1 Commits

Author SHA1 Message Date
Lars
1f2258bc01 [ADD] skeleton code for different scenes 2021-05-25 15:52:41 +02:00
22 changed files with 241 additions and 5348 deletions

2
.gitignore vendored
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@@ -428,6 +428,4 @@ FodyWeavers.xsd
**/docs/* **/docs/*
**/doc/* **/doc/*
**/pose_iter_160000.caffemodel
# End of https://www.toptal.com/developers/gitignore/api/c++,visualstudio,visualstudiocode,opencv # End of https://www.toptal.com/developers/gitignore/api/c++,visualstudio,visualstudiocode,opencv

0
gameoverScene.cpp Normal file
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0
gameoverScene.h Normal file
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File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

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@@ -151,16 +151,9 @@ namespace computervision
drawVectorPoints(frame, filtered_finger_points, color_yellow, false); drawVectorPoints(frame, filtered_finger_points, color_yellow, false);
putText(frame, to_string(filtered_finger_points.size()), center_bounding_rect, FONT_HERSHEY_PLAIN, 3, color_purple); putText(frame, to_string(filtered_finger_points.size()), center_bounding_rect, FONT_HERSHEY_PLAIN, 3, color_purple);
amount_of_fingers = filtered_finger_points.size();
return contours_image; return contours_image;
} }
int FingerCount::getAmountOfFingers()
{
return amount_of_fingers;
}
double FingerCount::findPointsDistance(Point a, Point b) { double FingerCount::findPointsDistance(Point a, Point b) {
Point difference = a - b; Point difference = a - b;
return sqrt(difference.ddot(difference)); return sqrt(difference.ddot(difference));

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@@ -24,13 +24,6 @@ namespace computervision
*/ */
Mat findFingersCount(Mat input_image, Mat frame); Mat findFingersCount(Mat input_image, Mat frame);
/**
* @brief gets the currently held-up finger count.
*
* @return the currently held-up finger count
*/
int getAmountOfFingers();
private: private:
// colors to use // colors to use
Scalar color_blue; Scalar color_blue;
@@ -41,8 +34,6 @@ namespace computervision
Scalar color_yellow; Scalar color_yellow;
Scalar color_purple; Scalar color_purple;
int amount_of_fingers;
/** /**
* @brief finds the distance between 2 points. * @brief finds the distance between 2 points.
* *

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@@ -1,8 +1,4 @@
#include <opencv2/videoio.hpp>
#include <opencv2/highgui.hpp>
#include <opencv2/video.hpp>
#include "ObjectDetection.h" #include "ObjectDetection.h"
#include "BackgroundRemover.h" #include "BackgroundRemover.h"
#include "SkinDetector.h" #include "SkinDetector.h"
@@ -11,53 +7,41 @@
namespace computervision namespace computervision
{ {
cv::VideoCapture cap(1); cv::VideoCapture cap(0);
cv::Mat img, imgGray, img2, img2Gray, img3, img4; cv::Mat img, imgGray, img2, img2Gray, img3, img4;
int handMaskStartXPos, handMaskStartYPos, handMaskWidth, handMaskHeight;
bool handMaskGenerated = false;
Mat frame, frameOut, handMask, foreground, fingerCountDebug; Mat frame, frameOut, handMask, foreground, fingerCountDebug;
BackgroundRemover backgroundRemover; BackgroundRemover backgroundRemover;
SkinDetector skinDetector; SkinDetector skinDetector;
FaceDetector faceDetector; FaceDetector faceDetector;
FingerCount fingerCount; FingerCount fingerCount;
ObjectDetection::ObjectDetection() ObjectDetection::ObjectDetection()
{ {
} }
cv::Mat ObjectDetection::readCamera() { bool ObjectDetection::setup()
cap.read(img);
return img;
}
bool ObjectDetection::detectHand(Mat cameraFrame)
{ {
Mat inputFrame = generateHandMaskSquare(cameraFrame); if (!cap.isOpened()) {
frameOut = inputFrame.clone(); cout << "Can't find camera!" << endl;
return false;
}
cap.read(frame);
frameOut = frame.clone();
// detect skin color
skinDetector.drawSkinColorSampler(frameOut); skinDetector.drawSkinColorSampler(frameOut);
// remove background from image foreground = backgroundRemover.getForeground(frame);
foreground = backgroundRemover.getForeground(inputFrame);
// detect the hand contours faceDetector.removeFaces(frame, foreground);
handMask = skinDetector.getSkinMask(foreground); handMask = skinDetector.getSkinMask(foreground);
// count the amount of fingers and put the info on the matrix
fingerCountDebug = fingerCount.findFingersCount(handMask, frameOut); fingerCountDebug = fingerCount.findFingersCount(handMask, frameOut);
// get the amount of fingers //backgroundRemover.calibrate(frame);
int fingers_amount = fingerCount.getAmountOfFingers();
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
drawHandMaskRect(&cameraFrame);
string hand_text = fingers_amount > 0 ? "open" : "closed";
putText(cameraFrame,hand_text, Point(10, 75), FONT_HERSHEY_PLAIN, 2.0, Scalar(255, 0, 255),3);
imshow("camera", cameraFrame);
imshow("output", frameOut); imshow("output", frameOut);
imshow("foreground", foreground); imshow("foreground", foreground);
@@ -66,12 +50,12 @@ namespace computervision
int key = waitKey(1); int key = waitKey(1);
if (key == 98) // b, calibrate the background if (key == 98) // b
backgroundRemover.calibrate(inputFrame); backgroundRemover.calibrate(frame);
else if (key == 115) // s, calibrate the skin color else if (key == 115) // s
skinDetector.calibrate(inputFrame); skinDetector.calibrate(frame);
return fingers_amount > 0; return true;
} }
void ObjectDetection::calculateDifference() void ObjectDetection::calculateDifference()
@@ -88,32 +72,14 @@ namespace computervision
imshow("threshold", img4); imshow("threshold", img4);
} }
void ObjectDetection::detect()
cv::Mat ObjectDetection::generateHandMaskSquare(cv::Mat img)
{ {
handMaskStartXPos = 20; int key = waitKey(1);
handMaskStartYPos = img.rows / 5;
handMaskWidth = img.cols / 3; if (key == 98) // b
handMaskHeight = img.cols / 3; backgroundRemover.calibrate(frame);
else if (key == 115) // s
skinDetector.calibrate(frame);
cv::Mat mask = cv::Mat::zeros(img.size(), img.type());
cv::Mat dstImg = cv::Mat::zeros(img.size(), img.type());
cv::rectangle(mask, Rect(handMaskStartXPos, handMaskStartYPos, handMaskWidth, handMaskHeight), Scalar(255, 255, 255), -1);
img.copyTo(dstImg, mask);
handMaskGenerated = true;
return dstImg;
}
bool ObjectDetection::drawHandMaskRect(cv::Mat* input)
{
if (!handMaskGenerated) return false;
rectangle(*input, Rect(handMaskStartXPos, handMaskStartYPos, handMaskWidth, handMaskHeight), Scalar(255, 255, 255));
return true;
} }
void ObjectDetection::showWebcam() void ObjectDetection::showWebcam()

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@@ -22,7 +22,13 @@ namespace computervision
* *
*/ */
ObjectDetection(); ObjectDetection();
/**
* @brief Initializes the object detection, captures a frame and modifies it
* so it is ready to use for object detection
*
* @return return true if webcam is connected, returns false if it isn't
*/
bool setup();
/** /**
* @brief Displays an image of the current webcam-footage * @brief Displays an image of the current webcam-footage
* *
@@ -34,36 +40,11 @@ namespace computervision
* *
*/ */
void calculateDifference(); void calculateDifference();
/** /**
* @brief generates the square that will hold the mask in which the hand will be detected. * @brief Listens for keypresses and handles them
* *
* @param img the current camear frame
* @return a matrix containing the mask
*/ */
cv::Mat generateHandMaskSquare(cv::Mat img); void detect();
/**
* @brief reads the camera and returns it in a matrix.
*
* @return the camera frame in a matrix
*/
cv::Mat readCamera();
/**
* @brief detects a hand based on the given hand mask input frame.
*
* @param inputFrame the input frame from the camera
* @return true if hand is open, false if hand is closed
*/
bool detectHand(cv::Mat cameraFrame);
/**
* @brief draws the hand mask rectangle on the given input matrix.
*
* @param input the input matrix to draw the rectangle on
*/
bool drawHandMaskRect(cv::Mat *input);
}; };

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@@ -1,95 +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);
}
void OpenPoseVideo::movementSkeleton(Mat inputImage) {
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();
frame = inputImage;
Mat inpBlob = blobFromImage(frame, 1.0 / 255, Size(inWidth, inHeight), Scalar(0, 0, 0), false, false);
net.setInput(inpBlob);
Mat output = net.forward();
int H = output.size[2];
int W = output.size[3];
// 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;
}
imshow("Output-Keypoints", frame);
}
}

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@@ -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);
void setup();
};
}

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@@ -22,7 +22,7 @@ namespace computervision
void SkinDetector::drawSkinColorSampler(Mat input) { void SkinDetector::drawSkinColorSampler(Mat input) {
int frameWidth = input.size().width, frameHeight = input.size().height; int frameWidth = input.size().width, frameHeight = input.size().height;
int rectangleSize = 25; int rectangleSize = 20;
Scalar rectangleColor = Scalar(255, 0, 255); Scalar rectangleColor = Scalar(255, 0, 255);
skinColorSamplerRectangle1 = Rect(frameWidth / 5, frameHeight / 2, rectangleSize, rectangleSize); skinColorSamplerRectangle1 = Rect(frameWidth / 5, frameHeight / 2, rectangleSize, rectangleSize);

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@@ -4,7 +4,7 @@
#define STB_IMAGE_IMPLEMENTATION #define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h" #include "stb_image.h"
#include <ostream> #include <ostream>
#include <stdlib.h> #include <map>
#include <opencv2/core.hpp> #include <opencv2/core.hpp>
#include <opencv2/videoio.hpp> #include <opencv2/videoio.hpp>
@@ -17,9 +17,11 @@
#include "shaders/static_shader.h" #include "shaders/static_shader.h"
#include "toolbox/toolbox.h" #include "toolbox/toolbox.h"
#include "scenes/scene.h"
#include "scenes/startupScene.h"
#include "scenes/inGameScene.h"
#include "computervision/ObjectDetection.h" #include "computervision/ObjectDetection.h"
//#include "computervision/OpenPoseImage.h"
#include "computervision/OpenPoseVideo.h"
#pragma comment(lib, "glfw3.lib") #pragma comment(lib, "glfw3.lib")
#pragma comment(lib, "glew32s.lib") #pragma comment(lib, "glew32s.lib")
@@ -29,92 +31,94 @@ static double UpdateDelta();
static GLFWwindow* window; static GLFWwindow* window;
//Scene management variables
std::map<Scenes, Scene*> scenes;
Scene* current_scene = nullptr;
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_HEIGT, "SDBA", NULL, NULL);
if (!window) if (!window)
{ {
glfwTerminate(); glfwTerminate();
throw "Could not initialize glwf"; throw "Could not initialize glwf";
} }
glfwMakeContextCurrent(window); glfwMakeContextCurrent(window);
glewInit(); glewInit();
glGetError(); glGetError();
#pragma endregion #pragma endregion
glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods) glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
{ {
if (key == GLFW_KEY_ESCAPE) current_scene->onKey(key, scancode, action, mods);
glfwSetWindowShouldClose(window, true); if (key == GLFW_KEY_ESCAPE)
}); glfwSetWindowShouldClose(window, true);
});
scenes[Scenes::STARTUP] = new StartupScene();
scenes[Scenes::INGAME] = new InGameScene();
models::RawModel raw_model = LoadObjModel("res/Tree.obj");
models::ModelTexture texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") };
models::TexturedModel model = { raw_model, texture };
entities::Entity entity(model, glm::vec3(0, -5, -20), glm::vec3(0, 0, 0), 1);
shaders::StaticShader shader;
shader.Init();
render_engine::renderer::Init(shader);
entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
models::RawModel raw_model = LoadObjModel("res/Tree.obj"); // create object detection object instance
models::ModelTexture texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") }; computervision::ObjectDetection objDetect;
models::TexturedModel model = { raw_model, texture };
entities::Entity entity(model, glm::vec3(0, -5, -20), glm::vec3(0, 0, 0), 1);
// set up object detection
shaders::StaticShader shader; //objDetect.setup();
shader.Init();
render_engine::renderer::Init(shader);
entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
// create object detection object instance
computervision::ObjectDetection objDetect;
//computervision::OpenPoseImage openPoseImage;
computervision::OpenPoseVideo openPoseVideo;
// set up object detection
//objDetect.setup();
cv::Mat cameraFrame;
openPoseVideo.setup();
current_scene->start();
// Main game loop // Main game loop
while (!glfwWindowShouldClose(window)) while (!glfwWindowShouldClose(window))
{ {
// Update // Update
const double delta = UpdateDelta(); const double delta = UpdateDelta();
entity.IncreaseRotation(glm::vec3(0, 1, 0)); entity.IncreaseRotation(glm::vec3(0, 1, 0));
camera.Move(window); camera.Move(window);
current_scene->update(window);
// Render // Render
render_engine::renderer::Prepare(); render_engine::renderer::Prepare();
shader.Start(); shader.Start();
shader.LoadViewMatrix(camera); shader.LoadViewMatrix(camera);
current_scene->render();
render_engine::renderer::Render(entity, shader);
//objDetect.setup();
render_engine::renderer::Render(entity, shader); objDetect.calculateDifference();
cameraFrame = objDetect.readCamera();
//objDetect.detectHand(cameraFrame);
openPoseVideo.movementSkeleton(cameraFrame);
// Finish up // Finish up
shader.Stop(); shader.Stop();
glfwSwapBuffers(window); glfwSwapBuffers(window);
glfwPollEvents(); glfwPollEvents();
} }
// Clean up // Clean up
shader.CleanUp(); shader.CleanUp();
render_engine::loader::CleanUp(); render_engine::loader::CleanUp();
current_scene->stop();
glfwTerminate(); glfwTerminate();
return 0; return 0;
} }
static double UpdateDelta() static double UpdateDelta()
{ {
double current_time = glfwGetTime(); double current_time = glfwGetTime();
static double last_frame_time = current_time; static double last_frame_time = current_time;
double delt_time = current_time - last_frame_time; double delt_time = current_time - last_frame_time;
last_frame_time = current_time; last_frame_time = current_time;
return delt_time; return delt_time;
} }

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@@ -18,7 +18,7 @@ namespace render_engine
void Init(shaders::StaticShader& shader) void Init(shaders::StaticShader& shader)
{ {
const glm::mat4 projectionMatrix = const glm::mat4 projectionMatrix =
glm::perspective(glm::radians(FOV), (float)(WINDOW_WIDTH / WINDOW_HEIGT), NEAR_PLANE, FAR_PLANE); glm::perspective(glm::radians(FOV), (WINDOW_WIDTH / WINDOW_HEIGT), NEAR_PLANE, FAR_PLANE);
shader.Start(); shader.Start();
shader.LoadProjectionMatrix(projectionMatrix); shader.LoadProjectionMatrix(projectionMatrix);

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@@ -0,0 +1,30 @@
#include "inGameScene.h"
#include <GLFW/glfw3.h>
void start()
{
}
void stop()
{
}
void render()
{
}
void update(GLFWwindow* window)
{
}
void onKey(int key, int scancode, int action, int mods)
{
/**
* misschien iets van als niet in settings dan hoeft alleen escape een knop zijn als reserve optie. Als wel in settings, dan heb je hetzelfde hoe je in het in het begin scherm hebt.
**/
}

15
src/scenes/inGameScene.h Normal file
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@@ -0,0 +1,15 @@
#pragma once
#include "scene.h"
class InGameScene : public Scene
{
private:
public:
virtual void start() override;
virtual void stop() override;
virtual void render() override;
virtual void update(GLFWwindow* window) override;
virtual void onKey(int key, int scancode, int action, int mods) override;
};

1
src/scenes/scene.cpp Normal file
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@@ -0,0 +1 @@
#include "scene.h"

23
src/scenes/scene.h Normal file
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@@ -0,0 +1,23 @@
#pragma once
#include <GLFW/glfw3.h>
class Scene
{
public:
virtual void start() = 0;
virtual void stop() = 0;
virtual void render() = 0;
virtual void update(GLFWwindow* window) = 0;
virtual void onKey(int key, int scancode, int action, int mods) {};
};
enum class Scenes
{
STARTUP,
INGAME,
GAMEOVER,
SETTINGS,
CALIBRATION
};

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@@ -0,0 +1,31 @@
#include "startupScene.h"
#include <GLFW/glfw3.h>
void start()
{
}
void stop()
{
}
void render()
{
}
void update(GLFWwindow* window)
{
}
void onKey(int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_DOWN && action == GLFW_RELEASE)
{
//ideetje voor het scrollen door het menu heen
menuIndex = (menuIndex + 1) % 4;
}
}

15
src/scenes/startupScene.h Normal file
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@@ -0,0 +1,15 @@
#pragma once
#include "scene.h"
class StartupScene : public Scene
{
private:
int menuIndex;
public:
virtual void start() override;
virtual void stop() override;
virtual void render() override;
virtual void update(GLFWwindow* window) override;
virtual void onKey(int key, int scancode, int action, int mods) override;
};

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@@ -19,9 +19,10 @@
</ProjectConfiguration> </ProjectConfiguration>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="src\scenes\inGameScene.cpp" />
<ClCompile Include="src\scenes\scene.cpp" />
<ClCompile Include="src\computervision\FaceDetector.cpp" /> <ClCompile Include="src\computervision\FaceDetector.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" />
@@ -34,12 +35,14 @@
<ClCompile Include="src\shaders\shader_program.cpp" /> <ClCompile Include="src\shaders\shader_program.cpp" />
<ClCompile Include="src\shaders\static_shader.cpp" /> <ClCompile Include="src\shaders\static_shader.cpp" />
<ClCompile Include="src\toolbox\toolbox.cpp" /> <ClCompile Include="src\toolbox\toolbox.cpp" />
<ClCompile Include="src\scenes\startupScene.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="src\scenes\inGameScene.h" />
<ClInclude Include="src\scenes\scene.h" />
<ClInclude Include="src\computervision\FaceDetector.h" /> <ClInclude Include="src\computervision\FaceDetector.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\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" />
@@ -52,6 +55,7 @@
<ClInclude Include="src\shaders\static_shader.h" /> <ClInclude Include="src\shaders\static_shader.h" />
<ClInclude Include="src\stb_image.h" /> <ClInclude Include="src\stb_image.h" />
<ClInclude Include="src\toolbox\toolbox.h" /> <ClInclude Include="src\toolbox\toolbox.h" />
<ClInclude Include="src\scenes\startupScene.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Xml Include="res\haarcascade_frontalface_alt.xml" /> <Xml Include="res\haarcascade_frontalface_alt.xml" />

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@@ -57,7 +57,13 @@
<ClCompile Include="src\computervision\BackgroundRemover.cpp"> <ClCompile Include="src\computervision\BackgroundRemover.cpp">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="src\computervision\OpenPoseVideo.cpp"> <ClCompile Include="src\scenes\scene.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\scenes\startupScene.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\scenes\inGameScene.cpp">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
</ItemGroup> </ItemGroup>
@@ -107,7 +113,13 @@
<ClInclude Include="src\computervision\BackgroundRemover.h"> <ClInclude Include="src\computervision\BackgroundRemover.h">
<Filter>Header Files</Filter> <Filter>Header Files</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="src\computervision\OpenPoseVideo.h"> <ClInclude Include="src\scenes\scene.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\scenes\startupScene.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\scenes\inGameScene.h">
<Filter>Header Files</Filter> <Filter>Header Files</Filter>
</ClInclude> </ClInclude>
</ItemGroup> </ItemGroup>