Compare commits

53 Commits

Author SHA1 Message Date
Sem van der Hoeven
a8996f63ef [ADD] start game scene fingers 2021-06-08 16:06:46 +02:00
Sem van der Hoeven
88252f4dc8 [ADD] static skin treshold 2021-06-08 15:35:03 +02:00
Sem van der Hoeven
27594d466b [ADD] better info on camera 2021-06-08 15:11:54 +02:00
Sem van der Hoeven
5e137faef5 [ADD] up left and right detection regions 2021-06-08 14:48:46 +02:00
Sem van der Hoeven
cadee7d8e9 [ADD] hand detection type enum 2021-06-08 13:38:47 +02:00
Sem van der Hoeven
1e55736615 [ADD] multiple hand detection squares 2021-06-08 13:17:07 +02:00
Sem van der Hoeven
ef470bd4f1 [ADD] start of multiple squares 2021-06-08 11:54:48 +02:00
Sem van der Hoeven
afd3e00ddb [ADD] contour of hand in calibration screen 2021-06-08 11:03:22 +02:00
Sem van der Hoeven
bb68d98bfe [ADD] comments 2021-06-08 10:43:59 +02:00
Sem van der Hoeven
e70d2ef19d [EDIT] removed unused hand stuff 2021-06-04 16:32:30 +02:00
Sem van der Hoeven
1ab5ae798e [ADD] hand calibration screen 2021-06-04 16:27:30 +02:00
Sem van der Hoeven
e4b5dc39c0 [EDIT] change variable names in compliance with code style guide 2021-06-04 15:10:19 +02:00
Sem van der Hoeven
b80653b668 [EDIT] change method names in compliance with code style guide 2021-06-04 15:07:36 +02:00
Sem van der Hoeven
ca2959bf2d [FIX] detecting hand when its just a finger or hair 2021-06-04 14:48:19 +02:00
Sem van der Hoeven
81dec3b9f4 [ADD] detecting if hand is in square 2021-06-04 13:10:11 +02:00
Sem van der Hoeven
f5926fffcb [ADD] detecting if hand is in square 2021-06-04 13:09:51 +02:00
Sem van der Hoeven
4c49895f6d [MERGE] async compvision 2021-06-04 12:29:36 +02:00
Sem van der Hoeven
921609de5d [EDIT] stuff 2021-06-04 11:39:23 +02:00
Sem van der Hoeven
fe94b0f83d [FIX] showing of pose detection points 2021-06-04 10:55:53 +02:00
Sem van der Hoeven
ab30c41bee [FIX] crashing with pose detection 2021-06-02 10:41:50 +02:00
Sem van der Hoeven
1a149b8b7e [ADD] static camera instance 2021-06-02 10:05:09 +02:00
Sem van der Hoeven
cc7cb37840 [ADD] caffemodel project entry 2021-06-02 09:44:30 +02:00
Menno
ef466c9d95 Merge branch 'feature/timer' into develop 2021-06-01 11:41:43 +02:00
Menno
f03cc485cd [ADDED] timer class 2021-06-01 11:41:21 +02:00
Menno
739b4a9eb6 [FIXED] merge 2021-05-28 16:17:15 +02:00
Menno
0c654a51b9 Merge branch 'feature/collision' into develop 2021-05-28 16:14:49 +02:00
Menno
ef058b0087 [FIXED] merge 2021-05-28 16:12:51 +02:00
Menno
1ef0d87437 Merge remote-tracking branch 'origin/feature/adding_scenes' into feature/collision 2021-05-28 16:08:35 +02:00
Lars
5d31327a47 [ADD] The scene switching works now, the only thing to do is controling the scenes with the keys! 2021-05-28 16:04:41 +02:00
Menno
e8b3e1b482 [FEATURE] collisions!!!!!!!!!!! YAY 2021-05-28 15:45:46 +02:00
Sem van der Hoeven
40529f84b3 [ADD] basis for async arm detection 2021-05-28 15:31:21 +02:00
Jasper
a68c6a57bf [EDIT] edited file 2021-05-28 12:32:10 +02:00
Jasper
078a6ce66d [ADD] added all the files 2021-05-28 12:27:12 +02:00
Lars
93b3223737 [testing] shader ddoesnt work, still on it 2021-05-28 12:08:12 +02:00
Menno
28400fb320 [ADDED] simple collision logic for entities 2021-05-28 11:37:21 +02:00
Sem van der Hoeven
f1f1aac93d [ADD] comments 2021-05-25 15:54:02 +02:00
Sem van der Hoeven
563f465e2c [EDIT] remove unused methods 2021-05-25 15:46:53 +02:00
Sem van der Hoeven
05ae8ee019 [FEATURE] finished hand open/closed recognition 2021-05-25 14:49:04 +02:00
Sem van der Hoeven
3696e2eb30 [EDIT] improve hand detection with mask 2021-05-25 14:19:18 +02:00
Sem van der Hoeven
276aa1a449 [ADD] mask methods 2021-05-25 13:31:25 +02:00
Sem van der Hoeven
ad4075a826 [EDIT] change window size to ints 2021-05-25 10:19:33 +02:00
Sem van der Hoeven
e50cd92a35 [ADD] some headers 2021-05-25 10:16:58 +02:00
Sem van der Hoeven
ff79c1525c Merge branch 'feature/objectdetection' into develop 2021-05-21 15:25:29 +02:00
Nathalie Seen
a7597c8d4f [ADD] comments to backgroundRemover 2021-05-21 15:24:06 +02:00
Sem van der Hoeven
5b4d9b624f Merge branch 'feature/objectdetection' into develop 2021-05-21 15:22:38 +02:00
Sem van der Hoeven
27aca98ea4 Merge branch 'feature/comments' into feature/objectdetection 2021-05-21 15:22:07 +02:00
Sem van der Hoeven
ca591dd427 [ADD] comments to fingercount 2021-05-21 15:21:03 +02:00
Jasper
8720e50ba8 [ADD] added comments to the classes FaceDetector and ObjectDetection 2021-05-21 15:10:05 +02:00
Sem van der Hoeven
acf24cab36 [ADD] comments to skindetector 2021-05-21 14:56:45 +02:00
Sem van der Hoeven
1811bf51a4 [EDIT] added base for hand detection 2021-05-21 13:23:33 +02:00
Jasper
27a09aeca4 [EDIT] added evrything to namespace, also fixed includes 2021-05-21 12:12:42 +02:00
Jasper
e39cb1a761 [ADD] added handy files 2021-05-21 11:52:47 +02:00
Sem van der Hoeven
ab3b0c296a [ADD] start for object detection 2021-05-21 11:19:17 +02:00
39 changed files with 31714 additions and 193 deletions

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

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src/collision/collision.h Normal file
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#pragma once
#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;
};
/*
* This structure represents a collision between 2 entities
*
* entity1: The first entity
* entity2: The second entity
*/
struct Collision
{
entities::Entity& entity1;
entities::Entity& entity2;
};
}

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@@ -0,0 +1,40 @@
#include "collision_handler.h"
namespace collision
{
void CheckCollisions(std::vector<entities::CollisionEntity*>& entities)
{
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++)
{
entities::CollisionEntity* entity = entities[i];
for (int j = i + 1; i < entities.size() - 1; j++)
{
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;
}
}
}
}
}

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@@ -0,0 +1,16 @@
#pragma once
#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<entities::CollisionEntity*>& entities);
}

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@@ -0,0 +1,59 @@
#include "BackgroundRemover.h"
/*
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
*/
namespace computervision
{
BackgroundRemover::BackgroundRemover(void) {
background;
calibrated = false;
}
void BackgroundRemover::calibrate(Mat input) {
cvtColor(input, background, CV_BGR2GRAY);
calibrated = true;
}
Mat BackgroundRemover::getForeground(Mat input) {
Mat foregroundMask = getForegroundMask(input);
//imshow("foregroundMask", foregroundMask);
Mat foreground;
input.copyTo(foreground, foregroundMask);
return foreground;
}
Mat BackgroundRemover::getForegroundMask(Mat input) {
Mat foregroundMask;
if (!calibrated) {
foregroundMask = Mat::zeros(input.size(), CV_8UC1);
return foregroundMask;
}
cvtColor(input, foregroundMask, CV_BGR2GRAY);
removeBackground(foregroundMask, background);
return foregroundMask;
}
void BackgroundRemover::removeBackground(Mat input, Mat background) {
int thresholdOffset = 25;
for (int i = 0; i < input.rows; i++) {
for (int j = 0; j < input.cols; j++) {
uchar framePixel = input.at<uchar>(i, j);
uchar bgPixel = background.at<uchar>(i, j);
if (framePixel >= bgPixel - thresholdOffset && framePixel <= bgPixel + thresholdOffset)
input.at<uchar>(i, j) = 0;
else
input.at<uchar>(i, j) = 255;
}
}
}
}

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@@ -0,0 +1,58 @@
#pragma once
#include"opencv2\opencv.hpp"
#include <opencv2/imgproc\types_c.h>
/*
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
*/
namespace computervision
{
using namespace cv;
using namespace std;
class BackgroundRemover {
public:
/**
* @brief constructor,
* create background variable and set calibrated to faslse
*
*/
BackgroundRemover(void);
/**
* @brief sets the input image to a grayscale image
* sets calibrated to true
*
* @param input input the image that has to be calibrated
*/
void calibrate(Mat input);
/**
* @brief Gets the mask of the foregorund of the input image
* and copies it to another image
*
* @param input The image from which the forground needs to be picked
* @return The image on which te foregroundmask is copied
*/
Mat getForeground(Mat input);
private:
Mat background;
bool calibrated = false;
/**
* @brief Sets the image to grayscale and removes the background
*
* @param input The image from which the forground needs to be picked
* @return The mask of the foreground of the image
*/
Mat getForegroundMask(Mat input);
/**
* @brief makes everything on the background black
*
* @param input the image from which the background needs to be removed
* @param background the background of the image
*/
void removeBackground(Mat input, Mat background);
};
}

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@@ -0,0 +1,301 @@
#include "FingerCount.h"
#include "opencv2/imgproc.hpp"
#include "opencv2/highgui.hpp"
/*
Author: Nicol<6F> Castellazzi https://github.com/nicast
*/
#define LIMIT_ANGLE_SUP 60
#define LIMIT_ANGLE_INF 5
#define BOUNDING_RECT_FINGER_SIZE_SCALING 0.3
#define BOUNDING_RECT_NEIGHBOR_DISTANCE_SCALING 0.05
namespace computervision
{
FingerCount::FingerCount(void) {
color_blue = Scalar(255, 0, 0);
color_green = Scalar(0, 255, 0);
color_red = Scalar(0, 0, 255);
color_black = Scalar(0, 0, 0);
color_white = Scalar(255, 255, 255);
color_yellow = Scalar(0, 255, 255);
color_purple = Scalar(255, 0, 255);
}
Mat FingerCount::findFingersCount(Mat input_image, Mat frame) {
Mat contours_image = Mat::zeros(input_image.size(), CV_8UC3);
// check if the source image is good
if (input_image.empty())
return contours_image;
// we work only on the 1 channel result, since this function is called inside a loop we are not sure that this is always the case
if (input_image.channels() != 1)
return contours_image;
findContours(input_image, contours, hierarchy, CV_RETR_EXTERNAL, CV_CHAIN_APPROX_NONE);
// we need at least one contour to work
if (contours.size() <= 0)
return contours_image;
// find the biggest contour (let's suppose it's our hand)
biggest_contour_index = -1;
double biggest_area = 0.0;
for (int i = 0; i < contours.size(); i++) {
double area = contourArea(contours[i], false);
if (area > biggest_area) {
biggest_area = area;
biggest_contour_index = i;
}
}
if (biggest_contour_index < 0)
return contours_image;
// find the convex hull object for each contour and the defects, two different data structure are needed by the OpenCV api
vector<Point> hull_points;
vector<int> hull_ints;
// for drawing the convex hull and for finding the bounding rectangle
convexHull(Mat(contours[biggest_contour_index]), hull_points, true);
// for finding the defects
convexHull(Mat(contours[biggest_contour_index]), hull_ints, false);
// we need at least 3 points to find the defects
vector<Vec4i> defects;
if (hull_ints.size() > 3)
convexityDefects(Mat(contours[biggest_contour_index]), hull_ints, defects);
else
return contours_image;
// we bound the convex hull
Rect bounding_rectangle = boundingRect(Mat(hull_points));
// we find the center of the bounding rectangle, this should approximately also be the center of the hand
Point center_bounding_rect(
(bounding_rectangle.tl().x + bounding_rectangle.br().x) / 2,
(bounding_rectangle.tl().y + bounding_rectangle.br().y) / 2
);
// we separate the defects keeping only the ones of intrest
vector<Point> start_points;
vector<Point> far_points;
for (int i = 0; i < defects.size(); i++) {
start_points.push_back(contours[biggest_contour_index][defects[i].val[0]]);
// filtering the far point based on the distance from the center of the bounding rectangle
if (findPointsDistance(contours[biggest_contour_index][defects[i].val[2]], center_bounding_rect) < bounding_rectangle.height * BOUNDING_RECT_FINGER_SIZE_SCALING)
far_points.push_back(contours[biggest_contour_index][defects[i].val[2]]);
}
// we compact them on their medians
vector<Point> filtered_start_points = compactOnNeighborhoodMedian(start_points, bounding_rectangle.height * BOUNDING_RECT_NEIGHBOR_DISTANCE_SCALING);
vector<Point> filtered_far_points = compactOnNeighborhoodMedian(far_points, bounding_rectangle.height * BOUNDING_RECT_NEIGHBOR_DISTANCE_SCALING);
// now we try to find the fingers
vector<Point> filtered_finger_points;
if (filtered_far_points.size() > 1) {
vector<Point> finger_points;
for (int i = 0; i < filtered_start_points.size(); i++) {
vector<Point> closest_points = findClosestOnX(filtered_far_points, filtered_start_points[i]);
if (isFinger(closest_points[0], filtered_start_points[i], closest_points[1], LIMIT_ANGLE_INF, LIMIT_ANGLE_SUP, center_bounding_rect, bounding_rectangle.height * BOUNDING_RECT_FINGER_SIZE_SCALING))
finger_points.push_back(filtered_start_points[i]);
}
if (finger_points.size() > 0) {
// we have at most five fingers usually :)
while (finger_points.size() > 5)
finger_points.pop_back();
// filter out the points too close to each other
for (int i = 0; i < finger_points.size() - 1; i++) {
if (findPointsDistanceOnX(finger_points[i], finger_points[i + 1]) > bounding_rectangle.height * BOUNDING_RECT_NEIGHBOR_DISTANCE_SCALING * 1.5)
filtered_finger_points.push_back(finger_points[i]);
}
if (finger_points.size() > 2) {
if (findPointsDistanceOnX(finger_points[0], finger_points[finger_points.size() - 1]) > bounding_rectangle.height * BOUNDING_RECT_NEIGHBOR_DISTANCE_SCALING * 1.5)
filtered_finger_points.push_back(finger_points[finger_points.size() - 1]);
}
else
filtered_finger_points.push_back(finger_points[finger_points.size() - 1]);
}
}
// we draw what found on the returned image
drawContours(contours_image, contours, biggest_contour_index, color_green, 2, 8, hierarchy);
polylines(contours_image, hull_points, true, color_blue);
rectangle(contours_image, bounding_rectangle.tl(), bounding_rectangle.br(), color_red, 2, 8, 0);
circle(contours_image, center_bounding_rect, 5, color_purple, 2, 8);
drawVectorPoints(contours_image, filtered_start_points, color_blue, true);
drawVectorPoints(contours_image, filtered_far_points, color_red, true);
drawVectorPoints(contours_image, filtered_finger_points, color_yellow, false);
putText(contours_image, to_string(filtered_finger_points.size()), center_bounding_rect, FONT_HERSHEY_PLAIN, 3, color_purple);
// and on the starting frame
drawContours(frame, contours, biggest_contour_index, color_green, 2, 8, hierarchy);
circle(frame, center_bounding_rect, 5, color_purple, 2, 8);
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));
}
vector<Point> FingerCount::compactOnNeighborhoodMedian(vector<Point> points, double max_neighbor_distance) {
vector<Point> median_points;
if (points.size() == 0)
return median_points;
if (max_neighbor_distance <= 0)
return median_points;
// we start with the first point
Point reference = points[0];
Point median = points[0];
for (int i = 1; i < points.size(); i++) {
if (findPointsDistance(reference, points[i]) > max_neighbor_distance) {
// the point is not in range, we save the median
median_points.push_back(median);
// we swap the reference
reference = points[i];
median = points[i];
}
else
median = (points[i] + median) / 2;
}
// last median
median_points.push_back(median);
return median_points;
}
double FingerCount::findAngle(Point a, Point b, Point c) {
double ab = findPointsDistance(a, b);
double bc = findPointsDistance(b, c);
double ac = findPointsDistance(a, c);
return acos((ab * ab + bc * bc - ac * ac) / (2 * ab * bc)) * 180 / CV_PI;
}
bool FingerCount::isFinger(Point a, Point b, Point c, double limit_angle_inf, double limit_angle_sup, Point palm_center, double min_distance_from_palm) {
double angle = findAngle(a, b, c);
if (angle > limit_angle_sup || angle < limit_angle_inf)
return false;
// the finger point sohould not be under the two far points
int delta_y_1 = b.y - a.y;
int delta_y_2 = b.y - c.y;
if (delta_y_1 > 0 && delta_y_2 > 0)
return false;
// the two far points should not be both under the center of the hand
int delta_y_3 = palm_center.y - a.y;
int delta_y_4 = palm_center.y - c.y;
if (delta_y_3 < 0 && delta_y_4 < 0)
return false;
double distance_from_palm = findPointsDistance(b, palm_center);
if (distance_from_palm < min_distance_from_palm)
return false;
// this should be the case when no fingers are up
double distance_from_palm_far_1 = findPointsDistance(a, palm_center);
double distance_from_palm_far_2 = findPointsDistance(c, palm_center);
if (distance_from_palm_far_1 < min_distance_from_palm / 4 || distance_from_palm_far_2 < min_distance_from_palm / 4)
return false;
return true;
}
vector<Point> FingerCount::findClosestOnX(vector<Point> points, Point pivot) {
vector<Point> to_return(2);
if (points.size() == 0)
return to_return;
double distance_x_1 = DBL_MAX;
double distance_1 = DBL_MAX;
double distance_x_2 = DBL_MAX;
double distance_2 = DBL_MAX;
int index_found = 0;
for (int i = 0; i < points.size(); i++) {
double distance_x = findPointsDistanceOnX(pivot, points[i]);
double distance = findPointsDistance(pivot, points[i]);
if (distance_x < distance_x_1 && distance_x != 0 && distance <= distance_1) {
distance_x_1 = distance_x;
distance_1 = distance;
index_found = i;
}
}
to_return[0] = points[index_found];
for (int i = 0; i < points.size(); i++) {
double distance_x = findPointsDistanceOnX(pivot, points[i]);
double distance = findPointsDistance(pivot, points[i]);
if (distance_x < distance_x_2 && distance_x != 0 && distance <= distance_2 && distance_x != distance_x_1) {
distance_x_2 = distance_x;
distance_2 = distance;
index_found = i;
}
}
to_return[1] = points[index_found];
return to_return;
}
double FingerCount::findPointsDistanceOnX(Point a, Point b) {
double to_return = 0.0;
if (a.x > b.x)
to_return = a.x - b.x;
else
to_return = b.x - a.x;
return to_return;
}
void FingerCount::drawVectorPoints(Mat image, vector<Point> points, Scalar color, bool with_numbers) {
for (int i = 0; i < points.size(); i++) {
circle(image, points[i], 5, color, 2, 8);
if (with_numbers)
putText(image, to_string(i), points[i], FONT_HERSHEY_PLAIN, 3, color);
}
}
}

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@@ -0,0 +1,129 @@
#pragma once
#include "opencv2/core.hpp"
#include <opencv2/imgproc/types_c.h>
/*
Author: Nicol<6F> Castellazzi https://github.com/nicast
*/
namespace computervision
{
using namespace cv;
using namespace std;
class FingerCount {
public:
FingerCount(void);
/**
* @brief gets the amount of fingers that are held up.
*
* @param input_image the source image to find the fingers on. It should be a mask of a hand
* @param frame the frame to draw the resulting values on (how many fingers are held up etc)
* @return a new image with all the data drawn on it.
*/
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;
Scalar color_red;
Scalar color_black;
Scalar color_white;
Scalar color_yellow;
Scalar color_purple;
int amount_of_fingers;
/**
* @brief finds the distance between 2 points.
*
* @param a the first point
* @param b the second point
* @return a double representing the distance
*/
double findPointsDistance(Point a, Point b);
/**
* @brief compacts the given points on their medians.
* what it does is for each point, it checks if the distance to it's neighbour is greater than the
* max distance. If so, it just adds it to the list that is returned. If not, it calculates the
* median and adds it to the returned list
*
* @param points the points to compact
* @param max_neighbor_distance the maximum distance between points
* @return a vector with the points now compacted.
*/
vector<Point> compactOnNeighborhoodMedian(vector<Point> points, double max_neighbor_distance);
/**
* @brief finds the angle between 3 different points.
*
* @param a the first point
* @param b the second point
* @param c the third point
* @return the angle between the 3 points
*/
double findAngle(Point a, Point b, Point c);
/**
* @brief checks if the given points make up a finger.
*
* @param a the first point to check for
* @param b the second point to check for
* @param c the third point to check for
* @param limit_angle_inf the limit of the angle between 2 fingers
* @param limit_angle_sup the limit of the angle between a finger and a convex point
* @param palm_center the center of the palm
* @param distance_from_palm_tollerance the distance from the palm tolerance
* @return true if the points are a finger, false if not.
*/
bool isFinger(Point a, Point b, Point c, double limit_angle_inf, double limit_angle_sup, cv::Point palm_center, double distance_from_palm_tollerance);
/**
* @brief finds the closest point to the given point that is in the given list.
*
* @param points the points to check for
* @param pivot the pivot to check against
* @return a vector containing the point that is closest
*/
vector<Point> findClosestOnX(vector<Point> points, Point pivot);
/**
* @brief finds the distance between the x coords of the points.
*
* @param a the first point
* @param b the second point
* @return the distance between the x values
*/
double findPointsDistanceOnX(Point a, Point b);
/**
* @brief draws the points on the image.
*
* @param image the image to draw on
* @param points the points to draw
* @param color the color to draw them with
* @param with_numbers if the numbers should be drawn with the points
*/
void drawVectorPoints(Mat image, vector<Point> points, Scalar color, bool with_numbers);
};
}

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#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);
}
}

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#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);
};
}

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#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::Mat img, img_gray, img2, img2_gray, 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, 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;
}
cv::VideoCapture ObjectDetection::GetCap()
{
return cap;
}
bool ObjectDetection::DetectHand(Mat camera_frame, bool& hand_present)
{
Mat input_frame = GenerateHandMaskSquare(camera_frame);
frame_out = input_frame.clone();
// detect skin color
skin_detector.drawSkinColorSampler(camera_frame);
// 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);
hand_calibrator.SetAmountOfFingers(fingers_amount);
finger_count.DrawHandContours(camera_frame);
hand_calibrator.DrawHandCalibrationText(camera_frame);
imshow("camera", camera_frame);
/*imshow("output", frame_out);
imshow("foreground", foreground);
imshow("handMask", handMask);
imshow("handDetection", fingerCountDebug);*/
hand_present = hand_calibrator.CheckIfHandPresent(handMask,handcalibration::HandDetectionType::MENU);
hand_calibrator.SetHandPresent(hand_present);
int key = waitKey(1);
if (key == 98) // b, calibrate the background
{
background_remover.calibrate(input_frame);
hand_calibrator.SetBackGroundCalibrated(true);
}
else if (key == 115) // s, calibrate the skin color
{
skin_detector.calibrate(input_frame);
hand_calibrator.SetSkinCalibration(true);
}
return fingers_amount > 0;
}
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::absdiff(img_gray, img2_gray, img3);
cv::threshold(img3, img4, 50, 170, cv::THRESH_BINARY);
imshow("threshold", img4);
}
cv::Mat ObjectDetection::GenerateHandMaskSquare(cv::Mat img)
{
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;
}
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()
{
imshow("Webcam image", img);
}
}

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#pragma once
#include <opencv2/imgcodecs.hpp>
#include <opencv2/highgui.hpp>
#include <opencv2/imgproc.hpp>
#include <opencv2/objdetect.hpp>
#include <opencv2/videoio.hpp>
#include <opencv2/core.hpp>
#include <opencv2/imgproc/imgproc.hpp>
#include <opencv2/highgui/highgui.hpp>
namespace computervision
{
class ObjectDetection
{
private:
public:
/**
* @brief default constructor of ObjectDetection
*
*/
ObjectDetection();
/**
* @brief Displays an image of the current webcam-footage
*
*/
void ShowWebcam();
/**
* @brief Calculates the difference between two images
* and outputs an image that only shows the difference
*
*/
void CalculateDifference();
/**
* @brief generates the square that will hold the mask in which the hand will be detected.
*
* @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;
};
}

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

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#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();
};
}

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#include "SkinDetector.h"
#include <iostream>
/*
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
*/
namespace computervision
{
SkinDetector::SkinDetector(void) {
hLowThreshold = 0;
hHighThreshold = 0;
sLowThreshold = 0;
sHighThreshold = 0;
vLowThreshold = 0;
vHighThreshold = 0;
calibrated = false;
skinColorSamplerRectangle1, skinColorSamplerRectangle2;
}
void SkinDetector::drawSkinColorSampler(Mat input) {
int frameWidth = input.size().width, frameHeight = input.size().height;
int rectangleSize = 25;
Scalar rectangleColor = Scalar(0, 255, 255);
skinColorSamplerRectangle1 = Rect(frameWidth / 5, frameHeight / 2, rectangleSize, rectangleSize);
skinColorSamplerRectangle2 = Rect(frameWidth / 5, frameHeight / 3, rectangleSize, rectangleSize);
rectangle(
input,
skinColorSamplerRectangle1,
rectangleColor
);
rectangle(
input,
skinColorSamplerRectangle2,
rectangleColor
);
}
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;
cvtColor(input, hsvInput, CV_BGR2HSV);
Mat sample1 = Mat(hsvInput, skinColorSamplerRectangle1);
Mat sample2 = Mat(hsvInput, skinColorSamplerRectangle2);
calculateThresholds(sample1, sample2);
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;
Scalar hsvMeansSample1 = mean(sample1);
Scalar hsvMeansSample2 = mean(sample2);
hLowThreshold = min(hsvMeansSample1[0], hsvMeansSample2[0]) - offsetLowThreshold;
hHighThreshold = max(hsvMeansSample1[0], hsvMeansSample2[0]) + offsetHighThreshold;
sLowThreshold = min(hsvMeansSample1[1], hsvMeansSample2[1]) - offsetLowThreshold;
sHighThreshold = max(hsvMeansSample1[1], hsvMeansSample2[1]) + offsetHighThreshold;
// the V channel shouldn't be used. By ignorint it, shadows on the hand wouldn't interfire with segmentation.
// Unfortunately there's a bug somewhere and not using the V channel causes some problem. This shouldn't be too hard to fix.
vLowThreshold = min(hsvMeansSample1[2], hsvMeansSample2[2]) - offsetLowThreshold;
vHighThreshold = max(hsvMeansSample1[2], hsvMeansSample2[2]) + offsetHighThreshold;
//vLowThreshold = 0;
//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;
if (!calibrated) {
skinMask = Mat::zeros(input.size(), CV_8UC1);
return skinMask;
}
Mat hsvInput;
cvtColor(input, hsvInput, CV_BGR2HSV);
inRange(
hsvInput,
Scalar(hLowThreshold, sLowThreshold, vLowThreshold),
Scalar(hHighThreshold, sHighThreshold, vHighThreshold),
skinMask);
performOpening(skinMask, MORPH_ELLIPSE, { 3, 3 });
dilate(skinMask, skinMask, Mat(), Point(-1, -1), 3);
return skinMask;
}
void SkinDetector::performOpening(Mat binaryImage, int kernelShape, Point kernelSize) {
Mat structuringElement = getStructuringElement(kernelShape, kernelSize);
morphologyEx(binaryImage, binaryImage, MORPH_OPEN, structuringElement);
}
}

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#pragma once
#include <opencv2\core.hpp>
#include <opencv2/imgcodecs.hpp>
#include <opencv2/imgproc.hpp>
#include <opencv2/imgproc/types_c.h>
/*
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
*/
namespace computervision
{
using namespace cv;
using namespace std;
class SkinDetector {
public:
SkinDetector(void);
/*
* @brief draws the positions in where the skin color will be sampled.
*
* @param input the input matrix to sample the skin color from
*/
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
*
* @param input the input frame to calibrate from
*/
void calibrate(Mat input);
std::vector<int> calibrateAndReturn(Mat input);
void setTresholds(std::vector<int>& tresholds);
/*
* @brief gets the mask for the hand
*
* @param input the input matrix to get the skin mask from
* @returns the skin mask in a new matrix
*/
Mat getSkinMask(Mat input);
private:
// thresholds for hsv calculation
int hLowThreshold = 0;
int hHighThreshold = 0;
int sLowThreshold = 0;
int sHighThreshold = 0;
int vLowThreshold = 0;
int vHighThreshold = 0;
// wether or not the skindetector has calibrated yet.
bool calibrated = false;
// rectangles that get drawn to show where the skin color will be sampled
Rect skinColorSamplerRectangle1, skinColorSamplerRectangle2;
/*
* @brief calculates the skin tresholds for the given samples
*
* @param sample1 the first sample
* @param sample2 the second sample
*/
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.
*
* @param binaryImage the matrix to perform the opening on. This needs to be a binary image, so consisting of only 1's and 0's.
* @param structuralElementShape the shape to use for the kernel that is used with generating the structuring element
* @param structuralElementSize the size of the kernel that will be used with generating the structuring element.
*/
void performOpening(Mat binaryImage, int structuralElementShape, Point structuralElementSize);
};
}

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#pragma once
#include <opencv2/videoio.hpp>
namespace static_camera
{
static cv::VideoCapture getCap()
{
static cv::VideoCapture cap(0);
return cap;
}
};

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#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.
}
}

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#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);
};
}

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@@ -0,0 +1,92 @@
#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;
}
}
}

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@@ -0,0 +1,76 @@
#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;
};
}
}

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@@ -1,5 +1,5 @@
#pragma once #pragma once
#include <GL/glew.h>
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>

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@@ -11,8 +11,9 @@ namespace entities
class Entity class Entity
{ {
private: protected:
models::TexturedModel model; models::TexturedModel model;
glm::vec3 position; glm::vec3 position;
glm::vec3 rotation; glm::vec3 rotation;
float scale; float scale;

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@@ -0,0 +1,44 @@
#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);
}
}

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@@ -0,0 +1,65 @@
#pragma once
#include "entity.h"
#include "../collision/collision.h"
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);
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(void (*function)(const collision::Collision& collision))
{ if (function != nullptr) { on_collide = function; } }
protected:
/*
* @brief: This method moves the collision to the center of the entity
*/
void MoveCollisionBox();
};
}

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@@ -1,3 +1,4 @@
#include <GL/glew.h>
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include "gui_interactable.h" #include "gui_interactable.h"

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@@ -1,13 +1,18 @@
#include <GL/glew.h> #include <GL/glew.h>
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>
#include <functional>
#include <vector>
#define STB_IMAGE_IMPLEMENTATION #define STB_IMAGE_IMPLEMENTATION
#include <iostream> #include <iostream>
#include <map>
#include "stb_image.h" #include "stb_image.h"
#include <ostream> #include <ostream>
#include <opencv2/core.hpp> #include <opencv2/core.hpp>
#include <opencv2/videoio.hpp>
#include <opencv2/video.hpp>
#include "gui/gui_interactable.h" #include "gui/gui_interactable.h"
#include "models/model.h" #include "models/model.h"
@@ -16,6 +21,15 @@
#include "renderEngine/renderer.h" #include "renderEngine/renderer.h"
#include "shaders/entity_shader.h" #include "shaders/entity_shader.h"
#include "toolbox/toolbox.h" #include "toolbox/toolbox.h"
#include "scenes/scene.h"
#include "scenes/in_Game_Scene.h"
#include "scenes/startup_Scene.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, "glfw3.lib")
#pragma comment(lib, "glew32s.lib") #pragma comment(lib, "glew32s.lib")
@@ -23,123 +37,90 @@
static double UpdateDelta(); static double UpdateDelta();
static GLFWwindow* window; scene::Scene* current_scene;
static GLFWwindow* window;
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) int main(void)
{ {
#pragma region OPENGL_SETTINGS #pragma region OPENGL_SETTINGS
if (!glfwInit()) if (!glfwInit())
throw "Could not inditialize glwf"; throw "Could not inditialize glwf";
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGT, "SDBA", NULL, NULL); window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGT, "SDBA", NULL, NULL);
if (!window) if (!window)
{ {
glfwTerminate(); glfwTerminate();
throw "Could not initialize glwf"; throw "Could not initialize glwf";
} }
glfwMakeContextCurrent(window); glfwMakeContextCurrent(window);
glewInit(); glewInit();
glGetError(); glGetError();
#pragma endregion #pragma endregion
current_scene = new scene::Startup_Scene();
glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods) glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE)
glfwSetWindowShouldClose(window, true);
});
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; if (key == GLFW_KEY_ESCAPE)
{
glfwSetWindowShouldClose(window, true);
}
current_scene->onKey(window, key, scancode, action, mods);
}); });
guis.push_back(&button);
bool window_open = true;
// Main game loop // Main game loop
while (!glfwWindowShouldClose(window)) while (!glfwWindowShouldClose(window) && window_open)
{ {
// Update //Update
const double delta = UpdateDelta(); const double delta = UpdateDelta();
camera.Move(window);
button.Update(window);
// Render scene::Scenes return_value = current_scene->start(window);
render_engine::renderer::Prepare(); delete current_scene;
// Start rendering the entities switch (return_value) {
shader.Start(); case scene::Scenes::STOP:
shader.LoadSkyColor(render_engine::renderer::SKY_COLOR); window_open = false;
shader.LoadLights(lights); break;
shader.LoadViewMatrix(camera);
// Renders each entity in the entities list case scene::Scenes::STARTUP:
for (entities::Entity& entity : entities) current_scene = new scene::Startup_Scene();
{ break;
render_engine::renderer::Render(entity, shader);
}
// Stop rendering the entities case scene::Scenes::INGAME:
shader.Stop(); current_scene = new scene::In_Game_Scene();
break;
// Render GUI items default:
render_engine::renderer::Render(guis, gui_shader); std::cout << "Wrong return value!!! ->" << std::endl;
break;
// Finish up }
glfwSwapBuffers(window);
glfwPollEvents();
} }
// Clean up // Clean up -> preventing memory leaks!!!
shader.CleanUp(); std::cout << "ending..." << std::endl;
gui_shader.CleanUp();
render_engine::loader::CleanUp();
glfwTerminate(); glfwTerminate();
return 0; return 0;
} }
static double UpdateDelta() static double UpdateDelta()
{ {
double current_time = glfwGetTime(); double current_time = glfwGetTime();
static double last_frame_time = current_time; static double last_frame_time = current_time;
double delt_time = current_time - last_frame_time; double delt_time = current_time - last_frame_time;
last_frame_time = current_time; last_frame_time = current_time;
return delt_time; return delt_time;
} }

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@@ -0,0 +1,162 @@
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "in_Game_Scene.h"
#include "startup_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"
#include <opencv2/core/base.hpp>
#include "../computervision/HandDetectRegion.h"
#include "../computervision/ObjectDetection.h"
namespace scene
{
std::vector<entities::Entity> entities;
std::vector<entities::Light> lights;
models::RawModel raw_model;
models::ModelTexture texture;
shaders::EntityShader *shader;
shaders::GuiShader *gui_shader;
entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
std::vector<gui::GuiTexture*> guis;
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);
In_Game_Scene::In_Game_Scene()
{
shader = new shaders::EntityShader;
shader->Init();
render_engine::renderer::Init(*shader);
gui_shader = new shaders::GuiShader();
gui_shader->Init();
}
scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
{
// 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);
raw_model = render_engine::LoadObjModel("res/House.obj");
texture = { render_engine::loader::LoadTexture("res/Texture.png") };
texture.shine_damper = 10;
texture.reflectivity = 0;
models::TexturedModel model = { raw_model, texture };
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);
}
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)));
// GUI stuff
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);
while (return_value == scene::Scenes::INGAME)
{
update(window);
button.Update(window);
render();
glfwSwapBuffers(window);
glfwPollEvents();
}
shader->CleanUp();
gui_shader->CleanUp();
render_engine::loader::CleanUp();
return return_value;
}
void scene::In_Game_Scene::render()
{
// Render
render_engine::renderer::Prepare();
shader->Start();
shader->LoadSkyColor(render_engine::renderer::SKY_COLOR);
shader->LoadLights(lights);
shader->LoadViewMatrix(camera);
// Renders each entity in the entities list
for (entities::Entity& entity : entities)
{
render_engine::renderer::Render(entity, *shader);
}
// Render GUI items
render_engine::renderer::Render(guis, *gui_shader);
// Stop rendering the entities
shader->Stop();
}
void scene::In_Game_Scene::update(GLFWwindow* window)
{
camera.Move(window);
update_hand_detection();
}
void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
{
cv::destroyWindow("camera");
return_value = scene::Scenes::STOP;
}
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);
}
}

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@@ -0,0 +1,23 @@
#pragma once
#include "scene.h"
namespace scene
{
class In_Game_Scene : public scene::Scene
{
private:
scene::Scenes return_value = scene::Scenes::INGAME;
void update_hand_detection();
public:
In_Game_Scene();
Scenes start(GLFWwindow* window) override;
void render() override;
void update(GLFWwindow* window) override;
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
};
}

31
src/scenes/scene.h Normal file
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@@ -0,0 +1,31 @@
#pragma once
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <map>
namespace scene {
enum class Scenes
{
STARTUP,
INGAME,
GAMEOVER,
CALIBRATION,
STOP
};
class Scene
{
public:
virtual Scenes start(GLFWwindow* window) = 0;
virtual void render() = 0;
virtual void update(GLFWwindow* window) = 0;
virtual void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) {};
};
}

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@@ -0,0 +1,45 @@
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <map>
#include "startup_Scene.h"
#include "../computervision/ObjectDetection.h"
#include "../computervision/HandDetectRegion.h"
#include <iostream>
namespace scene
{
computervision::ObjectDetection objDetect;
scene::Scenes scene::Startup_Scene::start(GLFWwindow *window)
{
while (return_value == scene::Scenes::STARTUP)
{
render();
update(window);
glfwSwapBuffers(window);
glfwPollEvents();
}
return return_value;
}
void scene::Startup_Scene::render()
{
}
void scene::Startup_Scene::update(GLFWwindow* window)
{
bool hand_present;
objDetect.DetectHand(objDetect.ReadCamera(),hand_present);
}
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");
}
}
}

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@@ -0,0 +1,22 @@
#pragma once
#include "scene.h"
#include <map>
namespace scene
{
extern GLFWwindow* window;
class Startup_Scene : public scene::Scene
{
private:
scene::Scenes return_value = scene::Scenes::STARTUP;
public:
Scenes start(GLFWwindow* window) override;
void render() override;
void update(GLFWwindow* window) override;
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
};
}

View File

@@ -1,4 +1,5 @@
#include <GL/glew.h> #include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream> #include <iostream>
#include <fstream> #include <fstream>
#include <vector> #include <vector>

46
src/toolbox/Timer.h Normal file
View File

@@ -0,0 +1,46 @@
#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; }
};
}

View File

@@ -19,7 +19,18 @@
</ProjectConfiguration> </ProjectConfiguration>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
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<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\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\camera.cpp" />
<ClCompile Include="src\entities\collision_entity.cpp" />
<ClCompile Include="src\entities\entity.cpp" /> <ClCompile Include="src\entities\entity.cpp" />
<ClCompile Include="src\gui\gui_interactable.cpp" /> <ClCompile Include="src\gui\gui_interactable.cpp" />
<ClCompile Include="src\main.cpp" /> <ClCompile Include="src\main.cpp" />
@@ -30,9 +41,25 @@
<ClCompile Include="src\shaders\shader_program.cpp" /> <ClCompile Include="src\shaders\shader_program.cpp" />
<ClCompile Include="src\shaders\entity_shader.cpp" /> <ClCompile Include="src\shaders\entity_shader.cpp" />
<ClCompile Include="src\toolbox\toolbox.cpp" /> <ClCompile Include="src\toolbox\toolbox.cpp" />
<ClCompile Include="src\scenes\startup_Scene.cpp" />
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<ItemGroup> <ItemGroup>
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<ClInclude Include="src\scenes\scene.h" />
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<ClInclude Include="src\computervision\FingerCount.h" />
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<ClInclude Include="src\computervision\ObjectDetection.h" />
<ClInclude Include="src\entities\camera.h" /> <ClInclude Include="src\entities\camera.h" />
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<ClInclude Include="src\entities\entity.h" /> <ClInclude Include="src\entities\entity.h" />
<ClInclude Include="src\entities\light.h" /> <ClInclude Include="src\entities\light.h" />
<ClInclude Include="src\gui\gui_element.h" /> <ClInclude Include="src\gui\gui_element.h" />
@@ -45,7 +72,18 @@
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<ClInclude Include="src\shaders\entity_shader.h" /> <ClInclude Include="src\shaders\entity_shader.h" />
<ClInclude Include="src\stb_image.h" /> <ClInclude Include="src\stb_image.h" />
<ClInclude Include="src\toolbox\Timer.h" />
<ClInclude Include="src\toolbox\toolbox.h" /> <ClInclude Include="src\toolbox\toolbox.h" />
<ClInclude Include="src\scenes\startup_Scene.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> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<VCProjectVersion>16.0</VCProjectVersion> <VCProjectVersion>16.0</VCProjectVersion>
@@ -105,16 +143,18 @@
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental> <LinkIncremental>true</LinkIncremental>
<IncludePath>C:\opencv\build\include;$(IncludePath);C:\opencv\opencv\build\include</IncludePath> <IncludePath>C:\opencv\build\include;$(IncludePath);C:\opencv\opencv\build\include;C:\opencv\build\include</IncludePath>
<LibraryPath>C:\opencv\build\x64\vc15\lib;$(LibraryPath);C:\opencv\opencv\build\x64\vc15\lib</LibraryPath> <LibraryPath>C:\opencv\build\x64\vc15\lib;$(LibraryPath);C:\opencv\opencv\build\x64\vc15\lib;C:\opencv\build\x64\vc15\lib</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental> <LinkIncremental>false</LinkIncremental>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental> <LinkIncremental>false</LinkIncremental>
<IncludePath>$(VC_IncludePath);$(WindowsSDK_IncludePath);;C:\opencv\opencv\build\include</IncludePath> <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</LibraryPath> <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>
</PropertyGroup> </PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile> <ClCompile>
@@ -146,7 +186,7 @@
<SubSystem>Console</SubSystem> <SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)lib\glfw-3.3.2\$(Platform);$(SolutionDir)lib\glew-2.1.0\lib\Release\$(Platform);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> <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</AdditionalDependencies> <AdditionalDependencies>opencv_world452d.lib;%(AdditionalDependencies); opencv_world452.lib;opencv_world452d.lib</AdditionalDependencies>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@@ -187,7 +227,8 @@
<OptimizeReferences>true</OptimizeReferences> <OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)lib\glfw-3.3.2\$(Platform);$(SolutionDir)lib\glew-2.1.0\lib\Release\$(Platform);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> <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</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;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>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

View File

@@ -1,96 +1,70 @@
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