Compare commits

41 Commits

Author SHA1 Message Date
Nathalie Seen
1ff08de055 [ADD] player spawns at hightlimit, hightlimit is lowered 2021-06-18 16:38:23 +02:00
Sem van der Hoeven
f6a1258805 [ADD] only playing after calibrating 2021-06-18 16:11:23 +02:00
Sem van der Hoeven
0c9b663366 [ADD] stuff 2021-06-18 15:59:34 +02:00
Sem van der Hoeven
b04d999a7d [FIX] merge stuff 2021-06-18 15:49:10 +02:00
SemvdH
a6c2558e85 Merge pull request #8 from SemvdH/feature/loading_all_models
merge Feature/loading all models into develop
2021-06-18 15:33:33 +02:00
SemvdH
3a42966e92 Merge branch 'develop' into feature/loading_all_models 2021-06-18 15:33:06 +02:00
SemvdH
497186b587 Merge pull request #7 from SemvdH/feature/handControl
merge Feature/hand control int develop
2021-06-18 15:28:39 +02:00
SemvdH
17d2bd7382 Merge branch 'develop' into feature/handControl 2021-06-18 15:28:30 +02:00
Sem van der Hoeven
1d940fe1db [MERGE] develop into this 2021-06-18 15:25:15 +02:00
SemvdH
3d382fd460 Merge pull request #6 from SemvdH/feature/game_logic/game_over
merge Feature/game logic/game over into develop
2021-06-18 15:18:18 +02:00
SemvdH
ec14dd1093 Merge branch 'develop' into feature/game_logic/game_over 2021-06-18 15:17:43 +02:00
Jasper
17b585190a [EDIT] loadingscreen now has a background, and got rid of some memory leaks 2021-06-18 15:09:30 +02:00
DESKTOP-EBR7IVA\kimve
b92c0c74eb no message 2021-06-18 15:08:08 +02:00
Jasper
ad2d651d41 [FIX] fixed the loading scene, everything runs correctly now 2021-06-18 14:53:16 +02:00
DESKTOP-EBR7IVA\kimve
5419801113 Merge branch 'feature/game_logic/collisionFix' into feature/game_logic/game_over
* feature/game_logic/collisionFix:
  [FIXED] collisions
  [WIP] collision fixing

# Conflicts:
#	src/scenes/game_Over_Scene.cpp
#	src/scenes/in_Game_Scene.cpp
2021-06-18 13:57:34 +02:00
DESKTOP-EBR7IVA\kimve
824f9a2433 [ADD] gameover scene shows the points 2021-06-18 13:35:19 +02:00
Menno
c0a099a05e [FIXED] collisions 2021-06-18 12:32:45 +02:00
DESKTOP-EBR7IVA\kimve
022c7eb1f0 [WIP] collision fixing 2021-06-18 11:20:24 +02:00
Jasper
06a6930c58 [ADD] filled the method load_all_models() in loading_Scene 2021-06-18 11:13:26 +02:00
Sem van der Hoeven
982f787d44 [ADD] comments 2021-06-18 11:11:56 +02:00
Sem van der Hoeven
b446a366fb [ADD] comments and cleanup includes 2021-06-18 11:06:59 +02:00
Sem van der Hoeven
0d6f10dff5 [ADD] comments and cleanup includes 2021-06-18 11:06:25 +02:00
Jasper
f1f8ac2d08 Merge branch 'feature/random_levels' into feature/loading_all_models 2021-06-18 10:54:17 +02:00
Sem van der Hoeven
01570d8045 [FIX] auto skin calibration in game scene 2021-06-18 10:49:59 +02:00
Lars
773e8e9a96 [FIX + check] cleaned up the singleton and loading scene, only loading the models should be the only thing to do. besides checking it in another scene! 2021-06-18 10:43:26 +02:00
Sem van der Hoeven
ce0a1f3da7 [EDIT] files accordingly to style guide 2021-06-18 10:31:00 +02:00
Lars
8dbe088a91 [add] add some code + singleton, not working properly yet 2021-06-18 10:08:16 +02:00
DESKTOP-EBR7IVA\kimve
ca61dfc781 [WIP] from start menu, if you press space, you get to gameover screen. Just to check. This works 2021-06-11 16:58:01 +02:00
DESKTOP-EBR7IVA\kimve
e51b56b156 [WIP] Collision detectie moet nog worden egimplementeerd om naar game over screen te gaan 2021-06-11 16:49:09 +02:00
Sem van der Hoeven
344745d9cf [ADD] auto calibration in game scene 2021-06-11 16:46:00 +02:00
Sem van der Hoeven
3f172e1484 [ADD] auto calibration in startup scene 2021-06-11 16:19:41 +02:00
Nathalie Seen
a6fa9514df [ADD] maincharacter uses deltatime for movement 2021-06-11 16:19:21 +02:00
Lars
001f28d198 [forget] 2021-06-11 16:01:17 +02:00
Lars
f6fad79c2e [TRY] trying to manage some data storage 2021-06-11 15:56:34 +02:00
DESKTOP-EBR7IVA\kimve
a65f3391f7 [Add] Pointsystem works 2021-06-11 15:32:06 +02:00
Nathalie Seen
3517d2b36a [ADD] made movement based on hand position 2021-06-11 14:46:24 +02:00
DESKTOP-EBR7IVA\kimve
9b1bea3eec Merge branch 'feature/number-from-images' into feature/game_logic/point_system
* feature/number-from-images:
  [ADD] convert number to digits
2021-06-11 12:32:03 +02:00
DESKTOP-EBR7IVA\kimve
8c1191c131 [ADD] start of number display 2021-06-11 12:31:33 +02:00
Sem van der Hoeven
692bb76164 [ADD] convert number to digits 2021-06-11 12:30:47 +02:00
DESKTOP-EBR7IVA\kimve
63c6ec8a0c Merge branch 'develop' of https://github.com/SemvdH/SDBA into develop
* 'develop' of https://github.com/SemvdH/SDBA:
  [FIX] pointer
  [FIX] in game scene
  [FIX] in game scene
2021-06-11 11:15:24 +02:00
DESKTOP-EBR7IVA\kimve
04c6f52e64 Merge branch 'develop' of https://github.com/SemvdH/SDBA into develop
* 'develop' of https://github.com/SemvdH/SDBA: (58 commits)
  [ADD] character falls when it hits a tree
  [ADD] start game scene fingers
  [ADD] added all the models to the project
  [ADD] static skin treshold
  [ADD] made collision work
  [ADD] better info on camera
  [ADD] up left and right detection regions
  [ADD] basic point system based on amount of entities in chunk (house entitie excluded)
  [ADD] furniture
  [ADD] hand detection type enum
  [ADD] multiple hand detection squares
  [ADDED] rotating bounding boxes
  [FIX] renamed uses of main_character to MainCharacter in in_Game_secene
  [ADD] start of multiple squares
  [ADD] added comments to startup_scene.h
  [ADD] comments to camera and toolbox
  [ADD] Commented main_character h and cpp files
  [ADD] added a on/off for hand detection in menu
  [ADD] contour of hand in calibration screen
  [ADD] made camera follow the character with lerp
  ...
2021-06-11 10:31:34 +02:00
44 changed files with 1343 additions and 1089 deletions

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@@ -1,340 +0,0 @@
#include "house_generator.h"
#include <functional>
#include <iostream>
#include "../renderEngine/obj_loader.h"
#include "../renderEngine/Loader.h"
#include "../toolbox/toolbox.h"
#include "collision_entity.h"
namespace entities
{
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()
{
FurnitureType random_type = FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
for(std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
{
if(it->furniture.type == random_type)
{
return &it->furniture;
}
}
return nullptr;
}
std::deque<std::shared_ptr<Entity>> HouseGenerator::GenerateHouse(const glm::vec3& position, float y_rotation)
{
std::deque<std::shared_ptr<Entity>> furniture;
// Add house
furniture.push_front(std::make_shared<Entity>(house_model, position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE));
int house_size = house_model.raw_model.model_size.x * HOUSE_SIZE;
int offset_x = house_model.raw_model.model_size.z * (HOUSE_SIZE/2);
int offset_z = house_model.raw_model.model_size.x *( HOUSE_SIZE/2);
double multiplier_x = house_size/2;
double multiplier_z = house_size / 3;
for (int z = 1; z < 4; z++) {
for (int x = 1; x < 3; x++)
{
//if (toolbox::Random(0, 100) < 50) {
const FurniturePiece* furniture_piece = GetRandomFurniturePiece();
models::TexturedModel model = GetFurnitureModel(furniture_piece);
//if (//check of size van furniture nog past in huidige grid vlakje, of ie geen 2 size op t laatste vakje neerzet) {
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 };
model_box.SetRotation(-90);
furniture.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_box));
//}
//}
}
}
return furniture;
/*
// Add furniture
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)
{
std::deque<models::TexturedModel> *furniture_list = nullptr;
for (std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
{
if(it->furniture.type == furniture->type)
{
furniture_list = &it->texture;
}
}
if (furniture_list == nullptr)
{
std::cerr << "OH NEEEEEEEEEEEEEEE";
}
const int modelNumber = toolbox::Random(0, furniture_list->size() - 1);
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);
}
}

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@@ -3,7 +3,7 @@
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)

View File

@@ -4,6 +4,7 @@
#include <vector>
#include "../entities/collision_entity.h"
#include "collision.h"
#include <deque>
namespace collision
{
@@ -13,5 +14,5 @@ namespace collision
*
* @param entities: A list with all the collision entities.
*/
void CheckCollisions(std::vector<std::shared_ptr<entities::CollisionEntity>> entities);
void CheckCollisions(std::deque<std::shared_ptr<entities::CollisionEntity>>& entities);
}

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

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

View File

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

View File

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

View File

@@ -1,4 +1,4 @@
#include "BackgroundRemover.h"
#include "background_remover.h"
/*
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti

View File

@@ -1,4 +1,4 @@
#include "FingerCount.h"
#include "finger_count.h"
#include "opencv2/imgproc.hpp"
#include "opencv2/highgui.hpp"

View File

@@ -1,6 +1,6 @@
#include "HandDetectRegion.h"
#include "hand_detect_region.h"
#define TIME_DURATION 1.0f
namespace computervision
{
@@ -20,10 +20,20 @@ namespace computervision
Mat input_frame = GenerateHandMaskSquare(camera_frame);
frame_out = input_frame.clone();
if (!background_calibrated || !skin_calibrated)
if (time >= TIME_DURATION)
{
//std::cout << "timer finised, seconds left: " << seconds_left << std::endl;
seconds_left--;
time = 0;
}
// detect skin color
skin_detector.drawSkinColorSampler(camera_frame,start_x_pos,start_y_pos,region_width,region_height);
// remove background from image
foreground = background_remover.getForeground(input_frame);
// 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.
DrawHandMask(&camera_frame);
if (seconds_left <= 0)
{
if (!background_calibrated)
{
background_remover.calibrate(input_frame);
background_calibrated = true;
hand_calibrator.SetBackGroundCalibrated(background_calibrated);
seconds_left = 5;
time = 0;
}
else
{
if (!skin_calibrated)
{
if (is_main_skin_detection_region)
skin_timer_callback();
}
}
}
// uncomment these lines to show debug hand information
//imshow("output" + region_id, frame_out);
//imshow("foreground" + region_id, foreground);
//imshow("handMask" + region_id, handMask);
/*imshow("handDetection", fingerCountDebug);*/
//imshow("handDetection", fingerCountDebug);
hand_present = hand_calibrator.CheckIfHandPresent(handMask,handcalibration::HandDetectionType::GAME);
//std::string text = (hand_present ? "hand" : "no");
@@ -47,7 +80,17 @@ namespace computervision
hand_calibrator.DrawBackgroundSkinCalibrated(camera_frame);
std::string calibration_text = (!background_calibrated ? "calibrating background in " : (!skin_calibrated ? "calibrating skin in " : ""));
calibration_text += std::to_string(seconds_left);
if (!background_calibrated || !skin_calibrated)
{
cv::rectangle(camera_frame, cv::Rect(0, camera_frame.rows - 130, 600, 60), cv::Scalar(0, 0, 0), -1);
cv:putText(camera_frame, calibration_text, cv::Point(5, 400), cv::FONT_HERSHEY_COMPLEX, 1.0, cv::Scalar(255, 0, 255), 2);
}
if (background_calibrated && !skin_calibrated)
{
cv::putText(camera_frame, "put your hand in the left square", cv::Point(5, camera_frame.rows - 105), cv::FONT_HERSHEY_COMPLEX, 1.0, cv::Scalar(255, 0, 255), 2);
}
}
@@ -92,6 +135,8 @@ namespace computervision
{
std::cout << "calibrating skin " << region_id << std::endl;
hand_calibrator.SetSkinCalibration(true);
skin_calibrated = true;
time = 0;
return skin_detector.calibrateAndReturn(frame_out);
}
@@ -100,6 +145,13 @@ namespace computervision
std::cout << "setting skin " << region_id << std::endl;
skin_detector.setTresholds(tresholds);
hand_calibrator.SetSkinCalibration(true);
skin_calibrated = true;
time = 0;
}
void HandDetectRegion::UpdateTime(float delta_time)
{
time += delta_time;
}
}

View File

@@ -2,11 +2,13 @@
#include <opencv2/core.hpp>
#include <opencv2/imgproc.hpp>
#include <GLFW/glfw3.h>
#include "async/StaticCameraInstance.h"
#include "calibration/HandCalibrator.h"
#include "BackgroundRemover.h"
#include "SkinDetector.h"
#include "FingerCount.h"
#include "background_remover.h"
#include "skin_detector.h"
#include "finger_count.h"
namespace computervision
{
class HandDetectRegion
@@ -36,8 +38,12 @@ namespace computervision
std::vector<int> CalculateSkinTresholds();
void setSkinTresholds(std::vector<int>& tresholds);
void UpdateTime(float delta_time);
void SetMainSkinDetecRegion(bool val) { is_main_skin_detection_region = val; };
void SetSkinTimerCallback(std::function<void()> fun) { skin_timer_callback = fun; };
private:
int start_x_pos;
int start_y_pos;
int region_height;
@@ -51,6 +57,17 @@ namespace computervision
std::string region_id;
bool DrawHandMask(cv::Mat* input);
float time = 0;
int seconds_left = 5; // calibration countdown
bool background_calibrated = false;
bool skin_calibrated = false;
bool is_main_skin_detection_region = false;
std::function<void()> skin_timer_callback;
};
}

View File

@@ -1,14 +1,7 @@
#include <opencv2/videoio.hpp>
#include <opencv2/highgui.hpp>
#include <opencv2/video.hpp>
#include "object_detection.h"
#include "ObjectDetection.h"
#include "BackgroundRemover.h"
#include "SkinDetector.h"
#include "FingerCount.h"
#include "async/StaticCameraInstance.h"
#include "calibration/HandCalibrator.h"
#define TIME_DURATION 1.0f
namespace computervision
{
@@ -25,6 +18,11 @@ namespace computervision
handcalibration::HandCalibrator hand_calibrator;
cv::VideoCapture cap = static_camera::getCap();
float time = 0;
int seconds_left = 5; // calibration countdown
bool background_calibrated = false;
bool skin_calibrated = false;
ObjectDetection::ObjectDetection()
{
@@ -42,6 +40,20 @@ namespace computervision
bool ObjectDetection::DetectHand(Mat camera_frame, bool& hand_present)
{
//calculate deltatime
if (!background_calibrated || !skin_calibrated)
{
UpdateTime();
if (time >= TIME_DURATION)
{
std::cout << "timer finised, seconds left: " << seconds_left << std::endl;
seconds_left--;
time = 0;
}
}
Mat input_frame = GenerateHandMaskSquare(camera_frame);
frame_out = input_frame.clone();
@@ -63,37 +75,58 @@ namespace computervision
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
DrawHandMask(&camera_frame);
if (seconds_left <= 0)
{
if (!background_calibrated)
{
background_remover.calibrate(input_frame);
background_calibrated = true;
hand_calibrator.SetBackGroundCalibrated(background_calibrated);
seconds_left = 5;
time = 0;
}
else
{
if (!skin_calibrated)
{
skin_detector.calibrate(input_frame);
skin_calibrated = true;
hand_calibrator.SetSkinCalibration(skin_calibrated);
time = 0;
}
}
}
hand_calibrator.SetAmountOfFingers(fingers_amount);
finger_count.DrawHandContours(camera_frame);
hand_calibrator.DrawHandCalibrationText(camera_frame);
std::string calibration_text = (!background_calibrated ? "calibrating background in " : (!skin_calibrated ? "calibrating skin in " : ""));
calibration_text += std::to_string(seconds_left);
if (!background_calibrated || !skin_calibrated)
{
cv::rectangle(camera_frame, cv::Rect(0, camera_frame.rows - 120, 500, 50), cv::Scalar(0, 0, 0), -1);
cv::putText(camera_frame, calibration_text, cv::Point(5, camera_frame.rows-80), cv::FONT_HERSHEY_COMPLEX, 1.0, cv::Scalar(255, 0, 255), 2);
}
if (background_calibrated && !skin_calibrated)
{
cv::putText(camera_frame, "put your hand in the square", cv::Point(5, camera_frame.rows - 100), cv::FONT_HERSHEY_COMPLEX, 1.0, cv::Scalar(255, 0, 255), 2);
}
imshow("camera", camera_frame);
// uncomment these lines to show debug hand information
/*imshow("output", frame_out);
imshow("foreground", foreground);
imshow("handMask", handMask);
imshow("handDetection", fingerCountDebug);*/
hand_present = hand_calibrator.CheckIfHandPresent(handMask,handcalibration::HandDetectionType::MENU);
hand_present = hand_calibrator.CheckIfHandPresent(handMask, handcalibration::HandDetectionType::MENU);
hand_calibrator.SetHandPresent(hand_present);
int key = waitKey(1);
if (key == 98) // b, calibrate the background
{
background_remover.calibrate(input_frame);
hand_calibrator.SetBackGroundCalibrated(true);
}
else if (key == 115) // s, calibrate the skin color
{
skin_detector.calibrate(input_frame);
hand_calibrator.SetSkinCalibration(true);
}
return fingers_amount > 0;
}
@@ -144,5 +177,15 @@ namespace computervision
imshow("Webcam image", img);
}
void ObjectDetection::UpdateTime()
{
double current_time = glfwGetTime();
static double last_frame_time = current_time;
double delt_time = current_time - last_frame_time;
last_frame_time = current_time;
time += delt_time;
}
}

View File

@@ -8,6 +8,14 @@
#include <opencv2/core.hpp>
#include <opencv2/imgproc/imgproc.hpp>
#include <opencv2/highgui/highgui.hpp>
#include <opencv2/video.hpp>
#include <GLFW/glfw3.h>
#include "background_remover.h"
#include "skin_detector.h"
#include "finger_count.h"
#include "async/StaticCameraInstance.h"
#include "calibration/HandCalibrator.h"
namespace computervision
@@ -86,6 +94,7 @@ namespace computervision
private:
bool is_hand_open;
bool is_hand_present;
void UpdateTime();
};

View File

@@ -1,4 +1,4 @@
#include "SkinDetector.h"
#include "skin_detector.h"
#include <iostream>
/*

View File

@@ -23,5 +23,7 @@ namespace entities
this->rotation.y += rotation.y;
this->rotation.z += rotation.z;
}
}

View File

@@ -40,7 +40,7 @@ namespace entities
inline glm::vec3 GetPosition() const { return position; }
inline void SetPosition(const ::glm::vec3& position) { this->position = position; }
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 void SetScale(const float scale) { this->scale = scale; }
};

View File

@@ -40,7 +40,10 @@ namespace entities
const glm::vec3 size = bounding_box.size;
min_xyz = bounding_box.center_pos;
max_xyz = glm::vec3(min_xyz.x + size.x, min_xyz.y + size.y, min_xyz.z + size.z);
min_xyz = { bounding_box.center_pos.x - (0.5 * size.x), bounding_box.center_pos.y, bounding_box.center_pos.z - (0.5 * size.z) };
max_xyz = { bounding_box.center_pos.x + (0.5 * size.x), bounding_box.center_pos.y + size.y, bounding_box.center_pos.z + (0.5 * size.z) };
// min_xyz = bounding_box.center_pos;
// max_xyz = { bounding_box.center_pos.x + size.x, bounding_box.center_pos.y + size.y, bounding_box.center_pos.z + size.z };
}
}

View File

@@ -58,7 +58,7 @@ namespace entities
void SetCollisionBehaviour(std::function<void(const collision::Collision&)> function)
{ if (function != nullptr) { on_collide = function; } }
protected:
public:
/*
* @brief: This method moves the collision to the center of the entity

View File

@@ -12,56 +12,57 @@ namespace entities
{
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;
while (random_type == FurnitureType::CEILING_OBJECTS ) {
random_type = FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
singleton::FurnitureType random_type = singleton::FurnitureType::CEILING_OBJECTS;
std::deque<singleton::FurnitureModel> furniture_models = singleton::Model_Storage::get_instance()->get_all_furniture_models();
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)
{
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)
{
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;
// Add house
furniture.push_front(std::make_shared<Entity>(house_model, position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE));
int house_size_x = house_model.raw_model.model_size.x * HOUSE_SIZE;
int house_size_y = house_model.raw_model.model_size.x * HOUSE_SIZE;
int house_size_z = house_model.raw_model.model_size.x * HOUSE_SIZE;
collision::Box bounding_box = { glm::vec3(0, 0, 0), glm::vec3(0, 0, 0) };
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_x = singleton::Model_Storage::get_instance()->get_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_z = house_model.raw_model.model_size.x * (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 = 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_z = house_size_z / 3;
@@ -69,298 +70,62 @@ namespace entities
for (int x = 1; x < 4; x++)
{
//if (toolbox::Random(0, 100) < 90) {
const FurniturePiece* furniture_piece = GetRandomFurniturePiece();
if (furniture_piece->type != FurnitureType::CEILING_OBJECTS) {
models::TexturedModel model = GetFurnitureModel(furniture_piece);
singleton::FurniturePiece furniture_piece;
GetRandomFurniturePiece(&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)) {
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 };
model_box.SetRotation(-90);
furniture.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_box));
collision::Box model_box = { model_pos, model.raw_model.model_size * HOUSE_SIZE };
model_box.SetRotation(90);
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));
glm::vec3 model_pos = glm::vec3(position.x, position.y + (house_size_y/5 *3), position.z);
singleton::FurniturePiece furniture_piece;
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 };
model_box.SetRotation(-90);
furniture.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_box));
return furniture;
/*
// Add furniture
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));
*/
furniture_list->push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_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)
{
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;
}
}
if (furniture_list == nullptr)
std::cout << "Size of furniture_list after for loop: " << furniture_list.size() << std::endl;
if (furniture_list.empty())
{
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 {};
}
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);
return furniture_list.at(modelNumber);
}
}

View File

@@ -3,52 +3,19 @@
#include <deque>
#include <memory>
#include <map>
#include "collision_entity.h"
#include "../models/Model.h"
#include "../collision/collision.h"
#include "../model_Storage.h"
#include "collision_entity.h"
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
{
private:
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:
HouseGenerator();
@@ -60,21 +27,16 @@ namespace entities
*
* @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)
*/
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:
const FurniturePiece* GetRandomFurniturePiece();
const FurniturePiece* GetFurniturePiece(FurnitureType type);
/*
* @brief: This function loads all the 3D furniture models
*/
void GenerateFurnitureModels();
void GetRandomFurniturePiece(singleton::FurniturePiece* furniture_piece);
void GetFurniturePiece(singleton::FurnitureType type, singleton::FurniturePiece* furniture_piece);
/*
* @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
*/
models::TexturedModel GetFurnitureModel(const FurniturePiece* furniture);
models::TexturedModel GetFurnitureModel(const singleton::FurniturePiece* furniture);
};
}

View File

@@ -7,11 +7,10 @@
#include"../renderEngine/loader.h"
namespace entities
{
float movement_speed;
float down_speed;
float side_speed;
int movement_speed, down_speed, side_speed;
bool is_playing;
MainCharacter::MainCharacter(const models::TexturedModel& model, const glm::vec3& position,
const glm::vec3& rotation, float scale, const collision::Box& bounding_box)
: CollisionEntity(model, position, rotation, scale, bounding_box)
@@ -19,73 +18,68 @@ namespace entities
is_playing = true;
}
void MainCharacter::Move(GLFWwindow* window)
void MainCharacter::Move(std::vector<computervision::HandDetectRegion*> regions)
{
if (is_playing) {
movement_speed = -0.5f; //Forward speed adjustment, bee is moving at a standard speedrate
down_speed = -1.0f; //Down speed adjustment, downspeed is difference between down_speed and UP_SPEED
side_speed = 0; //Side speed adjustment
computervision::HandDetectRegion* reg_left = regions.at(0);
computervision::HandDetectRegion* reg_up = regions.at(1);
computervision::HandDetectRegion* reg_right = regions.at(2);
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
//W: Go forward
//A: Go left
//S: Go backwards
//D: Go right
//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
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;
down_speed += UP_SPEED;
down_speed += UP_SPEED/2;
SetRotation(glm::vec3(10, 90, 0));
}
//right
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
if (reg_left->IsHandPresent())
{
side_speed += SIDE_SPEED;
}
//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;
SetRotation(glm::vec3(10, 90, 0));
}
//left
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
if (reg_right->IsHandPresent())
{
side_speed -= SIDE_SPEED;
}
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
if (reg_up->IsHandPresent())
{
down_speed += UP_SPEED;
SetRotation(glm::vec3(10, 90, 0));
}
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
{
down_speed -= UP_SPEED;
}
}
IncreasePosition(glm::vec3(side_speed, down_speed, movement_speed));
IncreasePosition(glm::vec3(side_speed*delta_time, down_speed*delta_time, movement_speed*delta_time));
//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.
//TODO delete when boundingbox is implemented!
if (position.x > 190) position.x = 190;
else if (position.x < -190) position.x = -190;
if (position.y > 350) position.y = 350;
else if (position.y < -40) position.y = -40;
if (position.y > 150) position.y = 150;
else if (position.y < -60) position.y = -60;
//Move player bounding box according to the position on screen
MoveCollisionBox();
if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
if (reg_right->IsHandPresent() && reg_left->IsHandPresent())
{
is_playing = true;
}
@@ -97,4 +91,18 @@ namespace entities
is_playing = false;
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;
}
}

View File

@@ -2,6 +2,7 @@
#include "collision_entity.h"
#include "../shaders/entity_shader.h"
#include "../computervision/hand_detect_region.h"
namespace entities
{
@@ -9,8 +10,8 @@ namespace entities
* This class contains the information about the player model
*/
class MainCharacter : public CollisionEntity {
const float SIDE_SPEED = 0.8f; //Standard movement speed for left/right movement
const float UP_SPEED = 2.0f; //Standard movement speed for up movement
const int SIDE_SPEED = 40; //Standard movement speed for left/right movement
const int UP_SPEED = 100; //Standard movement speed for up movement
public:
/*
* @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
*/
void Move(GLFWwindow* window);
void Move(std::vector<computervision::HandDetectRegion*> regions);
void OnCollide(const collision::Collision& collision) override;
bool GetOnCollide();
double UpdateDelta();
};
}

View File

@@ -26,7 +26,7 @@ namespace gui
virtual GuiType GetType() {
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);
}

View File

@@ -27,17 +27,19 @@
#include "scenes/scene.h"
#include "scenes/in_Game_Scene.h"
#include "scenes/startup_Scene.h"
#include "scenes/loading_Scene.h"
#include "model_Storage.h"
#include "computervision/ObjectDetection.h"
//#include "computervision/OpenPoseImage.h"
#include "computervision/OpenPoseVideo.h"
#include "computervision/async/async_arm_detection.h"
#include "computervision/object_detection.h"
#include "scenes/game_Over_Scene.h"
#include "entities/collision_entity.h"
#include "computervision/object_detection.h"
#pragma comment(lib, "glfw3.lib")
#pragma comment(lib, "glew32s.lib")
#pragma comment(lib, "opengl32.lib")
int score;
static double UpdateDelta();
static GLFWwindow* window;
@@ -47,15 +49,6 @@ scene::Scene* current_scene;
bool points_img_available = false;
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)
{
#pragma region OPENGL_SETTINGS
@@ -71,10 +64,11 @@ int main(void)
glewInit();
glGetError();
#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)
{
if (key == GLFW_KEY_ESCAPE)
@@ -87,8 +81,6 @@ int main(void)
bool window_open = true;
// Main game loop
while (!glfwWindowShouldClose(window) && window_open)
{
@@ -103,13 +95,21 @@ int main(void)
window_open = false;
break;
case scene::Scenes::LOADING:
current_scene = new scene::Loading_Scene();
break;
case scene::Scenes::STARTUP:
current_scene = new scene::Startup_Scene();
break;
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;
default:
@@ -126,6 +126,7 @@ int main(void)
// Clean up -> preventing memory leaks!!!
std::cout << "ending..." << std::endl;
render_engine::loader::CleanUp();
glfwTerminate();
return 0;
}

205
src/model_Storage.cpp Normal file
View 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
View 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);
};
}

View File

@@ -109,6 +109,88 @@ namespace render_engine
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
glEnable(GL_DEPTH_TEST);

View File

@@ -40,5 +40,22 @@ namespace render_engine
@param shade: The shader the GUI textures need to be rendered with
*/
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);
}
}

View 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);
}
}
}

View 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);
};
}

View File

@@ -1,36 +1,16 @@
#include <iostream>
#include <memory>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "in_Game_Scene.h"
#include "startup_Scene.h"
#include "../entities/main_character.h"
#include "../collision/collision_handler.h"
#include "../gui/gui_interactable.h"
#include "../models/model.h"
#include "../renderEngine/loader.h"
#include "../renderEngine/obj_loader.h"
#include "../renderEngine/renderer.h"
#include "../shaders/entity_shader.h"
#include "../toolbox/toolbox.h"
#include "../entities/house_generator.h"
#include <deque>
#include <functional>
#include <memory>
#include <queue>
#include <opencv2/core/base.hpp>
#include "../computervision/HandDetectRegion.h"
#include "../computervision/ObjectDetection.h"
#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
namespace scene
{
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;
std::deque<std::shared_ptr<entities::Entity>> house_models;
@@ -39,18 +19,24 @@ namespace scene
shaders::EntityShader* shader;
shaders::GuiShader* gui_shader;
std::vector<gui::GuiTexture*> guis;
std::vector<std::shared_ptr<gui::GuiTexture>> score_textures;
int furniture_count_old;
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);
/**
* 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));
shader = new shaders::EntityShader;
@@ -60,9 +46,22 @@ namespace scene
gui_shader = new shaders::GuiShader();
gui_shader->Init();
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
*/
collision::Box create_bounding_box(glm::vec3 size, glm::vec3 pos, int scale) {
@@ -84,41 +83,50 @@ namespace scene
}
/**
* @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera.
*
* @param model_pos the amount of models the camera has passed already. This is the rounded result of (z position of camera) / (size of model)
*
*/
void load_chunk(int model_pos)
void In_Game_Scene::SetupHandDetection()
{
static unsigned int furniture_count = 0;
// set up squares according to size of camera input
cv::Mat camera_frame;
static_camera::getCap().read(camera_frame); // get camera frame to know the width and heigth
reg_left.SetMainSkinDetecRegion(true);
reg_right.SetMainSkinDetecRegion(false);
reg_right.SetMainSkinDetecRegion(false);
std::function<void()> callback = [this]() {OnSkinCalibrationCallback(); };
reg_left.SetSkinTimerCallback(callback);
reg_left.SetXPos(10);
reg_left.SetYPos(camera_frame.rows / 2 - reg_left.GetHeight() / 2);
reg_right.SetXPos(camera_frame.cols - 10 - reg_right.GetWidth());
reg_right.SetYPos(camera_frame.rows / 2 - reg_right.GetHeight() / 2);
reg_up.SetXPos(camera_frame.cols / 2 - reg_up.GetWidth() / 2);
reg_up.SetYPos(10);
}
void In_Game_Scene::LoadChunk(int model_pos)
{
static unsigned int furniture_count = 0;
std::cout << "loading model chunk" << std::endl;
if (house_models.size() >= MAX_MODEL_DEQUE_SIZE * furniture_count)
{
for (int i = 0; i < furniture_count; i++)
{
house_models.pop_front();
collision_entities.pop_front();
}
}
int z_offset = model_pos * (house_generator->GetHouseDepth()); // how much "in the distance" we should load the model
std::deque<std::shared_ptr<entities::Entity>> furniture = house_generator->GenerateHouse(glm::vec3(0, -75, -50 - z_offset), 90);
std::deque<std::shared_ptr<entities::CollisionEntity>> furniture;
house_generator->GenerateHouse(&furniture, glm::vec3(0, -75, -50 - z_offset), 90);
furniture_count = furniture.size();
house_models.insert(house_models.end(), furniture.begin(), furniture.end());
collision_entities.insert(collision_entities.end(), furniture.begin(), furniture.end());
std::cout << "funriture_count in load chunk (house included): " << furniture_count << std::endl;
furniture_count_old = furniture_count - 1;
}
/**
@@ -134,13 +142,17 @@ namespace scene
raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
models::TexturedModel model_char = { raw_model_char, texture };
collision::Box char_box = create_bounding_box(raw_model_char.model_size, glm::vec3(0, 0, 0), 1);
main_character = std::make_shared<entities::MainCharacter>(model_char, glm::vec3(0, -50, -100), glm::vec3(0, 90, 0), 5, char_box);
collision_entities.push_back(main_character);
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);
house_generator = new entities::HouseGenerator();
SetupHandDetection();
// load the first few house models
for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
{
load_chunk(i);
LoadChunk(i);
}
lights.push_back(entities::Light(glm::vec3(0, 1000, 7000), glm::vec3(5, 5, 5))); // sun
@@ -180,6 +192,9 @@ namespace scene
});
pause_guis.push_back(&pause_button_quit);
regions.push_back(&reg_left);
regions.push_back(&reg_up);
regions.push_back(&reg_right);
//the scene loop, this while loop represent the scene
while (return_value == scene::Scenes::INGAME)
@@ -212,7 +227,7 @@ namespace scene
}
shader->CleanUp();
gui_shader->CleanUp();
render_engine::loader::CleanUp();
//render_engine::loader::CleanUp();
return return_value;
}
@@ -241,16 +256,25 @@ namespace scene
// Stop rendering the entities
shader->Stop();
DrawScore(score);
}
//updates certain variables
void scene::In_Game_Scene::update(GLFWwindow* window)
{
UpdateDeltaTime();
//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());
// 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 (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;
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
last_model_pos = model_pos;
collision_entities.push_front(main_character);
collision::CheckCollisions(collision_entities);
update_hand_detection();
collision_entities.pop_front();
}
//manages the key input in the game scene
@@ -288,24 +315,14 @@ namespace scene
{
game_state = scene::Game_State::RUNNING;
}
if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS)
{
reg_left.CalibrateBackground();
reg_right.CalibrateBackground();
reg_up.CalibrateBackground();
}
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
{
std::vector<int> tresholds = reg_left.CalculateSkinTresholds();
reg_right.setSkinTresholds(tresholds);
reg_up.setSkinTresholds(tresholds);
}
}
void scene::In_Game_Scene::update_hand_detection()
{
reg_left.UpdateTime(delta_time);
reg_right.UpdateTime(delta_time);
reg_up.UpdateTime(delta_time);
cv::Mat camera_frame;
static_camera::getCap().read(camera_frame);
reg_left.DetectHand(camera_frame);
@@ -315,9 +332,42 @@ namespace scene
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
void In_Game_Scene::render_pause_menu()
{
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;
}
}

View File

@@ -3,6 +3,18 @@
#include <ostream>
#include <vector>
#include <memory>
#include <string>
#include <opencv2/core/base.hpp>
#include <opencv2/imgcodecs.hpp>
#include <opencv2/imgproc.hpp>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <deque>
#include <functional>
#include <queue>
#include <opencv2/core/base.hpp>
#include "startup_Scene.h"
#include "scene.h"
#include "../gui/gui_interactable.h"
#include "../models/model.h"
@@ -11,6 +23,12 @@
#include "../renderEngine/renderer.h"
#include "../shaders/entity_shader.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
@@ -27,7 +45,6 @@ namespace scene
PAUSED
};
class In_Game_Scene : public scene::Scene
{
private:
@@ -53,6 +70,10 @@ namespace scene
std::vector<gui::GuiTexture*> guis;
//pause_guis is a list of components that will be rendered when the game is paused.
std::vector<gui::GuiTexture*> pause_guis;
// list of gui texture that holds the textures for the score
std::vector<std::shared_ptr<gui::GuiTexture>> score_guis;
void UpdateDeltaTime();
/**
* @brief renders the objects/gui models
@@ -60,10 +81,42 @@ namespace scene
* @return void
*/
void render_pause_menu();
/**
* @brief updates the hand detection with the deltatime and checks the hand detection for each region. als updates the camera display
*
*/
void update_hand_detection();
/**
* @brief sets up the hand detection regions and sets the callbacks for the skin calibration.
*
*/
void SetupHandDetection();
/**
* @brief callback that gets called when the left skin detect region timout has been reached. sets the other regions with the skin data from the first region
*
*/
void OnSkinCalibrationCallback();
/**
* @brief draws the score on the screen with the digit resources.
*
* @param score the score to display.
*/
void DrawScore(int score);
/**
* @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera.
*
* @param model_pos the amount of models the camera has passed already. This is the rounded result of (z position of camera) / (size of model)
*
*/
void LoadChunk(int model_pos);
public:
In_Game_Scene();
In_Game_Scene(int *score_ptr);
~In_Game_Scene();
/**

View File

@@ -1,15 +1,31 @@
#include "loading_Scene.h"
#include <iostream>
#include "../renderEngine/Renderer.h"
#include "../renderEngine/Loader.h"
#include "../renderEngine/obj_loader.h"
#include "../gui/gui_element.h"
#include "../entities/collision_entity.h"
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()
{
shader_test = new shaders::EntityShader;
shader_test->Init();
render_engine::renderer::Init(*shader_test);
delete shader_test;
gui_shader = new shaders::GuiShader();
gui_shader->Init();
camera_test = std::make_unique<entities::Camera>(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
}
Loading_Scene::~Loading_Scene()
@@ -20,20 +36,34 @@ namespace scene
Scenes Loading_Scene::start(GLFWwindow* window)
{
render();
return Scenes::STARTUP;
glfwSwapBuffers(window);
glfwPollEvents();
load_default_variables();
load_all_models();
return scene::Scenes::STARTUP;
}
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) };
std::vector<gui::GuiTexture*> image_list;
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)
@@ -44,4 +74,73 @@ namespace scene
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() });
}
}

View File

@@ -1,8 +1,8 @@
#pragma once
#pragma once
#include "scene.h"
#include "../gui/gui_element.h"
#include "../shaders/gui_shader.h"
#include "../model_Storage.h"
namespace scene
{
@@ -17,9 +17,13 @@ namespace scene
shaders::GuiShader* gui_shader;
private:
void load_default_variables();
void load_all_models();
public:
/**
* @brief Constructor of the class Startup_Scene
* @brief Constructor of the class Loading_Scene
*
*/
Loading_Scene();

View File

@@ -55,7 +55,6 @@ namespace scene {
* @return void
*/
virtual void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) {};
};
}

View File

@@ -14,8 +14,8 @@
#include "../gui/gui_interactable.h"
#include "../toolbox/toolbox.h"
#include "../computervision/MenuTest.h"
#include "../computervision/ObjectDetection.h"
#include "../computervision/HandDetectRegion.h"
#include "../computervision/object_detection.h"
#include "../computervision/hand_detect_region.h"
@@ -175,7 +175,7 @@ namespace scene
glfwPollEvents();
}
gui_shader1->CleanUp();
render_engine::loader::CleanUp();
//render_engine::loader::CleanUp();
return return_value;
}

View File

@@ -42,5 +42,7 @@ namespace toolbox
* @return: True if the timer has finished
*/
bool HasFinished() const { return has_finished; }
void Reset() { current_time = 0; }
};
}

View File

@@ -1,6 +1,6 @@
#include <ctime>
#include "toolbox.h"
#include <iostream>
namespace toolbox
{
glm::mat4 CreateModelMatrix(glm::vec2 translation, glm::vec2 scale)
@@ -56,4 +56,12 @@ namespace toolbox
}
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);
}
}

View File

@@ -2,6 +2,7 @@
#include "../entities/camera.h"
#include <glm/gtc/matrix_transform.hpp>
#include <vector>
namespace toolbox
{
@@ -78,4 +79,13 @@ namespace toolbox
* @return: The random number
*/
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);
}

View File

@@ -19,19 +19,19 @@
</ProjectConfiguration>
</ItemGroup>
<ItemGroup>
<ClCompile Include="src\model_Storage.cpp" />
<ClCompile Include="src\collision\collision_handler.cpp" />
<ClCompile Include="src\entities\main_character.cpp" />
<ClCompile Include="src\entities\house_generator.cpp" />
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
<ClCompile Include="src\scenes\game_Over_Scene.cpp" />
<ClCompile Include="src\computervision\hand_detect_region.cpp" />
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
<ClCompile Include="src\computervision\MenuTest.cpp" />
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
<ClCompile Include="src\computervision\ObjectDetection.cpp" />
<ClCompile Include="src\computervision\OpenPoseVideo.cpp" />
<ClCompile Include="src\computervision\SkinDetector.cpp" />
<ClCompile Include="src\computervision\FingerCount.cpp" />
<ClCompile Include="src\computervision\BackgroundRemover.cpp" />
<ClCompile Include="src\computervision\object_detection.cpp" />
<ClCompile Include="src\computervision\skin_detector.cpp" />
<ClCompile Include="src\computervision\finger_count.cpp" />
<ClCompile Include="src\computervision\background_remover.cpp" />
<ClCompile Include="src\entities\camera.cpp" />
<ClCompile Include="src\entities\collision_entity.cpp" />
<ClCompile Include="src\entities\entity.cpp" />
@@ -49,24 +49,24 @@
<ClCompile Include="src\scenes\startup_Scene.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="src\model_Storage.h" />
<ClInclude Include="src\collision\collision.h" />
<ClInclude Include="src\collision\collision_handler.h" />
<ClInclude Include="src\entities\main_character.h" />
<ClInclude Include="src\entities\house_generator.h" />
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
<ClInclude Include="src\computervision\HandDetectRegion.h" />
<ClInclude Include="src\scenes\game_Over_Scene.h" />
<ClInclude Include="src\computervision\hand_detect_region.h" />
<ClInclude Include="src\scenes\in_Game_Scene.h" />
<ClInclude Include="src\scenes\loading_Scene.h" />
<ClInclude Include="src\scenes\scene.h" />
<ClInclude Include="src\computervision\async\async_arm_detection.h" />
<ClInclude Include="src\computervision\async\StaticCameraInstance.h" />
<ClInclude Include="src\computervision\FingerCount.h" />
<ClInclude Include="src\computervision\BackgroundRemover.h" />
<ClInclude Include="src\computervision\finger_count.h" />
<ClInclude Include="src\computervision\background_remover.h" />
<ClInclude Include="src\computervision\MenuTest.h" />
<ClInclude Include="src\computervision\OpenPoseVideo.h" />
<ClInclude Include="src\computervision\SkinDetector.h" />
<ClInclude Include="src\computervision\ObjectDetection.h" />
<ClInclude Include="src\computervision\skin_detector.h" />
<ClInclude Include="src\computervision\object_detection.h" />
<ClInclude Include="src\entities\camera.h" />
<ClInclude Include="src\entities\collision_entity.h" />
<ClInclude Include="src\entities\entity.h" />

View File

@@ -4,11 +4,11 @@
<ClCompile Include="src\collision\collision_handler.cpp" />
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
<ClCompile Include="src\computervision\ObjectDetection.cpp" />
<ClCompile Include="src\computervision\object_detection.cpp" />
<ClCompile Include="src\computervision\OpenPoseVideo.cpp" />
<ClCompile Include="src\computervision\SkinDetector.cpp" />
<ClCompile Include="src\computervision\FingerCount.cpp" />
<ClCompile Include="src\computervision\BackgroundRemover.cpp" />
<ClCompile Include="src\computervision\skin_detector.cpp" />
<ClCompile Include="src\computervision\finger_count.cpp" />
<ClCompile Include="src\computervision\background_remover.cpp" />
<ClCompile Include="src\entities\camera.cpp" />
<ClCompile Include="src\entities\collision_entity.cpp" />
<ClCompile Include="src\entities\entity.cpp" />
@@ -23,12 +23,14 @@
<ClCompile Include="src\toolbox\toolbox.cpp" />
<ClCompile Include="src\scenes\startup_Scene.cpp" />
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
<ClCompile Include="src\computervision\hand_detect_region.cpp" />
<ClCompile Include="src\entities\main_character.cpp" />
<ClCompile Include="src\entities\house_generator.cpp" />
<ClCompile Include="src\computervision\MenuTest.cpp" />
<ClCompile Include="src\scenes\scene.cpp" />
<ClCompile Include="src\scenes\loading_Scene.cpp" />
<ClCompile Include="src\model_Storage.cpp" />
<ClCompile Include="src\scenes\game_Over_Scene.cpp" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="src\entities\Camera.cpp">
@@ -94,11 +96,9 @@
<ClInclude Include="src\collision\collision_handler.h" />
<ClInclude Include="src\scenes\in_Game_Scene.h" />
<ClInclude Include="src\scenes\scene.h" />
<ClInclude Include="src\computervision\async\async_arm_detection.h" />
<ClInclude Include="src\computervision\async\StaticCameraInstance.h" />
<ClInclude Include="src\computervision\FingerCount.h" />
<ClInclude Include="src\computervision\BackgroundRemover.h" />
<ClInclude Include="src\computervision\OpenPoseVideo.h" />
<ClInclude Include="src\computervision\SkinDetector.h" />
<ClInclude Include="src\computervision\ObjectDetection.h" />
<ClInclude Include="src\entities\camera.h" />
@@ -119,7 +119,7 @@
<ClInclude Include="src\toolbox\toolbox.h" />
<ClInclude Include="src\scenes\startup_Scene.h" />
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
<ClInclude Include="src\computervision\HandDetectRegion.h" />
<ClInclude Include="src\computervision\hand_detect_region.h" />
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
<ClInclude Include="src\collision\collision.h" />
<ClInclude Include="src\collision\collision_handler.h" />
@@ -127,11 +127,11 @@
<ClInclude Include="src\entities\house_generator.h" />
<ClInclude Include="src\scenes\in_Game_Scene.h" />
<ClInclude Include="src\scenes\scene.h" />
<ClInclude Include="src\computervision\FingerCount.h" />
<ClInclude Include="src\computervision\BackgroundRemover.h" />
<ClInclude Include="src\computervision\finger_count.h" />
<ClInclude Include="src\computervision\background_remover.h" />
<ClInclude Include="src\computervision\MenuTest.h" />
<ClInclude Include="src\computervision\SkinDetector.h" />
<ClInclude Include="src\computervision\ObjectDetection.h" />
<ClInclude Include="src\computervision\skin_detector.h" />
<ClInclude Include="src\computervision\object_detection.h" />
<ClInclude Include="src\entities\camera.h" />
<ClInclude Include="src\entities\collision_entity.h" />
<ClInclude Include="src\entities\entity.h" />
@@ -150,6 +150,8 @@
<ClInclude Include="src\toolbox\toolbox.h" />
<ClInclude Include="src\scenes\startup_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>
<Xml Include="res\haarcascade_frontalface_alt.xml" />