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feature/ra
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feature/ho
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@@ -1,340 +0,0 @@
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#include "house_generator.h"
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#include <functional>
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#include <iostream>
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#include "../renderEngine/obj_loader.h"
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#include "../renderEngine/Loader.h"
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#include "../toolbox/toolbox.h"
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#include "collision_entity.h"
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namespace entities
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{
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HouseGenerator::HouseGenerator()
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{
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models::RawModel raw_model = render_engine::LoadObjModel("res/HouseNew.obj");
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default_texture = { render_engine::loader::LoadTexture("res/Texture.png") };
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default_texture.shine_damper = 10;
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house_model = { raw_model, default_texture };
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GenerateFurnitureModels();
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}
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const FurniturePiece* HouseGenerator::GetRandomFurniturePiece()
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{
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FurnitureType random_type = FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
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for(std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
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{
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if(it->furniture.type == random_type)
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{
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return &it->furniture;
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}
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}
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return nullptr;
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}
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std::deque<std::shared_ptr<Entity>> HouseGenerator::GenerateHouse(const glm::vec3& position, float y_rotation)
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{
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std::deque<std::shared_ptr<Entity>> furniture;
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// Add house
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furniture.push_front(std::make_shared<Entity>(house_model, position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE));
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int house_size = house_model.raw_model.model_size.x * HOUSE_SIZE;
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int offset_x = house_model.raw_model.model_size.z * (HOUSE_SIZE/2);
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int offset_z = house_model.raw_model.model_size.x *( HOUSE_SIZE/2);
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double multiplier_x = house_size/2;
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double multiplier_z = house_size / 3;
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for (int z = 1; z < 4; z++) {
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for (int x = 1; x < 3; x++)
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{
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//if (toolbox::Random(0, 100) < 50) {
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const FurniturePiece* furniture_piece = GetRandomFurniturePiece();
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models::TexturedModel model = GetFurnitureModel(furniture_piece);
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//if (//check of size van furniture nog past in huidige grid vlakje, of ie geen 2 size op t laatste vakje neerzet) {
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glm::vec3 model_pos = glm::vec3(position.x + (x * multiplier_x) - (multiplier_x/2) - offset_x, position.y, position.z + (z * multiplier_z) - (multiplier_z / 2) + offset_z);
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collision::Box model_box = { model_pos, model.raw_model.model_size };
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model_box.SetRotation(-90);
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furniture.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_box));
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//}
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//}
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}
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}
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return furniture;
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/*
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// Add furniture
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models::TexturedModel couch = GetFurnitureModel(FurnitureType::COUCH);
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glm::vec3 couch_pos = glm::vec3(position.x + 200, position.y, position.z + 10);
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collision::Box couch_box = { couch_pos, couch.raw_model.model_size };
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couch_box.SetRotation(-90);
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furniture.push_back(std::make_shared<CollisionEntity>(couch, couch_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, couch_box));
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models::TexturedModel table = GetFurnitureModel(FurnitureType::TABLE);
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glm::vec3 table_pos = glm::vec3(position.x - 30, position.y, position.z);
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collision::Box table_box = { table_pos, table.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(table, table_pos, glm::vec3(0, 0, 0), HOUSE_SIZE * 1.3, table_box));
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models::TexturedModel chair = GetFurnitureModel(FurnitureType::CHAIR);
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glm::vec3 chair_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box chair_box = { chair_pos, chair.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(chair, chair_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, chair_box));
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models::TexturedModel plant = GetFurnitureModel(FurnitureType::PLANT);
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glm::vec3 plant_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box plant_box = { plant_pos, plant.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(plant, plant_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, plant_box));
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models::TexturedModel guitar = GetFurnitureModel(FurnitureType::GUITAR);
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glm::vec3 guitar_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box guitar_box = { guitar_pos, guitar.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(guitar, guitar_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, guitar_box));
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models::TexturedModel bookshelf = GetFurnitureModel(FurnitureType::BOOKSHELF);
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glm::vec3 bookshelf_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box bookshelf_box = { bookshelf_pos, bookshelf.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(bookshelf, bookshelf_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, bookshelf_box));
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models::TexturedModel lamp = GetFurnitureModel(FurnitureType::LAMP);
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glm::vec3 lamp_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box lamp_box = { lamp_pos, lamp.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(lamp, lamp_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, lamp_box));
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models::TexturedModel ceiling_object = GetFurnitureModel(FurnitureType::CEILING_OBJECTS);
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glm::vec3 ceiling_object_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box ceiling_object_box = { ceiling_object_pos, ceiling_object.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(ceiling_object, ceiling_object_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, ceiling_object_box));
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models::TexturedModel misc = GetFurnitureModel(FurnitureType::MISC);
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glm::vec3 misc_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box misc_box = { misc_pos, misc.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(misc, misc_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, misc_box));
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*/
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}
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models::TexturedModel HouseGenerator::GetFurnitureModel(const FurniturePiece* furniture)
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{
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std::deque<models::TexturedModel> *furniture_list = nullptr;
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for (std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
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{
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if(it->furniture.type == furniture->type)
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{
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furniture_list = &it->texture;
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}
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}
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if (furniture_list == nullptr)
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{
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std::cerr << "OH NEEEEEEEEEEEEEEE";
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}
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const int modelNumber = toolbox::Random(0, furniture_list->size() - 1);
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return furniture_list->at(modelNumber);
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//return {};
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}
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void HouseGenerator::GenerateFurnitureModels()
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{
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// Couches
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std::deque<models::TexturedModel> couches;
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models::RawModel couch_inside_model = render_engine::LoadObjModel("res/couchThree.obj");
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models::TexturedModel couch_inside = { couch_inside_model, default_texture };
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couches.push_back(couch_inside);
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models::RawModel couch_inside_model2 = render_engine::LoadObjModel("res/Coach.obj");
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models::TexturedModel couch_inside2 = { couch_inside_model2, default_texture };
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couches.push_back(couch_inside2);
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models::RawModel couch_inside_model3 = render_engine::LoadObjModel("res/lawnBenchOne.obj");
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models::TexturedModel couch_inside3 = { couch_inside_model3, default_texture };
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couches.push_back(couch_inside3);
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FurnitureModel couch;
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couch.furniture = {
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FurnitureType::COUCH, 2 };
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couch.texture = couches;
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furniture_models.push_back(couch);
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// Tables
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std::deque<models::TexturedModel> tables;
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models::RawModel table_model1 = render_engine::LoadObjModel("res/tableOne.obj");
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models::TexturedModel table1 = { table_model1, default_texture };
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tables.push_back(table1);
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models::RawModel table_model2 = render_engine::LoadObjModel("res/tableTwo.obj");
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models::TexturedModel table2 = { table_model2, default_texture };
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tables.push_back(table2);
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models::RawModel table_model3 = render_engine::LoadObjModel("res/bureauOne.obj");
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models::TexturedModel table3 = { table_model3, default_texture };
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tables.push_back(table3);
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FurnitureModel table;
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table.furniture = {
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FurnitureType::TABLE, 2 };
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table.texture = tables;
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furniture_models.push_back(table);
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// Chairs
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std::deque<models::TexturedModel> chairs;
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models::RawModel chair_model1 = render_engine::LoadObjModel("res/launchchair.obj");
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models::TexturedModel chair1 = { chair_model1, default_texture };
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chairs.push_back(chair1);
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models::RawModel chair_model2 = render_engine::LoadObjModel("res/lawnChairOne.obj");
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models::TexturedModel chair2 = { chair_model2, default_texture };
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chairs.push_back(chair2);
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models::RawModel chair_model3 = render_engine::LoadObjModel("res/ugly_chair.obj");
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models::TexturedModel chair3 = { chair_model3, default_texture };
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chairs.push_back(chair3);
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FurnitureModel chair;
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chair.furniture = {
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FurnitureType::CHAIR, 1 };
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chair.texture = chairs;
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furniture_models.push_back(chair);
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// Plants
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std::deque<models::TexturedModel> plants;
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models::RawModel plant_model1 = render_engine::LoadObjModel("res/plantOne.obj");
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models::TexturedModel plant1 = { plant_model1, default_texture };
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plants.push_back(plant1);
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models::RawModel plant_model2 = render_engine::LoadObjModel("res/plantTwo.obj");
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models::TexturedModel plant2 = { plant_model2, default_texture };
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plants.push_back(plant2);
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models::RawModel plant_model3 = render_engine::LoadObjModel("res/plantThree.obj");
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models::TexturedModel plant3 = { plant_model3, default_texture };
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plants.push_back(plant3);
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FurnitureModel plant;
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plant.furniture = {
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FurnitureType::PLANT, 1 };
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plant.texture = plants;
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furniture_models.push_back(plant);
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// Guitars
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std::deque<models::TexturedModel> guitars;
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models::RawModel guitar_model1 = render_engine::LoadObjModel("res/guitarOne.obj");
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models::TexturedModel guitar1 = { guitar_model1, default_texture };
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guitars.push_back(guitar1);
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models::RawModel guitar_model2 = render_engine::LoadObjModel("res/guitarTwo.obj");
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models::TexturedModel guitar2 = { guitar_model2, default_texture };
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guitars.push_back(guitar2);
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FurnitureModel guitar;
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guitar.furniture = {
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FurnitureType::GUITAR, 1 };
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guitar.texture = guitars;
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furniture_models.push_back(guitar);
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// Bookshelves
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std::deque<models::TexturedModel> bookshelves;
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models::RawModel bookshelf_model1 = render_engine::LoadObjModel("res/bookShelfOne.obj");
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models::TexturedModel bookshelf1 = { bookshelf_model1, default_texture };
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bookshelves.push_back(bookshelf1);
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models::RawModel bookshelf_model2 = render_engine::LoadObjModel("res/bookShelfTwo.obj");
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models::TexturedModel bookshelf2 = { bookshelf_model2, default_texture };
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bookshelves.push_back(bookshelf2);
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models::RawModel bookshelf_model3 = render_engine::LoadObjModel("res/bookShelfThree.obj");
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models::TexturedModel bookshelf3 = { bookshelf_model3, default_texture };
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bookshelves.push_back(bookshelf3);
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FurnitureModel bookshelf;
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bookshelf.furniture = {
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FurnitureType::BOOKSHELF, 1 };
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bookshelf.texture = bookshelves;
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furniture_models.push_back(bookshelf);
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// Lamps
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std::deque<models::TexturedModel>lamps;
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models::RawModel lamp_model1 = render_engine::LoadObjModel("res/lampOne.obj");
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models::TexturedModel lamp1 = { lamp_model1, default_texture };
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lamps.push_back(lamp1);
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models::RawModel lamp_model2 = render_engine::LoadObjModel("res/lampTwo.obj");
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models::TexturedModel lamp2 = { lamp_model2, default_texture };
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lamps.push_back(lamp2);
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FurnitureModel lamp;
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lamp.furniture = {
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FurnitureType::LAMP, 1 };
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lamp.texture = lamps;
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furniture_models.push_back(lamp);
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// Ceiling objects
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std::deque<models::TexturedModel>ceiling_Objects;
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models::RawModel ceiling_Obj_model1 = render_engine::LoadObjModel("res/ceilingFan.obj");
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models::TexturedModel ceiling_Obj1 = { ceiling_Obj_model1, default_texture };
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ceiling_Objects.push_back(ceiling_Obj1);
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models::RawModel ceiling_Obj_model2 = render_engine::LoadObjModel("res/ceilingFanTwo.obj");
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models::TexturedModel ceiling_Obj2 = { ceiling_Obj_model2, default_texture };
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ceiling_Objects.push_back(ceiling_Obj2);
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|
||||||
models::RawModel ceiling_Obj_model3 = render_engine::LoadObjModel("res/ceilingLampOne.obj");
|
|
||||||
models::TexturedModel ceiling_Obj3 = { ceiling_Obj_model3, default_texture };
|
|
||||||
ceiling_Objects.push_back(ceiling_Obj3);
|
|
||||||
|
|
||||||
models::RawModel ceiling_Obj_model4 = render_engine::LoadObjModel("res/ceilingLampTwo.obj");
|
|
||||||
models::TexturedModel ceiling_Obj4 = { ceiling_Obj_model4, default_texture };
|
|
||||||
ceiling_Objects.push_back(ceiling_Obj4);
|
|
||||||
|
|
||||||
FurnitureModel ceiling_object;
|
|
||||||
ceiling_object.furniture = {
|
|
||||||
FurnitureType::CEILING_OBJECTS, 1 };
|
|
||||||
ceiling_object.texture = ceiling_Objects;
|
|
||||||
|
|
||||||
furniture_models.push_back(ceiling_object);
|
|
||||||
|
|
||||||
// Miscs
|
|
||||||
std::deque<models::TexturedModel> miscs;
|
|
||||||
|
|
||||||
models::RawModel misc_model1 = render_engine::LoadObjModel("res/tv.obj");
|
|
||||||
models::TexturedModel misc1 = { misc_model1, default_texture };
|
|
||||||
miscs.push_back(misc1);
|
|
||||||
|
|
||||||
models::RawModel misc_model2 = render_engine::LoadObjModel("res/radio.obj");
|
|
||||||
models::TexturedModel misc2 = { misc_model2, default_texture };
|
|
||||||
miscs.push_back(misc2);
|
|
||||||
|
|
||||||
models::RawModel misc_model3 = render_engine::LoadObjModel("res/Flowerpot.obj");
|
|
||||||
models::TexturedModel misc3 = { misc_model3, default_texture };
|
|
||||||
miscs.push_back(misc3);
|
|
||||||
|
|
||||||
FurnitureModel misc;
|
|
||||||
misc.furniture = {
|
|
||||||
FurnitureType::MISC, 1 };
|
|
||||||
misc.texture = miscs;
|
|
||||||
|
|
||||||
furniture_models.push_back(misc);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -3,7 +3,7 @@
|
|||||||
|
|
||||||
namespace collision
|
namespace collision
|
||||||
{
|
{
|
||||||
void CheckCollisions(std::vector<std::shared_ptr<entities::CollisionEntity>> entities)
|
void CheckCollisions(std::deque<std::shared_ptr<entities::CollisionEntity>>& entities)
|
||||||
{
|
{
|
||||||
if (entities.size() < 2) { return; }
|
if (entities.size() < 2) { return; }
|
||||||
if (entities.size() == 2)
|
if (entities.size() == 2)
|
||||||
|
|||||||
@@ -4,6 +4,7 @@
|
|||||||
#include <vector>
|
#include <vector>
|
||||||
#include "../entities/collision_entity.h"
|
#include "../entities/collision_entity.h"
|
||||||
#include "collision.h"
|
#include "collision.h"
|
||||||
|
#include <deque>
|
||||||
|
|
||||||
namespace collision
|
namespace collision
|
||||||
{
|
{
|
||||||
@@ -13,5 +14,5 @@ namespace collision
|
|||||||
*
|
*
|
||||||
* @param entities: A list with all the collision entities.
|
* @param entities: A list with all the collision entities.
|
||||||
*/
|
*/
|
||||||
void CheckCollisions(std::vector<std::shared_ptr<entities::CollisionEntity>> entities);
|
void CheckCollisions(std::deque<std::shared_ptr<entities::CollisionEntity>>& entities);
|
||||||
}
|
}
|
||||||
@@ -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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -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();
|
|
||||||
};
|
|
||||||
}
|
|
||||||
@@ -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.
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -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);
|
|
||||||
};
|
|
||||||
|
|
||||||
}
|
|
||||||
@@ -1,4 +1,4 @@
|
|||||||
#include "BackgroundRemover.h"
|
#include "background_remover.h"
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
|
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
|
||||||
@@ -1,4 +1,4 @@
|
|||||||
#include "FingerCount.h"
|
#include "finger_count.h"
|
||||||
|
|
||||||
#include "opencv2/imgproc.hpp"
|
#include "opencv2/imgproc.hpp"
|
||||||
#include "opencv2/highgui.hpp"
|
#include "opencv2/highgui.hpp"
|
||||||
@@ -1,6 +1,6 @@
|
|||||||
|
|
||||||
#include "HandDetectRegion.h"
|
#include "hand_detect_region.h"
|
||||||
|
#define TIME_DURATION 1.0f
|
||||||
namespace computervision
|
namespace computervision
|
||||||
{
|
{
|
||||||
|
|
||||||
@@ -20,10 +20,20 @@ namespace computervision
|
|||||||
Mat input_frame = GenerateHandMaskSquare(camera_frame);
|
Mat input_frame = GenerateHandMaskSquare(camera_frame);
|
||||||
frame_out = input_frame.clone();
|
frame_out = input_frame.clone();
|
||||||
|
|
||||||
|
if (!background_calibrated || !skin_calibrated)
|
||||||
|
if (time >= TIME_DURATION)
|
||||||
|
{
|
||||||
|
//std::cout << "timer finised, seconds left: " << seconds_left << std::endl;
|
||||||
|
seconds_left--;
|
||||||
|
time = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
// detect skin color
|
// detect skin color
|
||||||
skin_detector.drawSkinColorSampler(camera_frame,start_x_pos,start_y_pos,region_width,region_height);
|
skin_detector.drawSkinColorSampler(camera_frame,start_x_pos,start_y_pos,region_width,region_height);
|
||||||
|
|
||||||
// remove background from image
|
// remove background from image
|
||||||
|
|
||||||
foreground = background_remover.getForeground(input_frame);
|
foreground = background_remover.getForeground(input_frame);
|
||||||
|
|
||||||
// detect the hand contours
|
// detect the hand contours
|
||||||
@@ -32,10 +42,33 @@ namespace computervision
|
|||||||
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
|
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
|
||||||
DrawHandMask(&camera_frame);
|
DrawHandMask(&camera_frame);
|
||||||
|
|
||||||
|
if (seconds_left <= 0)
|
||||||
|
{
|
||||||
|
if (!background_calibrated)
|
||||||
|
{
|
||||||
|
background_remover.calibrate(input_frame);
|
||||||
|
background_calibrated = true;
|
||||||
|
hand_calibrator.SetBackGroundCalibrated(background_calibrated);
|
||||||
|
seconds_left = 5;
|
||||||
|
time = 0;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
|
||||||
|
if (!skin_calibrated)
|
||||||
|
{
|
||||||
|
if (is_main_skin_detection_region)
|
||||||
|
skin_timer_callback();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// uncomment these lines to show debug hand information
|
||||||
//imshow("output" + region_id, frame_out);
|
//imshow("output" + region_id, frame_out);
|
||||||
//imshow("foreground" + region_id, foreground);
|
//imshow("foreground" + region_id, foreground);
|
||||||
//imshow("handMask" + region_id, handMask);
|
//imshow("handMask" + region_id, handMask);
|
||||||
/*imshow("handDetection", fingerCountDebug);*/
|
//imshow("handDetection", fingerCountDebug);
|
||||||
|
|
||||||
hand_present = hand_calibrator.CheckIfHandPresent(handMask,handcalibration::HandDetectionType::GAME);
|
hand_present = hand_calibrator.CheckIfHandPresent(handMask,handcalibration::HandDetectionType::GAME);
|
||||||
//std::string text = (hand_present ? "hand" : "no");
|
//std::string text = (hand_present ? "hand" : "no");
|
||||||
@@ -47,7 +80,17 @@ namespace computervision
|
|||||||
|
|
||||||
hand_calibrator.DrawBackgroundSkinCalibrated(camera_frame);
|
hand_calibrator.DrawBackgroundSkinCalibrated(camera_frame);
|
||||||
|
|
||||||
|
std::string calibration_text = (!background_calibrated ? "calibrating background in " : (!skin_calibrated ? "calibrating skin in " : ""));
|
||||||
|
calibration_text += std::to_string(seconds_left);
|
||||||
|
if (!background_calibrated || !skin_calibrated)
|
||||||
|
{
|
||||||
|
cv::rectangle(camera_frame, cv::Rect(0, camera_frame.rows - 130, 600, 60), cv::Scalar(0, 0, 0), -1);
|
||||||
|
cv:putText(camera_frame, calibration_text, cv::Point(5, 400), cv::FONT_HERSHEY_COMPLEX, 1.0, cv::Scalar(255, 0, 255), 2);
|
||||||
|
}
|
||||||
|
if (background_calibrated && !skin_calibrated)
|
||||||
|
{
|
||||||
|
cv::putText(camera_frame, "put your hand in the left square", cv::Point(5, camera_frame.rows - 105), cv::FONT_HERSHEY_COMPLEX, 1.0, cv::Scalar(255, 0, 255), 2);
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -92,6 +135,8 @@ namespace computervision
|
|||||||
{
|
{
|
||||||
std::cout << "calibrating skin " << region_id << std::endl;
|
std::cout << "calibrating skin " << region_id << std::endl;
|
||||||
hand_calibrator.SetSkinCalibration(true);
|
hand_calibrator.SetSkinCalibration(true);
|
||||||
|
skin_calibrated = true;
|
||||||
|
time = 0;
|
||||||
return skin_detector.calibrateAndReturn(frame_out);
|
return skin_detector.calibrateAndReturn(frame_out);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -100,6 +145,13 @@ namespace computervision
|
|||||||
std::cout << "setting skin " << region_id << std::endl;
|
std::cout << "setting skin " << region_id << std::endl;
|
||||||
skin_detector.setTresholds(tresholds);
|
skin_detector.setTresholds(tresholds);
|
||||||
hand_calibrator.SetSkinCalibration(true);
|
hand_calibrator.SetSkinCalibration(true);
|
||||||
|
skin_calibrated = true;
|
||||||
|
time = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandDetectRegion::UpdateTime(float delta_time)
|
||||||
|
{
|
||||||
|
time += delta_time;
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
@@ -2,11 +2,13 @@
|
|||||||
|
|
||||||
#include <opencv2/core.hpp>
|
#include <opencv2/core.hpp>
|
||||||
#include <opencv2/imgproc.hpp>
|
#include <opencv2/imgproc.hpp>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
|
||||||
#include "async/StaticCameraInstance.h"
|
#include "async/StaticCameraInstance.h"
|
||||||
#include "calibration/HandCalibrator.h"
|
#include "calibration/HandCalibrator.h"
|
||||||
#include "BackgroundRemover.h"
|
#include "background_remover.h"
|
||||||
#include "SkinDetector.h"
|
#include "skin_detector.h"
|
||||||
#include "FingerCount.h"
|
#include "finger_count.h"
|
||||||
namespace computervision
|
namespace computervision
|
||||||
{
|
{
|
||||||
class HandDetectRegion
|
class HandDetectRegion
|
||||||
@@ -36,8 +38,12 @@ namespace computervision
|
|||||||
std::vector<int> CalculateSkinTresholds();
|
std::vector<int> CalculateSkinTresholds();
|
||||||
|
|
||||||
void setSkinTresholds(std::vector<int>& tresholds);
|
void setSkinTresholds(std::vector<int>& tresholds);
|
||||||
|
void UpdateTime(float delta_time);
|
||||||
|
void SetMainSkinDetecRegion(bool val) { is_main_skin_detection_region = val; };
|
||||||
|
void SetSkinTimerCallback(std::function<void()> fun) { skin_timer_callback = fun; };
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
|
||||||
int start_x_pos;
|
int start_x_pos;
|
||||||
int start_y_pos;
|
int start_y_pos;
|
||||||
int region_height;
|
int region_height;
|
||||||
@@ -51,6 +57,17 @@ namespace computervision
|
|||||||
std::string region_id;
|
std::string region_id;
|
||||||
|
|
||||||
bool DrawHandMask(cv::Mat* input);
|
bool DrawHandMask(cv::Mat* input);
|
||||||
|
|
||||||
|
float time = 0;
|
||||||
|
int seconds_left = 5; // calibration countdown
|
||||||
|
|
||||||
|
bool background_calibrated = false;
|
||||||
|
bool skin_calibrated = false;
|
||||||
|
bool is_main_skin_detection_region = false;
|
||||||
|
std::function<void()> skin_timer_callback;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
@@ -1,14 +1,7 @@
|
|||||||
|
|
||||||
#include <opencv2/videoio.hpp>
|
#include "object_detection.h"
|
||||||
#include <opencv2/highgui.hpp>
|
|
||||||
#include <opencv2/video.hpp>
|
|
||||||
|
|
||||||
#include "ObjectDetection.h"
|
#define TIME_DURATION 1.0f
|
||||||
#include "BackgroundRemover.h"
|
|
||||||
#include "SkinDetector.h"
|
|
||||||
#include "FingerCount.h"
|
|
||||||
#include "async/StaticCameraInstance.h"
|
|
||||||
#include "calibration/HandCalibrator.h"
|
|
||||||
|
|
||||||
namespace computervision
|
namespace computervision
|
||||||
{
|
{
|
||||||
@@ -25,6 +18,11 @@ namespace computervision
|
|||||||
handcalibration::HandCalibrator hand_calibrator;
|
handcalibration::HandCalibrator hand_calibrator;
|
||||||
|
|
||||||
cv::VideoCapture cap = static_camera::getCap();
|
cv::VideoCapture cap = static_camera::getCap();
|
||||||
|
float time = 0;
|
||||||
|
int seconds_left = 5; // calibration countdown
|
||||||
|
|
||||||
|
bool background_calibrated = false;
|
||||||
|
bool skin_calibrated = false;
|
||||||
|
|
||||||
ObjectDetection::ObjectDetection()
|
ObjectDetection::ObjectDetection()
|
||||||
{
|
{
|
||||||
@@ -42,6 +40,20 @@ namespace computervision
|
|||||||
|
|
||||||
bool ObjectDetection::DetectHand(Mat camera_frame, bool& hand_present)
|
bool ObjectDetection::DetectHand(Mat camera_frame, bool& hand_present)
|
||||||
{
|
{
|
||||||
|
//calculate deltatime
|
||||||
|
if (!background_calibrated || !skin_calibrated)
|
||||||
|
{
|
||||||
|
UpdateTime();
|
||||||
|
|
||||||
|
if (time >= TIME_DURATION)
|
||||||
|
{
|
||||||
|
std::cout << "timer finised, seconds left: " << seconds_left << std::endl;
|
||||||
|
seconds_left--;
|
||||||
|
time = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
Mat input_frame = GenerateHandMaskSquare(camera_frame);
|
Mat input_frame = GenerateHandMaskSquare(camera_frame);
|
||||||
frame_out = input_frame.clone();
|
frame_out = input_frame.clone();
|
||||||
|
|
||||||
@@ -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.
|
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
|
||||||
DrawHandMask(&camera_frame);
|
DrawHandMask(&camera_frame);
|
||||||
|
|
||||||
|
if (seconds_left <= 0)
|
||||||
|
{
|
||||||
|
if (!background_calibrated)
|
||||||
|
{
|
||||||
|
background_remover.calibrate(input_frame);
|
||||||
|
background_calibrated = true;
|
||||||
|
hand_calibrator.SetBackGroundCalibrated(background_calibrated);
|
||||||
|
seconds_left = 5;
|
||||||
|
time = 0;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
|
||||||
|
if (!skin_calibrated)
|
||||||
|
{
|
||||||
|
skin_detector.calibrate(input_frame);
|
||||||
|
skin_calibrated = true;
|
||||||
|
hand_calibrator.SetSkinCalibration(skin_calibrated);
|
||||||
|
time = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
hand_calibrator.SetAmountOfFingers(fingers_amount);
|
hand_calibrator.SetAmountOfFingers(fingers_amount);
|
||||||
finger_count.DrawHandContours(camera_frame);
|
finger_count.DrawHandContours(camera_frame);
|
||||||
hand_calibrator.DrawHandCalibrationText(camera_frame);
|
hand_calibrator.DrawHandCalibrationText(camera_frame);
|
||||||
|
|
||||||
|
std::string calibration_text = (!background_calibrated ? "calibrating background in " : (!skin_calibrated ? "calibrating skin in " : ""));
|
||||||
|
calibration_text += std::to_string(seconds_left);
|
||||||
|
if (!background_calibrated || !skin_calibrated)
|
||||||
|
{
|
||||||
|
cv::rectangle(camera_frame, cv::Rect(0, camera_frame.rows - 120, 500, 50), cv::Scalar(0, 0, 0), -1);
|
||||||
|
cv::putText(camera_frame, calibration_text, cv::Point(5, camera_frame.rows-80), cv::FONT_HERSHEY_COMPLEX, 1.0, cv::Scalar(255, 0, 255), 2);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (background_calibrated && !skin_calibrated)
|
||||||
|
{
|
||||||
|
cv::putText(camera_frame, "put your hand in the square", cv::Point(5, camera_frame.rows - 100), cv::FONT_HERSHEY_COMPLEX, 1.0, cv::Scalar(255, 0, 255), 2);
|
||||||
|
}
|
||||||
imshow("camera", camera_frame);
|
imshow("camera", camera_frame);
|
||||||
|
|
||||||
|
// uncomment these lines to show debug hand information
|
||||||
/*imshow("output", frame_out);
|
/*imshow("output", frame_out);
|
||||||
imshow("foreground", foreground);
|
imshow("foreground", foreground);
|
||||||
imshow("handMask", handMask);
|
imshow("handMask", handMask);
|
||||||
imshow("handDetection", fingerCountDebug);*/
|
imshow("handDetection", fingerCountDebug);*/
|
||||||
|
|
||||||
hand_present = hand_calibrator.CheckIfHandPresent(handMask,handcalibration::HandDetectionType::MENU);
|
hand_present = hand_calibrator.CheckIfHandPresent(handMask, handcalibration::HandDetectionType::MENU);
|
||||||
hand_calibrator.SetHandPresent(hand_present);
|
hand_calibrator.SetHandPresent(hand_present);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
int key = waitKey(1);
|
|
||||||
|
|
||||||
if (key == 98) // b, calibrate the background
|
|
||||||
{
|
|
||||||
background_remover.calibrate(input_frame);
|
|
||||||
hand_calibrator.SetBackGroundCalibrated(true);
|
|
||||||
}
|
|
||||||
else if (key == 115) // s, calibrate the skin color
|
|
||||||
{
|
|
||||||
skin_detector.calibrate(input_frame);
|
|
||||||
hand_calibrator.SetSkinCalibration(true);
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
return fingers_amount > 0;
|
return fingers_amount > 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -144,5 +177,15 @@ namespace computervision
|
|||||||
imshow("Webcam image", img);
|
imshow("Webcam image", img);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void ObjectDetection::UpdateTime()
|
||||||
|
{
|
||||||
|
double current_time = glfwGetTime();
|
||||||
|
static double last_frame_time = current_time;
|
||||||
|
double delt_time = current_time - last_frame_time;
|
||||||
|
last_frame_time = current_time;
|
||||||
|
|
||||||
|
time += delt_time;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
@@ -8,6 +8,14 @@
|
|||||||
#include <opencv2/core.hpp>
|
#include <opencv2/core.hpp>
|
||||||
#include <opencv2/imgproc/imgproc.hpp>
|
#include <opencv2/imgproc/imgproc.hpp>
|
||||||
#include <opencv2/highgui/highgui.hpp>
|
#include <opencv2/highgui/highgui.hpp>
|
||||||
|
#include <opencv2/video.hpp>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
|
||||||
|
#include "background_remover.h"
|
||||||
|
#include "skin_detector.h"
|
||||||
|
#include "finger_count.h"
|
||||||
|
#include "async/StaticCameraInstance.h"
|
||||||
|
#include "calibration/HandCalibrator.h"
|
||||||
|
|
||||||
|
|
||||||
namespace computervision
|
namespace computervision
|
||||||
@@ -86,6 +94,7 @@ namespace computervision
|
|||||||
private:
|
private:
|
||||||
bool is_hand_open;
|
bool is_hand_open;
|
||||||
bool is_hand_present;
|
bool is_hand_present;
|
||||||
|
void UpdateTime();
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -1,4 +1,4 @@
|
|||||||
#include "SkinDetector.h"
|
#include "skin_detector.h"
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@@ -23,5 +23,7 @@ namespace entities
|
|||||||
this->rotation.y += rotation.y;
|
this->rotation.y += rotation.y;
|
||||||
this->rotation.z += rotation.z;
|
this->rotation.z += rotation.z;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -40,7 +40,7 @@ namespace entities
|
|||||||
inline glm::vec3 GetPosition() const { return position; }
|
inline glm::vec3 GetPosition() const { return position; }
|
||||||
inline void SetPosition(const ::glm::vec3& position) { this->position = position; }
|
inline void SetPosition(const ::glm::vec3& position) { this->position = position; }
|
||||||
inline glm::vec3 GetRotation() const { return rotation; }
|
inline glm::vec3 GetRotation() const { return rotation; }
|
||||||
inline void SetRotation(const ::glm::vec3& rotation) { this->rotation = rotation; }
|
void SetRotation(const ::glm::vec3& rotation) { this->rotation = rotation; }
|
||||||
inline float GetScale() const { return scale; }
|
inline float GetScale() const { return scale; }
|
||||||
inline void SetScale(const float scale) { this->scale = scale; }
|
inline void SetScale(const float scale) { this->scale = scale; }
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -40,7 +40,10 @@ namespace entities
|
|||||||
|
|
||||||
const glm::vec3 size = bounding_box.size;
|
const glm::vec3 size = bounding_box.size;
|
||||||
|
|
||||||
min_xyz = bounding_box.center_pos;
|
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 = glm::vec3(min_xyz.x + size.x, min_xyz.y + size.y, min_xyz.z + 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 };
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -58,7 +58,7 @@ namespace entities
|
|||||||
void SetCollisionBehaviour(std::function<void(const collision::Collision&)> function)
|
void SetCollisionBehaviour(std::function<void(const collision::Collision&)> function)
|
||||||
{ if (function != nullptr) { on_collide = function; } }
|
{ if (function != nullptr) { on_collide = function; } }
|
||||||
|
|
||||||
protected:
|
public:
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* @brief: This method moves the collision to the center of the entity
|
* @brief: This method moves the collision to the center of the entity
|
||||||
|
|||||||
@@ -12,56 +12,57 @@ namespace entities
|
|||||||
{
|
{
|
||||||
HouseGenerator::HouseGenerator()
|
HouseGenerator::HouseGenerator()
|
||||||
{
|
{
|
||||||
models::RawModel raw_model = render_engine::LoadObjModel("res/HouseNew.obj");
|
|
||||||
default_texture = { render_engine::loader::LoadTexture("res/Texture.png") };
|
|
||||||
default_texture.shine_damper = 10;
|
|
||||||
house_model = { raw_model, default_texture };
|
|
||||||
|
|
||||||
GenerateFurnitureModels();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
const FurniturePiece* HouseGenerator::GetRandomFurniturePiece()
|
void HouseGenerator::GetRandomFurniturePiece(singleton::FurniturePiece* furniture_piece)
|
||||||
{
|
{
|
||||||
FurnitureType random_type = FurnitureType::CEILING_OBJECTS;
|
singleton::FurnitureType random_type = singleton::FurnitureType::CEILING_OBJECTS;
|
||||||
while (random_type == FurnitureType::CEILING_OBJECTS ) {
|
std::deque<singleton::FurnitureModel> furniture_models = singleton::Model_Storage::get_instance()->get_all_furniture_models();
|
||||||
random_type = FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
|
|
||||||
|
while (random_type == singleton::FurnitureType::CEILING_OBJECTS ) {
|
||||||
|
random_type = singleton::FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
|
||||||
}
|
}
|
||||||
|
|
||||||
for (std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
|
for (auto it = furniture_models.begin(); it != furniture_models.end(); ++it)
|
||||||
{
|
{
|
||||||
if (it->furniture.type == random_type)
|
if (it->furniture.type == random_type)
|
||||||
{
|
{
|
||||||
return &it->furniture;
|
furniture_piece->type = it->furniture.type;
|
||||||
|
furniture_piece->size = it->furniture.size;
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return nullptr;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
const FurniturePiece* HouseGenerator::GetFurniturePiece(FurnitureType type)
|
void HouseGenerator::GetFurniturePiece(singleton::FurnitureType type, singleton::FurniturePiece* furniture_piece)
|
||||||
{
|
{
|
||||||
for (std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
|
std::deque<singleton::FurnitureModel> furniture_models = singleton::Model_Storage::get_instance()->get_all_furniture_models();
|
||||||
|
for (auto it = furniture_models.begin(); it != furniture_models.end(); ++it)
|
||||||
{
|
{
|
||||||
if (it->furniture.type == type)
|
if (it->furniture.type == type)
|
||||||
{
|
{
|
||||||
return &it->furniture;
|
furniture_piece->type = it->furniture.type;
|
||||||
|
furniture_piece->size = it->furniture.size;
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return nullptr;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
std::deque<std::shared_ptr<Entity>> HouseGenerator::GenerateHouse(const glm::vec3& position, float y_rotation)
|
void HouseGenerator::GenerateHouse(std::deque<std::shared_ptr<CollisionEntity>>* furniture_list , const glm::vec3& position, float y_rotation)
|
||||||
{
|
{
|
||||||
std::deque<std::shared_ptr<Entity>> furniture;
|
std::deque<std::shared_ptr<Entity>> furniture;
|
||||||
|
|
||||||
// Add house
|
// Add house
|
||||||
furniture.push_front(std::make_shared<Entity>(house_model, position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE));
|
collision::Box bounding_box = { glm::vec3(0, 0, 0), glm::vec3(0, 0, 0) };
|
||||||
int house_size_x = house_model.raw_model.model_size.x * HOUSE_SIZE;
|
furniture_list->push_front(std::make_shared<CollisionEntity>(singleton::Model_Storage::get_instance()->get_house_model(), position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE, bounding_box));
|
||||||
int house_size_y = house_model.raw_model.model_size.x * HOUSE_SIZE;
|
int house_size_x = singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.x * HOUSE_SIZE;
|
||||||
int house_size_z = house_model.raw_model.model_size.x * HOUSE_SIZE;
|
int house_size_y = singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.x * HOUSE_SIZE;
|
||||||
|
int house_size_z = singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.x * HOUSE_SIZE;
|
||||||
|
|
||||||
int offset_x = house_model.raw_model.model_size.z * (HOUSE_SIZE / 2);
|
int offset_x = singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.z * (HOUSE_SIZE / 2);
|
||||||
int offset_z = house_model.raw_model.model_size.x * (HOUSE_SIZE / 2);
|
int offset_z = singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.x * (HOUSE_SIZE / 2);
|
||||||
double multiplier_x = house_size_x / 4;
|
double multiplier_x = house_size_x / 4;
|
||||||
double multiplier_z = house_size_z / 3;
|
double multiplier_z = house_size_z / 3;
|
||||||
|
|
||||||
@@ -69,298 +70,62 @@ namespace entities
|
|||||||
for (int x = 1; x < 4; x++)
|
for (int x = 1; x < 4; x++)
|
||||||
{
|
{
|
||||||
//if (toolbox::Random(0, 100) < 90) {
|
//if (toolbox::Random(0, 100) < 90) {
|
||||||
const FurniturePiece* furniture_piece = GetRandomFurniturePiece();
|
singleton::FurniturePiece furniture_piece;
|
||||||
if (furniture_piece->type != FurnitureType::CEILING_OBJECTS) {
|
GetRandomFurniturePiece(&furniture_piece);
|
||||||
models::TexturedModel model = GetFurnitureModel(furniture_piece);
|
if (furniture_piece.type != singleton::FurnitureType::CEILING_OBJECTS) {
|
||||||
|
std::cout << "Furniture Piece: " << int(furniture_piece.type) << std::endl;
|
||||||
|
models::TexturedModel model = GetFurnitureModel(&furniture_piece);
|
||||||
//if (!(furniture_piece->size > 1 && x > 1)) {
|
//if (!(furniture_piece->size > 1 && x > 1)) {
|
||||||
glm::vec3 model_pos = glm::vec3(position.x + (x * multiplier_x) - (multiplier_x / 2) - offset_x, position.y, position.z + (z * multiplier_z) - (multiplier_z / 2) + offset_z);
|
glm::vec3 model_pos = glm::vec3(position.x + (x * multiplier_x) - (multiplier_x / 2) - offset_x, position.y, position.z + (z * multiplier_z) - (multiplier_z / 2) + offset_z);
|
||||||
|
|
||||||
collision::Box model_box = { model_pos, model.raw_model.model_size };
|
collision::Box model_box = { model_pos, model.raw_model.model_size * HOUSE_SIZE };
|
||||||
model_box.SetRotation(-90);
|
model_box.SetRotation(90);
|
||||||
furniture.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_box));
|
furniture_list->push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_box));
|
||||||
}
|
}
|
||||||
//}
|
//}
|
||||||
//}
|
//}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
models::TexturedModel model = GetFurnitureModel(GetFurniturePiece(FurnitureType::CEILING_OBJECTS));
|
singleton::FurniturePiece furniture_piece;
|
||||||
glm::vec3 model_pos = glm::vec3(position.x, position.y + (house_size_y/5 *3), position.z);
|
GetFurniturePiece(singleton::FurnitureType::CEILING_OBJECTS, &furniture_piece);
|
||||||
|
models::TexturedModel model = GetFurnitureModel(&furniture_piece);
|
||||||
|
glm::vec3 model_pos = glm::vec3(position.x, position.y + (house_size_y / 5 * 3), position.z);
|
||||||
collision::Box model_box = { model_pos, model.raw_model.model_size };
|
collision::Box model_box = { model_pos, model.raw_model.model_size };
|
||||||
model_box.SetRotation(-90);
|
model_box.SetRotation(-90);
|
||||||
furniture.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_box));
|
furniture_list->push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_box));
|
||||||
|
|
||||||
return furniture;
|
|
||||||
|
|
||||||
/*
|
|
||||||
// Add furniture
|
|
||||||
models::TexturedModel couch = GetFurnitureModel(FurnitureType::COUCH);
|
|
||||||
glm::vec3 couch_pos = glm::vec3(position.x + 200, position.y, position.z + 10);
|
|
||||||
collision::Box couch_box = { couch_pos, couch.raw_model.model_size };
|
|
||||||
couch_box.SetRotation(-90);
|
|
||||||
furniture.push_back(std::make_shared<CollisionEntity>(couch, couch_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, couch_box));
|
|
||||||
|
|
||||||
models::TexturedModel table = GetFurnitureModel(FurnitureType::TABLE);
|
|
||||||
glm::vec3 table_pos = glm::vec3(position.x - 30, position.y, position.z);
|
|
||||||
collision::Box table_box = { table_pos, table.raw_model.model_size };
|
|
||||||
furniture.push_back(std::make_shared<CollisionEntity>(table, table_pos, glm::vec3(0, 0, 0), HOUSE_SIZE * 1.3, table_box));
|
|
||||||
|
|
||||||
models::TexturedModel chair = GetFurnitureModel(FurnitureType::CHAIR);
|
|
||||||
glm::vec3 chair_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
|
||||||
collision::Box chair_box = { chair_pos, chair.raw_model.model_size };
|
|
||||||
furniture.push_back(std::make_shared<CollisionEntity>(chair, chair_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, chair_box));
|
|
||||||
|
|
||||||
models::TexturedModel plant = GetFurnitureModel(FurnitureType::PLANT);
|
|
||||||
glm::vec3 plant_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
|
||||||
collision::Box plant_box = { plant_pos, plant.raw_model.model_size };
|
|
||||||
furniture.push_back(std::make_shared<CollisionEntity>(plant, plant_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, plant_box));
|
|
||||||
|
|
||||||
models::TexturedModel guitar = GetFurnitureModel(FurnitureType::GUITAR);
|
|
||||||
glm::vec3 guitar_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
|
||||||
collision::Box guitar_box = { guitar_pos, guitar.raw_model.model_size };
|
|
||||||
furniture.push_back(std::make_shared<CollisionEntity>(guitar, guitar_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, guitar_box));
|
|
||||||
|
|
||||||
models::TexturedModel bookshelf = GetFurnitureModel(FurnitureType::BOOKSHELF);
|
|
||||||
glm::vec3 bookshelf_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
|
||||||
collision::Box bookshelf_box = { bookshelf_pos, bookshelf.raw_model.model_size };
|
|
||||||
furniture.push_back(std::make_shared<CollisionEntity>(bookshelf, bookshelf_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, bookshelf_box));
|
|
||||||
|
|
||||||
models::TexturedModel lamp = GetFurnitureModel(FurnitureType::LAMP);
|
|
||||||
glm::vec3 lamp_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
|
||||||
collision::Box lamp_box = { lamp_pos, lamp.raw_model.model_size };
|
|
||||||
furniture.push_back(std::make_shared<CollisionEntity>(lamp, lamp_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, lamp_box));
|
|
||||||
|
|
||||||
models::TexturedModel ceiling_object = GetFurnitureModel(FurnitureType::CEILING_OBJECTS);
|
|
||||||
glm::vec3 ceiling_object_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
|
||||||
collision::Box ceiling_object_box = { ceiling_object_pos, ceiling_object.raw_model.model_size };
|
|
||||||
furniture.push_back(std::make_shared<CollisionEntity>(ceiling_object, ceiling_object_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, ceiling_object_box));
|
|
||||||
|
|
||||||
models::TexturedModel misc = GetFurnitureModel(FurnitureType::MISC);
|
|
||||||
glm::vec3 misc_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
|
||||||
collision::Box misc_box = { misc_pos, misc.raw_model.model_size };
|
|
||||||
furniture.push_back(std::make_shared<CollisionEntity>(misc, misc_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, misc_box));
|
|
||||||
*/
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
models::TexturedModel HouseGenerator::GetFurnitureModel(const FurniturePiece* furniture)
|
models::TexturedModel HouseGenerator::GetFurnitureModel(const singleton::FurniturePiece* furniture)
|
||||||
{
|
{
|
||||||
std::deque<models::TexturedModel>* furniture_list = nullptr;
|
std::deque<models::TexturedModel> furniture_list;
|
||||||
|
std::deque<singleton::FurnitureModel> furniture_models = singleton::Model_Storage::get_instance()->get_all_furniture_models();
|
||||||
|
|
||||||
for (std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
|
std::cout << "type of furniture_piece: " << int(furniture->type) << std::endl;
|
||||||
|
|
||||||
|
for (auto it = furniture_models.begin(); it != furniture_models.end(); ++it)
|
||||||
{
|
{
|
||||||
if (it->furniture.type == furniture->type)
|
if (it->furniture.type == furniture->type)
|
||||||
{
|
{
|
||||||
furniture_list = &it->texture;
|
std::deque<models::TexturedModel> textures = it->texture;
|
||||||
|
for (int i = 0; i< textures.size(); i++)
|
||||||
|
{
|
||||||
|
furniture_list.push_back(textures.at(i));
|
||||||
|
}
|
||||||
|
std::cout << "Size of textures: " << textures.size() << std::endl;
|
||||||
|
std::cout << "Size of furniture_list: " << furniture_list.size() << std::endl;
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
std::cout << "Size of furniture_list after for loop: " << furniture_list.size() << std::endl;
|
||||||
if (furniture_list == nullptr)
|
if (furniture_list.empty())
|
||||||
{
|
{
|
||||||
std::cerr << "OH NEEEEEEEEEEEEEEE";
|
std::cerr << "OH NEEEEEEEEEEEEEEE";
|
||||||
}
|
}
|
||||||
|
|
||||||
const int modelNumber = toolbox::Random(0, furniture_list->size() - 1);
|
const int modelNumber = toolbox::Random(0, furniture_list.size() - 1);
|
||||||
|
|
||||||
return furniture_list->at(modelNumber);
|
return furniture_list.at(modelNumber);
|
||||||
|
|
||||||
//return {};
|
|
||||||
}
|
|
||||||
|
|
||||||
void HouseGenerator::GenerateFurnitureModels()
|
|
||||||
{
|
|
||||||
// Couches
|
|
||||||
std::deque<models::TexturedModel> couches;
|
|
||||||
|
|
||||||
models::RawModel couch_inside_model = render_engine::LoadObjModel("res/couchThree.obj");
|
|
||||||
models::TexturedModel couch_inside = { couch_inside_model, default_texture };
|
|
||||||
couches.push_back(couch_inside);
|
|
||||||
|
|
||||||
models::RawModel couch_inside_model2 = render_engine::LoadObjModel("res/Coach.obj");
|
|
||||||
models::TexturedModel couch_inside2 = { couch_inside_model2, default_texture };
|
|
||||||
couches.push_back(couch_inside2);
|
|
||||||
|
|
||||||
models::RawModel couch_inside_model3 = render_engine::LoadObjModel("res/lawnBenchOne.obj");
|
|
||||||
models::TexturedModel couch_inside3 = { couch_inside_model3, default_texture };
|
|
||||||
couches.push_back(couch_inside3);
|
|
||||||
|
|
||||||
FurnitureModel couch;
|
|
||||||
couch.furniture = {
|
|
||||||
FurnitureType::COUCH, 2 };
|
|
||||||
couch.texture = couches;
|
|
||||||
|
|
||||||
furniture_models.push_back(couch);
|
|
||||||
|
|
||||||
// Tables
|
|
||||||
std::deque<models::TexturedModel> tables;
|
|
||||||
|
|
||||||
models::RawModel table_model1 = render_engine::LoadObjModel("res/tableOne.obj");
|
|
||||||
models::TexturedModel table1 = { table_model1, default_texture };
|
|
||||||
tables.push_back(table1);
|
|
||||||
|
|
||||||
models::RawModel table_model2 = render_engine::LoadObjModel("res/tableTwo.obj");
|
|
||||||
models::TexturedModel table2 = { table_model2, default_texture };
|
|
||||||
tables.push_back(table2);
|
|
||||||
|
|
||||||
models::RawModel table_model3 = render_engine::LoadObjModel("res/bureauOne.obj");
|
|
||||||
models::TexturedModel table3 = { table_model3, default_texture };
|
|
||||||
tables.push_back(table3);
|
|
||||||
|
|
||||||
FurnitureModel table;
|
|
||||||
table.furniture = {
|
|
||||||
FurnitureType::TABLE, 2 };
|
|
||||||
table.texture = tables;
|
|
||||||
|
|
||||||
furniture_models.push_back(table);
|
|
||||||
|
|
||||||
// Chairs
|
|
||||||
std::deque<models::TexturedModel> chairs;
|
|
||||||
|
|
||||||
models::RawModel chair_model1 = render_engine::LoadObjModel("res/launchchair.obj");
|
|
||||||
models::TexturedModel chair1 = { chair_model1, default_texture };
|
|
||||||
chairs.push_back(chair1);
|
|
||||||
|
|
||||||
models::RawModel chair_model2 = render_engine::LoadObjModel("res/lawnChairOne.obj");
|
|
||||||
models::TexturedModel chair2 = { chair_model2, default_texture };
|
|
||||||
chairs.push_back(chair2);
|
|
||||||
|
|
||||||
models::RawModel chair_model3 = render_engine::LoadObjModel("res/ugly_chair.obj");
|
|
||||||
models::TexturedModel chair3 = { chair_model3, default_texture };
|
|
||||||
chairs.push_back(chair3);
|
|
||||||
|
|
||||||
FurnitureModel chair;
|
|
||||||
chair.furniture = {
|
|
||||||
FurnitureType::CHAIR, 1 };
|
|
||||||
chair.texture = chairs;
|
|
||||||
|
|
||||||
furniture_models.push_back(chair);
|
|
||||||
|
|
||||||
// Plants
|
|
||||||
std::deque<models::TexturedModel> plants;
|
|
||||||
|
|
||||||
models::RawModel plant_model1 = render_engine::LoadObjModel("res/plantOne.obj");
|
|
||||||
models::TexturedModel plant1 = { plant_model1, default_texture };
|
|
||||||
plants.push_back(plant1);
|
|
||||||
|
|
||||||
models::RawModel plant_model2 = render_engine::LoadObjModel("res/plantTwo.obj");
|
|
||||||
models::TexturedModel plant2 = { plant_model2, default_texture };
|
|
||||||
plants.push_back(plant2);
|
|
||||||
|
|
||||||
models::RawModel plant_model3 = render_engine::LoadObjModel("res/plantThree.obj");
|
|
||||||
models::TexturedModel plant3 = { plant_model3, default_texture };
|
|
||||||
plants.push_back(plant3);
|
|
||||||
|
|
||||||
FurnitureModel plant;
|
|
||||||
plant.furniture = {
|
|
||||||
FurnitureType::PLANT, 1 };
|
|
||||||
plant.texture = plants;
|
|
||||||
|
|
||||||
furniture_models.push_back(plant);
|
|
||||||
|
|
||||||
// Guitars
|
|
||||||
std::deque<models::TexturedModel> guitars;
|
|
||||||
|
|
||||||
models::RawModel guitar_model1 = render_engine::LoadObjModel("res/guitarOne.obj");
|
|
||||||
models::TexturedModel guitar1 = { guitar_model1, default_texture };
|
|
||||||
guitars.push_back(guitar1);
|
|
||||||
|
|
||||||
models::RawModel guitar_model2 = render_engine::LoadObjModel("res/guitarTwo.obj");
|
|
||||||
models::TexturedModel guitar2 = { guitar_model2, default_texture };
|
|
||||||
guitars.push_back(guitar2);
|
|
||||||
|
|
||||||
FurnitureModel guitar;
|
|
||||||
guitar.furniture = {
|
|
||||||
FurnitureType::GUITAR, 1 };
|
|
||||||
guitar.texture = guitars;
|
|
||||||
|
|
||||||
furniture_models.push_back(guitar);
|
|
||||||
|
|
||||||
// Bookshelves
|
|
||||||
std::deque<models::TexturedModel> bookshelves;
|
|
||||||
|
|
||||||
models::RawModel bookshelf_model1 = render_engine::LoadObjModel("res/bookShelfOne.obj");
|
|
||||||
models::TexturedModel bookshelf1 = { bookshelf_model1, default_texture };
|
|
||||||
bookshelves.push_back(bookshelf1);
|
|
||||||
|
|
||||||
models::RawModel bookshelf_model2 = render_engine::LoadObjModel("res/bookShelfTwo.obj");
|
|
||||||
models::TexturedModel bookshelf2 = { bookshelf_model2, default_texture };
|
|
||||||
bookshelves.push_back(bookshelf2);
|
|
||||||
|
|
||||||
models::RawModel bookshelf_model3 = render_engine::LoadObjModel("res/bookShelfThree.obj");
|
|
||||||
models::TexturedModel bookshelf3 = { bookshelf_model3, default_texture };
|
|
||||||
bookshelves.push_back(bookshelf3);
|
|
||||||
|
|
||||||
FurnitureModel bookshelf;
|
|
||||||
bookshelf.furniture = {
|
|
||||||
FurnitureType::BOOKSHELF, 1 };
|
|
||||||
bookshelf.texture = bookshelves;
|
|
||||||
|
|
||||||
furniture_models.push_back(bookshelf);
|
|
||||||
|
|
||||||
// Lamps
|
|
||||||
std::deque<models::TexturedModel>lamps;
|
|
||||||
|
|
||||||
models::RawModel lamp_model1 = render_engine::LoadObjModel("res/lampOne.obj");
|
|
||||||
models::TexturedModel lamp1 = { lamp_model1, default_texture };
|
|
||||||
lamps.push_back(lamp1);
|
|
||||||
|
|
||||||
models::RawModel lamp_model2 = render_engine::LoadObjModel("res/lampTwo.obj");
|
|
||||||
models::TexturedModel lamp2 = { lamp_model2, default_texture };
|
|
||||||
lamps.push_back(lamp2);
|
|
||||||
|
|
||||||
FurnitureModel lamp;
|
|
||||||
lamp.furniture = {
|
|
||||||
FurnitureType::LAMP, 1 };
|
|
||||||
lamp.texture = lamps;
|
|
||||||
|
|
||||||
furniture_models.push_back(lamp);
|
|
||||||
|
|
||||||
// Ceiling objects
|
|
||||||
std::deque<models::TexturedModel>ceiling_Objects;
|
|
||||||
|
|
||||||
models::RawModel ceiling_Obj_model1 = render_engine::LoadObjModel("res/ceilingFan.obj");
|
|
||||||
models::TexturedModel ceiling_Obj1 = { ceiling_Obj_model1, default_texture };
|
|
||||||
ceiling_Objects.push_back(ceiling_Obj1);
|
|
||||||
|
|
||||||
models::RawModel ceiling_Obj_model2 = render_engine::LoadObjModel("res/ceilingFanTwo.obj");
|
|
||||||
models::TexturedModel ceiling_Obj2 = { ceiling_Obj_model2, default_texture };
|
|
||||||
ceiling_Objects.push_back(ceiling_Obj2);
|
|
||||||
|
|
||||||
models::RawModel ceiling_Obj_model3 = render_engine::LoadObjModel("res/ceilingLampOne.obj");
|
|
||||||
models::TexturedModel ceiling_Obj3 = { ceiling_Obj_model3, default_texture };
|
|
||||||
ceiling_Objects.push_back(ceiling_Obj3);
|
|
||||||
|
|
||||||
models::RawModel ceiling_Obj_model4 = render_engine::LoadObjModel("res/ceilingLampTwo.obj");
|
|
||||||
models::TexturedModel ceiling_Obj4 = { ceiling_Obj_model4, default_texture };
|
|
||||||
ceiling_Objects.push_back(ceiling_Obj4);
|
|
||||||
|
|
||||||
FurnitureModel ceiling_object;
|
|
||||||
ceiling_object.furniture = {
|
|
||||||
FurnitureType::CEILING_OBJECTS, 1 };
|
|
||||||
ceiling_object.texture = ceiling_Objects;
|
|
||||||
|
|
||||||
furniture_models.push_back(ceiling_object);
|
|
||||||
|
|
||||||
// Miscs
|
|
||||||
std::deque<models::TexturedModel> miscs;
|
|
||||||
|
|
||||||
models::RawModel misc_model1 = render_engine::LoadObjModel("res/tv.obj");
|
|
||||||
models::TexturedModel misc1 = { misc_model1, default_texture };
|
|
||||||
miscs.push_back(misc1);
|
|
||||||
|
|
||||||
models::RawModel misc_model2 = render_engine::LoadObjModel("res/radio.obj");
|
|
||||||
models::TexturedModel misc2 = { misc_model2, default_texture };
|
|
||||||
miscs.push_back(misc2);
|
|
||||||
|
|
||||||
models::RawModel misc_model3 = render_engine::LoadObjModel("res/Flowerpot.obj");
|
|
||||||
models::TexturedModel misc3 = { misc_model3, default_texture };
|
|
||||||
miscs.push_back(misc3);
|
|
||||||
|
|
||||||
FurnitureModel misc;
|
|
||||||
misc.furniture = {
|
|
||||||
FurnitureType::MISC, 1 };
|
|
||||||
misc.texture = miscs;
|
|
||||||
|
|
||||||
furniture_models.push_back(misc);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -3,52 +3,19 @@
|
|||||||
#include <deque>
|
#include <deque>
|
||||||
#include <memory>
|
#include <memory>
|
||||||
#include <map>
|
#include <map>
|
||||||
|
|
||||||
|
#include "collision_entity.h"
|
||||||
#include "../models/Model.h"
|
#include "../models/Model.h"
|
||||||
#include "../collision/collision.h"
|
#include "../collision/collision.h"
|
||||||
|
#include "../model_Storage.h"
|
||||||
|
#include "collision_entity.h"
|
||||||
|
|
||||||
namespace entities
|
namespace entities
|
||||||
{
|
{
|
||||||
enum class FurnitureType
|
|
||||||
{
|
|
||||||
COUCH,
|
|
||||||
TABLE,
|
|
||||||
CHAIR,
|
|
||||||
PLANT,
|
|
||||||
GUITAR,
|
|
||||||
BOOKSHELF,
|
|
||||||
LAMP,
|
|
||||||
CEILING_OBJECTS,
|
|
||||||
MISC
|
|
||||||
};
|
|
||||||
struct FurniturePiece
|
|
||||||
{
|
|
||||||
FurnitureType type;
|
|
||||||
int size;
|
|
||||||
};
|
|
||||||
|
|
||||||
struct FurnitureModel
|
|
||||||
{
|
|
||||||
FurniturePiece furniture;
|
|
||||||
std::deque<models::TexturedModel> texture;
|
|
||||||
|
|
||||||
bool operator<(FurnitureModel a)
|
|
||||||
{
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
class HouseGenerator
|
class HouseGenerator
|
||||||
{
|
{
|
||||||
private:
|
private:
|
||||||
const float HOUSE_SIZE = 30;
|
const float HOUSE_SIZE = 30;
|
||||||
|
|
||||||
models::TexturedModel house_model;
|
|
||||||
models::ModelTexture default_texture;
|
|
||||||
|
|
||||||
//std::map<FurniturePiece, std::deque<models::TexturedModel>> furniture_models;
|
|
||||||
std::deque<FurnitureModel> furniture_models;
|
|
||||||
public:
|
public:
|
||||||
HouseGenerator();
|
HouseGenerator();
|
||||||
|
|
||||||
@@ -60,21 +27,16 @@ namespace entities
|
|||||||
*
|
*
|
||||||
* @return: A list with all the entities of the generated house (the furniture)
|
* @return: A list with all the entities of the generated house (the furniture)
|
||||||
*/
|
*/
|
||||||
std::deque<std::shared_ptr<Entity>> GenerateHouse(const glm::vec3& position, float y_rotation);
|
void GenerateHouse(std::deque<std::shared_ptr<CollisionEntity>>* furniture_list, const glm::vec3& position, float y_rotation);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* @brief: Returns the depth of the house (chunk)
|
* @brief: Returns the depth of the house (chunk)
|
||||||
*/
|
*/
|
||||||
float GetHouseDepth() const { return house_model.raw_model.model_size.x * HOUSE_SIZE; }
|
float GetHouseDepth() const { return singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.x * HOUSE_SIZE; }
|
||||||
|
|
||||||
private:
|
private:
|
||||||
const FurniturePiece* GetRandomFurniturePiece();
|
void GetRandomFurniturePiece(singleton::FurniturePiece* furniture_piece);
|
||||||
const FurniturePiece* GetFurniturePiece(FurnitureType type);
|
void GetFurniturePiece(singleton::FurnitureType type, singleton::FurniturePiece* furniture_piece);
|
||||||
|
|
||||||
/*
|
|
||||||
* @brief: This function loads all the 3D furniture models
|
|
||||||
*/
|
|
||||||
void GenerateFurnitureModels();
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* @brief: This funtion chooses and returns a random furniture of the given furniture type
|
* @brief: This funtion chooses and returns a random furniture of the given furniture type
|
||||||
@@ -83,6 +45,6 @@ namespace entities
|
|||||||
*
|
*
|
||||||
* @return: The model of the random furniture of the chosen furniture type
|
* @return: The model of the random furniture of the chosen furniture type
|
||||||
*/
|
*/
|
||||||
models::TexturedModel GetFurnitureModel(const FurniturePiece* furniture);
|
models::TexturedModel GetFurnitureModel(const singleton::FurniturePiece* furniture);
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -7,11 +7,10 @@
|
|||||||
#include"../renderEngine/loader.h"
|
#include"../renderEngine/loader.h"
|
||||||
namespace entities
|
namespace entities
|
||||||
{
|
{
|
||||||
float movement_speed;
|
int movement_speed, down_speed, side_speed;
|
||||||
float down_speed;
|
|
||||||
float side_speed;
|
|
||||||
bool is_playing;
|
bool is_playing;
|
||||||
|
|
||||||
|
|
||||||
MainCharacter::MainCharacter(const models::TexturedModel& model, const glm::vec3& position,
|
MainCharacter::MainCharacter(const models::TexturedModel& model, const glm::vec3& position,
|
||||||
const glm::vec3& rotation, float scale, const collision::Box& bounding_box)
|
const glm::vec3& rotation, float scale, const collision::Box& bounding_box)
|
||||||
: CollisionEntity(model, position, rotation, scale, bounding_box)
|
: CollisionEntity(model, position, rotation, scale, bounding_box)
|
||||||
@@ -19,73 +18,68 @@ namespace entities
|
|||||||
is_playing = true;
|
is_playing = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
void MainCharacter::Move(GLFWwindow* window)
|
void MainCharacter::Move(std::vector<computervision::HandDetectRegion*> regions)
|
||||||
{
|
{
|
||||||
if (is_playing) {
|
computervision::HandDetectRegion* reg_left = regions.at(0);
|
||||||
movement_speed = -0.5f; //Forward speed adjustment, bee is moving at a standard speedrate
|
computervision::HandDetectRegion* reg_up = regions.at(1);
|
||||||
down_speed = -1.0f; //Down speed adjustment, downspeed is difference between down_speed and UP_SPEED
|
computervision::HandDetectRegion* reg_right = regions.at(2);
|
||||||
side_speed = 0; //Side speed adjustment
|
|
||||||
|
|
||||||
|
double delta_time = UpdateDelta();
|
||||||
|
|
||||||
|
if (is_playing) {
|
||||||
|
movement_speed = -50; //Forward speed adjustment, bee is moving at a standard speedrate
|
||||||
|
down_speed = -40; //Down speed adjustment, downspeed is difference between down_speed and UP_SPEED
|
||||||
|
side_speed = 0; //Side speed adjustment
|
||||||
//For gameplay with use of keyboard keys: W, A, S, D
|
//For gameplay with use of keyboard keys: W, A, S, D
|
||||||
//W: Go forward
|
//W: Go forward
|
||||||
//A: Go left
|
//A: Go left
|
||||||
//S: Go backwards
|
//S: Go backwards
|
||||||
//D: Go right
|
//D: Go right
|
||||||
//TODO Implement CV actions
|
//TODO Implement CV actions
|
||||||
SetRotation(glm::vec3(0, 90, 0));
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
|
||||||
{
|
|
||||||
movement_speed -= SIDE_SPEED;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
|
||||||
{
|
|
||||||
movement_speed += SIDE_SPEED;
|
|
||||||
}
|
|
||||||
//top right
|
//top right
|
||||||
if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
|
SetRotation(glm::vec3(0, 90, 0));
|
||||||
|
if (reg_up->IsHandPresent() && reg_left->IsHandPresent())
|
||||||
{
|
{
|
||||||
side_speed += SIDE_SPEED;
|
side_speed += SIDE_SPEED;
|
||||||
down_speed += UP_SPEED;
|
down_speed += UP_SPEED/2;
|
||||||
|
SetRotation(glm::vec3(10, 90, 0));
|
||||||
}
|
}
|
||||||
//right
|
//right
|
||||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
if (reg_left->IsHandPresent())
|
||||||
{
|
{
|
||||||
side_speed += SIDE_SPEED;
|
side_speed += SIDE_SPEED;
|
||||||
}
|
}
|
||||||
//top left
|
//top left
|
||||||
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
|
if (reg_up->IsHandPresent() && reg_right->IsHandPresent())
|
||||||
{
|
{
|
||||||
down_speed += UP_SPEED;
|
down_speed += UP_SPEED/2;
|
||||||
side_speed -= SIDE_SPEED;
|
side_speed -= SIDE_SPEED;
|
||||||
|
SetRotation(glm::vec3(10, 90, 0));
|
||||||
}
|
}
|
||||||
//left
|
//left
|
||||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
if (reg_right->IsHandPresent())
|
||||||
{
|
{
|
||||||
side_speed -= SIDE_SPEED;
|
side_speed -= SIDE_SPEED;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
if (reg_up->IsHandPresent())
|
||||||
{
|
{
|
||||||
down_speed += UP_SPEED;
|
down_speed += UP_SPEED;
|
||||||
SetRotation(glm::vec3(10, 90, 0));
|
SetRotation(glm::vec3(10, 90, 0));
|
||||||
}
|
}
|
||||||
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
|
|
||||||
{
|
|
||||||
down_speed -= UP_SPEED;
|
|
||||||
}
|
}
|
||||||
}
|
IncreasePosition(glm::vec3(side_speed*delta_time, down_speed*delta_time, movement_speed*delta_time));
|
||||||
IncreasePosition(glm::vec3(side_speed, down_speed, movement_speed));
|
//std::cout << "delta time char: "<< delta_time << std::endl;
|
||||||
|
|
||||||
//Use only for binding bee to house, such that it doesn't go outside of the room.
|
//Use only for binding bee to house, such that it doesn't go outside of the room.
|
||||||
//TODO delete when boundingbox is implemented!
|
//TODO delete when boundingbox is implemented!
|
||||||
if (position.x > 190) position.x = 190;
|
if (position.x > 190) position.x = 190;
|
||||||
else if (position.x < -190) position.x = -190;
|
else if (position.x < -190) position.x = -190;
|
||||||
if (position.y > 350) position.y = 350;
|
if (position.y > 150) position.y = 150;
|
||||||
else if (position.y < -40) position.y = -40;
|
else if (position.y < -60) position.y = -60;
|
||||||
//Move player bounding box according to the position on screen
|
//Move player bounding box according to the position on screen
|
||||||
MoveCollisionBox();
|
MoveCollisionBox();
|
||||||
if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
|
if (reg_right->IsHandPresent() && reg_left->IsHandPresent())
|
||||||
{
|
{
|
||||||
is_playing = true;
|
is_playing = true;
|
||||||
}
|
}
|
||||||
@@ -97,4 +91,18 @@ namespace entities
|
|||||||
is_playing = false;
|
is_playing = false;
|
||||||
std::cout << "collision" << std::endl;
|
std::cout << "collision" << std::endl;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
double MainCharacter::UpdateDelta()
|
||||||
|
{
|
||||||
|
double current_time = glfwGetTime();
|
||||||
|
static double last_frame_time = current_time;
|
||||||
|
double delt_time = current_time - last_frame_time;
|
||||||
|
last_frame_time = current_time;
|
||||||
|
return delt_time;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool MainCharacter::GetOnCollide()
|
||||||
|
{
|
||||||
|
return is_playing;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
@@ -2,6 +2,7 @@
|
|||||||
|
|
||||||
#include "collision_entity.h"
|
#include "collision_entity.h"
|
||||||
#include "../shaders/entity_shader.h"
|
#include "../shaders/entity_shader.h"
|
||||||
|
#include "../computervision/hand_detect_region.h"
|
||||||
|
|
||||||
namespace entities
|
namespace entities
|
||||||
{
|
{
|
||||||
@@ -9,8 +10,8 @@ namespace entities
|
|||||||
* This class contains the information about the player model
|
* This class contains the information about the player model
|
||||||
*/
|
*/
|
||||||
class MainCharacter : public CollisionEntity {
|
class MainCharacter : public CollisionEntity {
|
||||||
const float SIDE_SPEED = 0.8f; //Standard movement speed for left/right movement
|
const int SIDE_SPEED = 40; //Standard movement speed for left/right movement
|
||||||
const float UP_SPEED = 2.0f; //Standard movement speed for up movement
|
const int UP_SPEED = 100; //Standard movement speed for up movement
|
||||||
public:
|
public:
|
||||||
/*
|
/*
|
||||||
* @brief: Constructor for the main character model
|
* @brief: Constructor for the main character model
|
||||||
@@ -31,8 +32,12 @@ namespace entities
|
|||||||
*
|
*
|
||||||
* @return: Vector with the adjusted side_speed, down_speed, and movement_speed
|
* @return: Vector with the adjusted side_speed, down_speed, and movement_speed
|
||||||
*/
|
*/
|
||||||
void Move(GLFWwindow* window);
|
void Move(std::vector<computervision::HandDetectRegion*> regions);
|
||||||
|
|
||||||
void OnCollide(const collision::Collision& collision) override;
|
void OnCollide(const collision::Collision& collision) override;
|
||||||
|
|
||||||
|
bool GetOnCollide();
|
||||||
|
|
||||||
|
double UpdateDelta();
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -26,7 +26,7 @@ namespace gui
|
|||||||
virtual GuiType GetType() {
|
virtual GuiType GetType() {
|
||||||
return GuiType::LABEL;
|
return GuiType::LABEL;
|
||||||
}
|
}
|
||||||
GuiTexture(int texture, glm::vec2 position, glm::vec2 scale): texture(texture), position(position), scale(scale)
|
GuiTexture(GLuint texture, glm::vec2 position, glm::vec2 scale): texture(texture), position(position), scale(scale)
|
||||||
{
|
{
|
||||||
scale.x /= (WINDOW_WIDTH / WINDOW_HEIGHT);
|
scale.x /= (WINDOW_WIDTH / WINDOW_HEIGHT);
|
||||||
}
|
}
|
||||||
|
|||||||
39
src/main.cpp
39
src/main.cpp
@@ -27,17 +27,19 @@
|
|||||||
#include "scenes/scene.h"
|
#include "scenes/scene.h"
|
||||||
#include "scenes/in_Game_Scene.h"
|
#include "scenes/in_Game_Scene.h"
|
||||||
#include "scenes/startup_Scene.h"
|
#include "scenes/startup_Scene.h"
|
||||||
|
#include "scenes/loading_Scene.h"
|
||||||
|
#include "model_Storage.h"
|
||||||
|
|
||||||
#include "computervision/ObjectDetection.h"
|
#include "computervision/object_detection.h"
|
||||||
//#include "computervision/OpenPoseImage.h"
|
#include "scenes/game_Over_Scene.h"
|
||||||
#include "computervision/OpenPoseVideo.h"
|
#include "entities/collision_entity.h"
|
||||||
|
#include "computervision/object_detection.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")
|
||||||
|
|
||||||
|
int score;
|
||||||
static double UpdateDelta();
|
static double UpdateDelta();
|
||||||
|
|
||||||
static GLFWwindow* window;
|
static GLFWwindow* window;
|
||||||
@@ -47,15 +49,6 @@ scene::Scene* current_scene;
|
|||||||
bool points_img_available = false;
|
bool points_img_available = false;
|
||||||
cv::Mat points_img;
|
cv::Mat points_img;
|
||||||
|
|
||||||
void retrieve_points(std::vector<Point> arm_points, cv::Mat points_on_image)
|
|
||||||
{
|
|
||||||
|
|
||||||
std::cout << "got points!!" << std::endl;
|
|
||||||
std::cout << "points: " << arm_points << std::endl;
|
|
||||||
points_img = points_on_image;
|
|
||||||
points_img_available = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
int main(void)
|
int main(void)
|
||||||
{
|
{
|
||||||
#pragma region OPENGL_SETTINGS
|
#pragma region OPENGL_SETTINGS
|
||||||
@@ -71,10 +64,11 @@ int main(void)
|
|||||||
glewInit();
|
glewInit();
|
||||||
glGetError();
|
glGetError();
|
||||||
#pragma endregion
|
#pragma endregion
|
||||||
|
//current_scene = new scene::Startup_Scene();
|
||||||
|
current_scene = new scene::Loading_Scene();
|
||||||
|
score = 0;
|
||||||
|
|
||||||
|
|
||||||
current_scene = new scene::Startup_Scene();
|
|
||||||
|
|
||||||
glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
|
glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||||
{
|
{
|
||||||
if (key == GLFW_KEY_ESCAPE)
|
if (key == GLFW_KEY_ESCAPE)
|
||||||
@@ -87,8 +81,6 @@ 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)
|
||||||
{
|
{
|
||||||
@@ -103,13 +95,21 @@ int main(void)
|
|||||||
window_open = false;
|
window_open = false;
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
case scene::Scenes::LOADING:
|
||||||
|
current_scene = new scene::Loading_Scene();
|
||||||
|
break;
|
||||||
|
|
||||||
case scene::Scenes::STARTUP:
|
case scene::Scenes::STARTUP:
|
||||||
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(&score);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case scene::Scenes::GAMEOVER:
|
||||||
|
current_scene = new scene::Game_Over_Scene(score);
|
||||||
break;
|
break;
|
||||||
|
|
||||||
default:
|
default:
|
||||||
@@ -126,6 +126,7 @@ int main(void)
|
|||||||
|
|
||||||
// Clean up -> preventing memory leaks!!!
|
// Clean up -> preventing memory leaks!!!
|
||||||
std::cout << "ending..." << std::endl;
|
std::cout << "ending..." << std::endl;
|
||||||
|
render_engine::loader::CleanUp();
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|||||||
205
src/model_Storage.cpp
Normal file
205
src/model_Storage.cpp
Normal file
@@ -0,0 +1,205 @@
|
|||||||
|
#include "model_Storage.h"
|
||||||
|
|
||||||
|
|
||||||
|
singleton::Model_Storage* singleton::Model_Storage::instance{nullptr};
|
||||||
|
std::mutex singleton::Model_Storage::mutex;
|
||||||
|
|
||||||
|
singleton::Model_Storage::~Model_Storage()
|
||||||
|
{
|
||||||
|
std::cout << "DELETING...." << std::endl;
|
||||||
|
delete instance;
|
||||||
|
}
|
||||||
|
|
||||||
|
singleton::Model_Storage* singleton::Model_Storage::get_instance()
|
||||||
|
{
|
||||||
|
std::lock_guard<std::mutex> lock(mutex);
|
||||||
|
if (instance == nullptr)
|
||||||
|
instance = new Model_Storage();
|
||||||
|
|
||||||
|
return instance;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* add methods
|
||||||
|
*/
|
||||||
|
|
||||||
|
void singleton::Model_Storage::add_couch(models::TexturedModel couch)
|
||||||
|
{
|
||||||
|
couches.push_back(couch);
|
||||||
|
}
|
||||||
|
|
||||||
|
void singleton::Model_Storage::add_table(models::TexturedModel table)
|
||||||
|
{
|
||||||
|
tables.push_back(table);
|
||||||
|
}
|
||||||
|
|
||||||
|
void singleton::Model_Storage::add_chair(models::TexturedModel chair)
|
||||||
|
{
|
||||||
|
chairs.push_back(chair);
|
||||||
|
}
|
||||||
|
|
||||||
|
void singleton::Model_Storage::add_plant(models::TexturedModel plant)
|
||||||
|
{
|
||||||
|
plants.push_back(plant);
|
||||||
|
}
|
||||||
|
|
||||||
|
void singleton::Model_Storage::add_guitar(models::TexturedModel guitar)
|
||||||
|
{
|
||||||
|
guitars.push_back(guitar);
|
||||||
|
}
|
||||||
|
|
||||||
|
void singleton::Model_Storage::add_bookshelf(models::TexturedModel bookshelf)
|
||||||
|
{
|
||||||
|
bookshelves.push_back(bookshelf);
|
||||||
|
}
|
||||||
|
|
||||||
|
void singleton::Model_Storage::add_lamp(models::TexturedModel lamp)
|
||||||
|
{
|
||||||
|
lamps.push_back(lamp);
|
||||||
|
}
|
||||||
|
|
||||||
|
void singleton::Model_Storage::add_ceiling_object(models::TexturedModel co)
|
||||||
|
{
|
||||||
|
ceiling_objects.push_back(co);
|
||||||
|
}
|
||||||
|
|
||||||
|
void singleton::Model_Storage::add_misc(models::TexturedModel misc)
|
||||||
|
{
|
||||||
|
miscs.push_back(misc);
|
||||||
|
}
|
||||||
|
|
||||||
|
void singleton::Model_Storage::add_furniture_model(FurnitureModel model)
|
||||||
|
{
|
||||||
|
furniture_models.push_back(model);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* getters
|
||||||
|
*/
|
||||||
|
|
||||||
|
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_couches()
|
||||||
|
{
|
||||||
|
return couches;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_tables()
|
||||||
|
{
|
||||||
|
return tables;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_chairs()
|
||||||
|
{
|
||||||
|
return chairs;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_plants()
|
||||||
|
{
|
||||||
|
return plants;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_guitars()
|
||||||
|
{
|
||||||
|
return guitars;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_bookshelves()
|
||||||
|
{
|
||||||
|
return bookshelves;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_lamps()
|
||||||
|
{
|
||||||
|
return lamps;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_ceiling_objects()
|
||||||
|
{
|
||||||
|
return ceiling_objects;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_miscs()
|
||||||
|
{
|
||||||
|
return miscs;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::deque<singleton::FurnitureModel> singleton::Model_Storage::get_all_furniture_models()
|
||||||
|
{
|
||||||
|
return furniture_models;
|
||||||
|
}
|
||||||
|
|
||||||
|
models::TexturedModel singleton::Model_Storage::get_couch(int index)
|
||||||
|
{
|
||||||
|
return couches[index];
|
||||||
|
}
|
||||||
|
|
||||||
|
models::TexturedModel singleton::Model_Storage::get_table(int index)
|
||||||
|
{
|
||||||
|
return tables[index];
|
||||||
|
}
|
||||||
|
|
||||||
|
models::TexturedModel singleton::Model_Storage::get_chair(int index)
|
||||||
|
{
|
||||||
|
return chairs[index];
|
||||||
|
}
|
||||||
|
|
||||||
|
models::TexturedModel singleton::Model_Storage::get_plant(int index)
|
||||||
|
{
|
||||||
|
return plants[index];
|
||||||
|
}
|
||||||
|
|
||||||
|
models::TexturedModel singleton::Model_Storage::get_guitar(int index)
|
||||||
|
{
|
||||||
|
return guitars[index];
|
||||||
|
}
|
||||||
|
|
||||||
|
models::TexturedModel singleton::Model_Storage::get_bookshelf(int index)
|
||||||
|
{
|
||||||
|
return bookshelves[index];
|
||||||
|
}
|
||||||
|
|
||||||
|
models::TexturedModel singleton::Model_Storage::get_lamp(int index)
|
||||||
|
{
|
||||||
|
return lamps[index];
|
||||||
|
}
|
||||||
|
|
||||||
|
models::TexturedModel singleton::Model_Storage::get_ceiling_object(int index)
|
||||||
|
{
|
||||||
|
return ceiling_objects[index];
|
||||||
|
}
|
||||||
|
|
||||||
|
models::TexturedModel singleton::Model_Storage::get_misc(int index)
|
||||||
|
{
|
||||||
|
return miscs[index];
|
||||||
|
}
|
||||||
|
|
||||||
|
singleton::FurnitureModel singleton::Model_Storage::get_furniture_model(int index)
|
||||||
|
{
|
||||||
|
return furniture_models[index];
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
//getters for default variables
|
||||||
|
models::TexturedModel singleton::Model_Storage::get_house_model()
|
||||||
|
{
|
||||||
|
return house_model;
|
||||||
|
}
|
||||||
|
|
||||||
|
models::ModelTexture singleton::Model_Storage::get_default_texture()
|
||||||
|
{
|
||||||
|
return default_texture;
|
||||||
|
}
|
||||||
|
|
||||||
|
//setters for deafult variables
|
||||||
|
void singleton::Model_Storage::set_house_model(models::TexturedModel house)
|
||||||
|
{
|
||||||
|
house_model = house;
|
||||||
|
}
|
||||||
|
|
||||||
|
void singleton::Model_Storage::set_default_texture(models::ModelTexture texture)
|
||||||
|
{
|
||||||
|
default_texture = texture;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
137
src/model_Storage.h
Normal file
137
src/model_Storage.h
Normal file
@@ -0,0 +1,137 @@
|
|||||||
|
#pragma once
|
||||||
|
#include <iostream>
|
||||||
|
#include <deque>
|
||||||
|
#include <mutex>
|
||||||
|
#include "models/Model.h"
|
||||||
|
#include "entities/Entity.h"
|
||||||
|
|
||||||
|
namespace singleton {
|
||||||
|
enum class FurnitureType
|
||||||
|
{
|
||||||
|
COUCH,
|
||||||
|
TABLE,
|
||||||
|
CHAIR,
|
||||||
|
PLANT,
|
||||||
|
GUITAR,
|
||||||
|
BOOKSHELF,
|
||||||
|
LAMP,
|
||||||
|
CEILING_OBJECTS,
|
||||||
|
MISC
|
||||||
|
};
|
||||||
|
struct FurniturePiece
|
||||||
|
{
|
||||||
|
FurnitureType type;
|
||||||
|
int size;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct FurnitureModel
|
||||||
|
{
|
||||||
|
FurniturePiece furniture;
|
||||||
|
std::deque<models::TexturedModel> texture;
|
||||||
|
|
||||||
|
bool operator<(FurnitureModel a)
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
class Model_Storage
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
static Model_Storage* instance;
|
||||||
|
static std::mutex mutex;
|
||||||
|
|
||||||
|
//model of the house
|
||||||
|
models::TexturedModel house_model;
|
||||||
|
//default texture
|
||||||
|
models::ModelTexture default_texture;
|
||||||
|
|
||||||
|
//list that sorts furniture_models on type
|
||||||
|
std::deque<FurnitureModel> furniture_models;
|
||||||
|
|
||||||
|
//list of furniture:
|
||||||
|
//couches
|
||||||
|
std::deque<models::TexturedModel> couches;
|
||||||
|
|
||||||
|
//tables
|
||||||
|
std::deque<models::TexturedModel> tables;
|
||||||
|
|
||||||
|
//chairs
|
||||||
|
std::deque<models::TexturedModel> chairs;
|
||||||
|
|
||||||
|
//plants
|
||||||
|
std::deque<models::TexturedModel> plants;
|
||||||
|
|
||||||
|
//guitars
|
||||||
|
std::deque<models::TexturedModel> guitars;
|
||||||
|
|
||||||
|
//bookshelves
|
||||||
|
std::deque<models::TexturedModel> bookshelves;
|
||||||
|
|
||||||
|
//lamps
|
||||||
|
std::deque<models::TexturedModel>lamps;
|
||||||
|
|
||||||
|
//ceiling objects
|
||||||
|
std::deque<models::TexturedModel>ceiling_objects;
|
||||||
|
|
||||||
|
//misc
|
||||||
|
std::deque<models::TexturedModel> miscs;
|
||||||
|
|
||||||
|
protected:
|
||||||
|
Model_Storage() { std::cout << "MAKING A NEW SINGLETON!!!" << std::endl; }
|
||||||
|
~Model_Storage();
|
||||||
|
|
||||||
|
public:
|
||||||
|
Model_Storage(Model_Storage& other) = delete;
|
||||||
|
void operator=(const Model_Storage&) = delete;
|
||||||
|
|
||||||
|
static Model_Storage* get_instance();
|
||||||
|
|
||||||
|
//some methods to execute on its instance:
|
||||||
|
void add_couch(models::TexturedModel couch);
|
||||||
|
void add_table(models::TexturedModel table);
|
||||||
|
void add_chair(models::TexturedModel chair);
|
||||||
|
void add_plant(models::TexturedModel plant);
|
||||||
|
void add_guitar(models::TexturedModel guitar);
|
||||||
|
void add_bookshelf(models::TexturedModel bookshelf);
|
||||||
|
void add_lamp(models::TexturedModel lamp);
|
||||||
|
void add_ceiling_object(models::TexturedModel co);
|
||||||
|
void add_misc(models::TexturedModel misc);
|
||||||
|
void add_furniture_model(FurnitureModel model);
|
||||||
|
|
||||||
|
//getters for the whole list
|
||||||
|
std::deque<models::TexturedModel> get_all_couches();
|
||||||
|
std::deque<models::TexturedModel> get_all_tables();
|
||||||
|
std::deque<models::TexturedModel> get_all_chairs();
|
||||||
|
std::deque<models::TexturedModel> get_all_plants();
|
||||||
|
std::deque<models::TexturedModel> get_all_guitars();
|
||||||
|
std::deque<models::TexturedModel> get_all_bookshelves();
|
||||||
|
std::deque<models::TexturedModel> get_all_lamps();
|
||||||
|
std::deque<models::TexturedModel> get_all_ceiling_objects();
|
||||||
|
std::deque<models::TexturedModel> get_all_miscs();
|
||||||
|
std::deque<FurnitureModel> get_all_furniture_models();
|
||||||
|
|
||||||
|
//getters for one model
|
||||||
|
models::TexturedModel get_couch(int index);
|
||||||
|
models::TexturedModel get_table(int index);
|
||||||
|
models::TexturedModel get_chair(int index);
|
||||||
|
models::TexturedModel get_plant(int index);
|
||||||
|
models::TexturedModel get_guitar(int index);
|
||||||
|
models::TexturedModel get_bookshelf(int index);
|
||||||
|
models::TexturedModel get_lamp(int index);
|
||||||
|
models::TexturedModel get_ceiling_object(int index);
|
||||||
|
models::TexturedModel get_misc(int index);
|
||||||
|
FurnitureModel get_furniture_model(int index);
|
||||||
|
|
||||||
|
//getters for the standard variables
|
||||||
|
models::TexturedModel get_house_model();
|
||||||
|
models::ModelTexture get_default_texture();
|
||||||
|
|
||||||
|
//setters for the standard variables
|
||||||
|
void set_house_model(models::TexturedModel house);
|
||||||
|
void set_default_texture(models::ModelTexture texture);
|
||||||
|
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
@@ -109,6 +109,88 @@ namespace render_engine
|
|||||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Enable depth test again
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
// Disable alpha blending
|
||||||
|
glDisable(GL_BLEND);
|
||||||
|
|
||||||
|
// Disable the VBO and VAO
|
||||||
|
glDisableVertexAttribArray(0);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
shader.Stop();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Render(std::vector<std::shared_ptr<gui::GuiTexture>>& guis, shaders::GuiShader& shader)
|
||||||
|
{
|
||||||
|
shader.Start();
|
||||||
|
|
||||||
|
// Enable the VAO and the positions VBO
|
||||||
|
glBindVertexArray(quad.vao_id);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
|
||||||
|
// Enable alpha blending (for transparency in the texture)
|
||||||
|
glEnable(GL_BLEND);
|
||||||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
|
||||||
|
// Disable depth testing to textures with transparency can overlap
|
||||||
|
glDisable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
// Render each gui to the screen
|
||||||
|
for (std::shared_ptr<gui::GuiTexture> gui : guis)
|
||||||
|
{
|
||||||
|
// Bind the texture of the gui to the shader
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, gui->texture);
|
||||||
|
|
||||||
|
glm::mat4 matrix = toolbox::CreateModelMatrix(gui->position, gui->scale);
|
||||||
|
shader.LoadModelMatrix(matrix);
|
||||||
|
|
||||||
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
|
||||||
|
|
||||||
|
std::cout << "in render method, gui x value: " << gui.get()->scale.x << std::endl;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Enable depth test again
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
// Disable alpha blending
|
||||||
|
glDisable(GL_BLEND);
|
||||||
|
|
||||||
|
// Disable the VBO and VAO
|
||||||
|
glDisableVertexAttribArray(0);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
shader.Stop();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Render(std::shared_ptr<gui::GuiTexture>& gui, shaders::GuiShader& shader)
|
||||||
|
{
|
||||||
|
shader.Start();
|
||||||
|
|
||||||
|
// Enable the VAO and the positions VBO
|
||||||
|
glBindVertexArray(quad.vao_id);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
|
||||||
|
// Enable alpha blending (for transparency in the texture)
|
||||||
|
glEnable(GL_BLEND);
|
||||||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
|
||||||
|
// Disable depth testing to textures with transparency can overlap
|
||||||
|
glDisable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
// Render each gui to the screen
|
||||||
|
// Bind the texture of the gui to the shader
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, gui->texture);
|
||||||
|
|
||||||
|
glm::mat4 matrix = toolbox::CreateModelMatrix(gui->position, gui->scale);
|
||||||
|
shader.LoadModelMatrix(matrix);
|
||||||
|
|
||||||
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
|
||||||
|
|
||||||
|
|
||||||
// Enable depth test again
|
// Enable depth test again
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
|||||||
@@ -40,5 +40,22 @@ namespace render_engine
|
|||||||
@param shade: The shader the GUI textures need to be rendered with
|
@param shade: The shader the GUI textures need to be rendered with
|
||||||
*/
|
*/
|
||||||
void Render(std::vector<gui::GuiTexture*>& guis, shaders::GuiShader& shader);
|
void Render(std::vector<gui::GuiTexture*>& guis, shaders::GuiShader& shader);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: renders guis elements from a shared pointer vector
|
||||||
|
*
|
||||||
|
* @param guis: List with GUI textures to render
|
||||||
|
* @param sahde: The shader to use
|
||||||
|
*/
|
||||||
|
void Render(std::vector<std::shared_ptr<gui::GuiTexture>>& guis, shaders::GuiShader& shader);
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief renders 1 gui element.
|
||||||
|
*
|
||||||
|
* @param gui: the texture to render
|
||||||
|
* @param shader: the shader to use
|
||||||
|
*/
|
||||||
|
void Render(std::shared_ptr<gui::GuiTexture>& gui, shaders::GuiShader& shader);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
219
src/scenes/game_Over_Scene.cpp
Normal file
219
src/scenes/game_Over_Scene.cpp
Normal file
@@ -0,0 +1,219 @@
|
|||||||
|
#include <iostream>
|
||||||
|
#include <GL/glew.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include <map>
|
||||||
|
#include "game_Over_Scene.h"
|
||||||
|
#include <iostream>
|
||||||
|
#include <opencv2/core/mat.hpp>
|
||||||
|
|
||||||
|
#include "../models/model.h"
|
||||||
|
#include "../renderEngine/loader.h"
|
||||||
|
#include "../renderEngine/obj_loader.h"
|
||||||
|
#include "../renderEngine/renderer.h"
|
||||||
|
#include "../shaders/entity_shader.h"
|
||||||
|
#include "../gui/gui_interactable.h"
|
||||||
|
#include "../toolbox/toolbox.h"
|
||||||
|
#include "../computervision/MenuTest.h"
|
||||||
|
#include "../computervision/object_detection.h"
|
||||||
|
#include "../computervision/hand_detect_region.h"
|
||||||
|
#include <opencv2/highgui.hpp>
|
||||||
|
#include "../computervision/object_detection.h"
|
||||||
|
|
||||||
|
namespace scene
|
||||||
|
{
|
||||||
|
shaders::GuiShader* gui_shader_gameOver;
|
||||||
|
std::vector<gui::GuiTexture*> guis_gameOver;
|
||||||
|
computervision::ObjectDetection objDetect_gameOver;
|
||||||
|
std::vector<std::shared_ptr<gui::GuiTexture>> score_textures_gameOver;
|
||||||
|
|
||||||
|
float item_number_gameOver = 0;
|
||||||
|
bool hand_mode_gameOver = false;
|
||||||
|
|
||||||
|
Game_Over_Scene::Game_Over_Scene(int score)
|
||||||
|
{
|
||||||
|
shaders::EntityShader shader;
|
||||||
|
shader.Init();
|
||||||
|
render_engine::renderer::Init(shader);
|
||||||
|
shader.CleanUp();
|
||||||
|
|
||||||
|
gui_shader_gameOver = new shaders::GuiShader();
|
||||||
|
gui_shader_gameOver->Init();
|
||||||
|
|
||||||
|
for (int i = 0; i <= 9; i++)
|
||||||
|
{
|
||||||
|
std::shared_ptr<gui::GuiTexture> score_pointer;
|
||||||
|
|
||||||
|
std::string texture_path = "res/";
|
||||||
|
texture_path += std::to_string(i);
|
||||||
|
texture_path += ".png";
|
||||||
|
|
||||||
|
score_pointer = std::make_unique<gui::GuiTexture>(render_engine::loader::LoadTexture(texture_path), glm::vec2(0.0f, 0.2f), glm::vec2(0.07, 0.15));
|
||||||
|
|
||||||
|
score_textures_gameOver.push_back(score_pointer);
|
||||||
|
}
|
||||||
|
|
||||||
|
game_over_texture = std::make_unique<gui::GuiTexture>(render_engine::loader::LoadTexture("res/game_over.png"), glm::vec2(0.0f, 0.6f), glm::vec2(0.50f, 0.50f));
|
||||||
|
end_score = score;
|
||||||
|
}
|
||||||
|
|
||||||
|
gui::Button* ConvertGuiTextureToButtonGameOver(gui::GuiTexture* texture) {
|
||||||
|
gui::Button* button;
|
||||||
|
if (texture != NULL)
|
||||||
|
{
|
||||||
|
if (texture->GetType() == gui::GuiType::BUTTON) {
|
||||||
|
|
||||||
|
button = (gui::Button*)texture;
|
||||||
|
return button;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
button = nullptr;
|
||||||
|
return button;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
button = nullptr;
|
||||||
|
return button;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
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, -0.5f), glm::vec2(0.25f, 0.25f));
|
||||||
|
button_start_scene.SetHoverTexture(render_engine::loader::LoadTexture("res/Birb2.jpg"));
|
||||||
|
button_start_scene.SetClickedTexture(render_engine::loader::LoadTexture("res/Birb3.jpg"));
|
||||||
|
button_start_scene.SetOnClickAction([]()
|
||||||
|
{
|
||||||
|
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);
|
||||||
|
|
||||||
|
render_engine::renderer::Render(game_over_texture, *gui_shader_gameOver);
|
||||||
|
DrawScore(end_score);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* manages the key input in the start-up scene
|
||||||
|
*/
|
||||||
|
void scene::Game_Over_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
//return_value = scene::Scenes::STARTUP;
|
||||||
|
cv::destroyWindow("camera");
|
||||||
|
}
|
||||||
|
else if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) {
|
||||||
|
hand_mode_gameOver = !hand_mode_gameOver;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Game_Over_Scene::DrawScore(int score)
|
||||||
|
{
|
||||||
|
std::vector<int> digits;
|
||||||
|
score_guis_gameOver.clear();
|
||||||
|
|
||||||
|
toolbox::GetDigitsFromNumber(score, digits);
|
||||||
|
|
||||||
|
for (int i = digits.size() - 1; i >= 0; i--)
|
||||||
|
{
|
||||||
|
score_textures_gameOver[digits[i]].get()->position.x = (0.15 * i - 0.05);
|
||||||
|
render_engine::renderer::Render(score_textures_gameOver[digits[i]], *gui_shader_gameOver);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
35
src/scenes/game_Over_Scene.h
Normal file
35
src/scenes/game_Over_Scene.h
Normal file
@@ -0,0 +1,35 @@
|
|||||||
|
#pragma once
|
||||||
|
#include "scene.h"
|
||||||
|
#include "../gui/gui_element.h"
|
||||||
|
|
||||||
|
namespace scene
|
||||||
|
{
|
||||||
|
extern GLFWwindow* window;
|
||||||
|
|
||||||
|
class Game_Over_Scene : public scene::Scene
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
|
||||||
|
int end_score;
|
||||||
|
scene::Scenes return_value = scene::Scenes::GAMEOVER;
|
||||||
|
std::vector<std::shared_ptr<gui::GuiTexture>> score_guis_gameOver;
|
||||||
|
std::shared_ptr<gui::GuiTexture> game_over_texture;
|
||||||
|
|
||||||
|
|
||||||
|
public:
|
||||||
|
Game_Over_Scene(int score);
|
||||||
|
|
||||||
|
Scenes start(GLFWwindow* window) override;
|
||||||
|
|
||||||
|
void render() override;
|
||||||
|
|
||||||
|
void update(GLFWwindow* window) override;
|
||||||
|
|
||||||
|
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
||||||
|
/**
|
||||||
|
* @brief: This method renders the score points onto the game window
|
||||||
|
* @param score: Score to show
|
||||||
|
*/
|
||||||
|
void DrawScore(int score);
|
||||||
|
};
|
||||||
|
}
|
||||||
@@ -1,36 +1,16 @@
|
|||||||
#include <iostream>
|
|
||||||
#include <memory>
|
|
||||||
#include <GL/glew.h>
|
|
||||||
#include <GLFW/glfw3.h>
|
|
||||||
#include "in_Game_Scene.h"
|
#include "in_Game_Scene.h"
|
||||||
#include "startup_Scene.h"
|
|
||||||
#include "../entities/main_character.h"
|
|
||||||
#include "../collision/collision_handler.h"
|
|
||||||
#include "../gui/gui_interactable.h"
|
|
||||||
#include "../models/model.h"
|
|
||||||
#include "../renderEngine/loader.h"
|
|
||||||
#include "../renderEngine/obj_loader.h"
|
|
||||||
#include "../renderEngine/renderer.h"
|
|
||||||
#include "../shaders/entity_shader.h"
|
|
||||||
#include "../toolbox/toolbox.h"
|
|
||||||
#include "../entities/house_generator.h"
|
|
||||||
#include <deque>
|
|
||||||
#include <functional>
|
|
||||||
#include <memory>
|
|
||||||
#include <queue>
|
|
||||||
#include <opencv2/core/base.hpp>
|
|
||||||
#include "../computervision/HandDetectRegion.h"
|
|
||||||
#include "../computervision/ObjectDetection.h"
|
|
||||||
|
|
||||||
#define MAX_MODEL_DEQUE_SIZE 6 // max amount of models to load at the same time
|
#define MAX_MODEL_DEQUE_SIZE 6 // max amount of models to load at the same time
|
||||||
#define UPCOMING_MODEL_AMOUNT 4 // how much models should be loaded in front of us
|
#define UPCOMING_MODEL_AMOUNT 4 // how much models should be loaded in front of us
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
namespace scene
|
namespace scene
|
||||||
{
|
{
|
||||||
std::shared_ptr<entities::MainCharacter>main_character;
|
std::shared_ptr<entities::MainCharacter>main_character;
|
||||||
std::vector<std::shared_ptr<entities::CollisionEntity>> collision_entities;
|
std::deque<std::shared_ptr<entities::CollisionEntity>> collision_entities;
|
||||||
|
|
||||||
|
//std::deque<std::shared_ptr<entities::CollisionEntity>> furniture_collision;
|
||||||
|
|
||||||
entities::HouseGenerator* house_generator;
|
entities::HouseGenerator* house_generator;
|
||||||
std::deque<std::shared_ptr<entities::Entity>> house_models;
|
std::deque<std::shared_ptr<entities::Entity>> house_models;
|
||||||
|
|
||||||
@@ -39,18 +19,24 @@ namespace scene
|
|||||||
shaders::EntityShader* shader;
|
shaders::EntityShader* shader;
|
||||||
shaders::GuiShader* gui_shader;
|
shaders::GuiShader* gui_shader;
|
||||||
std::vector<gui::GuiTexture*> guis;
|
std::vector<gui::GuiTexture*> guis;
|
||||||
|
std::vector<std::shared_ptr<gui::GuiTexture>> score_textures;
|
||||||
|
|
||||||
int furniture_count_old;
|
int furniture_count_old;
|
||||||
int score;
|
int score;
|
||||||
|
int* ptr;
|
||||||
|
bool calibrated = false;
|
||||||
|
|
||||||
std::vector<computervision::HandDetectRegion> regions;
|
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);
|
computervision::HandDetectRegion reg_left("left", 0, 0, 150, 150), reg_right("right", 0, 0, 150, 150), reg_up("up", 0, 0, 150, 150);
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* sets up the first things when the objects has been made
|
* sets up the first things when the objects has been made
|
||||||
*/
|
*/
|
||||||
In_Game_Scene::In_Game_Scene()
|
In_Game_Scene::In_Game_Scene(int *score_ptr)
|
||||||
{
|
{
|
||||||
|
ptr = score_ptr;
|
||||||
camera = std::make_unique<entities::Camera>(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
|
camera = std::make_unique<entities::Camera>(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
|
||||||
|
|
||||||
shader = new shaders::EntityShader;
|
shader = new shaders::EntityShader;
|
||||||
@@ -60,9 +46,22 @@ namespace scene
|
|||||||
gui_shader = new shaders::GuiShader();
|
gui_shader = new shaders::GuiShader();
|
||||||
gui_shader->Init();
|
gui_shader->Init();
|
||||||
score = 0;
|
score = 0;
|
||||||
|
|
||||||
|
for (int i = 0; i <= 9; i++)
|
||||||
|
{
|
||||||
|
std::shared_ptr<gui::GuiTexture> score_pointer;
|
||||||
|
|
||||||
|
std::string texture_path = "res/";
|
||||||
|
texture_path += std::to_string(i);
|
||||||
|
texture_path += ".png";
|
||||||
|
|
||||||
|
score_pointer = std::make_unique<gui::GuiTexture>(render_engine::loader::LoadTexture(texture_path), glm::vec2(-0.9f, 0.8f), glm::vec2(0.07, 0.15));
|
||||||
|
score_textures.push_back(score_pointer);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* temporary!!!!
|
* temporary?
|
||||||
* just to make some bounding boxes
|
* just to make some bounding boxes
|
||||||
*/
|
*/
|
||||||
collision::Box create_bounding_box(glm::vec3 size, glm::vec3 pos, int scale) {
|
collision::Box create_bounding_box(glm::vec3 size, glm::vec3 pos, int scale) {
|
||||||
@@ -84,41 +83,50 @@ namespace scene
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
/**
|
void In_Game_Scene::SetupHandDetection()
|
||||||
* @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera.
|
|
||||||
*
|
|
||||||
* @param model_pos the amount of models the camera has passed already. This is the rounded result of (z position of camera) / (size of model)
|
|
||||||
*
|
|
||||||
*/
|
|
||||||
void load_chunk(int model_pos)
|
|
||||||
{
|
{
|
||||||
static unsigned int furniture_count = 0;
|
|
||||||
|
|
||||||
// set up squares according to size of camera input
|
// set up squares according to size of camera input
|
||||||
cv::Mat camera_frame;
|
cv::Mat camera_frame;
|
||||||
static_camera::getCap().read(camera_frame); // get camera frame to know the width and heigth
|
static_camera::getCap().read(camera_frame); // get camera frame to know the width and heigth
|
||||||
|
|
||||||
|
reg_left.SetMainSkinDetecRegion(true);
|
||||||
|
reg_right.SetMainSkinDetecRegion(false);
|
||||||
|
reg_right.SetMainSkinDetecRegion(false);
|
||||||
|
std::function<void()> callback = [this]() {OnSkinCalibrationCallback(); };
|
||||||
|
reg_left.SetSkinTimerCallback(callback);
|
||||||
|
|
||||||
reg_left.SetXPos(10);
|
reg_left.SetXPos(10);
|
||||||
reg_left.SetYPos(camera_frame.rows / 2 - reg_left.GetHeight() / 2);
|
reg_left.SetYPos(camera_frame.rows / 2 - reg_left.GetHeight() / 2);
|
||||||
reg_right.SetXPos(camera_frame.cols - 10 - reg_right.GetWidth());
|
reg_right.SetXPos(camera_frame.cols - 10 - reg_right.GetWidth());
|
||||||
reg_right.SetYPos(camera_frame.rows / 2 - reg_right.GetHeight() / 2);
|
reg_right.SetYPos(camera_frame.rows / 2 - reg_right.GetHeight() / 2);
|
||||||
reg_up.SetXPos(camera_frame.cols / 2 - reg_up.GetWidth() / 2);
|
reg_up.SetXPos(camera_frame.cols / 2 - reg_up.GetWidth() / 2);
|
||||||
reg_up.SetYPos(10);
|
reg_up.SetYPos(10);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void In_Game_Scene::LoadChunk(int model_pos)
|
||||||
|
{
|
||||||
|
static unsigned int furniture_count = 0;
|
||||||
std::cout << "loading model chunk" << std::endl;
|
std::cout << "loading model chunk" << std::endl;
|
||||||
|
|
||||||
if (house_models.size() >= MAX_MODEL_DEQUE_SIZE * furniture_count)
|
if (house_models.size() >= MAX_MODEL_DEQUE_SIZE * furniture_count)
|
||||||
{
|
{
|
||||||
for (int i = 0; i < furniture_count; i++)
|
for (int i = 0; i < furniture_count; i++)
|
||||||
{
|
{
|
||||||
house_models.pop_front();
|
house_models.pop_front();
|
||||||
|
collision_entities.pop_front();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
int z_offset = model_pos * (house_generator->GetHouseDepth()); // how much "in the distance" we should load the model
|
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;
|
||||||
std::deque<std::shared_ptr<entities::Entity>> furniture = house_generator->GenerateHouse(glm::vec3(0, -75, -50 - z_offset), 90);
|
house_generator->GenerateHouse(&furniture, glm::vec3(0, -75, -50 - z_offset), 90);
|
||||||
furniture_count = furniture.size();
|
furniture_count = furniture.size();
|
||||||
|
|
||||||
house_models.insert(house_models.end(), furniture.begin(), furniture.end());
|
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;
|
std::cout << "funriture_count in load chunk (house included): " << furniture_count << std::endl;
|
||||||
furniture_count_old = furniture_count - 1;
|
furniture_count_old = furniture_count - 1;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -134,13 +142,17 @@ namespace scene
|
|||||||
raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
|
raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
|
||||||
models::TexturedModel model_char = { raw_model_char, texture };
|
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);
|
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);
|
main_character = std::make_shared<entities::MainCharacter>(model_char, glm::vec3(0, 150, -100), glm::vec3(0, 90, 0), 5, char_box);
|
||||||
collision_entities.push_back(main_character);
|
|
||||||
|
//collision_entities.push_back(main_character);
|
||||||
house_generator = new entities::HouseGenerator();
|
house_generator = new entities::HouseGenerator();
|
||||||
|
|
||||||
|
SetupHandDetection();
|
||||||
|
|
||||||
// load the first few house models
|
// load the first few house models
|
||||||
for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
|
for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
|
||||||
{
|
{
|
||||||
load_chunk(i);
|
LoadChunk(i);
|
||||||
}
|
}
|
||||||
|
|
||||||
lights.push_back(entities::Light(glm::vec3(0, 1000, 7000), glm::vec3(5, 5, 5))); // sun
|
lights.push_back(entities::Light(glm::vec3(0, 1000, 7000), glm::vec3(5, 5, 5))); // sun
|
||||||
@@ -180,6 +192,9 @@ namespace scene
|
|||||||
});
|
});
|
||||||
pause_guis.push_back(&pause_button_quit);
|
pause_guis.push_back(&pause_button_quit);
|
||||||
|
|
||||||
|
regions.push_back(®_left);
|
||||||
|
regions.push_back(®_up);
|
||||||
|
regions.push_back(®_right);
|
||||||
|
|
||||||
//the scene loop, this while loop represent the scene
|
//the scene loop, this while loop represent the scene
|
||||||
while (return_value == scene::Scenes::INGAME)
|
while (return_value == scene::Scenes::INGAME)
|
||||||
@@ -212,7 +227,7 @@ namespace scene
|
|||||||
}
|
}
|
||||||
shader->CleanUp();
|
shader->CleanUp();
|
||||||
gui_shader->CleanUp();
|
gui_shader->CleanUp();
|
||||||
render_engine::loader::CleanUp();
|
//render_engine::loader::CleanUp();
|
||||||
return return_value;
|
return return_value;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -241,16 +256,25 @@ namespace scene
|
|||||||
|
|
||||||
// Stop rendering the entities
|
// Stop rendering the entities
|
||||||
shader->Stop();
|
shader->Stop();
|
||||||
|
|
||||||
|
DrawScore(score);
|
||||||
}
|
}
|
||||||
|
|
||||||
//updates certain variables
|
//updates certain variables
|
||||||
void scene::In_Game_Scene::update(GLFWwindow* window)
|
void scene::In_Game_Scene::update(GLFWwindow* window)
|
||||||
{
|
{
|
||||||
|
UpdateDeltaTime();
|
||||||
//camera.Move(window);
|
//camera.Move(window);
|
||||||
|
update_hand_detection();
|
||||||
|
if (!calibrated) return;
|
||||||
|
main_character->Move(regions);
|
||||||
|
if (!main_character.get()->GetOnCollide())
|
||||||
|
{
|
||||||
|
*ptr = score;
|
||||||
|
std::cout << "Score: " << score << std::endl;
|
||||||
|
return_value = scene::Scenes::GAMEOVER;
|
||||||
|
}
|
||||||
|
|
||||||
main_character->Move(window);
|
|
||||||
|
|
||||||
//std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n";
|
|
||||||
camera->Follow(main_character->GetPosition());
|
camera->Follow(main_character->GetPosition());
|
||||||
|
|
||||||
// calculate where the next house model should be loaded
|
// calculate where the next house model should be loaded
|
||||||
@@ -260,16 +284,19 @@ namespace scene
|
|||||||
// if we have passed a model, load a new one and delete the one behind us
|
// if we have passed a model, load a new one and delete the one behind us
|
||||||
if (last_model_pos != model_pos)
|
if (last_model_pos != model_pos)
|
||||||
{
|
{
|
||||||
load_chunk(model_pos + UPCOMING_MODEL_AMOUNT);
|
std::cout << "updating score" << std::endl;
|
||||||
|
LoadChunk(model_pos + UPCOMING_MODEL_AMOUNT);
|
||||||
score += furniture_count_old;
|
score += furniture_count_old;
|
||||||
std::cout << "Score: " << score << std::endl;
|
std::cout << "Score: " << score << std::endl;
|
||||||
std::cout << "Funriture_count_old in model (house excluded): " << furniture_count_old << 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
|
// remember the position at which the new model was added
|
||||||
last_model_pos = model_pos;
|
last_model_pos = model_pos;
|
||||||
|
collision_entities.push_front(main_character);
|
||||||
|
|
||||||
collision::CheckCollisions(collision_entities);
|
collision::CheckCollisions(collision_entities);
|
||||||
update_hand_detection();
|
collision_entities.pop_front();
|
||||||
}
|
}
|
||||||
|
|
||||||
//manages the key input in the game scene
|
//manages the key input in the game scene
|
||||||
@@ -288,24 +315,14 @@ namespace scene
|
|||||||
{
|
{
|
||||||
game_state = scene::Game_State::RUNNING;
|
game_state = scene::Game_State::RUNNING;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS)
|
|
||||||
{
|
|
||||||
reg_left.CalibrateBackground();
|
|
||||||
reg_right.CalibrateBackground();
|
|
||||||
reg_up.CalibrateBackground();
|
|
||||||
}
|
|
||||||
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
|
||||||
{
|
|
||||||
std::vector<int> tresholds = reg_left.CalculateSkinTresholds();
|
|
||||||
reg_right.setSkinTresholds(tresholds);
|
|
||||||
reg_up.setSkinTresholds(tresholds);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void scene::In_Game_Scene::update_hand_detection()
|
void scene::In_Game_Scene::update_hand_detection()
|
||||||
{
|
{
|
||||||
|
reg_left.UpdateTime(delta_time);
|
||||||
|
reg_right.UpdateTime(delta_time);
|
||||||
|
reg_up.UpdateTime(delta_time);
|
||||||
|
|
||||||
cv::Mat camera_frame;
|
cv::Mat camera_frame;
|
||||||
static_camera::getCap().read(camera_frame);
|
static_camera::getCap().read(camera_frame);
|
||||||
reg_left.DetectHand(camera_frame);
|
reg_left.DetectHand(camera_frame);
|
||||||
@@ -315,9 +332,42 @@ namespace scene
|
|||||||
cv::imshow("camera", camera_frame);
|
cv::imshow("camera", camera_frame);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void scene::In_Game_Scene::OnSkinCalibrationCallback()
|
||||||
|
{
|
||||||
|
calibrated = true;
|
||||||
|
std::cout << "on skin calibration callback" << std::endl;
|
||||||
|
std::vector<int> tresholds = reg_left.CalculateSkinTresholds();
|
||||||
|
reg_right.setSkinTresholds(tresholds);
|
||||||
|
reg_up.setSkinTresholds(tresholds);
|
||||||
|
}
|
||||||
|
|
||||||
//renders the models for the pause menu
|
//renders the models for the pause menu
|
||||||
void In_Game_Scene::render_pause_menu()
|
void In_Game_Scene::render_pause_menu()
|
||||||
{
|
{
|
||||||
render_engine::renderer::Render(pause_guis, *gui_shader);
|
render_engine::renderer::Render(pause_guis, *gui_shader);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void In_Game_Scene::DrawScore(int score)
|
||||||
|
{
|
||||||
|
std::vector<int> digits;
|
||||||
|
score_guis.clear();
|
||||||
|
|
||||||
|
toolbox::GetDigitsFromNumber(score, digits);
|
||||||
|
|
||||||
|
|
||||||
|
for (int i = digits.size() - 1; i >= 0; i--)
|
||||||
|
{
|
||||||
|
score_textures[digits[i]].get()->position.x = 0.15 * i - 0.9; // place the number at the top left. the numbers are just fine tuned to get the position just right
|
||||||
|
render_engine::renderer::Render(score_textures[digits[i]], *gui_shader);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void In_Game_Scene::UpdateDeltaTime()
|
||||||
|
{
|
||||||
|
double current_time = glfwGetTime();
|
||||||
|
static double last_frame_time = current_time;
|
||||||
|
delta_time = current_time - last_frame_time;
|
||||||
|
last_frame_time = current_time;
|
||||||
|
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -3,6 +3,18 @@
|
|||||||
#include <ostream>
|
#include <ostream>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
#include <memory>
|
#include <memory>
|
||||||
|
#include <string>
|
||||||
|
#include <opencv2/core/base.hpp>
|
||||||
|
#include <opencv2/imgcodecs.hpp>
|
||||||
|
#include <opencv2/imgproc.hpp>
|
||||||
|
#include <GL/glew.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include <deque>
|
||||||
|
#include <functional>
|
||||||
|
#include <queue>
|
||||||
|
#include <opencv2/core/base.hpp>
|
||||||
|
|
||||||
|
#include "startup_Scene.h"
|
||||||
#include "scene.h"
|
#include "scene.h"
|
||||||
#include "../gui/gui_interactable.h"
|
#include "../gui/gui_interactable.h"
|
||||||
#include "../models/model.h"
|
#include "../models/model.h"
|
||||||
@@ -11,6 +23,12 @@
|
|||||||
#include "../renderEngine/renderer.h"
|
#include "../renderEngine/renderer.h"
|
||||||
#include "../shaders/entity_shader.h"
|
#include "../shaders/entity_shader.h"
|
||||||
#include "../toolbox/toolbox.h"
|
#include "../toolbox/toolbox.h"
|
||||||
|
#include "../entities/main_character.h"
|
||||||
|
#include "../collision/collision_handler.h"
|
||||||
|
#include "../entities/house_generator.h"
|
||||||
|
#include "../computervision/hand_detect_region.h"
|
||||||
|
#include "../computervision/object_detection.h"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
namespace scene
|
namespace scene
|
||||||
@@ -27,7 +45,6 @@ namespace scene
|
|||||||
PAUSED
|
PAUSED
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
class In_Game_Scene : public scene::Scene
|
class In_Game_Scene : public scene::Scene
|
||||||
{
|
{
|
||||||
private:
|
private:
|
||||||
@@ -53,6 +70,10 @@ namespace scene
|
|||||||
std::vector<gui::GuiTexture*> guis;
|
std::vector<gui::GuiTexture*> guis;
|
||||||
//pause_guis is a list of components that will be rendered when the game is paused.
|
//pause_guis is a list of components that will be rendered when the game is paused.
|
||||||
std::vector<gui::GuiTexture*> pause_guis;
|
std::vector<gui::GuiTexture*> pause_guis;
|
||||||
|
// list of gui texture that holds the textures for the score
|
||||||
|
std::vector<std::shared_ptr<gui::GuiTexture>> score_guis;
|
||||||
|
|
||||||
|
void UpdateDeltaTime();
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @brief renders the objects/gui models
|
* @brief renders the objects/gui models
|
||||||
@@ -60,10 +81,42 @@ namespace scene
|
|||||||
* @return void
|
* @return void
|
||||||
*/
|
*/
|
||||||
void render_pause_menu();
|
void render_pause_menu();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief updates the hand detection with the deltatime and checks the hand detection for each region. als updates the camera display
|
||||||
|
*
|
||||||
|
*/
|
||||||
void update_hand_detection();
|
void update_hand_detection();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief sets up the hand detection regions and sets the callbacks for the skin calibration.
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
void SetupHandDetection();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief callback that gets called when the left skin detect region timout has been reached. sets the other regions with the skin data from the first region
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
void OnSkinCalibrationCallback();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief draws the score on the screen with the digit resources.
|
||||||
|
*
|
||||||
|
* @param score the score to display.
|
||||||
|
*/
|
||||||
|
void DrawScore(int score);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera.
|
||||||
|
*
|
||||||
|
* @param model_pos the amount of models the camera has passed already. This is the rounded result of (z position of camera) / (size of model)
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
void LoadChunk(int model_pos);
|
||||||
|
|
||||||
public:
|
public:
|
||||||
In_Game_Scene();
|
In_Game_Scene(int *score_ptr);
|
||||||
~In_Game_Scene();
|
~In_Game_Scene();
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
|||||||
@@ -1,15 +1,31 @@
|
|||||||
#include "loading_Scene.h"
|
#include "loading_Scene.h"
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
#include "../renderEngine/Renderer.h"
|
#include "../renderEngine/Renderer.h"
|
||||||
#include "../renderEngine/Loader.h"
|
#include "../renderEngine/Loader.h"
|
||||||
|
#include "../renderEngine/obj_loader.h"
|
||||||
#include "../gui/gui_element.h"
|
#include "../gui/gui_element.h"
|
||||||
|
#include "../entities/collision_entity.h"
|
||||||
|
|
||||||
namespace scene
|
namespace scene
|
||||||
{
|
{
|
||||||
|
std::unique_ptr<entities::Camera> camera_test;
|
||||||
|
shaders::EntityShader* shader_test;
|
||||||
|
std::deque<std::shared_ptr<entities::Entity>> test;
|
||||||
|
|
||||||
Loading_Scene::Loading_Scene()
|
Loading_Scene::Loading_Scene()
|
||||||
{
|
{
|
||||||
|
shader_test = new shaders::EntityShader;
|
||||||
|
shader_test->Init();
|
||||||
|
render_engine::renderer::Init(*shader_test);
|
||||||
|
delete shader_test;
|
||||||
|
|
||||||
gui_shader = new shaders::GuiShader();
|
gui_shader = new shaders::GuiShader();
|
||||||
gui_shader->Init();
|
gui_shader->Init();
|
||||||
|
|
||||||
|
camera_test = std::make_unique<entities::Camera>(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Loading_Scene::~Loading_Scene()
|
Loading_Scene::~Loading_Scene()
|
||||||
@@ -20,20 +36,34 @@ namespace scene
|
|||||||
Scenes Loading_Scene::start(GLFWwindow* window)
|
Scenes Loading_Scene::start(GLFWwindow* window)
|
||||||
{
|
{
|
||||||
render();
|
render();
|
||||||
return Scenes::STARTUP;
|
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
|
||||||
|
load_default_variables();
|
||||||
|
load_all_models();
|
||||||
|
|
||||||
|
return scene::Scenes::STARTUP;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Loading_Scene::render()
|
void Loading_Scene::render()
|
||||||
{
|
{
|
||||||
/*render_engine::renderer::Prepare();
|
render_engine::renderer::Prepare();
|
||||||
|
//starts the shader and begins to render
|
||||||
|
//shader_test->Start();
|
||||||
|
//shader_test->LoadSkyColor(render_engine::renderer::SKY_COLOR);
|
||||||
|
//shader_test->LoadViewMatrix(*camera_test);
|
||||||
|
|
||||||
gui::GuiTexture loading_image = { render_engine::loader::LoadTexture("res/menu_item_start1.png"),
|
gui::GuiTexture loading_image = { render_engine::loader::LoadTexture("res/loading_screen.png"),
|
||||||
glm::vec2(0,0),glm::vec2(1,1) };
|
glm::vec2(0,0),glm::vec2(1,1) };
|
||||||
|
|
||||||
std::vector<gui::GuiTexture*> image_list;
|
std::vector<gui::GuiTexture*> image_list;
|
||||||
image_list.push_back(&loading_image);
|
image_list.push_back(&loading_image);
|
||||||
|
|
||||||
render_engine::renderer::Render(image_list, *gui_shader);*/
|
render_engine::renderer::Render(image_list, *gui_shader);
|
||||||
|
//shader_test->Stop();
|
||||||
|
|
||||||
|
gui_shader->CleanUp();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Loading_Scene::update(GLFWwindow* window)
|
void Loading_Scene::update(GLFWwindow* window)
|
||||||
@@ -44,4 +74,73 @@ namespace scene
|
|||||||
void Loading_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
void Loading_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void Loading_Scene::load_default_variables()
|
||||||
|
{
|
||||||
|
models::RawModel raw_model = render_engine::LoadObjModel("res/HouseNew.obj");
|
||||||
|
models::ModelTexture default_texture = { render_engine::loader::LoadTexture("res/Texture.png") };
|
||||||
|
default_texture.shine_damper = 10;
|
||||||
|
models::TexturedModel house = { raw_model, default_texture };
|
||||||
|
|
||||||
|
singleton::Model_Storage::get_instance()->set_house_model(house);
|
||||||
|
singleton::Model_Storage::get_instance()->set_default_texture(default_texture);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Loading_Scene::load_all_models()
|
||||||
|
{
|
||||||
|
// Couches
|
||||||
|
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/couchThree.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/Coach.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/lawnBenchOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::COUCH, 2}, singleton::Model_Storage::get_instance()->get_all_couches() });
|
||||||
|
|
||||||
|
// Tables
|
||||||
|
singleton::Model_Storage::get_instance()->add_table({ render_engine::LoadObjModel("res/tableOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_table({ render_engine::LoadObjModel("res/tableTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_table({ render_engine::LoadObjModel("res/bureauOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::TABLE, 2}, singleton::Model_Storage::get_instance()->get_all_tables() });
|
||||||
|
|
||||||
|
// Chairs
|
||||||
|
singleton::Model_Storage::get_instance()->add_chair({ render_engine::LoadObjModel("res/launchchair.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_chair({ render_engine::LoadObjModel("res/lawnChairOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_chair({ render_engine::LoadObjModel("res/ugly_chair.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::CHAIR, 1}, singleton::Model_Storage::get_instance()->get_all_chairs() });
|
||||||
|
|
||||||
|
// Plants
|
||||||
|
singleton::Model_Storage::get_instance()->add_plant({ render_engine::LoadObjModel("res/plantOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_plant({ render_engine::LoadObjModel("res/plantTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_plant({ render_engine::LoadObjModel("res/plantThree.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::PLANT, 1}, singleton::Model_Storage::get_instance()->get_all_plants() });
|
||||||
|
|
||||||
|
// Guitars
|
||||||
|
singleton::Model_Storage::get_instance()->add_guitar({ render_engine::LoadObjModel("res/guitarOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_guitar({ render_engine::LoadObjModel("res/guitarTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::GUITAR, 1}, singleton::Model_Storage::get_instance()->get_all_guitars() });
|
||||||
|
|
||||||
|
// Bookshelves
|
||||||
|
singleton::Model_Storage::get_instance()->add_bookshelf({ render_engine::LoadObjModel("res/bookShelfOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_bookshelf({ render_engine::LoadObjModel("res/bookShelfTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_bookshelf({ render_engine::LoadObjModel("res/bookShelfThree.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::BOOKSHELF, 1}, singleton::Model_Storage::get_instance()->get_all_bookshelves() });
|
||||||
|
|
||||||
|
// Lamps
|
||||||
|
singleton::Model_Storage::get_instance()->add_lamp({ render_engine::LoadObjModel("res/lampOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_lamp({ render_engine::LoadObjModel("res/lampTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::LAMP, 1}, singleton::Model_Storage::get_instance()->get_all_lamps() });
|
||||||
|
|
||||||
|
// Ceiling objects
|
||||||
|
singleton::Model_Storage::get_instance()->add_ceiling_object({ render_engine::LoadObjModel("res/ceilingFan.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_ceiling_object({ render_engine::LoadObjModel("res/ceilingFanTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_ceiling_object({ render_engine::LoadObjModel("res/ceilingLampOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_ceiling_object({ render_engine::LoadObjModel("res/ceilingLampTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::CEILING_OBJECTS, 1}, singleton::Model_Storage::get_instance()->get_all_ceiling_objects() });
|
||||||
|
|
||||||
|
// Miscs
|
||||||
|
singleton::Model_Storage::get_instance()->add_misc({ render_engine::LoadObjModel("res/tv.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_misc({ render_engine::LoadObjModel("res/radio.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_misc({ render_engine::LoadObjModel("res/Flowerpot.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||||
|
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::MISC, 1}, singleton::Model_Storage::get_instance()->get_all_miscs() });
|
||||||
|
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,8 +1,8 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
#pragma once
|
|
||||||
#include "scene.h"
|
#include "scene.h"
|
||||||
#include "../gui/gui_element.h"
|
#include "../gui/gui_element.h"
|
||||||
#include "../shaders/gui_shader.h"
|
#include "../shaders/gui_shader.h"
|
||||||
|
#include "../model_Storage.h"
|
||||||
|
|
||||||
namespace scene
|
namespace scene
|
||||||
{
|
{
|
||||||
@@ -17,9 +17,13 @@ namespace scene
|
|||||||
shaders::GuiShader* gui_shader;
|
shaders::GuiShader* gui_shader;
|
||||||
|
|
||||||
|
|
||||||
|
private:
|
||||||
|
void load_default_variables();
|
||||||
|
void load_all_models();
|
||||||
|
|
||||||
public:
|
public:
|
||||||
/**
|
/**
|
||||||
* @brief Constructor of the class Startup_Scene
|
* @brief Constructor of the class Loading_Scene
|
||||||
*
|
*
|
||||||
*/
|
*/
|
||||||
Loading_Scene();
|
Loading_Scene();
|
||||||
|
|||||||
@@ -55,7 +55,6 @@ namespace scene {
|
|||||||
* @return void
|
* @return void
|
||||||
*/
|
*/
|
||||||
virtual void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) {};
|
virtual void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) {};
|
||||||
|
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -14,8 +14,8 @@
|
|||||||
#include "../gui/gui_interactable.h"
|
#include "../gui/gui_interactable.h"
|
||||||
#include "../toolbox/toolbox.h"
|
#include "../toolbox/toolbox.h"
|
||||||
#include "../computervision/MenuTest.h"
|
#include "../computervision/MenuTest.h"
|
||||||
#include "../computervision/ObjectDetection.h"
|
#include "../computervision/object_detection.h"
|
||||||
#include "../computervision/HandDetectRegion.h"
|
#include "../computervision/hand_detect_region.h"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
@@ -175,7 +175,7 @@ namespace scene
|
|||||||
glfwPollEvents();
|
glfwPollEvents();
|
||||||
}
|
}
|
||||||
gui_shader1->CleanUp();
|
gui_shader1->CleanUp();
|
||||||
render_engine::loader::CleanUp();
|
//render_engine::loader::CleanUp();
|
||||||
return return_value;
|
return return_value;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -42,5 +42,7 @@ namespace toolbox
|
|||||||
* @return: True if the timer has finished
|
* @return: True if the timer has finished
|
||||||
*/
|
*/
|
||||||
bool HasFinished() const { return has_finished; }
|
bool HasFinished() const { return has_finished; }
|
||||||
|
|
||||||
|
void Reset() { current_time = 0; }
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
@@ -1,6 +1,6 @@
|
|||||||
#include <ctime>
|
#include <ctime>
|
||||||
#include "toolbox.h"
|
#include "toolbox.h"
|
||||||
|
#include <iostream>
|
||||||
namespace toolbox
|
namespace toolbox
|
||||||
{
|
{
|
||||||
glm::mat4 CreateModelMatrix(glm::vec2 translation, glm::vec2 scale)
|
glm::mat4 CreateModelMatrix(glm::vec2 translation, glm::vec2 scale)
|
||||||
@@ -56,4 +56,12 @@ namespace toolbox
|
|||||||
}
|
}
|
||||||
return min + rand() % ((max + 1) - min);
|
return min + rand() % ((max + 1) - min);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void GetDigitsFromNumber(int number, std::vector<int>& result_vector)
|
||||||
|
{
|
||||||
|
if (number >= 10)
|
||||||
|
GetDigitsFromNumber(number / 10, result_vector);
|
||||||
|
|
||||||
|
result_vector.push_back(number % 10);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -2,6 +2,7 @@
|
|||||||
|
|
||||||
#include "../entities/camera.h"
|
#include "../entities/camera.h"
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
#include <vector>
|
||||||
|
|
||||||
namespace toolbox
|
namespace toolbox
|
||||||
{
|
{
|
||||||
@@ -78,4 +79,13 @@ namespace toolbox
|
|||||||
* @return: The random number
|
* @return: The random number
|
||||||
*/
|
*/
|
||||||
int Random(const int min, const int max);
|
int Random(const int min, const int max);
|
||||||
|
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief gets the separate digits from the number.
|
||||||
|
*
|
||||||
|
* @param number the number to get the digits from
|
||||||
|
* @param result_vector the vector to hold the individual digits.
|
||||||
|
*/
|
||||||
|
void GetDigitsFromNumber(int number, std::vector<int>& result_vector);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -19,19 +19,19 @@
|
|||||||
</ProjectConfiguration>
|
</ProjectConfiguration>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
|
<ClCompile Include="src\model_Storage.cpp" />
|
||||||
<ClCompile Include="src\collision\collision_handler.cpp" />
|
<ClCompile Include="src\collision\collision_handler.cpp" />
|
||||||
<ClCompile Include="src\entities\main_character.cpp" />
|
<ClCompile Include="src\entities\main_character.cpp" />
|
||||||
<ClCompile Include="src\entities\house_generator.cpp" />
|
<ClCompile Include="src\entities\house_generator.cpp" />
|
||||||
<ClCompile Include="src\computervision\calibration\HandCalibrator.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\scenes\in_Game_Scene.cpp" />
|
||||||
<ClCompile Include="src\computervision\MenuTest.cpp" />
|
<ClCompile Include="src\computervision\MenuTest.cpp" />
|
||||||
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
|
<ClCompile Include="src\computervision\object_detection.cpp" />
|
||||||
<ClCompile Include="src\computervision\ObjectDetection.cpp" />
|
<ClCompile Include="src\computervision\skin_detector.cpp" />
|
||||||
<ClCompile Include="src\computervision\OpenPoseVideo.cpp" />
|
<ClCompile Include="src\computervision\finger_count.cpp" />
|
||||||
<ClCompile Include="src\computervision\SkinDetector.cpp" />
|
<ClCompile Include="src\computervision\background_remover.cpp" />
|
||||||
<ClCompile Include="src\computervision\FingerCount.cpp" />
|
|
||||||
<ClCompile Include="src\computervision\BackgroundRemover.cpp" />
|
|
||||||
<ClCompile Include="src\entities\camera.cpp" />
|
<ClCompile Include="src\entities\camera.cpp" />
|
||||||
<ClCompile Include="src\entities\collision_entity.cpp" />
|
<ClCompile Include="src\entities\collision_entity.cpp" />
|
||||||
<ClCompile Include="src\entities\entity.cpp" />
|
<ClCompile Include="src\entities\entity.cpp" />
|
||||||
@@ -49,24 +49,24 @@
|
|||||||
<ClCompile Include="src\scenes\startup_Scene.cpp" />
|
<ClCompile Include="src\scenes\startup_Scene.cpp" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
|
<ClInclude Include="src\model_Storage.h" />
|
||||||
<ClInclude Include="src\collision\collision.h" />
|
<ClInclude Include="src\collision\collision.h" />
|
||||||
<ClInclude Include="src\collision\collision_handler.h" />
|
<ClInclude Include="src\collision\collision_handler.h" />
|
||||||
<ClInclude Include="src\entities\main_character.h" />
|
<ClInclude Include="src\entities\main_character.h" />
|
||||||
<ClInclude Include="src\entities\house_generator.h" />
|
<ClInclude Include="src\entities\house_generator.h" />
|
||||||
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
|
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
|
||||||
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
|
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
|
||||||
<ClInclude Include="src\computervision\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\in_Game_Scene.h" />
|
||||||
<ClInclude Include="src\scenes\loading_Scene.h" />
|
<ClInclude Include="src\scenes\loading_Scene.h" />
|
||||||
<ClInclude Include="src\scenes\scene.h" />
|
<ClInclude Include="src\scenes\scene.h" />
|
||||||
<ClInclude Include="src\computervision\async\async_arm_detection.h" />
|
|
||||||
<ClInclude Include="src\computervision\async\StaticCameraInstance.h" />
|
<ClInclude Include="src\computervision\async\StaticCameraInstance.h" />
|
||||||
<ClInclude Include="src\computervision\FingerCount.h" />
|
<ClInclude Include="src\computervision\finger_count.h" />
|
||||||
<ClInclude Include="src\computervision\BackgroundRemover.h" />
|
<ClInclude Include="src\computervision\background_remover.h" />
|
||||||
<ClInclude Include="src\computervision\MenuTest.h" />
|
<ClInclude Include="src\computervision\MenuTest.h" />
|
||||||
<ClInclude Include="src\computervision\OpenPoseVideo.h" />
|
<ClInclude Include="src\computervision\skin_detector.h" />
|
||||||
<ClInclude Include="src\computervision\SkinDetector.h" />
|
<ClInclude Include="src\computervision\object_detection.h" />
|
||||||
<ClInclude Include="src\computervision\ObjectDetection.h" />
|
|
||||||
<ClInclude Include="src\entities\camera.h" />
|
<ClInclude Include="src\entities\camera.h" />
|
||||||
<ClInclude Include="src\entities\collision_entity.h" />
|
<ClInclude Include="src\entities\collision_entity.h" />
|
||||||
<ClInclude Include="src\entities\entity.h" />
|
<ClInclude Include="src\entities\entity.h" />
|
||||||
|
|||||||
@@ -4,11 +4,11 @@
|
|||||||
<ClCompile Include="src\collision\collision_handler.cpp" />
|
<ClCompile Include="src\collision\collision_handler.cpp" />
|
||||||
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
|
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
|
||||||
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
|
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
|
||||||
<ClCompile Include="src\computervision\ObjectDetection.cpp" />
|
<ClCompile Include="src\computervision\object_detection.cpp" />
|
||||||
<ClCompile Include="src\computervision\OpenPoseVideo.cpp" />
|
<ClCompile Include="src\computervision\OpenPoseVideo.cpp" />
|
||||||
<ClCompile Include="src\computervision\SkinDetector.cpp" />
|
<ClCompile Include="src\computervision\skin_detector.cpp" />
|
||||||
<ClCompile Include="src\computervision\FingerCount.cpp" />
|
<ClCompile Include="src\computervision\finger_count.cpp" />
|
||||||
<ClCompile Include="src\computervision\BackgroundRemover.cpp" />
|
<ClCompile Include="src\computervision\background_remover.cpp" />
|
||||||
<ClCompile Include="src\entities\camera.cpp" />
|
<ClCompile Include="src\entities\camera.cpp" />
|
||||||
<ClCompile Include="src\entities\collision_entity.cpp" />
|
<ClCompile Include="src\entities\collision_entity.cpp" />
|
||||||
<ClCompile Include="src\entities\entity.cpp" />
|
<ClCompile Include="src\entities\entity.cpp" />
|
||||||
@@ -23,12 +23,14 @@
|
|||||||
<ClCompile Include="src\toolbox\toolbox.cpp" />
|
<ClCompile Include="src\toolbox\toolbox.cpp" />
|
||||||
<ClCompile Include="src\scenes\startup_Scene.cpp" />
|
<ClCompile Include="src\scenes\startup_Scene.cpp" />
|
||||||
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
|
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
|
||||||
<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
|
<ClCompile Include="src\computervision\hand_detect_region.cpp" />
|
||||||
<ClCompile Include="src\entities\main_character.cpp" />
|
<ClCompile Include="src\entities\main_character.cpp" />
|
||||||
<ClCompile Include="src\entities\house_generator.cpp" />
|
<ClCompile Include="src\entities\house_generator.cpp" />
|
||||||
<ClCompile Include="src\computervision\MenuTest.cpp" />
|
<ClCompile Include="src\computervision\MenuTest.cpp" />
|
||||||
<ClCompile Include="src\scenes\scene.cpp" />
|
<ClCompile Include="src\scenes\scene.cpp" />
|
||||||
<ClCompile Include="src\scenes\loading_Scene.cpp" />
|
<ClCompile Include="src\scenes\loading_Scene.cpp" />
|
||||||
|
<ClCompile Include="src\model_Storage.cpp" />
|
||||||
|
<ClCompile Include="src\scenes\game_Over_Scene.cpp" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClCompile Include="src\entities\Camera.cpp">
|
<ClCompile Include="src\entities\Camera.cpp">
|
||||||
@@ -94,11 +96,9 @@
|
|||||||
<ClInclude Include="src\collision\collision_handler.h" />
|
<ClInclude Include="src\collision\collision_handler.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\async\StaticCameraInstance.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\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" />
|
||||||
@@ -119,7 +119,7 @@
|
|||||||
<ClInclude Include="src\toolbox\toolbox.h" />
|
<ClInclude Include="src\toolbox\toolbox.h" />
|
||||||
<ClInclude Include="src\scenes\startup_Scene.h" />
|
<ClInclude Include="src\scenes\startup_Scene.h" />
|
||||||
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
|
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
|
||||||
<ClInclude Include="src\computervision\HandDetectRegion.h" />
|
<ClInclude Include="src\computervision\hand_detect_region.h" />
|
||||||
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
|
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
|
||||||
<ClInclude Include="src\collision\collision.h" />
|
<ClInclude Include="src\collision\collision.h" />
|
||||||
<ClInclude Include="src\collision\collision_handler.h" />
|
<ClInclude Include="src\collision\collision_handler.h" />
|
||||||
@@ -127,11 +127,11 @@
|
|||||||
<ClInclude Include="src\entities\house_generator.h" />
|
<ClInclude Include="src\entities\house_generator.h" />
|
||||||
<ClInclude Include="src\scenes\in_Game_Scene.h" />
|
<ClInclude Include="src\scenes\in_Game_Scene.h" />
|
||||||
<ClInclude Include="src\scenes\scene.h" />
|
<ClInclude Include="src\scenes\scene.h" />
|
||||||
<ClInclude Include="src\computervision\FingerCount.h" />
|
<ClInclude Include="src\computervision\finger_count.h" />
|
||||||
<ClInclude Include="src\computervision\BackgroundRemover.h" />
|
<ClInclude Include="src\computervision\background_remover.h" />
|
||||||
<ClInclude Include="src\computervision\MenuTest.h" />
|
<ClInclude Include="src\computervision\MenuTest.h" />
|
||||||
<ClInclude Include="src\computervision\SkinDetector.h" />
|
<ClInclude Include="src\computervision\skin_detector.h" />
|
||||||
<ClInclude Include="src\computervision\ObjectDetection.h" />
|
<ClInclude Include="src\computervision\object_detection.h" />
|
||||||
<ClInclude Include="src\entities\camera.h" />
|
<ClInclude Include="src\entities\camera.h" />
|
||||||
<ClInclude Include="src\entities\collision_entity.h" />
|
<ClInclude Include="src\entities\collision_entity.h" />
|
||||||
<ClInclude Include="src\entities\entity.h" />
|
<ClInclude Include="src\entities\entity.h" />
|
||||||
@@ -150,6 +150,8 @@
|
|||||||
<ClInclude Include="src\toolbox\toolbox.h" />
|
<ClInclude Include="src\toolbox\toolbox.h" />
|
||||||
<ClInclude Include="src\scenes\startup_Scene.h" />
|
<ClInclude Include="src\scenes\startup_Scene.h" />
|
||||||
<ClInclude Include="src\scenes\loading_Scene.h" />
|
<ClInclude Include="src\scenes\loading_Scene.h" />
|
||||||
|
<ClInclude Include="src\model_Storage.h" />
|
||||||
|
<ClInclude Include="src\scenes\game_Over_Scene.h" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<Xml Include="res\haarcascade_frontalface_alt.xml" />
|
<Xml Include="res\haarcascade_frontalface_alt.xml" />
|
||||||
|
|||||||
Reference in New Issue
Block a user