.y - 10, position.z + 220);
|
||||
collision::Box misc_box = { misc_pos, misc.raw_model.model_size * (HOUSE_SIZE) };
|
||||
glm::vec3 misc_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||
collision::Box misc_box = { misc_pos, misc.raw_model.model_size };
|
||||
furniture.push_back(std::make_shared<CollisionEntity>(misc, misc_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, misc_box));
|
||||
|
||||
*/
|
||||
return furniture;
|
||||
}
|
||||
|
||||
@@ -260,9 +255,4 @@ namespace entities
|
||||
|
||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::MISC, miscs));
|
||||
}
|
||||
|
||||
/*std::deque<std::shared_ptr<CollisionEntity>> HouseGenerator::GetFurnitureCollisions()
|
||||
{
|
||||
return furniture_collision;
|
||||
}*/
|
||||
}
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
#include <map>
|
||||
#include "../models/Model.h"
|
||||
#include "../collision/collision.h"
|
||||
#include "collision_entity.h"
|
||||
|
||||
namespace entities
|
||||
{
|
||||
@@ -31,8 +30,6 @@ namespace entities
|
||||
models::ModelTexture default_texture;
|
||||
|
||||
std::map<FurnitureType, std::deque<models::TexturedModel>> furniture_models;
|
||||
//std::deque<std::shared_ptr<CollisionEntity>> furniture_collision;
|
||||
|
||||
|
||||
public:
|
||||
HouseGenerator();
|
||||
@@ -45,17 +42,12 @@ namespace entities
|
||||
*
|
||||
* @return: A list with all the entities of the generated house (the furniture)
|
||||
*/
|
||||
std::deque<std::shared_ptr<CollisionEntity>> GenerateHouse(const glm::vec3& position, float y_rotation);
|
||||
std::deque<std::shared_ptr<Entity>> GenerateHouse(const glm::vec3& position, float y_rotation);
|
||||
|
||||
/*
|
||||
* @brief: Returns the depth of the house (chunk)
|
||||
*/
|
||||
float GetHouseDepth() const { return house_model.raw_model.model_size.x * HOUSE_SIZE;
|
||||
|
||||
}
|
||||
|
||||
//std::deque<std::shared_ptr<CollisionEntity>> GetFurnitureCollisions();
|
||||
|
||||
float GetHouseDepth() const { return house_model.raw_model.model_size.x * HOUSE_SIZE; }
|
||||
|
||||
private:
|
||||
/*
|
||||
|
||||
@@ -22,7 +22,7 @@ namespace entities
|
||||
void MainCharacter::Move(GLFWwindow* window)
|
||||
{
|
||||
if (is_playing) {
|
||||
movement_speed = -2.0f; //Forward speed adjustment, bee is moving at a standard speedrate
|
||||
movement_speed = -0.5f; //Forward speed adjustment, bee is moving at a standard speedrate
|
||||
down_speed = -1.0f; //Down speed adjustment, downspeed is difference between down_speed and UP_SPEED
|
||||
side_speed = 0; //Side speed adjustment
|
||||
|
||||
@@ -97,8 +97,4 @@ namespace entities
|
||||
is_playing = false;
|
||||
std::cout << "collision" << std::endl;
|
||||
}
|
||||
|
||||
bool MainCharacter::GetOnCollide() {
|
||||
return is_playing;
|
||||
}
|
||||
}
|
||||
@@ -34,7 +34,5 @@ namespace entities
|
||||
void Move(GLFWwindow* window);
|
||||
|
||||
void OnCollide(const collision::Collision& collision) override;
|
||||
|
||||
bool GetOnCollide();
|
||||
};
|
||||
}
|
||||
|
||||
@@ -27,10 +27,8 @@
|
||||
#include "scenes/scene.h"
|
||||
#include "scenes/in_Game_Scene.h"
|
||||
#include "scenes/startup_Scene.h"
|
||||
#include "scenes/game_Over_Scene.h"
|
||||
#include "entities/collision_entity.h"
|
||||
|
||||
#include "computervision/ObjectDetection.h"
|
||||
#include "computervision/object_detection.h"
|
||||
//#include "computervision/OpenPoseImage.h"
|
||||
#include "computervision/OpenPoseVideo.h"
|
||||
|
||||
@@ -114,10 +112,6 @@ int main(void)
|
||||
current_scene = new scene::In_Game_Scene();
|
||||
break;
|
||||
|
||||
case scene::Scenes::GAMEOVER:
|
||||
current_scene = new scene::Game_Over_Scene();
|
||||
break;
|
||||
|
||||
default:
|
||||
std::cout << "Wrong return value!!! ->" << std::endl;
|
||||
break;
|
||||
|
||||
@@ -1,184 +0,0 @@
|
||||
#include <iostream>
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <map>
|
||||
#include "game_Over_Scene.h"
|
||||
#include <iostream>
|
||||
#include <opencv2/core/mat.hpp>
|
||||
|
||||
#include "../models/model.h"
|
||||
#include "../renderEngine/loader.h"
|
||||
#include "../renderEngine/obj_loader.h"
|
||||
#include "../renderEngine/renderer.h"
|
||||
#include "../shaders/entity_shader.h"
|
||||
#include "../gui/gui_interactable.h"
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include "../computervision/MenuTest.h"
|
||||
#include "../computervision/ObjectDetection.h"
|
||||
#include "../computervision/HandDetectRegion.h"
|
||||
|
||||
namespace scene
|
||||
{
|
||||
shaders::GuiShader* gui_shader_gameOver;
|
||||
std::vector<gui::GuiTexture*> guis_gameOver;
|
||||
computervision::ObjectDetection objDetect_gameOver;
|
||||
|
||||
float item_number_gameOver = 0;
|
||||
|
||||
bool hand_mode_gameOver = false;
|
||||
|
||||
Game_Over_Scene::Game_Over_Scene()
|
||||
{
|
||||
shaders::EntityShader shader;
|
||||
shader.Init();
|
||||
render_engine::renderer::Init(shader);
|
||||
shader.CleanUp();
|
||||
|
||||
gui_shader_gameOver = new shaders::GuiShader();
|
||||
gui_shader_gameOver->Init();
|
||||
}
|
||||
|
||||
gui::Button* ConvertGuiTextureToButtonGameOver(gui::GuiTexture* texture) {
|
||||
gui::Button* button;
|
||||
if (texture != NULL)
|
||||
{
|
||||
|
||||
if (texture->GetType() == gui::GuiType::BUTTON) {
|
||||
|
||||
button = (gui::Button*)texture;
|
||||
return button;
|
||||
}
|
||||
else {
|
||||
button = nullptr;
|
||||
return button;
|
||||
}
|
||||
}
|
||||
else {
|
||||
button = nullptr;
|
||||
return button;
|
||||
}
|
||||
}
|
||||
|
||||
gui::GuiTexture* GetMenuItemGameOver(bool hand_state) {
|
||||
if (hand_state)
|
||||
item_number_gameOver += 0.20f;
|
||||
|
||||
int temp_item_number = item_number_gameOver;
|
||||
|
||||
//If temp_item_number is equal to the size of the array, set item_number bac to zero to loop through the array again
|
||||
if (temp_item_number == guis_gameOver.size()) {
|
||||
item_number_gameOver = 0;
|
||||
temp_item_number = 0;
|
||||
}
|
||||
std::cout << guis_gameOver[temp_item_number]->texture << std::endl;
|
||||
return guis_gameOver[temp_item_number];
|
||||
}
|
||||
|
||||
scene::Scenes scene::Game_Over_Scene::start(GLFWwindow* window) {
|
||||
gui::Button button_start_scene(render_engine::loader::LoadTexture("res/Birb1.jpg"), glm::vec2(0.0f, 0.6f), glm::vec2(0.25f, 0.25f));
|
||||
button_start_scene.SetHoverTexture(render_engine::loader::LoadTexture("res/Birb2.jpg"));
|
||||
button_start_scene.SetClickedTexture(render_engine::loader::LoadTexture("res/Birb3.jpg"));
|
||||
button_start_scene.SetOnClickAction([]()
|
||||
{
|
||||
std::cout << "Back to start screen!!" << std::endl;
|
||||
});
|
||||
guis_gameOver.push_back(&button_start_scene);
|
||||
|
||||
computervision::ObjectDetection objDetect;
|
||||
cv::Mat cameraFrame;
|
||||
gui::GuiTexture* chosen_item_gameOver = NULL; //This is the selected menu_item
|
||||
bool hand_closed = false; //Flag to prevent multiple button presses
|
||||
|
||||
while (return_value == scene::Scenes:: GAMEOVER)
|
||||
{
|
||||
render();
|
||||
update(window);
|
||||
|
||||
if (hand_mode_gameOver)
|
||||
{
|
||||
cameraFrame = objDetect_gameOver.ReadCamera();
|
||||
|
||||
bool detect = false;
|
||||
bool hand_detection = objDetect_gameOver.DetectHand(cameraFrame, detect);
|
||||
|
||||
if (hand_detection)
|
||||
{
|
||||
hand_closed = false;
|
||||
std::cout << "hand is opened" << std::endl;
|
||||
|
||||
//Loop through menu items
|
||||
chosen_item_gameOver = GetMenuItemGameOver(true);
|
||||
|
||||
gui::Button* new_button = ConvertGuiTextureToButtonGameOver(chosen_item_gameOver);
|
||||
if (new_button != NULL) {
|
||||
const float x_pos = (chosen_item_gameOver->position.x + 1.0) * WINDOW_WIDTH / 2;
|
||||
const float y_pos = (1.0 - chosen_item_gameOver->position.y) * WINDOW_HEIGHT / 2;
|
||||
|
||||
//Set cursor to location of selected menu_item
|
||||
glfwSetCursorPos(window, x_pos, y_pos);
|
||||
}
|
||||
}
|
||||
else if (!hand_detection)
|
||||
{
|
||||
std::cout << "hand is closed" << std::endl;
|
||||
|
||||
//Gets selected menu_item
|
||||
chosen_item_gameOver = GetMenuItemGameOver(false);
|
||||
gui::Button* new_button = ConvertGuiTextureToButtonGameOver(chosen_item_gameOver);
|
||||
|
||||
if (new_button != NULL && !hand_closed) {
|
||||
//Run function click
|
||||
new_button->ForceClick(GLFW_MOUSE_BUTTON_LEFT);
|
||||
hand_closed = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
gui_shader_gameOver->CleanUp();
|
||||
render_engine::loader::CleanUp();
|
||||
return return_value;
|
||||
}
|
||||
|
||||
/**
|
||||
* renders the models in the start-up scene
|
||||
*/
|
||||
void scene::Game_Over_Scene::render()
|
||||
{
|
||||
render_engine::renderer::Prepare();
|
||||
|
||||
// Render GUI items
|
||||
render_engine::renderer::Render(guis_gameOver, *gui_shader_gameOver);
|
||||
}
|
||||
|
||||
/**
|
||||
* updates the variables for the start-up scene
|
||||
*/
|
||||
void scene::Game_Over_Scene::update(GLFWwindow* window)
|
||||
{
|
||||
for (gui::GuiTexture* button : guis_gameOver) {
|
||||
gui::Button* new_button = ConvertGuiTextureToButtonGameOver(button);
|
||||
if (new_button != NULL)
|
||||
new_button->Update(window);
|
||||
}
|
||||
bool hand_present;
|
||||
objDetect_gameOver.DetectHand(objDetect_gameOver.ReadCamera(), hand_present);
|
||||
}
|
||||
|
||||
/**
|
||||
* manages the key input in the start-up scene
|
||||
*/
|
||||
void scene::Game_Over_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||
{
|
||||
return_value = scene::Scenes::INGAME;
|
||||
cv::destroyWindow("camera");
|
||||
}
|
||||
else if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) {
|
||||
hand_mode_gameOver = !hand_mode_gameOver;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,26 +0,0 @@
|
||||
#pragma once
|
||||
#include "scene.h"
|
||||
#include "../gui/gui_element.h"
|
||||
|
||||
namespace scene
|
||||
{
|
||||
extern GLFWwindow* window;
|
||||
|
||||
class Game_Over_Scene : public scene::Scene
|
||||
{
|
||||
private:
|
||||
scene::Scenes return_value = scene::Scenes::GAMEOVER;
|
||||
|
||||
public:
|
||||
Game_Over_Scene();
|
||||
|
||||
Scenes start(GLFWwindow* window) override;
|
||||
|
||||
void render() override;
|
||||
|
||||
void update(GLFWwindow* window) override;
|
||||
|
||||
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
||||
|
||||
};
|
||||
}
|
||||
@@ -1,27 +1,4 @@
|
||||
#include <iostream>
|
||||
#include <memory>
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.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"
|
||||
#include <string>
|
||||
|
||||
#define MAX_MODEL_DEQUE_SIZE 6 // max amount of models to load at the same time
|
||||
#define UPCOMING_MODEL_AMOUNT 4 // how much models should be loaded in front of us
|
||||
@@ -31,7 +8,6 @@ namespace scene
|
||||
{
|
||||
std::shared_ptr<entities::MainCharacter>main_character;
|
||||
std::vector<std::shared_ptr<entities::CollisionEntity>> collision_entities;
|
||||
|
||||
entities::HouseGenerator* house_generator;
|
||||
std::deque<std::shared_ptr<entities::Entity>> house_models;
|
||||
|
||||
@@ -45,6 +21,8 @@ namespace scene
|
||||
int furniture_count_old;
|
||||
int score;
|
||||
|
||||
float delta_time = 0;
|
||||
|
||||
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);
|
||||
|
||||
@@ -74,11 +52,8 @@ namespace scene
|
||||
score_pointer = std::make_unique<gui::GuiTexture>(render_engine::loader::LoadTexture(texture_path), glm::vec2(-0.9f, 0.8f), glm::vec2(0.07, 0.15));
|
||||
|
||||
score_textures.push_back(score_pointer);
|
||||
|
||||
std::cout << "Add to score_pointer: " << texture_path << std::endl;
|
||||
}
|
||||
|
||||
std::cout << "Size textures: " << score_textures.size() << std::endl;
|
||||
|
||||
}
|
||||
|
||||
@@ -105,44 +80,46 @@ namespace scene
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* @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)
|
||||
void In_Game_Scene::SetupHandDetection()
|
||||
{
|
||||
static unsigned int furniture_count = 0;
|
||||
|
||||
// set up squares according to size of camera input
|
||||
cv::Mat camera_frame;
|
||||
static_camera::getCap().read(camera_frame); // get camera frame to know the width and heigth
|
||||
|
||||
reg_left.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.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);
|
||||
}
|
||||
|
||||
|
||||
void In_Game_Scene::LoadChunk(int model_pos)
|
||||
{
|
||||
static unsigned int furniture_count = 0;
|
||||
std::cout << "loading model chunk" << std::endl;
|
||||
if (house_models.size() >= MAX_MODEL_DEQUE_SIZE * furniture_count)
|
||||
{
|
||||
for (int i = 0; i < furniture_count; i++)
|
||||
{
|
||||
house_models.pop_front();
|
||||
collision_entities.pop_back();
|
||||
}
|
||||
}
|
||||
int z_offset = model_pos * (house_generator->GetHouseDepth()); // how much "in the distance" we should load the model
|
||||
|
||||
std::deque<std::shared_ptr<entities::CollisionEntity>> furniture = house_generator->GenerateHouse(glm::vec3(0, -75, -50 - z_offset), 90);
|
||||
std::deque<std::shared_ptr<entities::Entity>> furniture = house_generator->GenerateHouse(glm::vec3(0, -75, -50 - z_offset), 90);
|
||||
furniture_count = furniture.size();
|
||||
|
||||
house_models.insert(house_models.end(), furniture.begin(), furniture.end());
|
||||
collision_entities.insert(collision_entities.end(), furniture.begin(), furniture.end());
|
||||
std::cout << "funriture_count in load chunk (house included): " << furniture_count << std::endl;
|
||||
furniture_count_old = furniture_count - 1;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -154,16 +131,20 @@ namespace scene
|
||||
texture.shine_damper = 10;
|
||||
texture.reflectivity = 0;
|
||||
|
||||
|
||||
raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
|
||||
models::TexturedModel model_char = { raw_model_char, texture };
|
||||
collision::Box char_box = create_bounding_box(raw_model_char.model_size, glm::vec3(0, 0, 0), 1);
|
||||
main_character = std::make_shared<entities::MainCharacter>(model_char, glm::vec3(0, -50, -100), glm::vec3(0, 90, 0), 5, char_box);
|
||||
collision_entities.push_back(main_character);
|
||||
house_generator = new entities::HouseGenerator();
|
||||
|
||||
SetupHandDetection();
|
||||
|
||||
// load the first few house models
|
||||
for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
|
||||
{
|
||||
load_chunk(i);
|
||||
LoadChunk(i);
|
||||
}
|
||||
|
||||
lights.push_back(entities::Light(glm::vec3(0, 1000, 7000), glm::vec3(5, 5, 5))); // sun
|
||||
@@ -229,6 +210,7 @@ namespace scene
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
@@ -270,12 +252,9 @@ namespace scene
|
||||
//updates certain variables
|
||||
void scene::In_Game_Scene::update(GLFWwindow* window)
|
||||
{
|
||||
UpdateDeltaTime();
|
||||
//camera.Move(window);
|
||||
main_character->Move(window);
|
||||
if (!main_character.get()->GetOnCollide())
|
||||
{
|
||||
//return_value = scene::Scenes::GAMEOVER;
|
||||
}
|
||||
|
||||
//std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n";
|
||||
camera->Follow(main_character->GetPosition());
|
||||
@@ -287,18 +266,19 @@ namespace scene
|
||||
// if we have passed a model, load a new one and delete the one behind us
|
||||
if (last_model_pos != model_pos)
|
||||
{
|
||||
load_chunk(model_pos + UPCOMING_MODEL_AMOUNT);
|
||||
LoadChunk(model_pos + UPCOMING_MODEL_AMOUNT);
|
||||
score += furniture_count_old;
|
||||
std::cout << "Score: " << score << std::endl;
|
||||
std::cout << "Furniture_count_old in model (house excluded): " << furniture_count_old << std::endl;
|
||||
|
||||
}
|
||||
// remember the position at which the new model was added
|
||||
last_model_pos = model_pos;
|
||||
|
||||
std::cout << "amount of collision entities: " << collision_entities.size() << std::endl;
|
||||
collision::CheckCollisions(collision_entities);
|
||||
|
||||
update_hand_detection();
|
||||
|
||||
|
||||
}
|
||||
|
||||
//manages the key input in the game scene
|
||||
@@ -317,24 +297,14 @@ namespace scene
|
||||
{
|
||||
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()
|
||||
{
|
||||
reg_left.UpdateTime(delta_time);
|
||||
reg_right.UpdateTime(delta_time);
|
||||
reg_up.UpdateTime(delta_time);
|
||||
|
||||
cv::Mat camera_frame;
|
||||
static_camera::getCap().read(camera_frame);
|
||||
reg_left.DetectHand(camera_frame);
|
||||
@@ -344,6 +314,14 @@ namespace scene
|
||||
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
|
||||
void In_Game_Scene::render_pause_menu()
|
||||
{
|
||||
@@ -357,11 +335,20 @@ namespace scene
|
||||
|
||||
toolbox::GetDigitsFromNumber(score, digits);
|
||||
|
||||
for (int i = digits.size()-1; i >= 0; i--)
|
||||
for (int i = digits.size() - 1; i >= 0; i--)
|
||||
{
|
||||
score_textures[digits[i]].get()->position.x = 0.15 * i -0.9;
|
||||
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;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,6 +3,18 @@
|
||||
#include <ostream>
|
||||
#include <vector>
|
||||
#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 "../gui/gui_interactable.h"
|
||||
#include "../models/model.h"
|
||||
@@ -11,9 +23,12 @@
|
||||
#include "../renderEngine/renderer.h"
|
||||
#include "../shaders/entity_shader.h"
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include <opencv2/core/base.hpp>
|
||||
#include <opencv2/imgcodecs.hpp>
|
||||
#include <opencv2/imgproc.hpp>
|
||||
#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
|
||||
@@ -56,17 +71,51 @@ namespace scene
|
||||
std::vector<gui::GuiTexture*> guis;
|
||||
//pause_guis is a list of components that will be rendered when the game is paused.
|
||||
std::vector<gui::GuiTexture*> pause_guis;
|
||||
|
||||
// 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
|
||||
* @param
|
||||
* @return void
|
||||
*/
|
||||
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();
|
||||
|
||||
/**
|
||||
* @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:
|
||||
In_Game_Scene();
|
||||
~In_Game_Scene();
|
||||
@@ -103,11 +152,7 @@ namespace scene
|
||||
*/
|
||||
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
||||
|
||||
/**
|
||||
* @brief: This method renders the score points onto the game window
|
||||
* @param score: Score to show
|
||||
*/
|
||||
void DrawScore(int score);
|
||||
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
@@ -14,8 +14,8 @@
|
||||
#include "../gui/gui_interactable.h"
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include "../computervision/MenuTest.h"
|
||||
#include "../computervision/ObjectDetection.h"
|
||||
#include "../computervision/HandDetectRegion.h"
|
||||
#include "../computervision/object_detection.h"
|
||||
#include "../computervision/hand_detect_region.h"
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -42,5 +42,7 @@ namespace toolbox
|
||||
* @return: True if the timer has finished
|
||||
*/
|
||||
bool HasFinished() const { return has_finished; }
|
||||
|
||||
void Reset() { current_time = 0; }
|
||||
};
|
||||
}
|
||||
@@ -23,16 +23,15 @@
|
||||
<ClCompile Include="src\entities\main_character.cpp" />
|
||||
<ClCompile Include="src\entities\house_generator.cpp" />
|
||||
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
|
||||
<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
|
||||
<ClCompile Include="src\scenes\game_Over_Scene.cpp" />
|
||||
<ClCompile Include="src\computervision\hand_detect_region.cpp" />
|
||||
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
|
||||
<ClCompile Include="src\computervision\MenuTest.cpp" />
|
||||
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
|
||||
<ClCompile Include="src\computervision\ObjectDetection.cpp" />
|
||||
<ClCompile Include="src\computervision\object_detection.cpp" />
|
||||
<ClCompile Include="src\computervision\OpenPoseVideo.cpp" />
|
||||
<ClCompile Include="src\computervision\SkinDetector.cpp" />
|
||||
<ClCompile Include="src\computervision\FingerCount.cpp" />
|
||||
<ClCompile Include="src\computervision\BackgroundRemover.cpp" />
|
||||
<ClCompile Include="src\computervision\skin_detector.cpp" />
|
||||
<ClCompile Include="src\computervision\finger_count.cpp" />
|
||||
<ClCompile Include="src\computervision\background_remover.cpp" />
|
||||
<ClCompile Include="src\entities\camera.cpp" />
|
||||
<ClCompile Include="src\entities\collision_entity.cpp" />
|
||||
<ClCompile Include="src\entities\entity.cpp" />
|
||||
@@ -55,18 +54,17 @@
|
||||
<ClInclude Include="src\entities\house_generator.h" />
|
||||
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
|
||||
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
|
||||
<ClInclude Include="src\computervision\HandDetectRegion.h" />
|
||||
<ClInclude Include="src\scenes\game_Over_Scene.h" />
|
||||
<ClInclude Include="src\computervision\hand_detect_region.h" />
|
||||
<ClInclude Include="src\scenes\in_Game_Scene.h" />
|
||||
<ClInclude Include="src\scenes\scene.h" />
|
||||
<ClInclude Include="src\computervision\async\async_arm_detection.h" />
|
||||
<ClInclude Include="src\computervision\async\StaticCameraInstance.h" />
|
||||
<ClInclude Include="src\computervision\FingerCount.h" />
|
||||
<ClInclude Include="src\computervision\BackgroundRemover.h" />
|
||||
<ClInclude Include="src\computervision\finger_count.h" />
|
||||
<ClInclude Include="src\computervision\background_remover.h" />
|
||||
<ClInclude Include="src\computervision\MenuTest.h" />
|
||||
<ClInclude Include="src\computervision\OpenPoseVideo.h" />
|
||||
<ClInclude Include="src\computervision\SkinDetector.h" />
|
||||
<ClInclude Include="src\computervision\ObjectDetection.h" />
|
||||
<ClInclude Include="src\computervision\skin_detector.h" />
|
||||
<ClInclude Include="src\computervision\object_detection.h" />
|
||||
<ClInclude Include="src\entities\camera.h" />
|
||||
<ClInclude Include="src\entities\collision_entity.h" />
|
||||
<ClInclude Include="src\entities\entity.h" />
|
||||
|
||||
@@ -4,11 +4,11 @@
|
||||
<ClCompile Include="src\collision\collision_handler.cpp" />
|
||||
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
|
||||
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
|
||||
<ClCompile Include="src\computervision\ObjectDetection.cpp" />
|
||||
<ClCompile Include="src\computervision\object_detection.cpp" />
|
||||
<ClCompile Include="src\computervision\OpenPoseVideo.cpp" />
|
||||
<ClCompile Include="src\computervision\SkinDetector.cpp" />
|
||||
<ClCompile Include="src\computervision\FingerCount.cpp" />
|
||||
<ClCompile Include="src\computervision\BackgroundRemover.cpp" />
|
||||
<ClCompile Include="src\computervision\skin_detector.cpp" />
|
||||
<ClCompile Include="src\computervision\finger_count.cpp" />
|
||||
<ClCompile Include="src\computervision\background_remover.cpp" />
|
||||
<ClCompile Include="src\entities\camera.cpp" />
|
||||
<ClCompile Include="src\entities\collision_entity.cpp" />
|
||||
<ClCompile Include="src\entities\entity.cpp" />
|
||||
@@ -23,12 +23,11 @@
|
||||
<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" />
|
||||
<ClCompile Include="src\computervision\hand_detect_region.cpp" />
|
||||
<ClCompile Include="src\entities\main_character.cpp" />
|
||||
<ClCompile Include="src\entities\house_generator.cpp" />
|
||||
<ClCompile Include="src\computervision\MenuTest.cpp" />
|
||||
<ClCompile Include="src\scenes\scene.cpp" />
|
||||
<ClCompile Include="src\scenes\game_Over_Scene.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="src\entities\Camera.cpp">
|
||||
@@ -119,7 +118,7 @@
|
||||
<ClInclude Include="src\toolbox\toolbox.h" />
|
||||
<ClInclude Include="src\scenes\startup_Scene.h" />
|
||||
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
|
||||
<ClInclude Include="src\computervision\HandDetectRegion.h" />
|
||||
<ClInclude Include="src\computervision\hand_detect_region.h" />
|
||||
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
|
||||
<ClInclude Include="src\collision\collision.h" />
|
||||
<ClInclude Include="src\collision\collision_handler.h" />
|
||||
@@ -127,11 +126,11 @@
|
||||
<ClInclude Include="src\entities\house_generator.h" />
|
||||
<ClInclude Include="src\scenes\in_Game_Scene.h" />
|
||||
<ClInclude Include="src\scenes\scene.h" />
|
||||
<ClInclude Include="src\computervision\FingerCount.h" />
|
||||
<ClInclude Include="src\computervision\BackgroundRemover.h" />
|
||||
<ClInclude Include="src\computervision\finger_count.h" />
|
||||
<ClInclude Include="src\computervision\background_remover.h" />
|
||||
<ClInclude Include="src\computervision\MenuTest.h" />
|
||||
<ClInclude Include="src\computervision\SkinDetector.h" />
|
||||
<ClInclude Include="src\computervision\ObjectDetection.h" />
|
||||
<ClInclude Include="src\computervision\skin_detector.h" />
|
||||
<ClInclude Include="src\computervision\object_detection.h" />
|
||||
<ClInclude Include="src\entities\camera.h" />
|
||||
<ClInclude Include="src\entities\collision_entity.h" />
|
||||
<ClInclude Include="src\entities\entity.h" />
|
||||
@@ -149,7 +148,6 @@
|
||||
<ClInclude Include="src\toolbox\Timer.h" />
|
||||
<ClInclude Include="src\toolbox\toolbox.h" />
|
||||
<ClInclude Include="src\scenes\startup_Scene.h" />
|
||||
<ClInclude Include="src\scenes\game_Over_Scene.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Xml Include="res\haarcascade_frontalface_alt.xml" />
|
||||
|
||||
Reference in New Issue
Block a user