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5 Commits
feature/ra
...
feature/re
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c5939f7702 | ||
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2cec8e9a62 | ||
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820c5a2eb0 | ||
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942ddf24d8 | ||
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1f2258bc01 |
4
.gitignore
vendored
@@ -2,8 +2,6 @@
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# Created by https://www.toptal.com/developers/gitignore/api/c++,visualstudio,visualstudiocode,opencv
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# Edit at https://www.toptal.com/developers/gitignore?templates=c++,visualstudio,visualstudiocode,opencv
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res/**
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### C++ ###
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# Prerequisites
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*.d
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@@ -430,6 +428,4 @@ FodyWeavers.xsd
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**/docs/*
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**/doc/*
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**/pose_iter_160000.caffemodel
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# End of https://www.toptal.com/developers/gitignore/api/c++,visualstudio,visualstudiocode,opencv
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@@ -1,340 +0,0 @@
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#include "house_generator.h"
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#include <functional>
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#include <iostream>
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#include "../renderEngine/obj_loader.h"
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#include "../renderEngine/Loader.h"
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#include "../toolbox/toolbox.h"
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#include "collision_entity.h"
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namespace entities
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{
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HouseGenerator::HouseGenerator()
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{
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models::RawModel raw_model = render_engine::LoadObjModel("res/HouseNew.obj");
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default_texture = { render_engine::loader::LoadTexture("res/Texture.png") };
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default_texture.shine_damper = 10;
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house_model = { raw_model, default_texture };
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GenerateFurnitureModels();
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}
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const FurniturePiece* HouseGenerator::GetRandomFurniturePiece()
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{
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FurnitureType random_type = FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
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for(std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
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{
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if(it->furniture.type == random_type)
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{
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return &it->furniture;
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}
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}
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return nullptr;
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}
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std::deque<std::shared_ptr<Entity>> HouseGenerator::GenerateHouse(const glm::vec3& position, float y_rotation)
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{
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std::deque<std::shared_ptr<Entity>> furniture;
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// Add house
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furniture.push_front(std::make_shared<Entity>(house_model, position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE));
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int house_size = house_model.raw_model.model_size.x * HOUSE_SIZE;
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int offset_x = house_model.raw_model.model_size.z * (HOUSE_SIZE/2);
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int offset_z = house_model.raw_model.model_size.x *( HOUSE_SIZE/2);
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double multiplier_x = house_size/2;
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double multiplier_z = house_size / 3;
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for (int z = 1; z < 4; z++) {
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for (int x = 1; x < 3; x++)
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{
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//if (toolbox::Random(0, 100) < 50) {
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const FurniturePiece* furniture_piece = GetRandomFurniturePiece();
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models::TexturedModel model = GetFurnitureModel(furniture_piece);
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//if (//check of size van furniture nog past in huidige grid vlakje, of ie geen 2 size op t laatste vakje neerzet) {
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glm::vec3 model_pos = glm::vec3(position.x + (x * multiplier_x) - (multiplier_x/2) - offset_x, position.y, position.z + (z * multiplier_z) - (multiplier_z / 2) + offset_z);
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collision::Box model_box = { model_pos, model.raw_model.model_size };
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model_box.SetRotation(-90);
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furniture.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_box));
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//}
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//}
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}
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}
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return furniture;
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/*
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// Add furniture
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models::TexturedModel couch = GetFurnitureModel(FurnitureType::COUCH);
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glm::vec3 couch_pos = glm::vec3(position.x + 200, position.y, position.z + 10);
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collision::Box couch_box = { couch_pos, couch.raw_model.model_size };
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couch_box.SetRotation(-90);
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furniture.push_back(std::make_shared<CollisionEntity>(couch, couch_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, couch_box));
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models::TexturedModel table = GetFurnitureModel(FurnitureType::TABLE);
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glm::vec3 table_pos = glm::vec3(position.x - 30, position.y, position.z);
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collision::Box table_box = { table_pos, table.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(table, table_pos, glm::vec3(0, 0, 0), HOUSE_SIZE * 1.3, table_box));
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models::TexturedModel chair = GetFurnitureModel(FurnitureType::CHAIR);
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glm::vec3 chair_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box chair_box = { chair_pos, chair.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(chair, chair_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, chair_box));
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models::TexturedModel plant = GetFurnitureModel(FurnitureType::PLANT);
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glm::vec3 plant_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box plant_box = { plant_pos, plant.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(plant, plant_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, plant_box));
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models::TexturedModel guitar = GetFurnitureModel(FurnitureType::GUITAR);
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glm::vec3 guitar_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box guitar_box = { guitar_pos, guitar.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(guitar, guitar_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, guitar_box));
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models::TexturedModel bookshelf = GetFurnitureModel(FurnitureType::BOOKSHELF);
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glm::vec3 bookshelf_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box bookshelf_box = { bookshelf_pos, bookshelf.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(bookshelf, bookshelf_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, bookshelf_box));
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models::TexturedModel lamp = GetFurnitureModel(FurnitureType::LAMP);
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glm::vec3 lamp_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box lamp_box = { lamp_pos, lamp.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(lamp, lamp_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, lamp_box));
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models::TexturedModel ceiling_object = GetFurnitureModel(FurnitureType::CEILING_OBJECTS);
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glm::vec3 ceiling_object_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box ceiling_object_box = { ceiling_object_pos, ceiling_object.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(ceiling_object, ceiling_object_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, ceiling_object_box));
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models::TexturedModel misc = GetFurnitureModel(FurnitureType::MISC);
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glm::vec3 misc_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box misc_box = { misc_pos, misc.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(misc, misc_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, misc_box));
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*/
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}
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models::TexturedModel HouseGenerator::GetFurnitureModel(const FurniturePiece* furniture)
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{
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std::deque<models::TexturedModel> *furniture_list = nullptr;
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for (std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
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{
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if(it->furniture.type == furniture->type)
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{
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furniture_list = &it->texture;
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}
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}
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if (furniture_list == nullptr)
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{
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std::cerr << "OH NEEEEEEEEEEEEEEE";
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}
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const int modelNumber = toolbox::Random(0, furniture_list->size() - 1);
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return furniture_list->at(modelNumber);
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//return {};
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}
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void HouseGenerator::GenerateFurnitureModels()
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{
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// Couches
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std::deque<models::TexturedModel> couches;
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models::RawModel couch_inside_model = render_engine::LoadObjModel("res/couchThree.obj");
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models::TexturedModel couch_inside = { couch_inside_model, default_texture };
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couches.push_back(couch_inside);
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models::RawModel couch_inside_model2 = render_engine::LoadObjModel("res/Coach.obj");
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models::TexturedModel couch_inside2 = { couch_inside_model2, default_texture };
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couches.push_back(couch_inside2);
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models::RawModel couch_inside_model3 = render_engine::LoadObjModel("res/lawnBenchOne.obj");
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models::TexturedModel couch_inside3 = { couch_inside_model3, default_texture };
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couches.push_back(couch_inside3);
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FurnitureModel couch;
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couch.furniture = {
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FurnitureType::COUCH, 2 };
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couch.texture = couches;
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furniture_models.push_back(couch);
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// Tables
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std::deque<models::TexturedModel> tables;
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models::RawModel table_model1 = render_engine::LoadObjModel("res/tableOne.obj");
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models::TexturedModel table1 = { table_model1, default_texture };
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tables.push_back(table1);
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models::RawModel table_model2 = render_engine::LoadObjModel("res/tableTwo.obj");
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models::TexturedModel table2 = { table_model2, default_texture };
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tables.push_back(table2);
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models::RawModel table_model3 = render_engine::LoadObjModel("res/bureauOne.obj");
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models::TexturedModel table3 = { table_model3, default_texture };
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tables.push_back(table3);
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FurnitureModel table;
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table.furniture = {
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FurnitureType::TABLE, 2 };
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table.texture = tables;
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furniture_models.push_back(table);
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// Chairs
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std::deque<models::TexturedModel> chairs;
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models::RawModel chair_model1 = render_engine::LoadObjModel("res/launchchair.obj");
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models::TexturedModel chair1 = { chair_model1, default_texture };
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chairs.push_back(chair1);
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models::RawModel chair_model2 = render_engine::LoadObjModel("res/lawnChairOne.obj");
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models::TexturedModel chair2 = { chair_model2, default_texture };
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chairs.push_back(chair2);
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models::RawModel chair_model3 = render_engine::LoadObjModel("res/ugly_chair.obj");
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models::TexturedModel chair3 = { chair_model3, default_texture };
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chairs.push_back(chair3);
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FurnitureModel chair;
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chair.furniture = {
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FurnitureType::CHAIR, 1 };
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chair.texture = chairs;
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furniture_models.push_back(chair);
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// Plants
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std::deque<models::TexturedModel> plants;
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models::RawModel plant_model1 = render_engine::LoadObjModel("res/plantOne.obj");
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models::TexturedModel plant1 = { plant_model1, default_texture };
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plants.push_back(plant1);
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models::RawModel plant_model2 = render_engine::LoadObjModel("res/plantTwo.obj");
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models::TexturedModel plant2 = { plant_model2, default_texture };
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plants.push_back(plant2);
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models::RawModel plant_model3 = render_engine::LoadObjModel("res/plantThree.obj");
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models::TexturedModel plant3 = { plant_model3, default_texture };
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plants.push_back(plant3);
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FurnitureModel plant;
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plant.furniture = {
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FurnitureType::PLANT, 1 };
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plant.texture = plants;
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furniture_models.push_back(plant);
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// Guitars
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std::deque<models::TexturedModel> guitars;
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models::RawModel guitar_model1 = render_engine::LoadObjModel("res/guitarOne.obj");
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models::TexturedModel guitar1 = { guitar_model1, default_texture };
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guitars.push_back(guitar1);
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models::RawModel guitar_model2 = render_engine::LoadObjModel("res/guitarTwo.obj");
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models::TexturedModel guitar2 = { guitar_model2, default_texture };
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guitars.push_back(guitar2);
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FurnitureModel guitar;
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guitar.furniture = {
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FurnitureType::GUITAR, 1 };
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guitar.texture = guitars;
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furniture_models.push_back(guitar);
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// Bookshelves
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std::deque<models::TexturedModel> bookshelves;
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models::RawModel bookshelf_model1 = render_engine::LoadObjModel("res/bookShelfOne.obj");
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models::TexturedModel bookshelf1 = { bookshelf_model1, default_texture };
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bookshelves.push_back(bookshelf1);
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models::RawModel bookshelf_model2 = render_engine::LoadObjModel("res/bookShelfTwo.obj");
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models::TexturedModel bookshelf2 = { bookshelf_model2, default_texture };
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bookshelves.push_back(bookshelf2);
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models::RawModel bookshelf_model3 = render_engine::LoadObjModel("res/bookShelfThree.obj");
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models::TexturedModel bookshelf3 = { bookshelf_model3, default_texture };
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bookshelves.push_back(bookshelf3);
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FurnitureModel bookshelf;
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bookshelf.furniture = {
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FurnitureType::BOOKSHELF, 1 };
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bookshelf.texture = bookshelves;
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furniture_models.push_back(bookshelf);
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|
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// Lamps
|
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std::deque<models::TexturedModel>lamps;
|
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models::RawModel lamp_model1 = render_engine::LoadObjModel("res/lampOne.obj");
|
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models::TexturedModel lamp1 = { lamp_model1, default_texture };
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lamps.push_back(lamp1);
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|
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models::RawModel lamp_model2 = render_engine::LoadObjModel("res/lampTwo.obj");
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models::TexturedModel lamp2 = { lamp_model2, default_texture };
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lamps.push_back(lamp2);
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FurnitureModel lamp;
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lamp.furniture = {
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FurnitureType::LAMP, 1 };
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lamp.texture = lamps;
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|
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furniture_models.push_back(lamp);
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|
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// Ceiling objects
|
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std::deque<models::TexturedModel>ceiling_Objects;
|
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|
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models::RawModel ceiling_Obj_model1 = render_engine::LoadObjModel("res/ceilingFan.obj");
|
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models::TexturedModel ceiling_Obj1 = { ceiling_Obj_model1, default_texture };
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ceiling_Objects.push_back(ceiling_Obj1);
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|
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models::RawModel ceiling_Obj_model2 = render_engine::LoadObjModel("res/ceilingFanTwo.obj");
|
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models::TexturedModel ceiling_Obj2 = { ceiling_Obj_model2, default_texture };
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ceiling_Objects.push_back(ceiling_Obj2);
|
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|
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models::RawModel ceiling_Obj_model3 = render_engine::LoadObjModel("res/ceilingLampOne.obj");
|
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models::TexturedModel ceiling_Obj3 = { ceiling_Obj_model3, default_texture };
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ceiling_Objects.push_back(ceiling_Obj3);
|
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|
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models::RawModel ceiling_Obj_model4 = render_engine::LoadObjModel("res/ceilingLampTwo.obj");
|
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models::TexturedModel ceiling_Obj4 = { ceiling_Obj_model4, default_texture };
|
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ceiling_Objects.push_back(ceiling_Obj4);
|
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|
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FurnitureModel ceiling_object;
|
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ceiling_object.furniture = {
|
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FurnitureType::CEILING_OBJECTS, 1 };
|
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ceiling_object.texture = ceiling_Objects;
|
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|
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furniture_models.push_back(ceiling_object);
|
||||
|
||||
// Miscs
|
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std::deque<models::TexturedModel> miscs;
|
||||
|
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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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0
gameoverScene.cpp
Normal file
0
gameoverScene.h
Normal file
4495
res/House.obj
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21593
res/beeTwo.obj
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Before Width: | Height: | Size: 33 KiB |
@@ -1,44 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <iostream>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include "../entities/entity.h"
|
||||
|
||||
namespace collision
|
||||
{
|
||||
/*
|
||||
* This structure represents a collision box inside the world.
|
||||
*
|
||||
* center_pos: The center position of the collision box
|
||||
* size: The size in each axis of the collision box
|
||||
*/
|
||||
struct Box
|
||||
{
|
||||
glm::vec3 center_pos;
|
||||
glm::vec3 size;
|
||||
|
||||
void SetRotation(float angle)
|
||||
{
|
||||
double sinTheta = glm::sin(glm::radians(angle));
|
||||
double cosTheta = glm::cos(glm::radians(angle));
|
||||
|
||||
float x = size.x * cosTheta + size.z * sinTheta;
|
||||
float z = size.z * cosTheta - size.x * sinTheta;
|
||||
|
||||
size.x = x < 0 ? -x : x;
|
||||
size.z = z < 0 ? -z : z;
|
||||
}
|
||||
};
|
||||
|
||||
/*
|
||||
* This structure represents a collision between 2 entities
|
||||
*
|
||||
* entity1: The first entity
|
||||
* entity2: The second entity
|
||||
*/
|
||||
struct Collision
|
||||
{
|
||||
entities::Entity& entity1;
|
||||
entities::Entity& entity2;
|
||||
};
|
||||
}
|
||||
@@ -1,44 +0,0 @@
|
||||
#include "collision_handler.h"
|
||||
#include <iostream>
|
||||
|
||||
namespace collision
|
||||
{
|
||||
void CheckCollisions(std::vector<std::shared_ptr<entities::CollisionEntity>> entities)
|
||||
{
|
||||
if (entities.size() < 2) { return; }
|
||||
if (entities.size() == 2)
|
||||
{
|
||||
if (entities[0]->IsColliding(*entities[1]))
|
||||
{
|
||||
collision::Collision c = { *entities[0], *entities[1] };
|
||||
entities[0]->OnCollide(c);
|
||||
entities[1]->OnCollide(c);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < entities.size() - 2; i++)
|
||||
{
|
||||
std::shared_ptr<entities::CollisionEntity> entity = entities[i];
|
||||
|
||||
for (int j = i + 1; j < entities.size() - 1; j++)
|
||||
{
|
||||
|
||||
std::shared_ptr<entities::CollisionEntity> entity2 = entities[j];
|
||||
|
||||
if (entity == entity2)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (entity->IsColliding(*entity2))
|
||||
{
|
||||
collision::Collision c = { *entity, *entity2 };
|
||||
entity->OnCollide(c);
|
||||
entity2->OnCollide(c);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,17 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
#include "../entities/collision_entity.h"
|
||||
#include "collision.h"
|
||||
|
||||
namespace collision
|
||||
{
|
||||
/*
|
||||
* @brief: This function will check all the collision entities for
|
||||
* collisions and call the OnCollide function when a entity collides.
|
||||
*
|
||||
* @param entities: A list with all the collision entities.
|
||||
*/
|
||||
void CheckCollisions(std::vector<std::shared_ptr<entities::CollisionEntity>> entities);
|
||||
}
|
||||
@@ -14,7 +14,6 @@
|
||||
|
||||
namespace computervision
|
||||
{
|
||||
|
||||
FingerCount::FingerCount(void) {
|
||||
color_blue = Scalar(255, 0, 0);
|
||||
color_green = Scalar(0, 255, 0);
|
||||
@@ -36,6 +35,9 @@ namespace computervision
|
||||
if (input_image.channels() != 1)
|
||||
return contours_image;
|
||||
|
||||
vector<vector<Point>> contours;
|
||||
vector<Vec4i> hierarchy;
|
||||
|
||||
findContours(input_image, contours, hierarchy, CV_RETR_EXTERNAL, CV_CHAIN_APPROX_NONE);
|
||||
|
||||
// we need at least one contour to work
|
||||
@@ -43,7 +45,7 @@ namespace computervision
|
||||
return contours_image;
|
||||
|
||||
// find the biggest contour (let's suppose it's our hand)
|
||||
biggest_contour_index = -1;
|
||||
int biggest_contour_index = -1;
|
||||
double biggest_area = 0.0;
|
||||
|
||||
for (int i = 0; i < contours.size(); i++) {
|
||||
@@ -149,21 +151,9 @@ namespace computervision
|
||||
drawVectorPoints(frame, filtered_finger_points, color_yellow, false);
|
||||
putText(frame, to_string(filtered_finger_points.size()), center_bounding_rect, FONT_HERSHEY_PLAIN, 3, color_purple);
|
||||
|
||||
amount_of_fingers = filtered_finger_points.size();
|
||||
|
||||
return contours_image;
|
||||
}
|
||||
|
||||
void FingerCount::DrawHandContours(Mat& image)
|
||||
{
|
||||
drawContours(image, contours, biggest_contour_index, color_green, 2, 8, hierarchy);
|
||||
}
|
||||
|
||||
int FingerCount::getAmountOfFingers()
|
||||
{
|
||||
return amount_of_fingers;
|
||||
}
|
||||
|
||||
double FingerCount::findPointsDistance(Point a, Point b) {
|
||||
Point difference = a - b;
|
||||
return sqrt(difference.ddot(difference));
|
||||
|
||||
@@ -24,22 +24,7 @@ namespace computervision
|
||||
*/
|
||||
Mat findFingersCount(Mat input_image, Mat frame);
|
||||
|
||||
/**
|
||||
* @brief gets the currently held-up finger count.
|
||||
*
|
||||
* @return the currently held-up finger count
|
||||
*/
|
||||
int getAmountOfFingers();
|
||||
|
||||
void DrawHandContours(Mat& image);
|
||||
|
||||
private:
|
||||
|
||||
int biggest_contour_index;
|
||||
vector<vector<Point>> contours;
|
||||
vector<Vec4i> hierarchy;
|
||||
|
||||
|
||||
// colors to use
|
||||
Scalar color_blue;
|
||||
Scalar color_green;
|
||||
@@ -49,8 +34,6 @@ namespace computervision
|
||||
Scalar color_yellow;
|
||||
Scalar color_purple;
|
||||
|
||||
int amount_of_fingers;
|
||||
|
||||
/**
|
||||
* @brief finds the distance between 2 points.
|
||||
*
|
||||
@@ -123,7 +106,5 @@ namespace computervision
|
||||
* @param with_numbers if the numbers should be drawn with the points
|
||||
*/
|
||||
void drawVectorPoints(Mat image, vector<Point> points, Scalar color, bool with_numbers);
|
||||
|
||||
|
||||
};
|
||||
}
|
||||
@@ -1,105 +0,0 @@
|
||||
|
||||
#include "HandDetectRegion.h"
|
||||
|
||||
namespace computervision
|
||||
{
|
||||
|
||||
HandDetectRegion::HandDetectRegion(std::string id,int x_pos, int y_pos, int width, int height)
|
||||
{
|
||||
region_id = id;
|
||||
start_x_pos = x_pos;
|
||||
start_y_pos = y_pos;
|
||||
region_width = width;
|
||||
region_height = height;
|
||||
hand_mask_generated = false;
|
||||
hand_present = false;
|
||||
}
|
||||
|
||||
void HandDetectRegion::DetectHand(cv::Mat& camera_frame)
|
||||
{
|
||||
Mat input_frame = GenerateHandMaskSquare(camera_frame);
|
||||
frame_out = input_frame.clone();
|
||||
|
||||
// detect skin color
|
||||
skin_detector.drawSkinColorSampler(camera_frame,start_x_pos,start_y_pos,region_width,region_height);
|
||||
|
||||
// remove background from image
|
||||
foreground = background_remover.getForeground(input_frame);
|
||||
|
||||
// detect the hand contours
|
||||
handMask = skin_detector.getSkinMask(foreground);
|
||||
|
||||
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
|
||||
DrawHandMask(&camera_frame);
|
||||
|
||||
//imshow("output" + region_id, frame_out);
|
||||
//imshow("foreground" + region_id, foreground);
|
||||
//imshow("handMask" + region_id, handMask);
|
||||
/*imshow("handDetection", fingerCountDebug);*/
|
||||
|
||||
hand_present = hand_calibrator.CheckIfHandPresent(handMask,handcalibration::HandDetectionType::GAME);
|
||||
//std::string text = (hand_present ? "hand" : "no");
|
||||
//cv::putText(camera_frame, text, cv::Point(start_x_pos, start_y_pos), cv::FONT_HERSHEY_COMPLEX, 2.0, cv::Scalar(0, 255, 255), 2);
|
||||
hand_calibrator.SetHandPresent(hand_present);
|
||||
|
||||
//draw black rectangle behind calibration information text
|
||||
cv::rectangle(camera_frame, cv::Rect(0, camera_frame.rows - 55, 450, camera_frame.cols), cv::Scalar(0, 0, 0), -1);
|
||||
|
||||
hand_calibrator.DrawBackgroundSkinCalibrated(camera_frame);
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
cv::Mat HandDetectRegion::GenerateHandMaskSquare(cv::Mat img)
|
||||
{
|
||||
cv::Mat mask = cv::Mat::zeros(img.size(), img.type());
|
||||
cv::Mat distance_img = cv::Mat::zeros(img.size(), img.type());
|
||||
|
||||
cv::rectangle(mask, cv::Rect(start_x_pos, start_y_pos, region_width, region_height), cv::Scalar(255, 255, 255), -1);
|
||||
|
||||
img.copyTo(distance_img, mask);
|
||||
|
||||
hand_mask_generated = true;
|
||||
return distance_img;
|
||||
}
|
||||
|
||||
bool HandDetectRegion::DrawHandMask(cv::Mat* input)
|
||||
{
|
||||
if (!hand_mask_generated) return false;
|
||||
rectangle(*input, Rect(start_x_pos, start_y_pos, region_width, region_height), (hand_present ? Scalar(0, 255, 0) : Scalar(0,0,255)),2);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool HandDetectRegion::IsHandPresent()
|
||||
{
|
||||
return hand_present;
|
||||
}
|
||||
|
||||
void HandDetectRegion::CalibrateBackground()
|
||||
{
|
||||
std::cout << "calibrating background " << region_id << std::endl;
|
||||
background_remover.calibrate(frame_out);
|
||||
hand_calibrator.SetBackGroundCalibrated(true);
|
||||
}
|
||||
void HandDetectRegion::CalibrateSkin()
|
||||
{
|
||||
skin_detector.calibrate(frame_out);
|
||||
hand_calibrator.SetSkinCalibration(true);
|
||||
}
|
||||
|
||||
std::vector<int> HandDetectRegion::CalculateSkinTresholds()
|
||||
{
|
||||
std::cout << "calibrating skin " << region_id << std::endl;
|
||||
hand_calibrator.SetSkinCalibration(true);
|
||||
return skin_detector.calibrateAndReturn(frame_out);
|
||||
}
|
||||
|
||||
void HandDetectRegion::setSkinTresholds(std::vector<int>& tresholds)
|
||||
{
|
||||
std::cout << "setting skin " << region_id << std::endl;
|
||||
skin_detector.setTresholds(tresholds);
|
||||
hand_calibrator.SetSkinCalibration(true);
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,56 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <opencv2/core.hpp>
|
||||
#include <opencv2/imgproc.hpp>
|
||||
#include "async/StaticCameraInstance.h"
|
||||
#include "calibration/HandCalibrator.h"
|
||||
#include "BackgroundRemover.h"
|
||||
#include "SkinDetector.h"
|
||||
#include "FingerCount.h"
|
||||
namespace computervision
|
||||
{
|
||||
class HandDetectRegion
|
||||
{
|
||||
public:
|
||||
HandDetectRegion(std::string id,int x_pos, int y_pos, int width, int height);
|
||||
|
||||
void SetXPos(int x) { start_x_pos = x; }
|
||||
void SetYPos(int y) { start_y_pos = y; }
|
||||
int GetXPos() { return start_x_pos; }
|
||||
int GetYPos() { return start_y_pos; }
|
||||
|
||||
void SetWidth(int width) { region_width = width; }
|
||||
void SetHeigth(int height) { region_height = height; }
|
||||
int GetWidth() { return region_width; }
|
||||
int GetHeight() { return region_height; }
|
||||
|
||||
cv::Mat GenerateHandMaskSquare(cv::Mat img);
|
||||
|
||||
void DetectHand(cv::Mat& camera_frame);
|
||||
|
||||
bool IsHandPresent();
|
||||
|
||||
void CalibrateBackground();
|
||||
void CalibrateSkin();
|
||||
|
||||
std::vector<int> CalculateSkinTresholds();
|
||||
|
||||
void setSkinTresholds(std::vector<int>& tresholds);
|
||||
|
||||
private:
|
||||
int start_x_pos;
|
||||
int start_y_pos;
|
||||
int region_height;
|
||||
int region_width;
|
||||
bool hand_mask_generated;
|
||||
bool hand_present;
|
||||
cv::Mat frame, frame_out, handMask, foreground, fingerCountDebug;
|
||||
BackgroundRemover background_remover;
|
||||
SkinDetector skin_detector;
|
||||
handcalibration::HandCalibrator hand_calibrator;
|
||||
std::string region_id;
|
||||
|
||||
bool DrawHandMask(cv::Mat* input);
|
||||
};
|
||||
|
||||
}
|
||||
@@ -1,25 +0,0 @@
|
||||
#include "MenuTest.h"
|
||||
#include <iostream>
|
||||
|
||||
namespace computervision
|
||||
{
|
||||
int menu_item_array[4] = { 1, 2, 3, 4 };
|
||||
float item_number = 0;
|
||||
|
||||
MenuTest::MenuTest(void) {
|
||||
|
||||
}
|
||||
|
||||
int MenuTest::GetMenuItem(bool hand_state) {
|
||||
item_number += 0.20f;
|
||||
|
||||
|
||||
int temp_item_number = item_number;
|
||||
//If temp_item_number is equal to the size of the array, set item_number bac to zero to loop through the array again
|
||||
if (temp_item_number == sizeof(menu_item_array) / sizeof(menu_item_array[0])) {
|
||||
item_number = 0;
|
||||
}
|
||||
|
||||
return menu_item_array[temp_item_number];
|
||||
}
|
||||
}
|
||||
@@ -1,18 +0,0 @@
|
||||
|
||||
namespace computervision
|
||||
{
|
||||
class MenuTest {
|
||||
public:
|
||||
/**
|
||||
* @brief Constructor for the class MenuTest, loads in array with menu items
|
||||
*
|
||||
*/
|
||||
MenuTest(void);
|
||||
/**
|
||||
* @brief Returns the itemnumber in an array
|
||||
*
|
||||
* @param input_bool is either true or false, depending on the recognized hand gesture
|
||||
*/
|
||||
int GetMenuItem(bool input_bool);
|
||||
};
|
||||
}
|
||||
@@ -1,145 +1,84 @@
|
||||
|
||||
#include <opencv2/videoio.hpp>
|
||||
#include <opencv2/highgui.hpp>
|
||||
#include <opencv2/video.hpp>
|
||||
|
||||
#include "ObjectDetection.h"
|
||||
#include "BackgroundRemover.h"
|
||||
#include "SkinDetector.h"
|
||||
#include "FingerCount.h"
|
||||
#include "async/StaticCameraInstance.h"
|
||||
#include "calibration/HandCalibrator.h"
|
||||
|
||||
namespace computervision
|
||||
{
|
||||
cv::VideoCapture cap(0);
|
||||
|
||||
cv::Mat img, img_gray, img2, img2_gray, img3, img4;
|
||||
cv::Mat img, imgGray, img2, img2Gray, img3, img4;
|
||||
|
||||
int hand_mask_start_x_pos, hand_mask_start_y_pos, hand_mask_width, hand_mask_height;
|
||||
bool hand_mask_generated = false;
|
||||
Mat frame, frameOut, handMask, foreground, fingerCountDebug;
|
||||
BackgroundRemover backgroundRemover;
|
||||
SkinDetector skinDetector;
|
||||
FingerCount fingerCount;
|
||||
|
||||
Mat frame, frame_out, handMask, foreground, fingerCountDebug;
|
||||
BackgroundRemover background_remover;
|
||||
SkinDetector skin_detector;
|
||||
FingerCount finger_count;
|
||||
handcalibration::HandCalibrator hand_calibrator;
|
||||
|
||||
cv::VideoCapture cap = static_camera::getCap();
|
||||
|
||||
ObjectDetection::ObjectDetection()
|
||||
{
|
||||
}
|
||||
|
||||
cv::Mat ObjectDetection::ReadCamera() {
|
||||
cap.read(img);
|
||||
return img;
|
||||
bool ObjectDetection::setup()
|
||||
{
|
||||
if (!cap.isOpened()) {
|
||||
cout << "Can't find camera!" << endl;
|
||||
return false;
|
||||
}
|
||||
|
||||
cv::VideoCapture ObjectDetection::GetCap()
|
||||
{
|
||||
return cap;
|
||||
}
|
||||
cap.read(frame);
|
||||
frameOut = frame.clone();
|
||||
|
||||
bool ObjectDetection::DetectHand(Mat camera_frame, bool& hand_present)
|
||||
{
|
||||
Mat input_frame = GenerateHandMaskSquare(camera_frame);
|
||||
frame_out = input_frame.clone();
|
||||
skinDetector.drawSkinColorSampler(frameOut);
|
||||
|
||||
// detect skin color
|
||||
skin_detector.drawSkinColorSampler(camera_frame);
|
||||
foreground = backgroundRemover.getForeground(frame);
|
||||
handMask = skinDetector.getSkinMask(foreground);
|
||||
fingerCountDebug = fingerCount.findFingersCount(handMask, frameOut);
|
||||
|
||||
// remove background from image
|
||||
foreground = background_remover.getForeground(input_frame);
|
||||
|
||||
// detect the hand contours
|
||||
handMask = skin_detector.getSkinMask(foreground);
|
||||
|
||||
// count the amount of fingers and put the info on the matrix
|
||||
fingerCountDebug = finger_count.findFingersCount(handMask, frame_out);
|
||||
|
||||
// get the amount of fingers
|
||||
int fingers_amount = finger_count.getAmountOfFingers();
|
||||
|
||||
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
|
||||
DrawHandMask(&camera_frame);
|
||||
//backgroundRemover.calibrate(frame);
|
||||
|
||||
|
||||
hand_calibrator.SetAmountOfFingers(fingers_amount);
|
||||
finger_count.DrawHandContours(camera_frame);
|
||||
hand_calibrator.DrawHandCalibrationText(camera_frame);
|
||||
imshow("camera", camera_frame);
|
||||
|
||||
/*imshow("output", frame_out);
|
||||
imshow("output", frameOut);
|
||||
imshow("foreground", foreground);
|
||||
imshow("handMask", handMask);
|
||||
imshow("handDetection", fingerCountDebug);*/
|
||||
|
||||
hand_present = hand_calibrator.CheckIfHandPresent(handMask,handcalibration::HandDetectionType::MENU);
|
||||
hand_calibrator.SetHandPresent(hand_present);
|
||||
|
||||
|
||||
imshow("handDetection", fingerCountDebug);
|
||||
|
||||
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);
|
||||
if (key == 98) // b
|
||||
backgroundRemover.calibrate(frame);
|
||||
else if (key == 115) // s
|
||||
skinDetector.calibrate(frame);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
return fingers_amount > 0;
|
||||
}
|
||||
|
||||
void ObjectDetection::CalculateDifference()
|
||||
void ObjectDetection::calculateDifference()
|
||||
{
|
||||
cap.read(img);
|
||||
cap.read(img2);
|
||||
|
||||
cv::cvtColor(img, img_gray, cv::COLOR_RGBA2GRAY);
|
||||
cv::cvtColor(img2, img2_gray, cv::COLOR_RGBA2GRAY);
|
||||
cv::cvtColor(img, imgGray, cv::COLOR_RGBA2GRAY);
|
||||
cv::cvtColor(img2, img2Gray, cv::COLOR_RGBA2GRAY);
|
||||
|
||||
cv::absdiff(img_gray, img2_gray, img3);
|
||||
cv::absdiff(imgGray, img2Gray, img3);
|
||||
cv::threshold(img3, img4, 50, 170, cv::THRESH_BINARY);
|
||||
|
||||
imshow("threshold", img4);
|
||||
}
|
||||
|
||||
|
||||
cv::Mat ObjectDetection::GenerateHandMaskSquare(cv::Mat img)
|
||||
void ObjectDetection::detect()
|
||||
{
|
||||
hand_mask_start_x_pos = 20;
|
||||
hand_mask_start_y_pos = img.rows / 5;
|
||||
hand_mask_width = img.cols / 3;
|
||||
hand_mask_height = img.cols / 3;
|
||||
|
||||
|
||||
cv::Mat mask = cv::Mat::zeros(img.size(), img.type());
|
||||
cv::Mat distance_img = cv::Mat::zeros(img.size(), img.type());
|
||||
|
||||
cv::rectangle(mask, Rect(hand_mask_start_x_pos, hand_mask_start_y_pos, hand_mask_width, hand_mask_height), Scalar(255, 255, 255), -1);
|
||||
|
||||
img.copyTo(distance_img, mask);
|
||||
|
||||
hand_mask_generated = true;
|
||||
return distance_img;
|
||||
int key = waitKey(1);
|
||||
|
||||
if (key == 98) // b
|
||||
backgroundRemover.calibrate(frame);
|
||||
else if (key == 115) // s
|
||||
skinDetector.calibrate(frame);
|
||||
}
|
||||
|
||||
bool ObjectDetection::DrawHandMask(cv::Mat* input)
|
||||
{
|
||||
if (!hand_mask_generated) return false;
|
||||
rectangle(*input, Rect(hand_mask_start_x_pos, hand_mask_start_y_pos, hand_mask_width, hand_mask_height), Scalar(255, 255, 255));
|
||||
return true;
|
||||
}
|
||||
|
||||
void ObjectDetection::ShowWebcam()
|
||||
void ObjectDetection::showWebcam()
|
||||
{
|
||||
imshow("Webcam image", img);
|
||||
}
|
||||
|
||||
@@ -22,70 +22,29 @@ namespace computervision
|
||||
*
|
||||
*/
|
||||
ObjectDetection();
|
||||
|
||||
/**
|
||||
* @brief Initializes the object detection, captures a frame and modifies it
|
||||
* so it is ready to use for object detection
|
||||
*
|
||||
* @return return true if webcam is connected, returns false if it isn't
|
||||
*/
|
||||
bool setup();
|
||||
/**
|
||||
* @brief Displays an image of the current webcam-footage
|
||||
*
|
||||
*/
|
||||
void ShowWebcam();
|
||||
void showWebcam();
|
||||
/**
|
||||
* @brief Calculates the difference between two images
|
||||
* and outputs an image that only shows the difference
|
||||
*
|
||||
*/
|
||||
void CalculateDifference();
|
||||
|
||||
void calculateDifference();
|
||||
/**
|
||||
* @brief generates the square that will hold the mask in which the hand will be detected.
|
||||
* @brief Listens for keypresses and handles them
|
||||
*
|
||||
* @param img the current camear frame
|
||||
* @return a matrix containing the mask
|
||||
*/
|
||||
cv::Mat GenerateHandMaskSquare(cv::Mat img);
|
||||
|
||||
/**
|
||||
* @brief reads the camera and returns it in a matrix.
|
||||
*
|
||||
* @return the camera frame in a matrix
|
||||
*/
|
||||
cv::Mat ReadCamera();
|
||||
|
||||
/**
|
||||
* @brief detects a hand based on the given hand mask input frame.
|
||||
*
|
||||
* @param inputFrame the input frame from the camera
|
||||
* @param hand_present boolean that will hold true if the hand is detected, false if not.
|
||||
* @return true if hand is open, false if hand is closed
|
||||
*/
|
||||
bool DetectHand(cv::Mat camera_frame, bool& hand_present);
|
||||
|
||||
/**
|
||||
* @brief draws the hand mask rectangle on the given input matrix.
|
||||
*
|
||||
* @param input the input matrix to draw the rectangle on
|
||||
*/
|
||||
bool DrawHandMask(cv::Mat *input);
|
||||
|
||||
/**
|
||||
* @brief checks if the hand of the user is open.
|
||||
*
|
||||
* @return true if the hand is open, false if not.
|
||||
*/
|
||||
bool IsHandOpen();
|
||||
|
||||
|
||||
/**
|
||||
* @brief checks whether the hand is held within the detection square.
|
||||
*
|
||||
* @return true if the hand is in the detection square, false if not.
|
||||
*/
|
||||
bool IsHandPresent();
|
||||
|
||||
cv::VideoCapture GetCap();
|
||||
|
||||
private:
|
||||
bool is_hand_open;
|
||||
bool is_hand_present;
|
||||
void detect();
|
||||
|
||||
};
|
||||
|
||||
|
||||
@@ -1,108 +0,0 @@
|
||||
#include "OpenPoseVideo.h"
|
||||
|
||||
using namespace std;
|
||||
using namespace cv;
|
||||
using namespace cv::dnn;
|
||||
|
||||
namespace computervision
|
||||
{
|
||||
#define MPI
|
||||
|
||||
#ifdef MPI
|
||||
const int POSE_PAIRS[7][2] =
|
||||
{
|
||||
{0,1}, {1,2}, {2,3},
|
||||
{3,4}, {1,5}, {5,6},
|
||||
{6,7}
|
||||
};
|
||||
|
||||
string protoFile = "res/pose/mpi/pose_deploy_linevec_faster_4_stages.prototxt";
|
||||
string weightsFile = "res/pose/mpi/pose_iter_160000.caffemodel";
|
||||
|
||||
int nPoints = 8;
|
||||
#endif
|
||||
|
||||
#ifdef COCO
|
||||
const int POSE_PAIRS[17][2] =
|
||||
{
|
||||
{1,2}, {1,5}, {2,3},
|
||||
{3,4}, {5,6}, {6,7},
|
||||
{1,8}, {8,9}, {9,10},
|
||||
{1,11}, {11,12}, {12,13},
|
||||
{1,0}, {0,14},
|
||||
{14,16}, {0,15}, {15,17}
|
||||
};
|
||||
|
||||
string protoFile = "pose/coco/pose_deploy_linevec.prototxt";
|
||||
string weightsFile = "pose/coco/pose_iter_440000.caffemodel";
|
||||
|
||||
int nPoints = 18;
|
||||
#endif
|
||||
Net net;
|
||||
|
||||
void OpenPoseVideo::setup() {
|
||||
net = readNetFromCaffe(protoFile, weightsFile);
|
||||
|
||||
net.setPreferableBackend(DNN_TARGET_CPU);
|
||||
}
|
||||
|
||||
void OpenPoseVideo::movementSkeleton(Mat& inputImage, std::function<void(std::vector<Point>&, cv::Mat& poinst_on_image)> f) {
|
||||
std::cout << "movement skeleton start" << std::endl;
|
||||
|
||||
int inWidth = 368;
|
||||
int inHeight = 368;
|
||||
float thresh = 0.01;
|
||||
|
||||
Mat frame;
|
||||
int frameWidth = inputImage.size().width;
|
||||
int frameHeight = inputImage.size().height;
|
||||
|
||||
double t = (double)cv::getTickCount();
|
||||
std::cout << "reading input image and blob" << std::endl;
|
||||
|
||||
frame = inputImage;
|
||||
Mat inpBlob = blobFromImage(frame, 1.0 / 255, Size(inWidth, inHeight), Scalar(0, 0, 0), false, false);
|
||||
|
||||
std::cout << "done reading image and blob" << std::endl;
|
||||
|
||||
net.setInput(inpBlob);
|
||||
|
||||
std::cout << "done setting input to net" << std::endl;
|
||||
Mat output = net.forward();
|
||||
std::cout << "time took to set input and forward: " << t << std::endl;
|
||||
|
||||
int H = output.size[2];
|
||||
int W = output.size[3];
|
||||
|
||||
std::cout << "about to find position of boxy parts" << std::endl;
|
||||
// find the position of the body parts
|
||||
vector<Point> points(nPoints);
|
||||
for (int n = 0; n < nPoints; n++)
|
||||
{
|
||||
// Probability map of corresponding body's part.
|
||||
Mat probMap(H, W, CV_32F, output.ptr(0, n));
|
||||
|
||||
Point2f p(-1, -1);
|
||||
Point maxLoc;
|
||||
double prob;
|
||||
minMaxLoc(probMap, 0, &prob, 0, &maxLoc);
|
||||
if (prob > thresh)
|
||||
{
|
||||
p = maxLoc;
|
||||
p.x *= (float)frameWidth / W;
|
||||
p.y *= (float)frameHeight / H;
|
||||
|
||||
circle(frame, cv::Point((int)p.x, (int)p.y), 8, Scalar(0, 255, 255), -1);
|
||||
cv::putText(frame, cv::format("%d", n), cv::Point((int)p.x, (int)p.y), cv::FONT_HERSHEY_COMPLEX, 1.1, cv::Scalar(0, 0, 255), 2);
|
||||
}
|
||||
points[n] = p;
|
||||
}
|
||||
|
||||
cv::putText(frame, cv::format("time taken = %.2f sec", t), cv::Point(50, 50), cv::FONT_HERSHEY_COMPLEX, .8, cv::Scalar(255, 50, 0), 2);
|
||||
std::cout << "time taken: " << t << std::endl;
|
||||
//imshow("Output-Keypoints", frame);
|
||||
//imshow("Output-Skeleton", frame);
|
||||
std::cout << "about to call points receiving method" << std::endl;
|
||||
f(points,frame);
|
||||
}
|
||||
}
|
||||
@@ -1,19 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <opencv2/dnn.hpp>
|
||||
#include <opencv2/imgproc.hpp>
|
||||
#include <opencv2/highgui.hpp>
|
||||
#include <iostream>
|
||||
|
||||
using namespace cv;
|
||||
|
||||
namespace computervision
|
||||
{
|
||||
class OpenPoseVideo{
|
||||
private:
|
||||
|
||||
public:
|
||||
void movementSkeleton(Mat& inputImage, std::function<void(std::vector<Point>&, cv::Mat& poinst_on_image)> f);
|
||||
void setup();
|
||||
};
|
||||
}
|
||||
@@ -1,5 +1,4 @@
|
||||
#include "SkinDetector.h"
|
||||
#include <iostream>
|
||||
|
||||
/*
|
||||
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
|
||||
@@ -23,8 +22,8 @@ namespace computervision
|
||||
void SkinDetector::drawSkinColorSampler(Mat input) {
|
||||
int frameWidth = input.size().width, frameHeight = input.size().height;
|
||||
|
||||
int rectangleSize = 25;
|
||||
Scalar rectangleColor = Scalar(0, 255, 255);
|
||||
int rectangleSize = 20;
|
||||
Scalar rectangleColor = Scalar(255, 0, 255);
|
||||
|
||||
skinColorSamplerRectangle1 = Rect(frameWidth / 5, frameHeight / 2, rectangleSize, rectangleSize);
|
||||
skinColorSamplerRectangle2 = Rect(frameWidth / 5, frameHeight / 3, rectangleSize, rectangleSize);
|
||||
@@ -42,29 +41,6 @@ namespace computervision
|
||||
);
|
||||
}
|
||||
|
||||
void SkinDetector::drawSkinColorSampler(Mat input,int x, int y,int width, int height) {
|
||||
int frameWidth = width, frameHeight = height;
|
||||
|
||||
int rectangleSize = 25;
|
||||
Scalar rectangleColor = Scalar(0, 255, 255);
|
||||
|
||||
skinColorSamplerRectangle1 = Rect(frameWidth / 5 + x, frameHeight / 2 + y, rectangleSize, rectangleSize);
|
||||
skinColorSamplerRectangle2 = Rect(frameWidth / 5 + x, frameHeight / 3 + y, rectangleSize, rectangleSize);
|
||||
|
||||
rectangle(
|
||||
input,
|
||||
skinColorSamplerRectangle1,
|
||||
rectangleColor
|
||||
);
|
||||
|
||||
rectangle(
|
||||
input,
|
||||
skinColorSamplerRectangle2,
|
||||
rectangleColor
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
void SkinDetector::calibrate(Mat input) {
|
||||
|
||||
Mat hsvInput;
|
||||
@@ -78,19 +54,6 @@ namespace computervision
|
||||
calibrated = true;
|
||||
}
|
||||
|
||||
std::vector<int> SkinDetector::calibrateAndReturn(Mat input)
|
||||
{
|
||||
Mat hsvInput;
|
||||
cvtColor(input, hsvInput, CV_BGR2HSV);
|
||||
|
||||
Mat sample1 = Mat(hsvInput, skinColorSamplerRectangle1);
|
||||
Mat sample2 = Mat(hsvInput, skinColorSamplerRectangle2);
|
||||
|
||||
calibrated = true;
|
||||
return calculateAndReturnTresholds(sample1, sample2);
|
||||
|
||||
}
|
||||
|
||||
void SkinDetector::calculateThresholds(Mat sample1, Mat sample2) {
|
||||
int offsetLowThreshold = 80;
|
||||
int offsetHighThreshold = 30;
|
||||
@@ -112,39 +75,6 @@ namespace computervision
|
||||
//vHighThreshold = 255;
|
||||
}
|
||||
|
||||
std::vector<int> SkinDetector::calculateAndReturnTresholds(Mat sample1, Mat sample2)
|
||||
{
|
||||
|
||||
calculateThresholds(sample1, sample2);
|
||||
std::vector<int> res;
|
||||
res.push_back(hLowThreshold);
|
||||
res.push_back(hHighThreshold);
|
||||
res.push_back(sLowThreshold);
|
||||
res.push_back(sHighThreshold);
|
||||
res.push_back(vLowThreshold);
|
||||
res.push_back(vHighThreshold);
|
||||
return res;
|
||||
}
|
||||
|
||||
void SkinDetector::setTresholds(std::vector<int>& tresholds)
|
||||
{
|
||||
if (tresholds.size() != 6)
|
||||
{
|
||||
std::cout << "tresholds array not the right size!" << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
hLowThreshold = tresholds[0];
|
||||
hHighThreshold = tresholds[1];
|
||||
sLowThreshold = tresholds[2];
|
||||
sHighThreshold = tresholds[3];
|
||||
vLowThreshold = tresholds[4];
|
||||
vHighThreshold = tresholds[5];
|
||||
|
||||
calibrated = true;
|
||||
|
||||
}
|
||||
|
||||
Mat SkinDetector::getSkinMask(Mat input) {
|
||||
Mat skinMask;
|
||||
|
||||
|
||||
@@ -24,9 +24,6 @@ namespace computervision
|
||||
*/
|
||||
void drawSkinColorSampler(Mat input);
|
||||
|
||||
void drawSkinColorSampler(Mat input, int x, int y, int width, int heigth);
|
||||
|
||||
|
||||
/*
|
||||
* @brief calibrates the skin color detector with the given input frame
|
||||
*
|
||||
@@ -34,10 +31,6 @@ namespace computervision
|
||||
*/
|
||||
void calibrate(Mat input);
|
||||
|
||||
std::vector<int> calibrateAndReturn(Mat input);
|
||||
|
||||
void setTresholds(std::vector<int>& tresholds);
|
||||
|
||||
/*
|
||||
* @brief gets the mask for the hand
|
||||
*
|
||||
@@ -70,8 +63,6 @@ namespace computervision
|
||||
*/
|
||||
void calculateThresholds(Mat sample1, Mat sample2);
|
||||
|
||||
std::vector<int> calculateAndReturnTresholds(Mat sample1, Mat sample2);
|
||||
|
||||
/**
|
||||
* @brief the opening. it generates the structuring element and performs the morphological transformations required to detect the hand.
|
||||
* This needs to be done to get the skin mask.
|
||||
|
||||
@@ -1,12 +0,0 @@
|
||||
#pragma once
|
||||
#include <opencv2/videoio.hpp>
|
||||
|
||||
namespace static_camera
|
||||
{
|
||||
|
||||
static cv::VideoCapture getCap()
|
||||
{
|
||||
static cv::VideoCapture cap(0);
|
||||
return cap;
|
||||
}
|
||||
};
|
||||
@@ -1,46 +0,0 @@
|
||||
#include <iostream>
|
||||
#include "async_arm_detection.h"
|
||||
#include "../OpenPoseVideo.h"
|
||||
#include <thread>
|
||||
#include "StaticCameraInstance.h"
|
||||
|
||||
|
||||
namespace computervision
|
||||
{
|
||||
AsyncArmDetection::AsyncArmDetection()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void AsyncArmDetection::run_arm_detection(std::function<void(std::vector<Point>, cv::Mat poinst_on_image)> points_ready_func, OpenPoseVideo op)
|
||||
{
|
||||
VideoCapture cap = static_camera::getCap();
|
||||
|
||||
std::cout << "STARTING THREAD LAMBDA" << std::endl;
|
||||
/*cv::VideoCapture cap = static_camera::GetCap();*/
|
||||
|
||||
if (!cap.isOpened())
|
||||
{
|
||||
std::cout << "capture was closed, opening..." << std::endl;
|
||||
cap.open(0);
|
||||
}
|
||||
|
||||
while (true)
|
||||
{
|
||||
Mat img;
|
||||
cap.read(img);
|
||||
op.movementSkeleton(img, points_ready_func);
|
||||
}
|
||||
}
|
||||
|
||||
void AsyncArmDetection::start(std::function<void(std::vector<Point>, cv::Mat poinst_on_image)> points_ready_func, OpenPoseVideo op)
|
||||
{
|
||||
|
||||
std::cout << "starting function" << std::endl;
|
||||
|
||||
|
||||
std::thread async_arm_detect_thread(&AsyncArmDetection::run_arm_detection,this, points_ready_func, op);
|
||||
|
||||
async_arm_detect_thread.detach(); // makes sure the thread is detached from the variable.
|
||||
}
|
||||
}
|
||||
@@ -1,23 +0,0 @@
|
||||
#pragma once
|
||||
#include <vector>
|
||||
#include <opencv2/core/types.hpp>
|
||||
#include <opencv2/videoio.hpp>
|
||||
#include <functional>
|
||||
#include "../OpenPoseVideo.h"
|
||||
#include "StaticCameraInstance.h"
|
||||
|
||||
|
||||
namespace computervision
|
||||
{
|
||||
class AsyncArmDetection
|
||||
{
|
||||
public:
|
||||
AsyncArmDetection(void);
|
||||
|
||||
|
||||
void start(std::function<void(std::vector<cv::Point>, cv::Mat poinst_on_image)>, computervision::OpenPoseVideo op);
|
||||
private:
|
||||
void run_arm_detection(std::function<void(std::vector<Point>, cv::Mat poinst_on_image)> points_ready_func, OpenPoseVideo op);
|
||||
};
|
||||
|
||||
}
|
||||
@@ -1,92 +0,0 @@
|
||||
|
||||
#include "HandCalibrator.h"
|
||||
#include <iostream>
|
||||
|
||||
#define MIN_MENU_HAND_SIZE 10000
|
||||
#define MIN_GAME_HAND_SIZE 3000 // todo change
|
||||
namespace computervision
|
||||
{
|
||||
namespace handcalibration
|
||||
{
|
||||
|
||||
HandCalibrator::HandCalibrator()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void HandCalibrator::DrawHandCalibrationText(cv::Mat& output_frame)
|
||||
{
|
||||
cv::rectangle(output_frame, cv::Rect(0, 0, output_frame.cols, 40), cv::Scalar(0, 0, 0), -1);
|
||||
cv::putText(output_frame, "Hand calibration", cv::Point(output_frame.cols / 2 - 100, 25), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(18, 219, 65), 2);
|
||||
cv::putText(output_frame, "press 'b' to calibrate background,then press 's' to calibrate skin tone", cv::Point(5, 35), cv::FONT_HERSHEY_PLAIN, 1.0, cv::Scalar(18, 219, 65), 1);
|
||||
|
||||
cv::rectangle(output_frame, cv::Rect(0, output_frame.rows - 80, 450, output_frame.cols), cv::Scalar(0, 0, 0), -1);
|
||||
|
||||
cv::putText(output_frame, "hand in frame:", cv::Point(5, output_frame.rows - 50), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 255, 0), 1);
|
||||
cv::rectangle(output_frame, cv::Rect(420, output_frame.rows - 67, 15, 15), hand_present ? cv::Scalar(0, 255, 0) : cv::Scalar(0, 0, 255), -1);
|
||||
|
||||
DrawBackgroundSkinCalibrated(output_frame);
|
||||
|
||||
if (hand_present)
|
||||
{
|
||||
std::string hand_text = fingers_amount > 0 ? "open" : "closed";
|
||||
cv::putText(output_frame, hand_text, cv::Point(10, 75), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 0, 255), 3);
|
||||
}
|
||||
}
|
||||
|
||||
void HandCalibrator::DrawBackgroundSkinCalibrated(cv::Mat& output_frame)
|
||||
{
|
||||
|
||||
cv::putText(output_frame, "background calibrated:", cv::Point(5, output_frame.rows - 30), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 255, 0), 1);
|
||||
cv::rectangle(output_frame, cv::Rect(420, output_frame.rows - 47, 15, 15), background_calibrated ? cv::Scalar(0, 255, 0) : cv::Scalar(0, 0, 255), -1);
|
||||
|
||||
cv::putText(output_frame, "skin color calibrated:", cv::Point(5, output_frame.rows - 10), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 255, 0), 1);
|
||||
cv::rectangle(output_frame, cv::Rect(420, output_frame.rows - 27, 15, 15), skintone_calibrated ? cv::Scalar(0, 255, 0) : cv::Scalar(0, 0, 255), -1);
|
||||
}
|
||||
|
||||
void HandCalibrator::SetSkinCalibration(bool val)
|
||||
{
|
||||
skintone_calibrated = val;
|
||||
}
|
||||
|
||||
void HandCalibrator::SetBackGroundCalibrated(bool val)
|
||||
{
|
||||
background_calibrated = val;
|
||||
}
|
||||
|
||||
void HandCalibrator::SetHandPresent(bool val)
|
||||
{
|
||||
hand_present = val;
|
||||
}
|
||||
|
||||
void HandCalibrator::SetAmountOfFingers(int amount)
|
||||
{
|
||||
fingers_amount = amount;
|
||||
}
|
||||
|
||||
bool HandCalibrator::CheckIfHandPresent(cv::Mat input_image, HandDetectionType type)
|
||||
{
|
||||
std::vector<std::vector<cv::Point>> points;
|
||||
cv::findContours(input_image, points, cv::RetrievalModes::RETR_LIST, cv::ContourApproximationModes::CHAIN_APPROX_SIMPLE);
|
||||
|
||||
if (points.size() == 0) return false;
|
||||
|
||||
for (int p = 0; p < points.size(); p++)
|
||||
{
|
||||
int area = cv::contourArea(points[p]);
|
||||
|
||||
if (type == handcalibration::HandDetectionType::MENU)
|
||||
if (area > MIN_MENU_HAND_SIZE) return true;
|
||||
|
||||
if (type == handcalibration::HandDetectionType::GAME)
|
||||
if (area > MIN_GAME_HAND_SIZE) return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,76 +0,0 @@
|
||||
#pragma once
|
||||
#include <opencv2/core/base.hpp>
|
||||
#include <opencv2/imgcodecs.hpp>
|
||||
#include <opencv2/imgproc.hpp>
|
||||
|
||||
namespace computervision
|
||||
{
|
||||
namespace handcalibration
|
||||
{
|
||||
enum class HandDetectionType
|
||||
{
|
||||
MENU,
|
||||
GAME
|
||||
};
|
||||
|
||||
class HandCalibrator
|
||||
{
|
||||
public:
|
||||
HandCalibrator();
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* @brief draws the text to show the status of the calibration on the image
|
||||
*
|
||||
* @param output_frame the frame to draw on.
|
||||
*/
|
||||
void DrawHandCalibrationText(cv::Mat& output_frame);
|
||||
|
||||
/**
|
||||
* @brief sets the skin calibration variable.
|
||||
*
|
||||
* @param val the value to set
|
||||
*/
|
||||
void SetSkinCalibration(bool val);
|
||||
|
||||
/**
|
||||
* @brief sets the background calibration variable.
|
||||
*
|
||||
* @param val the value to set
|
||||
*/
|
||||
void SetBackGroundCalibrated(bool val);
|
||||
|
||||
/**
|
||||
* @brief sets the value for if the hand is present.
|
||||
*
|
||||
* @param val the value to set.
|
||||
*/
|
||||
void SetHandPresent(bool val);
|
||||
|
||||
/**
|
||||
* @brief checks if the hand is present in the given image
|
||||
*
|
||||
* @param input_image the input image to check.
|
||||
*/
|
||||
bool CheckIfHandPresent(cv::Mat input_image, HandDetectionType type);
|
||||
|
||||
/**
|
||||
* @brief sets the amount of fingers that are currently detected.
|
||||
*
|
||||
* @param amount the amount of fingers.
|
||||
*/
|
||||
void SetAmountOfFingers(int amount);
|
||||
|
||||
void DrawBackgroundSkinCalibrated(cv::Mat& output_frame);
|
||||
|
||||
private:
|
||||
|
||||
bool background_calibrated;
|
||||
bool skintone_calibrated;
|
||||
bool hand_present;
|
||||
int fingers_amount;
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,4 @@
|
||||
#include "camera.h"
|
||||
#include <iostream>
|
||||
#include "../toolbox/toolbox.h"
|
||||
|
||||
namespace entities
|
||||
{
|
||||
@@ -9,20 +7,9 @@ namespace entities
|
||||
rotation(rotation)
|
||||
{}
|
||||
|
||||
void Camera::Follow(glm::vec3 follow_position) {
|
||||
//set position to follow in front of the camera
|
||||
follow_position.z += 100;
|
||||
//set position to follow a bit lower
|
||||
follow_position.y += 50;
|
||||
//move position from original position to given position with smoothing
|
||||
position = toolbox::Lerp(position, follow_position, 0.1);
|
||||
}
|
||||
|
||||
void Camera::Move(GLFWwindow* window)
|
||||
{
|
||||
float movement_speed = 0;
|
||||
float up_down_speed = 0;
|
||||
float side_speed = 0;
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
{
|
||||
@@ -36,25 +23,28 @@ namespace entities
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
{
|
||||
side_speed += SPEED;
|
||||
rotation.y += ROT_SPEED;
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
{
|
||||
side_speed -= SPEED;
|
||||
rotation.y -= ROT_SPEED;
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||
{
|
||||
up_down_speed += UP_SPEED;
|
||||
}
|
||||
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
|
||||
{
|
||||
up_down_speed -= UP_SPEED;
|
||||
rotation.x -= ROT_SPEED;
|
||||
}
|
||||
|
||||
position.x += side_speed;
|
||||
position.z += movement_speed;
|
||||
position.y += up_down_speed;
|
||||
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
|
||||
{
|
||||
rotation.x += ROT_SPEED;
|
||||
}
|
||||
|
||||
float dx = glm::cos(glm::radians(rotation.y + 90)) * movement_speed;
|
||||
float dz = glm::sin(glm::radians(rotation.y + 90)) * movement_speed;
|
||||
|
||||
position.x += dx;
|
||||
position.z += dz;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
#pragma once
|
||||
#include <GL/glew.h>
|
||||
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
@@ -13,14 +13,13 @@ namespace entities
|
||||
{
|
||||
private:
|
||||
// The movement speed of the camera
|
||||
const float SPEED = 0.5f;
|
||||
const float UP_SPEED = 1.0f;
|
||||
const float SPEED = 0.52f;
|
||||
const float ROT_SPEED = 1.0f;
|
||||
|
||||
glm::vec3 position;
|
||||
glm::vec3 rotation;
|
||||
|
||||
public:
|
||||
|
||||
Camera(const ::glm::vec3& position, const ::glm::vec3& rotation);
|
||||
|
||||
/*
|
||||
@@ -30,13 +29,6 @@ namespace entities
|
||||
*/
|
||||
void Move(GLFWwindow* window);
|
||||
|
||||
/*
|
||||
* @brief follows the given position with smoothing
|
||||
*
|
||||
* @param follow_position the position of the object the camera has to follow
|
||||
*/
|
||||
void Follow(glm::vec3 follow_position);
|
||||
|
||||
inline glm::vec3 GetPosition() const{ return position; }
|
||||
inline glm::vec3 GetRotation() const{ return rotation; }
|
||||
};
|
||||
|
||||
@@ -11,9 +11,8 @@ namespace entities
|
||||
|
||||
class Entity
|
||||
{
|
||||
protected:
|
||||
private:
|
||||
models::TexturedModel model;
|
||||
|
||||
glm::vec3 position;
|
||||
glm::vec3 rotation;
|
||||
float scale;
|
||||
|
||||
@@ -1,46 +0,0 @@
|
||||
#include "collision_entity.h"
|
||||
|
||||
namespace entities
|
||||
{
|
||||
CollisionEntity::CollisionEntity(const models::TexturedModel& model, const glm::vec3& position,
|
||||
const glm::vec3& rotation, float scale, const collision::Box& bounding_box)
|
||||
: Entity(model, position, rotation, scale),
|
||||
bounding_box(bounding_box)
|
||||
{
|
||||
MoveCollisionBox();
|
||||
}
|
||||
|
||||
void CollisionEntity::OnCollide(const collision::Collision& collision)
|
||||
{
|
||||
if (on_collide != nullptr)
|
||||
{
|
||||
|
||||
on_collide(collision);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
bool CollisionEntity::IsColliding(const glm::vec3& point) const
|
||||
{
|
||||
return (point.x >= min_xyz.x && point.x <= max_xyz.x) &&
|
||||
(point.y >= min_xyz.y && point.y <= max_xyz.y) &&
|
||||
(point.z >= min_xyz.z && point.z <= max_xyz.z);
|
||||
}
|
||||
|
||||
bool CollisionEntity::IsColliding(const CollisionEntity& e) const
|
||||
{
|
||||
return (min_xyz.x <= e.max_xyz.x && max_xyz.x >= e.min_xyz.x) &&
|
||||
(min_xyz.y <= e.max_xyz.y && max_xyz.y >= e.min_xyz.y) &&
|
||||
(min_xyz.z <= e.max_xyz.z && max_xyz.z >= e.min_xyz.z);
|
||||
}
|
||||
|
||||
void CollisionEntity::MoveCollisionBox()
|
||||
{
|
||||
bounding_box.center_pos = position;
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
@@ -1,68 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include "entity.h"
|
||||
#include "../collision/collision.h"
|
||||
#include <memory>
|
||||
#include <functional>
|
||||
|
||||
namespace entities
|
||||
{
|
||||
/*
|
||||
* This class is an entity with a collision box
|
||||
*/
|
||||
class CollisionEntity : public Entity
|
||||
{
|
||||
public:
|
||||
collision::Box bounding_box;
|
||||
|
||||
glm::vec3 min_xyz;
|
||||
glm::vec3 max_xyz;
|
||||
|
||||
//void (*on_collide)(const collision::Collision& collision);
|
||||
std::function<void(const collision::Collision&)> on_collide;
|
||||
|
||||
public:
|
||||
CollisionEntity(const models::TexturedModel& model, const glm::vec3& position, const glm::vec3& rotation,
|
||||
float scale, const collision::Box& bounding_box);
|
||||
|
||||
/*
|
||||
* @brief: A function to do some sort of behaviour when the entity collides
|
||||
*
|
||||
* @param collision: The collision
|
||||
*/
|
||||
virtual void OnCollide(const collision::Collision& collision);
|
||||
|
||||
/*
|
||||
* @brief: A function to check if the entity is colliding with a point in 3D space
|
||||
*
|
||||
* @param point: The point to check if its colliding with the entity
|
||||
*
|
||||
* @return: True is the entity is colliding, false if not
|
||||
*/
|
||||
bool IsColliding(const glm::vec3& point) const;
|
||||
|
||||
/*
|
||||
* @brief: A function to check if the entity is colliding with another entity
|
||||
*
|
||||
* @param e: The other entity to check if its colliding with this
|
||||
*
|
||||
* @return: True is the entity is colliding, false if not
|
||||
*/
|
||||
bool IsColliding(const CollisionEntity& e) const;
|
||||
|
||||
/*
|
||||
* @brief: A function to set the collision behaviour of the entity
|
||||
*
|
||||
* @param function: A function pointer to a function with the collision behaviour
|
||||
*/
|
||||
void SetCollisionBehaviour(std::function<void(const collision::Collision&)> function)
|
||||
{ if (function != nullptr) { on_collide = function; } }
|
||||
|
||||
protected:
|
||||
|
||||
/*
|
||||
* @brief: This method moves the collision to the center of the entity
|
||||
*/
|
||||
void MoveCollisionBox();
|
||||
};
|
||||
}
|
||||
@@ -1,366 +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::CEILING_OBJECTS;
|
||||
while (random_type == FurnitureType::CEILING_OBJECTS ) {
|
||||
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;
|
||||
}
|
||||
|
||||
const FurniturePiece* HouseGenerator::GetFurniturePiece(FurnitureType type)
|
||||
{
|
||||
for (std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
|
||||
{
|
||||
if (it->furniture.type == 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_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;
|
||||
|
||||
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_x / 4;
|
||||
double multiplier_z = house_size_z / 3;
|
||||
|
||||
for (int z = 1; z < 4; z++) {
|
||||
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);
|
||||
//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));
|
||||
}
|
||||
//}
|
||||
//}
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
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);
|
||||
}
|
||||
}
|
||||
@@ -1,88 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <deque>
|
||||
#include <memory>
|
||||
#include <map>
|
||||
#include "../models/Model.h"
|
||||
#include "../collision/collision.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();
|
||||
|
||||
/*
|
||||
* @brief: This function generates a house with furniture at the given position and rotation
|
||||
*
|
||||
* @param position: The position of the house to render
|
||||
* @param y_rotation: The y rotation the house needs to be rendered with
|
||||
*
|
||||
* @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);
|
||||
|
||||
/*
|
||||
* @brief: Returns the depth of the house (chunk)
|
||||
*/
|
||||
float GetHouseDepth() const { return 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();
|
||||
|
||||
/*
|
||||
* @brief: This funtion chooses and returns a random furniture of the given furniture type
|
||||
*
|
||||
* @param furniture: The furniture you want to get
|
||||
*
|
||||
* @return: The model of the random furniture of the chosen furniture type
|
||||
*/
|
||||
models::TexturedModel GetFurnitureModel(const FurniturePiece* furniture);
|
||||
};
|
||||
}
|
||||
@@ -1,100 +0,0 @@
|
||||
#include "main_character.h"
|
||||
#include "../models/Model.h"
|
||||
#include <iostream>
|
||||
#include "entity.h"
|
||||
#include"../renderEngine/Renderer.h"
|
||||
#include"../renderEngine/obj_loader.h"
|
||||
#include"../renderEngine/loader.h"
|
||||
namespace entities
|
||||
{
|
||||
float movement_speed;
|
||||
float down_speed;
|
||||
float 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)
|
||||
{
|
||||
is_playing = true;
|
||||
}
|
||||
|
||||
void MainCharacter::Move(GLFWwindow* window)
|
||||
{
|
||||
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
|
||||
|
||||
//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)
|
||||
{
|
||||
side_speed += SIDE_SPEED;
|
||||
down_speed += UP_SPEED;
|
||||
}
|
||||
//right
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
{
|
||||
side_speed += SIDE_SPEED;
|
||||
}
|
||||
//top left
|
||||
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
|
||||
{
|
||||
down_speed += UP_SPEED;
|
||||
side_speed -= SIDE_SPEED;
|
||||
}
|
||||
//left
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
{
|
||||
side_speed -= SIDE_SPEED;
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||
{
|
||||
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));
|
||||
|
||||
//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;
|
||||
//Move player bounding box according to the position on screen
|
||||
MoveCollisionBox();
|
||||
if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
|
||||
{
|
||||
is_playing = true;
|
||||
}
|
||||
}
|
||||
|
||||
void MainCharacter::OnCollide(const collision::Collision& collision) {
|
||||
down_speed = -2.0f;
|
||||
movement_speed = 0.0f;
|
||||
is_playing = false;
|
||||
std::cout << "collision" << std::endl;
|
||||
}
|
||||
}
|
||||
@@ -1,38 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include "collision_entity.h"
|
||||
#include "../shaders/entity_shader.h"
|
||||
|
||||
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
|
||||
public:
|
||||
/*
|
||||
* @brief: Constructor for the main character model
|
||||
*
|
||||
* @param model: Model to load in as the player model
|
||||
* @param position: Position of the model inside the game window
|
||||
* @param rotation: Rotation of the model inside the game window
|
||||
* @param scale: Size of the model
|
||||
* @param bounding_box: Collision box around the player model
|
||||
*/
|
||||
MainCharacter(const models::TexturedModel& model, const glm::vec3& position,
|
||||
const glm::vec3& rotation, float scale, const collision::Box& bounding_box);
|
||||
|
||||
/*
|
||||
* @brief: A function to move the character inside the window
|
||||
*
|
||||
* @param window: The game window
|
||||
*
|
||||
* @return: Vector with the adjusted side_speed, down_speed, and movement_speed
|
||||
*/
|
||||
void Move(GLFWwindow* window);
|
||||
|
||||
void OnCollide(const collision::Collision& collision) override;
|
||||
};
|
||||
}
|
||||
@@ -5,11 +5,6 @@
|
||||
|
||||
namespace gui
|
||||
{
|
||||
//Represents the type of the entitie
|
||||
enum class GuiType{
|
||||
LABEL, BUTTON
|
||||
};
|
||||
|
||||
/*
|
||||
* Structure for representing a gui item to display on the screen
|
||||
*
|
||||
@@ -19,16 +14,13 @@ namespace gui
|
||||
*/
|
||||
struct GuiTexture
|
||||
{
|
||||
GLuint texture;
|
||||
int texture;
|
||||
glm::vec2 position;
|
||||
glm::vec2 scale;
|
||||
|
||||
virtual GuiType GetType() {
|
||||
return GuiType::LABEL;
|
||||
}
|
||||
GuiTexture(int texture, glm::vec2 position, glm::vec2 scale): texture(texture), position(position), scale(scale)
|
||||
{
|
||||
scale.x /= (WINDOW_WIDTH / WINDOW_HEIGHT);
|
||||
scale.x /= (WINDOW_WIDTH / WINDOW_HEIGT);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
@@ -1,9 +1,6 @@
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include "gui_interactable.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
namespace gui
|
||||
{
|
||||
InteractableGui::InteractableGui(int default_texture, glm::vec2 position, glm::vec2 scale)
|
||||
@@ -43,47 +40,14 @@ namespace gui
|
||||
}
|
||||
}
|
||||
|
||||
void InteractableGui::ForceClick( int mouseButton)
|
||||
{
|
||||
if(mouseButton == GLFW_MOUSE_BUTTON_LEFT)
|
||||
{
|
||||
if (clicked_texture != 0)
|
||||
{
|
||||
texture = clicked_texture;
|
||||
}
|
||||
else
|
||||
{
|
||||
texture = default_texture;
|
||||
}
|
||||
|
||||
if (!is_clicking)
|
||||
{
|
||||
OnClick();
|
||||
is_clicking = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (is_clicking)
|
||||
{
|
||||
is_clicking = false;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
bool InteractableGui::IsHoveringAbove(GLFWwindow* window)
|
||||
{
|
||||
double x_pos, y_pos;
|
||||
glfwGetCursorPos(window, &x_pos, &y_pos);
|
||||
//std::cout << "Cursor pos in method: " << x_pos <<"::" << y_pos << std::endl;
|
||||
|
||||
const float x_rel = (x_pos / SCALED_WIDTH / DEFAULT_WIDTH) * 2.0f - 1.0f;
|
||||
const float y_rel = -((y_pos / SCALED_HEIGHT / DEFAULT_HEIGHT) * 2.0f - 1.0f);
|
||||
|
||||
//std::cout << "x_rel And y_rel in method: " << x_rel << "::" << y_rel << std::endl;
|
||||
|
||||
|
||||
if (x_rel >= minXY.x && x_rel <= maxXY.x &&
|
||||
y_rel >= minXY.y && y_rel <= maxXY.y)
|
||||
{
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
#pragma once
|
||||
|
||||
#include <iostream>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include "gui_element.h"
|
||||
@@ -33,14 +32,6 @@ namespace gui
|
||||
*/
|
||||
void Update(GLFWwindow* window);
|
||||
|
||||
/*
|
||||
* @brief: Call this function when you want to perform a mouseclick
|
||||
*
|
||||
* @param mousebutton: mouseButton you want to perform the click on
|
||||
*/
|
||||
void ForceClick(int mouseButton);
|
||||
|
||||
|
||||
/*
|
||||
* @brief: This function gets called when the InteractabeGui is clicked
|
||||
*/
|
||||
@@ -59,10 +50,7 @@ namespace gui
|
||||
/*
|
||||
* @brief: This function sets the texture of the InteractableGUI for when the InteractableGUI is clicked
|
||||
*/
|
||||
void SetClickedTexture(int texture)
|
||||
{
|
||||
clicked_texture = texture;
|
||||
}
|
||||
void SetClickedTexture(int texture) { clicked_texture = texture; }
|
||||
|
||||
/*
|
||||
* @brief: This function sets the texture of the InteractableGUI for when the mouse is hovering above the InteractableGUI
|
||||
@@ -116,10 +104,6 @@ namespace gui
|
||||
*/
|
||||
void SetOnExitAction(void (*fun)()) { on_exit_action = fun; }
|
||||
|
||||
GuiType GetType() override {
|
||||
return GuiType::BUTTON;
|
||||
}
|
||||
|
||||
protected:
|
||||
void OnClick() override { if (on_click_action != nullptr) on_click_action(); }
|
||||
void OnEnter() override { if (on_enter_action != nullptr) on_enter_action(); }
|
||||
|
||||
134
src/main.cpp
@@ -1,22 +1,17 @@
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <functional>
|
||||
#include <vector>
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include <iostream>
|
||||
#include <map>
|
||||
|
||||
#include "stb_image.h"
|
||||
#include <ostream>
|
||||
#include <stdlib.h>
|
||||
#include <iostream>
|
||||
#include <map>
|
||||
|
||||
#include <opencv2/core.hpp>
|
||||
#include <opencv2/videoio.hpp>
|
||||
#include <opencv2/video.hpp>
|
||||
|
||||
#include "collision/collision.h"
|
||||
#include "gui/gui_interactable.h"
|
||||
#include "models/model.h"
|
||||
#include "renderEngine/loader.h"
|
||||
@@ -24,15 +19,12 @@
|
||||
#include "renderEngine/renderer.h"
|
||||
#include "shaders/entity_shader.h"
|
||||
#include "toolbox/toolbox.h"
|
||||
|
||||
#include "scenes/scene.h"
|
||||
#include "scenes/in_Game_Scene.h"
|
||||
#include "scenes/startup_Scene.h"
|
||||
#include "scenes/startupScene.h"
|
||||
#include "scenes/inGameScene.h"
|
||||
|
||||
#include "computervision/ObjectDetection.h"
|
||||
//#include "computervision/OpenPoseImage.h"
|
||||
#include "computervision/OpenPoseVideo.h"
|
||||
|
||||
#include "computervision/async/async_arm_detection.h"
|
||||
|
||||
#pragma comment(lib, "glfw3.lib")
|
||||
#pragma comment(lib, "glew32s.lib")
|
||||
@@ -42,26 +34,17 @@ static double UpdateDelta();
|
||||
|
||||
static GLFWwindow* window;
|
||||
|
||||
scene::Scene* current_scene;
|
||||
//Scene management variables
|
||||
std::map<Scenes, Scene*> scenes;
|
||||
Scene* current_scene = nullptr;
|
||||
|
||||
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
|
||||
if (!glfwInit())
|
||||
throw "Could not inditialize glwf";
|
||||
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "SDBA", NULL, NULL);
|
||||
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGT, "SDBA", NULL, NULL);
|
||||
if (!window)
|
||||
{
|
||||
glfwTerminate();
|
||||
@@ -72,60 +55,99 @@ int main(void)
|
||||
glGetError();
|
||||
#pragma endregion
|
||||
|
||||
|
||||
current_scene = new scene::Startup_Scene();
|
||||
|
||||
glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
current_scene->onKey(key, scancode, action, mods);
|
||||
if (key == GLFW_KEY_ESCAPE)
|
||||
{
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
}
|
||||
|
||||
current_scene->onKey(window, key, scancode, action, mods);
|
||||
});
|
||||
|
||||
bool window_open = true;
|
||||
scenes[Scenes::STARTUP] = new StartupScene();
|
||||
scenes[Scenes::INGAME] = new InGameScene();
|
||||
|
||||
models::RawModel raw_model = render_engine::LoadObjModel("res/House.obj");
|
||||
models::ModelTexture texture = { render_engine::loader::LoadTexture("res/Texture.png") };
|
||||
texture.shine_damper = 10;
|
||||
texture.reflectivity = 0;
|
||||
models::TexturedModel model = { raw_model, texture };
|
||||
|
||||
/**
|
||||
* load and add some models (in this case some level sections) to the entities list.
|
||||
* */
|
||||
std::vector<entities::Entity> entities;
|
||||
int z = 0;
|
||||
for (int i = 0; i < 5; ++i)
|
||||
{
|
||||
entities.push_back(entities::Entity(model, glm::vec3(0, -50, -50 - z), glm::vec3(0, 90, 0), 20));
|
||||
z += (raw_model.model_size.x * 20);
|
||||
}
|
||||
|
||||
std::vector<entities::Light> lights;
|
||||
lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5)));
|
||||
lights.push_back(entities::Light(glm::vec3(0, 0, -30), glm::vec3(2, 0, 2), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
|
||||
lights.push_back(entities::Light(glm::vec3(0, 0, -200), glm::vec3(0, 2, 0), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
|
||||
|
||||
shaders::EntityShader shader;
|
||||
shader.Init();
|
||||
render_engine::renderer::Init(shader);
|
||||
|
||||
entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
|
||||
|
||||
|
||||
// GUI stuff
|
||||
shaders::GuiShader gui_shader;
|
||||
gui_shader.Init();
|
||||
|
||||
std::vector<gui::GuiTexture*> guis;
|
||||
gui::Button button(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.5f, 0.0f), glm::vec2(0.25f, 0.25f));
|
||||
button.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
|
||||
button.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
|
||||
button.SetOnClickAction([]()
|
||||
{
|
||||
std::cout << "I got clicked on!" << std::endl;
|
||||
});
|
||||
guis.push_back(&button);
|
||||
|
||||
|
||||
// Main game loop
|
||||
while (!glfwWindowShouldClose(window) && window_open)
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Update
|
||||
const double delta = UpdateDelta();
|
||||
camera.Move(window);
|
||||
button.Update(window);
|
||||
|
||||
scene::Scenes return_value = current_scene->start(window);
|
||||
delete current_scene;
|
||||
// Render
|
||||
render_engine::renderer::Prepare();
|
||||
|
||||
switch (return_value) {
|
||||
case scene::Scenes::STOP:
|
||||
window_open = false;
|
||||
break;
|
||||
// Start rendering the entities
|
||||
shader.Start();
|
||||
shader.LoadSkyColor(render_engine::renderer::SKY_COLOR);
|
||||
shader.LoadLights(lights);
|
||||
shader.LoadViewMatrix(camera);
|
||||
|
||||
case scene::Scenes::STARTUP:
|
||||
current_scene = new scene::Startup_Scene();
|
||||
break;
|
||||
|
||||
|
||||
case scene::Scenes::INGAME:
|
||||
current_scene = new scene::In_Game_Scene();
|
||||
break;
|
||||
|
||||
default:
|
||||
std::cout << "Wrong return value!!! ->" << std::endl;
|
||||
break;
|
||||
// Renders each entity in the entities list
|
||||
for (entities::Entity& entity : entities)
|
||||
{
|
||||
render_engine::renderer::Render(entity, shader);
|
||||
}
|
||||
|
||||
// Stop rendering the entities
|
||||
shader.Stop();
|
||||
|
||||
// Render GUI items
|
||||
render_engine::renderer::Render(guis, gui_shader);
|
||||
|
||||
// Finish up
|
||||
//shader.Stop();
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
|
||||
}
|
||||
|
||||
// Clean up -> preventing memory leaks!!!
|
||||
std::cout << "ending..." << std::endl;
|
||||
// Clean up
|
||||
shader.CleanUp();
|
||||
gui_shader.CleanUp();
|
||||
render_engine::loader::CleanUp();
|
||||
current_scene->stop();
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#include <GL/glew.h>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
namespace models
|
||||
{
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
#include "loader.h"
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include "renderer.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
namespace render_engine
|
||||
@@ -25,7 +26,7 @@ namespace render_engine
|
||||
glCullFace(GL_BACK);
|
||||
|
||||
const glm::mat4 projectionMatrix =
|
||||
glm::perspective(glm::radians(FOV), (WINDOW_WIDTH / WINDOW_HEIGHT), NEAR_PLANE, FAR_PLANE);
|
||||
glm::perspective(glm::radians(FOV), (WINDOW_WIDTH / WINDOW_HEIGT), NEAR_PLANE, FAR_PLANE);
|
||||
|
||||
// Load the projectionmatrix into the shader
|
||||
shader.Start();
|
||||
@@ -50,9 +51,9 @@ namespace render_engine
|
||||
/*
|
||||
This function will Render a Model on the screen.
|
||||
*/
|
||||
void Render(std::shared_ptr<entities::Entity> entity, shaders::EntityShader& shader)
|
||||
void Render(entities::Entity& entity, shaders::EntityShader& shader)
|
||||
{
|
||||
const models::TexturedModel model = entity.get()->GetModel();
|
||||
const models::TexturedModel model = entity.GetModel();
|
||||
const models::RawModel raw_model = model.raw_model;
|
||||
const models::ModelTexture texture = model.texture;
|
||||
|
||||
@@ -65,7 +66,7 @@ namespace render_engine
|
||||
glEnableVertexAttribArray(2);
|
||||
|
||||
// Load the transformation of the model into the shader
|
||||
const glm::mat4 modelMatrix = toolbox::CreateModelMatrix(entity.get()->GetPosition(), entity.get()->GetRotation(), entity.get()->GetScale());
|
||||
const glm::mat4 modelMatrix = toolbox::CreateModelMatrix(entity.GetPosition(), entity.GetRotation(), entity.GetScale());
|
||||
shader.LoadModelMatrix(modelMatrix);
|
||||
shader.LoadShineVariables(texture.shine_damper, texture.reflectivity);
|
||||
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
#include "../gui/gui_element.h"
|
||||
#include "../entities/entity.h"
|
||||
#include "../shaders/entity_shader.h"
|
||||
@@ -31,7 +30,7 @@ namespace render_engine
|
||||
@param entity: The entity which needs to be rendered
|
||||
@param shader: The shader the entity needs to be rendered with
|
||||
*/
|
||||
void Render(std::shared_ptr<entities::Entity> entity, shaders::EntityShader& shader);
|
||||
void Render(entities::Entity& entity, shaders::EntityShader& shader);
|
||||
|
||||
/*
|
||||
@brief: Call this function to render gui_textures on the screen
|
||||
|
||||
29
src/scenes/inGameScene.cpp
Normal file
@@ -0,0 +1,29 @@
|
||||
#include "inGameScene.h"
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
void InGameScene::start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void InGameScene::stop()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void InGameScene::render()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void InGameScene::update(GLFWwindow* window)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void InGameScene::onKey(int key, int scancode, int action, int mods)
|
||||
{
|
||||
/**
|
||||
* misschien iets van als niet in settings dan hoeft alleen escape een knop zijn als reserve optie. Als wel in settings, dan heb je hetzelfde hoe je in het in het begin scherm hebt.
|
||||
**/
|
||||
}
|
||||
17
src/scenes/inGameScene.h
Normal file
@@ -0,0 +1,17 @@
|
||||
#pragma once
|
||||
#include "scene.h"
|
||||
class InGameScene : public Scene
|
||||
{
|
||||
private:
|
||||
|
||||
|
||||
public:
|
||||
void start() override;
|
||||
void stop() override;
|
||||
void render() override;
|
||||
void update(GLFWwindow* window) override;
|
||||
void onKey(int key, int scancode, int action, int mods) override;
|
||||
|
||||
|
||||
};
|
||||
|
||||
@@ -1,323 +0,0 @@
|
||||
#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;
|
||||
entities::HouseGenerator* house_generator;
|
||||
std::deque<std::shared_ptr<entities::Entity>> house_models;
|
||||
|
||||
models::RawModel raw_model, raw_model_char;
|
||||
models::ModelTexture texture;
|
||||
shaders::EntityShader* shader;
|
||||
shaders::GuiShader* gui_shader;
|
||||
std::vector<gui::GuiTexture*> guis;
|
||||
|
||||
int furniture_count_old;
|
||||
int score;
|
||||
|
||||
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()
|
||||
{
|
||||
camera = std::make_unique<entities::Camera>(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
|
||||
|
||||
shader = new shaders::EntityShader;
|
||||
shader->Init();
|
||||
render_engine::renderer::Init(*shader);
|
||||
|
||||
gui_shader = new shaders::GuiShader();
|
||||
gui_shader->Init();
|
||||
score = 0;
|
||||
}
|
||||
/**
|
||||
* temporary!!!!
|
||||
* just to make some bounding boxes
|
||||
*/
|
||||
collision::Box create_bounding_box(glm::vec3 size, glm::vec3 pos, int scale) {
|
||||
collision::Box box = collision::Box();
|
||||
box.size.x = size.z * scale;
|
||||
box.size.y = size.y * scale;
|
||||
box.size.z = size.x * scale;
|
||||
box.center_pos = pos;
|
||||
return box;
|
||||
}
|
||||
/**
|
||||
* deletes certain veriables when the object will be deleted, prevents memory leaks
|
||||
*/
|
||||
In_Game_Scene::~In_Game_Scene()
|
||||
{
|
||||
delete shader;
|
||||
delete gui_shader;
|
||||
delete house_generator;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera.
|
||||
*
|
||||
* @param model_pos the amount of models the camera has passed already. This is the rounded result of (z position of camera) / (size of model)
|
||||
*
|
||||
*/
|
||||
void load_chunk(int model_pos)
|
||||
{
|
||||
static unsigned int furniture_count = 0;
|
||||
|
||||
// set up squares according to size of camera input
|
||||
cv::Mat camera_frame;
|
||||
static_camera::getCap().read(camera_frame); // get camera frame to know the width and heigth
|
||||
reg_left.SetXPos(10);
|
||||
reg_left.SetYPos(camera_frame.rows / 2 - reg_left.GetHeight() / 2);
|
||||
reg_right.SetXPos(camera_frame.cols - 10 - reg_right.GetWidth());
|
||||
reg_right.SetYPos(camera_frame.rows / 2 - reg_right.GetHeight() / 2);
|
||||
reg_up.SetXPos(camera_frame.cols / 2 - reg_up.GetWidth() / 2);
|
||||
reg_up.SetYPos(10);
|
||||
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();
|
||||
}
|
||||
}
|
||||
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);
|
||||
furniture_count = furniture.size();
|
||||
|
||||
house_models.insert(house_models.end(), furniture.begin(), furniture.end());
|
||||
std::cout << "funriture_count in load chunk (house included): " << furniture_count << std::endl;
|
||||
furniture_count_old = furniture_count - 1;
|
||||
}
|
||||
|
||||
/**
|
||||
* starts the game scene, calls the render and update methods in a while loop
|
||||
*/
|
||||
scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
|
||||
{
|
||||
texture = { render_engine::loader::LoadTexture("res/Texture.png") };
|
||||
texture.shine_damper = 10;
|
||||
texture.reflectivity = 0;
|
||||
|
||||
|
||||
raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
|
||||
models::TexturedModel model_char = { raw_model_char, texture };
|
||||
collision::Box char_box = create_bounding_box(raw_model_char.model_size, glm::vec3(0, 0, 0), 1);
|
||||
main_character = std::make_shared<entities::MainCharacter>(model_char, glm::vec3(0, -50, -100), glm::vec3(0, 90, 0), 5, char_box);
|
||||
collision_entities.push_back(main_character);
|
||||
house_generator = new entities::HouseGenerator();
|
||||
// load the first few house models
|
||||
for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
|
||||
{
|
||||
load_chunk(i);
|
||||
}
|
||||
|
||||
lights.push_back(entities::Light(glm::vec3(0, 1000, 7000), glm::vec3(5, 5, 5))); // sun
|
||||
lights.push_back(entities::Light(glm::vec3(0, 0, -30), glm::vec3(2, 0, 2), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
|
||||
lights.push_back(entities::Light(glm::vec3(0, 0, -200), glm::vec3(0, 2, 0), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
|
||||
|
||||
// GUI stuff
|
||||
gui::Button button(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.5f, 0.0f), glm::vec2(1, 1));
|
||||
button.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
|
||||
button.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
|
||||
button.SetOnClickAction([]()
|
||||
{
|
||||
std::cout << "I got clicked on!" << std::endl;
|
||||
});
|
||||
guis.push_back(&button);
|
||||
|
||||
|
||||
//guis for the pause menu
|
||||
gui::GuiTexture background(render_engine::loader::LoadTexture("res/background_grey.png"), glm::vec2(0, 0), glm::vec2(1, 1));
|
||||
pause_guis.push_back(&background);
|
||||
|
||||
gui::Button pause_button_resume(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0, 0), glm::vec2(0.25f, 0.25f));
|
||||
pause_button_resume.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
|
||||
pause_button_resume.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
|
||||
pause_button_resume.SetOnClickAction([]()
|
||||
{
|
||||
std::cout << "I got clicked on the resume button!" << std::endl;
|
||||
});
|
||||
pause_guis.push_back(&pause_button_resume);
|
||||
|
||||
gui::Button pause_button_quit(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.3f, 0.0f), glm::vec2(0.25f, 0.25f));
|
||||
pause_button_quit.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
|
||||
pause_button_quit.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
|
||||
pause_button_quit.SetOnClickAction([]()
|
||||
{
|
||||
std::cout << "I got clicked on the quit button!" << std::endl;
|
||||
});
|
||||
pause_guis.push_back(&pause_button_quit);
|
||||
|
||||
|
||||
//the scene loop, this while loop represent the scene
|
||||
while (return_value == scene::Scenes::INGAME)
|
||||
{
|
||||
//checks the current game state, so it can render the correct models for each state
|
||||
switch (game_state)
|
||||
{
|
||||
/*case scene::Game_State::IDLE:
|
||||
break;*/
|
||||
|
||||
case scene::Game_State::PAUSED:
|
||||
render();
|
||||
render_pause_menu();
|
||||
break;
|
||||
|
||||
case scene::Game_State::RUNNING:
|
||||
update(window);
|
||||
button.Update(window);
|
||||
render();
|
||||
break;
|
||||
|
||||
default:
|
||||
std::cout << "Game state unknown" << std::endl;
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
shader->CleanUp();
|
||||
gui_shader->CleanUp();
|
||||
render_engine::loader::CleanUp();
|
||||
return return_value;
|
||||
}
|
||||
|
||||
/**
|
||||
* renders the game models
|
||||
*/
|
||||
void scene::In_Game_Scene::render()
|
||||
{
|
||||
// Render
|
||||
render_engine::renderer::Prepare();
|
||||
//starts the shader and begins to render
|
||||
shader->Start();
|
||||
shader->LoadSkyColor(render_engine::renderer::SKY_COLOR);
|
||||
shader->LoadLightsDeque(lights);
|
||||
shader->LoadViewMatrix(*camera);
|
||||
|
||||
for (std::shared_ptr<entities::Entity> model_entity : house_models)
|
||||
{
|
||||
render_engine::renderer::Render(model_entity, *shader);
|
||||
}
|
||||
|
||||
render_engine::renderer::Render(main_character, *shader);
|
||||
|
||||
// Render GUI items
|
||||
//render_engine::renderer::Render(guis, *gui_shader);
|
||||
|
||||
// Stop rendering the entities
|
||||
shader->Stop();
|
||||
}
|
||||
|
||||
//updates certain variables
|
||||
void scene::In_Game_Scene::update(GLFWwindow* window)
|
||||
{
|
||||
//camera.Move(window);
|
||||
|
||||
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
|
||||
static int last_model_pos = 0;
|
||||
int model_pos = -round(camera->GetPosition().z / (house_generator->GetHouseDepth())); // how much models we have passed, minus because we are moving in the negative z axis
|
||||
|
||||
// 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);
|
||||
score += furniture_count_old;
|
||||
std::cout << "Score: " << score << std::endl;
|
||||
std::cout << "Funriture_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::CheckCollisions(collision_entities);
|
||||
update_hand_detection();
|
||||
}
|
||||
|
||||
//manages the key input in the game scene
|
||||
void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
{
|
||||
cv::destroyWindow("camera");
|
||||
return_value = scene::Scenes::STOP;
|
||||
}
|
||||
if (glfwGetKey(window, GLFW_KEY_P) == GLFW_PRESS)
|
||||
{
|
||||
game_state = scene::Game_State::PAUSED;
|
||||
}
|
||||
if (glfwGetKey(window, GLFW_KEY_O) == GLFW_PRESS)
|
||||
{
|
||||
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()
|
||||
{
|
||||
cv::Mat camera_frame;
|
||||
static_camera::getCap().read(camera_frame);
|
||||
reg_left.DetectHand(camera_frame);
|
||||
reg_right.DetectHand(camera_frame);
|
||||
reg_up.DetectHand(camera_frame);
|
||||
|
||||
cv::imshow("camera", camera_frame);
|
||||
}
|
||||
|
||||
//renders the models for the pause menu
|
||||
void In_Game_Scene::render_pause_menu()
|
||||
{
|
||||
render_engine::renderer::Render(pause_guis, *gui_shader);
|
||||
}
|
||||
}
|
||||
@@ -1,103 +0,0 @@
|
||||
#pragma once
|
||||
#include <iostream>
|
||||
#include <ostream>
|
||||
#include <vector>
|
||||
#include <memory>
|
||||
#include "scene.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"
|
||||
|
||||
|
||||
namespace scene
|
||||
{
|
||||
/**
|
||||
* This enum is for managing the game scene state.
|
||||
* for example: when pressed on a specific button, the game will be in a paused state and nothing about the player or the speed of the game will be updated
|
||||
* and the pause screen will show up.
|
||||
**/
|
||||
enum class Game_State
|
||||
{
|
||||
//IDLE,
|
||||
RUNNING,
|
||||
PAUSED
|
||||
};
|
||||
|
||||
|
||||
class In_Game_Scene : public scene::Scene
|
||||
{
|
||||
private:
|
||||
//return_value is an enum that is necessary for the scene switching. Whenever this changes, the scene will change to a different scene.
|
||||
scene::Scenes return_value = scene::Scenes::INGAME;
|
||||
//game_state is an enum that keeps track of the current game state. For example: is the game running(thus the user is playing the game) of is the game paused.
|
||||
scene::Game_State game_state = scene::Game_State::RUNNING;
|
||||
|
||||
//entities_to_render is a list of entities, those entities will be rendered in the 3D environment.
|
||||
std::vector<entities::Entity> entities_to_render;
|
||||
//lights is a lost of light points in the game, for example the sun or it can be used to attach light effects to lamps.
|
||||
std::deque<entities::Light> lights;
|
||||
|
||||
models::RawModel raw_model;
|
||||
models::ModelTexture texture;
|
||||
//the shader that is used for rendering the models.
|
||||
shaders::EntityShader* shader;
|
||||
//the gui_shader is used of rendering the gui models (for example the pause buttons).
|
||||
shaders::GuiShader* gui_shader;
|
||||
//camera is the camera view of the game scene, this camera will be behind the main character.
|
||||
std::unique_ptr<entities::Camera> camera;
|
||||
//guis is a list of all the gui components that needs to be load in the 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;
|
||||
|
||||
/**
|
||||
* @brief renders the objects/gui models
|
||||
* @param
|
||||
* @return void
|
||||
*/
|
||||
void render_pause_menu();
|
||||
void update_hand_detection();
|
||||
|
||||
public:
|
||||
In_Game_Scene();
|
||||
~In_Game_Scene();
|
||||
|
||||
/**
|
||||
* @brief the method start is the start of the scene where a while loop runs, this runs the scene.
|
||||
* @param window the main window of the application
|
||||
* @return Scene value that indicates in which scene the application is
|
||||
*/
|
||||
Scenes start(GLFWwindow* window) override;
|
||||
|
||||
/**
|
||||
* @brief this method renders the models for the game scene
|
||||
* @param
|
||||
* @return void
|
||||
*/
|
||||
void render() override;
|
||||
|
||||
/**
|
||||
* @brief this method updates the models/variables for the game scene
|
||||
* @param window the main window of the application
|
||||
* @return void
|
||||
*/
|
||||
void update(GLFWwindow* window) override;
|
||||
|
||||
/**
|
||||
* @brief this method updates the models/variables for the game scene
|
||||
* @param window the main window of the application
|
||||
* @param key this is the keycode on which key has been pressed
|
||||
* @param scancode -
|
||||
* @param action-
|
||||
* @param mods -
|
||||
* @return void
|
||||
*/
|
||||
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -1,47 +0,0 @@
|
||||
#include "loading_Scene.h"
|
||||
#include "../renderEngine/Renderer.h"
|
||||
#include "../renderEngine/Loader.h"
|
||||
#include "../gui/gui_element.h"
|
||||
|
||||
namespace scene
|
||||
{
|
||||
|
||||
Loading_Scene::Loading_Scene()
|
||||
{
|
||||
gui_shader = new shaders::GuiShader();
|
||||
gui_shader->Init();
|
||||
}
|
||||
|
||||
Loading_Scene::~Loading_Scene()
|
||||
{
|
||||
delete gui_shader;
|
||||
}
|
||||
|
||||
Scenes Loading_Scene::start(GLFWwindow* window)
|
||||
{
|
||||
render();
|
||||
return Scenes::STARTUP;
|
||||
}
|
||||
|
||||
void Loading_Scene::render()
|
||||
{
|
||||
/*render_engine::renderer::Prepare();
|
||||
|
||||
gui::GuiTexture loading_image = { render_engine::loader::LoadTexture("res/menu_item_start1.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);*/
|
||||
}
|
||||
|
||||
void Loading_Scene::update(GLFWwindow* window)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
void Loading_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
}
|
||||
}
|
||||
@@ -1,63 +0,0 @@
|
||||
#pragma once
|
||||
#pragma once
|
||||
#include "scene.h"
|
||||
#include "../gui/gui_element.h"
|
||||
#include "../shaders/gui_shader.h"
|
||||
|
||||
namespace scene
|
||||
{
|
||||
extern GLFWwindow* window;
|
||||
|
||||
|
||||
class Loading_Scene : public scene::Scene
|
||||
{
|
||||
private:
|
||||
//return_value is an enum that is necessary for the scene switching. Whenever this changes, the scene will change to a different scene.
|
||||
scene::Scenes return_value = scene::Scenes::LOADING;
|
||||
shaders::GuiShader* gui_shader;
|
||||
|
||||
|
||||
public:
|
||||
/**
|
||||
* @brief Constructor of the class Startup_Scene
|
||||
*
|
||||
*/
|
||||
Loading_Scene();
|
||||
|
||||
~Loading_Scene();
|
||||
|
||||
/**
|
||||
* @brief
|
||||
*
|
||||
* @param window
|
||||
* @return
|
||||
*/
|
||||
Scenes start(GLFWwindow* window) override;
|
||||
|
||||
/**
|
||||
* @brief
|
||||
*
|
||||
*/
|
||||
void render() override;
|
||||
|
||||
/**
|
||||
* @brief This method updates all the components on the window
|
||||
*
|
||||
* @param window Window it updates
|
||||
*/
|
||||
void update(GLFWwindow* window) override;
|
||||
|
||||
/**
|
||||
* @brief Listener for key events
|
||||
*
|
||||
* @param window Window it listens to for key events
|
||||
* @param key Key of event that is activated
|
||||
* @param scancode Code of Key
|
||||
* @param action
|
||||
* @param mods
|
||||
*/
|
||||
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -1,7 +1 @@
|
||||
#include <iostream>
|
||||
#include "scene.h"
|
||||
|
||||
scene::Scene::~Scene()
|
||||
{
|
||||
std::cout << "Main scene class gone!" << std::endl;
|
||||
}
|
||||
|
||||
@@ -1,61 +1,23 @@
|
||||
#pragma once
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <map>
|
||||
|
||||
|
||||
namespace scene {
|
||||
|
||||
/**
|
||||
* this enum represents the scenes in the game, those wil help to keep track in which scene the game is.
|
||||
*/
|
||||
enum class Scenes
|
||||
{
|
||||
LOADING,
|
||||
STARTUP,
|
||||
INGAME,
|
||||
GAMEOVER,
|
||||
CALIBRATION,
|
||||
STOP
|
||||
};
|
||||
|
||||
class Scene
|
||||
{
|
||||
public:
|
||||
virtual ~Scene() = 0;
|
||||
|
||||
/**
|
||||
* @brief the method start is the start of a scene where a while loop runs, this runs the scene.
|
||||
* @param window the main window of the application
|
||||
* @return Scene value that indicates in which scene the application is
|
||||
*/
|
||||
virtual Scenes start(GLFWwindow* window) = 0;
|
||||
|
||||
/**
|
||||
* @brief this method renders the models for a scene
|
||||
* @param
|
||||
* @return void
|
||||
*/
|
||||
virtual void start() = 0;
|
||||
virtual void stop() = 0;
|
||||
virtual void render() = 0;
|
||||
|
||||
/**
|
||||
* @brief this method updates the models/variables for a scene
|
||||
* @param window the main window of the application
|
||||
* @return void
|
||||
*/
|
||||
virtual void update(GLFWwindow* window) = 0;
|
||||
|
||||
/**
|
||||
* @brief this method updates the models/variables for a scene
|
||||
* @param window the main window of the application
|
||||
* @param key this is the keycode on which key has been pressed
|
||||
* @param scancode -
|
||||
* @param action-
|
||||
* @param mods -
|
||||
* @return void
|
||||
*/
|
||||
virtual void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) {};
|
||||
virtual void onKey(int key, int scancode, int action, int mods) {};
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
|
||||
enum class Scenes
|
||||
{
|
||||
STARTUP,
|
||||
INGAME,
|
||||
GAMEOVER,
|
||||
SETTINGS,
|
||||
CALIBRATION
|
||||
};
|
||||
|
||||
31
src/scenes/startupScene.cpp
Normal file
@@ -0,0 +1,31 @@
|
||||
#include "startupScene.h"
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
void StartupScene::start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void StartupScene::stop()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void StartupScene::render()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void StartupScene::update(GLFWwindow* window)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void StartupScene::onKey(int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (key == GLFW_KEY_DOWN && action == GLFW_RELEASE)
|
||||
{
|
||||
//ideetje voor het scrollen door het menu heen
|
||||
//menuIndex = (menuIndex + 1) % 4;
|
||||
}
|
||||
}
|
||||
15
src/scenes/startupScene.h
Normal file
@@ -0,0 +1,15 @@
|
||||
#pragma once
|
||||
#include "scene.h"
|
||||
class StartupScene : public Scene
|
||||
{
|
||||
private:
|
||||
int menuIndex;
|
||||
|
||||
public:
|
||||
void start() override;
|
||||
void stop() override;
|
||||
void render() override;
|
||||
void update(GLFWwindow* window) override;
|
||||
void onKey(int key, int scancode, int action, int mods) override;
|
||||
};
|
||||
|
||||
@@ -1,222 +0,0 @@
|
||||
#include <iostream>
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <map>
|
||||
#include "startup_Scene.h"
|
||||
#include <iostream>
|
||||
#include <opencv2/core/mat.hpp>
|
||||
|
||||
#include "../models/model.h"
|
||||
#include "../renderEngine/loader.h"
|
||||
#include "../renderEngine/obj_loader.h"
|
||||
#include "../renderEngine/renderer.h"
|
||||
#include "../shaders/entity_shader.h"
|
||||
#include "../gui/gui_interactable.h"
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include "../computervision/MenuTest.h"
|
||||
#include "../computervision/ObjectDetection.h"
|
||||
#include "../computervision/HandDetectRegion.h"
|
||||
|
||||
|
||||
|
||||
|
||||
namespace scene
|
||||
{
|
||||
shaders::GuiShader* gui_shader1;
|
||||
std::vector<gui::GuiTexture*> guis1;
|
||||
computervision::ObjectDetection objDetect;
|
||||
|
||||
float item_number = 0;
|
||||
|
||||
bool hand_mode = false;
|
||||
|
||||
Startup_Scene::Startup_Scene() {
|
||||
shaders::EntityShader shader;
|
||||
shader.Init();
|
||||
render_engine::renderer::Init(shader);
|
||||
shader.CleanUp();
|
||||
|
||||
gui_shader1 = new shaders::GuiShader();
|
||||
gui_shader1->Init();
|
||||
}
|
||||
|
||||
gui::Button* ConvertGuiTextureToButton(gui::GuiTexture* texture) {
|
||||
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::InteractableGui* ConvertGuiTextureToInteractableGui(gui::GuiTexture* texture) {
|
||||
if (texture != NULL)
|
||||
if (texture->GetType() == gui::GuiType::BUTTON) {
|
||||
return (gui::InteractableGui*)texture;
|
||||
}
|
||||
else {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
}*/
|
||||
|
||||
gui::GuiTexture* GetMenuItem(bool hand_state) {
|
||||
if(hand_state)
|
||||
item_number += 0.20f;
|
||||
|
||||
int temp_item_number = item_number;
|
||||
|
||||
//If temp_item_number is equal to the size of the array, set item_number bac to zero to loop through the array again
|
||||
if (temp_item_number == guis1.size()) {
|
||||
item_number = 0;
|
||||
temp_item_number = 0;
|
||||
}
|
||||
std::cout << guis1[temp_item_number]->texture << std::endl;
|
||||
return guis1[temp_item_number];
|
||||
}
|
||||
|
||||
scene::Scenes scene::Startup_Scene::start(GLFWwindow *window)
|
||||
{
|
||||
// GUI stuff
|
||||
gui::Button button_start(render_engine::loader::LoadTexture("res/menu_item_start1.png"), glm::vec2(0.0f, 0.6f), glm::vec2(0.25f, 0.25f));
|
||||
button_start.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_start1_hover.png"));
|
||||
button_start.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_start1_click.png"));
|
||||
button_start.SetOnClickAction([]()
|
||||
{
|
||||
std::cout << "Clicked on button: Start!" << std::endl;
|
||||
|
||||
});
|
||||
guis1.push_back(&button_start);
|
||||
|
||||
gui::Button button_calibrate(render_engine::loader::LoadTexture("res/menu_item_calibrate1.png"), glm::vec2(0.0f, 0.0f), glm::vec2(0.25f, 0.25f));
|
||||
button_calibrate.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_calibrate1_hover.png"));
|
||||
button_calibrate.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_calibrate1_click.png"));
|
||||
button_calibrate.SetOnClickAction([]()
|
||||
{
|
||||
std::cout << "Clicked on button: Calibrate!" << std::endl;
|
||||
|
||||
});
|
||||
guis1.push_back(&button_calibrate);
|
||||
|
||||
gui::Button button_quit(render_engine::loader::LoadTexture("res/menu_item_quit1.png"), glm::vec2(0.0f, -0.6f), glm::vec2(0.25f, 0.25f));
|
||||
button_quit.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_hover.png"));
|
||||
button_quit.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_click.png"));
|
||||
button_quit.SetOnClickAction([]()
|
||||
{
|
||||
std::cout << "Clicked on button: Quit!" << std::endl;
|
||||
});
|
||||
guis1.push_back(&button_quit);
|
||||
|
||||
computervision::ObjectDetection objDetect;
|
||||
cv::Mat cameraFrame;
|
||||
gui::GuiTexture* chosen_item = NULL; //This is the selected menu_item
|
||||
bool hand_closed = false; //Flag to prevent multiple button presses
|
||||
|
||||
while (return_value == scene::Scenes::STARTUP)
|
||||
{
|
||||
render();
|
||||
update(window);
|
||||
|
||||
if (hand_mode) {
|
||||
cameraFrame = objDetect.ReadCamera();
|
||||
|
||||
//Get hand state from camera
|
||||
bool detect = false;
|
||||
bool hand_detection = objDetect.DetectHand(cameraFrame,detect);
|
||||
|
||||
if (hand_detection)
|
||||
{
|
||||
hand_closed = false;
|
||||
std::cout << "hand is opened" << std::endl;
|
||||
|
||||
//Loop through menu items
|
||||
chosen_item = GetMenuItem(true);
|
||||
|
||||
gui::Button* new_button = ConvertGuiTextureToButton(chosen_item);
|
||||
if (new_button != NULL) {
|
||||
const float x_pos = (chosen_item->position.x + 1.0) * WINDOW_WIDTH / 2;
|
||||
const float y_pos = (1.0 - chosen_item->position.y) * WINDOW_HEIGHT / 2;
|
||||
|
||||
//Set cursor to location of selected menu_item
|
||||
glfwSetCursorPos(window, x_pos, y_pos);
|
||||
}
|
||||
}
|
||||
else if (!hand_detection)
|
||||
{
|
||||
std::cout << "hand is closed" << std::endl;
|
||||
|
||||
//Gets selected menu_item
|
||||
chosen_item = GetMenuItem(false);
|
||||
gui::Button* new_button = ConvertGuiTextureToButton(chosen_item);
|
||||
|
||||
if (new_button != NULL && !hand_closed) {
|
||||
//Run function click
|
||||
new_button->ForceClick(GLFW_MOUSE_BUTTON_LEFT);
|
||||
hand_closed = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
gui_shader1->CleanUp();
|
||||
render_engine::loader::CleanUp();
|
||||
return return_value;
|
||||
}
|
||||
|
||||
/**
|
||||
* renders the models in the start-up scene
|
||||
*/
|
||||
void scene::Startup_Scene::render()
|
||||
{
|
||||
render_engine::renderer::Prepare();
|
||||
|
||||
// Render GUI items
|
||||
render_engine::renderer::Render(guis1, *gui_shader1);
|
||||
}
|
||||
|
||||
/**
|
||||
* updates the variables for the start-up scene
|
||||
*/
|
||||
void scene::Startup_Scene::update(GLFWwindow* window)
|
||||
{
|
||||
for (gui::GuiTexture* button : guis1) {
|
||||
gui::Button* new_button = ConvertGuiTextureToButton(button);
|
||||
if (new_button != NULL)
|
||||
new_button->Update(window);
|
||||
}
|
||||
bool hand_present;
|
||||
objDetect.DetectHand(objDetect.ReadCamera(),hand_present);
|
||||
}
|
||||
|
||||
/**
|
||||
* manages the key input in the start-up scene
|
||||
*/
|
||||
void scene::Startup_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||
{
|
||||
|
||||
return_value = scene::Scenes::INGAME;
|
||||
cv::destroyWindow("camera");
|
||||
}
|
||||
else if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) {
|
||||
hand_mode = !hand_mode;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,56 +0,0 @@
|
||||
#pragma once
|
||||
#include "scene.h"
|
||||
#include "../gui/gui_element.h"
|
||||
|
||||
namespace scene
|
||||
{
|
||||
extern GLFWwindow* window;
|
||||
|
||||
class Startup_Scene : public scene::Scene
|
||||
{
|
||||
private:
|
||||
//return_value is an enum that is necessary for the scene switching. Whenever this changes, the scene will change to a different scene.
|
||||
scene::Scenes return_value = scene::Scenes::STARTUP;
|
||||
|
||||
public:
|
||||
/**
|
||||
* @brief Constructor of the class Startup_Scene
|
||||
*
|
||||
*/
|
||||
Startup_Scene();
|
||||
|
||||
/**
|
||||
* @brief
|
||||
*
|
||||
* @param window
|
||||
* @return
|
||||
*/
|
||||
Scenes start(GLFWwindow* window) override;
|
||||
|
||||
/**
|
||||
* @brief
|
||||
*
|
||||
*/
|
||||
void render() override;
|
||||
|
||||
/**
|
||||
* @brief This method updates all the components on the window
|
||||
*
|
||||
* @param window Window it updates
|
||||
*/
|
||||
void update(GLFWwindow* window) override;
|
||||
|
||||
/**
|
||||
* @brief Listener for key events
|
||||
*
|
||||
* @param window Window it listens to for key events
|
||||
* @param key Key of event that is activated
|
||||
* @param scancode Code of Key
|
||||
* @param action
|
||||
* @param mods
|
||||
*/
|
||||
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
#include "entity_shader.h"
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include <deque>
|
||||
|
||||
namespace shaders
|
||||
{
|
||||
@@ -29,7 +28,7 @@ namespace shaders
|
||||
uniform vec3 light_position[4];
|
||||
|
||||
const float density = 0.0017;
|
||||
const float gradient = 3;
|
||||
const float gradient = 4;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
@@ -161,25 +160,6 @@ namespace shaders
|
||||
}
|
||||
}
|
||||
|
||||
void EntityShader::LoadLightsDeque(std::deque<entities::Light>& lights) const
|
||||
{
|
||||
for (int i = 0; i < MAX_LIGHTS; ++i)
|
||||
{
|
||||
if (i < lights.size())
|
||||
{
|
||||
LoadVector(location_light_position[i], lights[i].GetPosition());
|
||||
LoadVector(location_light_color[i], lights[i].GetColor());
|
||||
LoadVector(location_light_attenuation[i], lights[i].GetAttenuation());
|
||||
}
|
||||
else
|
||||
{
|
||||
LoadVector(location_light_position[i], glm::vec3(0, 0, 0));
|
||||
LoadVector(location_light_color[i], glm::vec3(0, 0, 0));
|
||||
LoadVector(location_light_attenuation[i], glm::vec3(1, 0, 0));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void EntityShader::LoadShineVariables(float shine_damper, float reflectivity) const
|
||||
{
|
||||
LoadFloat(location_shine_damper, shine_damper);
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <vector>
|
||||
#include <deque>
|
||||
#include "shader_program.h"
|
||||
#include "../entities/camera.h"
|
||||
#include "../entities/light.h"
|
||||
@@ -59,13 +58,6 @@ namespace shaders
|
||||
*/
|
||||
void LoadLights(std::vector<entities::Light>& lights) const;
|
||||
|
||||
/**
|
||||
* @brief loads some lights contained in a deque.
|
||||
*
|
||||
* @param lights the deque containing the lights to load
|
||||
*/
|
||||
void LoadLightsDeque(std::deque<entities::Light>& lights) const;
|
||||
|
||||
/*
|
||||
* @brief: A method to load the the shine variables from a model into the shader
|
||||
*
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <vector>
|
||||
|
||||
@@ -1,46 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
namespace toolbox
|
||||
{
|
||||
/*
|
||||
* This class represents a timer which needs to be updated
|
||||
* every frame to work correctly.
|
||||
*/
|
||||
class Timer
|
||||
{
|
||||
private:
|
||||
float current_time;
|
||||
float final_time;
|
||||
bool has_finished;
|
||||
|
||||
public:
|
||||
/*
|
||||
* @brief: Constructor to make the timer
|
||||
*
|
||||
* @param final_time: The time which the timer needs to count to
|
||||
*/
|
||||
Timer(float final_time): current_time(0), final_time(final_time), has_finished(false) {}
|
||||
|
||||
/*
|
||||
* @brief: Updates the timer. Call this method once every iteration in the game loop
|
||||
*
|
||||
* @param delta: The deltatime of the game
|
||||
*/
|
||||
void UpdateTimer(const double delta)
|
||||
{
|
||||
current_time += delta;
|
||||
|
||||
if (current_time >= final_time)
|
||||
{
|
||||
has_finished = true;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* @brief: Returns if the timer has finished
|
||||
*
|
||||
* @return: True if the timer has finished
|
||||
*/
|
||||
bool HasFinished() const { return has_finished; }
|
||||
};
|
||||
}
|
||||
@@ -1,4 +1,3 @@
|
||||
#include <ctime>
|
||||
#include "toolbox.h"
|
||||
|
||||
namespace toolbox
|
||||
@@ -32,28 +31,4 @@ namespace toolbox
|
||||
matrix = glm::translate(matrix, negative_cam_pos);
|
||||
return matrix;
|
||||
}
|
||||
float Lerp(float from, float to, float amount)
|
||||
{
|
||||
return from + amount * (to - from);
|
||||
}
|
||||
|
||||
glm::vec3 Lerp(glm::vec3 from, glm::vec3 to, float amount)
|
||||
{
|
||||
glm::vec3 final;
|
||||
final.x = Lerp(from.x, to.x, amount);
|
||||
final.y = Lerp(from.y, to.y, amount);
|
||||
final.z = Lerp(from.z, to.z, amount);
|
||||
return final;
|
||||
}
|
||||
|
||||
int Random(const int min, const int max)
|
||||
{
|
||||
static bool first = true;
|
||||
if (first)
|
||||
{
|
||||
srand(time(0));
|
||||
first = false;
|
||||
}
|
||||
return min + rand() % ((max + 1) - min);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -11,10 +11,10 @@ namespace toolbox
|
||||
|
||||
// Change these macros to change the window size
|
||||
#define WINDOW_WIDTH 1400.0f
|
||||
#define WINDOW_HEIGHT 800.0f
|
||||
#define WINDOW_HEIGT 800.0f
|
||||
|
||||
#define SCALED_WIDTH (WINDOW_WIDTH/DEFAULT_WIDTH)
|
||||
#define SCALED_HEIGHT (WINDOW_HEIGHT/DEFAULT_HEIGHT)
|
||||
#define SCALED_HEIGHT (WINDOW_HEIGT/DEFAULT_HEIGHT)
|
||||
//
|
||||
|
||||
/*
|
||||
@@ -46,36 +46,4 @@ namespace toolbox
|
||||
* @return: The view matrix
|
||||
*/
|
||||
glm::mat4 CreateViewMatrix(entities::Camera& camera);
|
||||
|
||||
/*
|
||||
* @biref go to one coordinate to another with smooting
|
||||
*
|
||||
* @param from one coordinate of the start
|
||||
* @param to one coordinate of where to go
|
||||
* @param amount the amount of smoothing (lower is smoother)
|
||||
*
|
||||
* @return coordinate of where to go
|
||||
*/
|
||||
float Lerp(float from, float to, float amount);
|
||||
|
||||
/*
|
||||
* @biref go from one position to another with smoothing
|
||||
*
|
||||
* @param from position of the start
|
||||
* @param to position of where to go
|
||||
* @param amount the amount of smoothing (lower is smoother)
|
||||
*
|
||||
* @return position of where to go
|
||||
*/
|
||||
glm::vec3 Lerp(glm::vec3 from, glm::vec3 to, float amount);
|
||||
|
||||
/*
|
||||
* @brief: This function will return a value between min and max
|
||||
*
|
||||
* @param min: The min value
|
||||
* @param max: The max value
|
||||
*
|
||||
* @return: The random number
|
||||
*/
|
||||
int Random(const int min, const int max);
|
||||
}
|
||||
|
||||
@@ -19,56 +19,33 @@
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<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\in_Game_Scene.cpp" />
|
||||
<ClCompile Include="src\computervision\MenuTest.cpp" />
|
||||
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
|
||||
<ClCompile Include="src\scenes\inGameScene.cpp" />
|
||||
<ClCompile Include="src\scenes\scene.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\entities\camera.cpp" />
|
||||
<ClCompile Include="src\entities\collision_entity.cpp" />
|
||||
<ClCompile Include="src\entities\entity.cpp" />
|
||||
<ClCompile Include="src\gui\gui_interactable.cpp" />
|
||||
<ClCompile Include="src\main.cpp" />
|
||||
<ClCompile Include="src\renderEngine\loader.cpp" />
|
||||
<ClCompile Include="src\renderEngine\obj_loader.cpp" />
|
||||
<ClCompile Include="src\renderEngine\renderer.cpp" />
|
||||
<ClCompile Include="src\scenes\loading_Scene.cpp" />
|
||||
<ClCompile Include="src\scenes\scene.cpp" />
|
||||
<ClCompile Include="src\shaders\gui_shader.cpp" />
|
||||
<ClCompile Include="src\shaders\shader_program.cpp" />
|
||||
<ClCompile Include="src\shaders\entity_shader.cpp" />
|
||||
<ClCompile Include="src\toolbox\toolbox.cpp" />
|
||||
<ClCompile Include="src\scenes\startup_Scene.cpp" />
|
||||
<ClCompile Include="src\scenes\startupScene.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<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\in_Game_Scene.h" />
|
||||
<ClInclude Include="src\scenes\loading_Scene.h" />
|
||||
<ClInclude Include="src\scenes\inGameScene.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\MenuTest.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" />
|
||||
<ClInclude Include="src\entities\collision_entity.h" />
|
||||
<ClInclude Include="src\entities\entity.h" />
|
||||
<ClInclude Include="src\entities\light.h" />
|
||||
<ClInclude Include="src\gui\gui_element.h" />
|
||||
@@ -81,19 +58,12 @@
|
||||
<ClInclude Include="src\shaders\shader_program.h" />
|
||||
<ClInclude Include="src\shaders\entity_shader.h" />
|
||||
<ClInclude Include="src\stb_image.h" />
|
||||
<ClInclude Include="src\toolbox\Timer.h" />
|
||||
<ClInclude Include="src\toolbox\toolbox.h" />
|
||||
<ClInclude Include="src\scenes\startup_Scene.h" />
|
||||
<ClInclude Include="src\scenes\startupScene.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Xml Include="res\haarcascade_frontalface_alt.xml" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\Avans Hogeschool\Kim Veldhoen - Proftaak 2.4\pose_iter_160000.caffemodel" />
|
||||
<None Include="res\pose\coco\pose_deploy_linevec.prototxt" />
|
||||
<None Include="res\pose\mpi\pose_deploy_linevec_faster_4_stages.prototxt" />
|
||||
<None Include="res\pose\mpi\pose_iter_160000.caffemodel" />
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<VCProjectVersion>16.0</VCProjectVersion>
|
||||
<ProjectGuid>{A7ECF1BE-DB22-4BF7-BFF6-E3BF72691EE6}</ProjectGuid>
|
||||
@@ -152,18 +122,16 @@
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
<IncludePath>C:\opencv\build\include;$(IncludePath);C:\opencv\opencv\build\include;C:\opencv\build\include</IncludePath>
|
||||
<LibraryPath>C:\opencv\build\x64\vc15\lib;$(LibraryPath);C:\opencv\opencv\build\x64\vc15\lib;C:\opencv\build\x64\vc15\lib</LibraryPath>
|
||||
<IncludePath>C:\opencv\build\include;$(IncludePath);C:\opencv\opencv\build\include</IncludePath>
|
||||
<LibraryPath>C:\opencv\build\x64\vc15\lib;$(LibraryPath);C:\opencv\opencv\build\x64\vc15\lib</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
<IncludePath>$(VC_IncludePath);$(WindowsSDK_IncludePath);;C:\opencv\opencv\build\include;C:\opencv\build\include</IncludePath>
|
||||
<LibraryPath>$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);C:\opencv\opencv\build\x64\vc15\lib;C:\opencv\build\x64\vc15\lib</LibraryPath>
|
||||
<IncludePath>C:\opencv\build\include\;$(VC_IncludePath);$(WindowsSDK_IncludePath);C:\opencv\opencv\build\include</IncludePath>
|
||||
<LibraryPath>C:\opencv\build\x64\vc15\lib;$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);C:\opencv\opencv\build\x64\vc15\lib</LibraryPath>
|
||||
<IncludePath>$(VC_IncludePath);$(WindowsSDK_IncludePath);;C:\opencv\opencv\build\include</IncludePath>
|
||||
<LibraryPath>$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);C:\opencv\opencv\build\x64\vc15\lib</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
@@ -195,7 +163,7 @@
|
||||
<SubSystem>Console</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)lib\glfw-3.3.2\$(Platform);$(SolutionDir)lib\glew-2.1.0\lib\Release\$(Platform);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opencv_world452d.lib;%(AdditionalDependencies); opencv_world452.lib;opencv_world452d.lib</AdditionalDependencies>
|
||||
<AdditionalDependencies>opencv_world452d.lib;%(AdditionalDependencies); opencv_world452.lib</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
@@ -236,8 +204,7 @@
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)lib\glfw-3.3.2\$(Platform);$(SolutionDir)lib\glew-2.1.0\lib\Release\$(Platform);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies); opencv_world452.lib;opencv_world452d.lib</AdditionalDependencies>
|
||||
<AdditionalDependencies>opencv_world452.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies); opencv_world452.lib</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
|
||||
@@ -1,34 +1,18 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<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\OpenPoseVideo.cpp" />
|
||||
<ClCompile Include="src\computervision\SkinDetector.cpp" />
|
||||
<ClCompile Include="src\computervision\FingerCount.cpp" />
|
||||
<ClCompile Include="src\computervision\BackgroundRemover.cpp" />
|
||||
<ClCompile Include="src\entities\camera.cpp" />
|
||||
<ClCompile Include="src\entities\collision_entity.cpp" />
|
||||
<ClCompile Include="src\entities\entity.cpp" />
|
||||
<ClCompile Include="src\gui\gui_interactable.cpp" />
|
||||
<ClCompile Include="src\main.cpp" />
|
||||
<ClCompile Include="src\renderEngine\loader.cpp" />
|
||||
<ClCompile Include="src\renderEngine\obj_loader.cpp" />
|
||||
<ClCompile Include="src\renderEngine\renderer.cpp" />
|
||||
<ClCompile Include="src\shaders\gui_shader.cpp" />
|
||||
<ClCompile Include="src\shaders\shader_program.cpp" />
|
||||
<ClCompile Include="src\shaders\entity_shader.cpp" />
|
||||
<ClCompile Include="src\toolbox\toolbox.cpp" />
|
||||
<ClCompile Include="src\scenes\startup_Scene.cpp" />
|
||||
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
|
||||
<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
|
||||
<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" />
|
||||
<Filter Include="Source Files">
|
||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;c++;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Header Files">
|
||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
||||
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Resource Files">
|
||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="src\entities\Camera.cpp">
|
||||
@@ -64,18 +48,6 @@
|
||||
<ClCompile Include="src\gui\gui_interactable.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\scenes\in_Game_Scene.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\scenes\startup_Scene.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\entities\collision_entity.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\collision\collision_handler.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\computervision\ObjectDetection.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
@@ -88,76 +60,82 @@
|
||||
<ClCompile Include="src\computervision\BackgroundRemover.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\scenes\scene.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\scenes\startupScene.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\scenes\inGameScene.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="src\collision\collision.h" />
|
||||
<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" />
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||||
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