Develop into master #9
@@ -3,7 +3,7 @@
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namespace collision
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{
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void CheckCollisions(std::vector<std::shared_ptr<entities::CollisionEntity>> entities)
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void CheckCollisions(std::deque<std::shared_ptr<entities::CollisionEntity>>& entities)
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{
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if (entities.size() < 2) { return; }
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if (entities.size() == 2)
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@@ -15,7 +15,7 @@ namespace collision
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entities[1]->OnCollide(c);
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}
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}
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for (int i = 0; i < entities.size() - 2; i++)
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{
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std::shared_ptr<entities::CollisionEntity> entity = entities[i];
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@@ -4,6 +4,7 @@
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#include <vector>
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#include "../entities/collision_entity.h"
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#include "collision.h"
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#include <deque>
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namespace collision
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{
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@@ -13,5 +14,5 @@ namespace collision
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*
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* @param entities: A list with all the collision entities.
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*/
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void CheckCollisions(std::vector<std::shared_ptr<entities::CollisionEntity>> entities);
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void CheckCollisions(std::deque<std::shared_ptr<entities::CollisionEntity>>& entities);
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}
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@@ -1,108 +0,0 @@
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#include "OpenPoseVideo.h"
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using namespace std;
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using namespace cv;
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using namespace cv::dnn;
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namespace computervision
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{
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#define MPI
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#ifdef MPI
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const int POSE_PAIRS[7][2] =
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{
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{0,1}, {1,2}, {2,3},
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{3,4}, {1,5}, {5,6},
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{6,7}
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};
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string protoFile = "res/pose/mpi/pose_deploy_linevec_faster_4_stages.prototxt";
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string weightsFile = "res/pose/mpi/pose_iter_160000.caffemodel";
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int nPoints = 8;
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#endif
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#ifdef COCO
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const int POSE_PAIRS[17][2] =
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{
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{1,2}, {1,5}, {2,3},
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{3,4}, {5,6}, {6,7},
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{1,8}, {8,9}, {9,10},
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{1,11}, {11,12}, {12,13},
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{1,0}, {0,14},
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{14,16}, {0,15}, {15,17}
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};
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string protoFile = "pose/coco/pose_deploy_linevec.prototxt";
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string weightsFile = "pose/coco/pose_iter_440000.caffemodel";
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int nPoints = 18;
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#endif
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Net net;
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void OpenPoseVideo::setup() {
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net = readNetFromCaffe(protoFile, weightsFile);
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net.setPreferableBackend(DNN_TARGET_CPU);
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}
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void OpenPoseVideo::movementSkeleton(Mat& inputImage, std::function<void(std::vector<Point>&, cv::Mat& poinst_on_image)> f) {
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std::cout << "movement skeleton start" << std::endl;
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int inWidth = 368;
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int inHeight = 368;
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float thresh = 0.01;
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Mat frame;
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int frameWidth = inputImage.size().width;
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int frameHeight = inputImage.size().height;
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double t = (double)cv::getTickCount();
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std::cout << "reading input image and blob" << std::endl;
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frame = inputImage;
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Mat inpBlob = blobFromImage(frame, 1.0 / 255, Size(inWidth, inHeight), Scalar(0, 0, 0), false, false);
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std::cout << "done reading image and blob" << std::endl;
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net.setInput(inpBlob);
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std::cout << "done setting input to net" << std::endl;
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Mat output = net.forward();
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std::cout << "time took to set input and forward: " << t << std::endl;
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int H = output.size[2];
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int W = output.size[3];
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std::cout << "about to find position of boxy parts" << std::endl;
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// find the position of the body parts
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vector<Point> points(nPoints);
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for (int n = 0; n < nPoints; n++)
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{
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// Probability map of corresponding body's part.
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Mat probMap(H, W, CV_32F, output.ptr(0, n));
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Point2f p(-1, -1);
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Point maxLoc;
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double prob;
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minMaxLoc(probMap, 0, &prob, 0, &maxLoc);
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if (prob > thresh)
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{
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p = maxLoc;
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p.x *= (float)frameWidth / W;
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p.y *= (float)frameHeight / H;
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circle(frame, cv::Point((int)p.x, (int)p.y), 8, Scalar(0, 255, 255), -1);
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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);
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}
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points[n] = p;
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}
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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);
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std::cout << "time taken: " << t << std::endl;
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//imshow("Output-Keypoints", frame);
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//imshow("Output-Skeleton", frame);
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std::cout << "about to call points receiving method" << std::endl;
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f(points,frame);
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}
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}
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@@ -1,19 +0,0 @@
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#pragma once
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#include <opencv2/dnn.hpp>
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#include <opencv2/imgproc.hpp>
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#include <opencv2/highgui.hpp>
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#include <iostream>
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using namespace cv;
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namespace computervision
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{
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class OpenPoseVideo{
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private:
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public:
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void movementSkeleton(Mat& inputImage, std::function<void(std::vector<Point>&, cv::Mat& poinst_on_image)> f);
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void setup();
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};
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}
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@@ -1,46 +0,0 @@
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#include <iostream>
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#include "async_arm_detection.h"
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#include "../OpenPoseVideo.h"
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#include <thread>
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#include "StaticCameraInstance.h"
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namespace computervision
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{
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AsyncArmDetection::AsyncArmDetection()
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{
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}
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void AsyncArmDetection::run_arm_detection(std::function<void(std::vector<Point>, cv::Mat poinst_on_image)> points_ready_func, OpenPoseVideo op)
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{
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VideoCapture cap = static_camera::getCap();
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std::cout << "STARTING THREAD LAMBDA" << std::endl;
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/*cv::VideoCapture cap = static_camera::GetCap();*/
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if (!cap.isOpened())
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{
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std::cout << "capture was closed, opening..." << std::endl;
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cap.open(0);
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}
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while (true)
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{
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Mat img;
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cap.read(img);
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op.movementSkeleton(img, points_ready_func);
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}
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}
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void AsyncArmDetection::start(std::function<void(std::vector<Point>, cv::Mat poinst_on_image)> points_ready_func, OpenPoseVideo op)
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{
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std::cout << "starting function" << std::endl;
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std::thread async_arm_detect_thread(&AsyncArmDetection::run_arm_detection,this, points_ready_func, op);
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async_arm_detect_thread.detach(); // makes sure the thread is detached from the variable.
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}
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}
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@@ -1,23 +0,0 @@
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#pragma once
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#include <vector>
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#include <opencv2/core/types.hpp>
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#include <opencv2/videoio.hpp>
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#include <functional>
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#include "../OpenPoseVideo.h"
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#include "StaticCameraInstance.h"
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namespace computervision
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{
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class AsyncArmDetection
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{
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public:
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AsyncArmDetection(void);
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void start(std::function<void(std::vector<cv::Point>, cv::Mat poinst_on_image)>, computervision::OpenPoseVideo op);
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private:
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void run_arm_detection(std::function<void(std::vector<Point>, cv::Mat poinst_on_image)> points_ready_func, OpenPoseVideo op);
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};
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}
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@@ -1,4 +1,4 @@
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#include "BackgroundRemover.h"
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#include "background_remover.h"
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/*
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Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
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@@ -1,4 +1,4 @@
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#include "FingerCount.h"
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#include "finger_count.h"
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#include "opencv2/imgproc.hpp"
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#include "opencv2/highgui.hpp"
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@@ -1,6 +1,6 @@
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#include "HandDetectRegion.h"
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#include "hand_detect_region.h"
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#define TIME_DURATION 1.0f
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namespace computervision
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{
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@@ -20,10 +20,20 @@ namespace computervision
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Mat input_frame = GenerateHandMaskSquare(camera_frame);
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frame_out = input_frame.clone();
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if (!background_calibrated || !skin_calibrated)
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if (time >= TIME_DURATION)
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{
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//std::cout << "timer finised, seconds left: " << seconds_left << std::endl;
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seconds_left--;
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time = 0;
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}
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// detect skin color
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skin_detector.drawSkinColorSampler(camera_frame,start_x_pos,start_y_pos,region_width,region_height);
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// remove background from image
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foreground = background_remover.getForeground(input_frame);
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// detect the hand contours
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@@ -32,10 +42,33 @@ namespace computervision
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// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
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DrawHandMask(&camera_frame);
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if (seconds_left <= 0)
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{
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if (!background_calibrated)
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{
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background_remover.calibrate(input_frame);
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background_calibrated = true;
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hand_calibrator.SetBackGroundCalibrated(background_calibrated);
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seconds_left = 5;
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time = 0;
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}
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else
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{
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if (!skin_calibrated)
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{
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if (is_main_skin_detection_region)
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skin_timer_callback();
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}
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}
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}
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// uncomment these lines to show debug hand information
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//imshow("output" + region_id, frame_out);
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//imshow("foreground" + region_id, foreground);
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//imshow("handMask" + region_id, handMask);
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/*imshow("handDetection", fingerCountDebug);*/
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//imshow("handDetection", fingerCountDebug);
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hand_present = hand_calibrator.CheckIfHandPresent(handMask,handcalibration::HandDetectionType::GAME);
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//std::string text = (hand_present ? "hand" : "no");
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@@ -47,7 +80,17 @@ namespace computervision
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hand_calibrator.DrawBackgroundSkinCalibrated(camera_frame);
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std::string calibration_text = (!background_calibrated ? "calibrating background in " : (!skin_calibrated ? "calibrating skin in " : ""));
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calibration_text += std::to_string(seconds_left);
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if (!background_calibrated || !skin_calibrated)
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{
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cv::rectangle(camera_frame, cv::Rect(0, camera_frame.rows - 130, 600, 60), cv::Scalar(0, 0, 0), -1);
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cv:putText(camera_frame, calibration_text, cv::Point(5, 400), cv::FONT_HERSHEY_COMPLEX, 1.0, cv::Scalar(255, 0, 255), 2);
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}
|
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if (background_calibrated && !skin_calibrated)
|
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{
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cv::putText(camera_frame, "put your hand in the left square", cv::Point(5, camera_frame.rows - 105), cv::FONT_HERSHEY_COMPLEX, 1.0, cv::Scalar(255, 0, 255), 2);
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}
|
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|
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}
|
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|
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@@ -92,6 +135,8 @@ namespace computervision
|
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{
|
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std::cout << "calibrating skin " << region_id << std::endl;
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hand_calibrator.SetSkinCalibration(true);
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skin_calibrated = true;
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time = 0;
|
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return skin_detector.calibrateAndReturn(frame_out);
|
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}
|
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|
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@@ -100,6 +145,13 @@ namespace computervision
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std::cout << "setting skin " << region_id << std::endl;
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skin_detector.setTresholds(tresholds);
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hand_calibrator.SetSkinCalibration(true);
|
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skin_calibrated = true;
|
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time = 0;
|
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}
|
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|
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void HandDetectRegion::UpdateTime(float delta_time)
|
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{
|
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time += delta_time;
|
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}
|
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|
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}
|
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@@ -2,11 +2,13 @@
|
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|
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#include <opencv2/core.hpp>
|
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#include <opencv2/imgproc.hpp>
|
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#include <GLFW/glfw3.h>
|
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|
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#include "async/StaticCameraInstance.h"
|
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#include "calibration/HandCalibrator.h"
|
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#include "BackgroundRemover.h"
|
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#include "SkinDetector.h"
|
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#include "FingerCount.h"
|
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#include "background_remover.h"
|
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#include "skin_detector.h"
|
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#include "finger_count.h"
|
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namespace computervision
|
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{
|
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class HandDetectRegion
|
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@@ -36,8 +38,12 @@ namespace computervision
|
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std::vector<int> CalculateSkinTresholds();
|
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|
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void setSkinTresholds(std::vector<int>& tresholds);
|
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void UpdateTime(float delta_time);
|
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void SetMainSkinDetecRegion(bool val) { is_main_skin_detection_region = val; };
|
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void SetSkinTimerCallback(std::function<void()> fun) { skin_timer_callback = fun; };
|
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|
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private:
|
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|
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int start_x_pos;
|
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int start_y_pos;
|
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int region_height;
|
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@@ -51,6 +57,17 @@ namespace computervision
|
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std::string region_id;
|
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|
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bool DrawHandMask(cv::Mat* input);
|
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|
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float time = 0;
|
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int seconds_left = 5; // calibration countdown
|
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|
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bool background_calibrated = false;
|
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bool skin_calibrated = false;
|
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bool is_main_skin_detection_region = false;
|
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std::function<void()> skin_timer_callback;
|
||||
|
||||
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
@@ -1,14 +1,7 @@
|
||||
|
||||
#include <opencv2/videoio.hpp>
|
||||
#include <opencv2/highgui.hpp>
|
||||
#include <opencv2/video.hpp>
|
||||
#include "object_detection.h"
|
||||
|
||||
#include "ObjectDetection.h"
|
||||
#include "BackgroundRemover.h"
|
||||
#include "SkinDetector.h"
|
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#include "FingerCount.h"
|
||||
#include "async/StaticCameraInstance.h"
|
||||
#include "calibration/HandCalibrator.h"
|
||||
#define TIME_DURATION 1.0f
|
||||
|
||||
namespace computervision
|
||||
{
|
||||
@@ -25,6 +18,11 @@ namespace computervision
|
||||
handcalibration::HandCalibrator hand_calibrator;
|
||||
|
||||
cv::VideoCapture cap = static_camera::getCap();
|
||||
float time = 0;
|
||||
int seconds_left = 5; // calibration countdown
|
||||
|
||||
bool background_calibrated = false;
|
||||
bool skin_calibrated = false;
|
||||
|
||||
ObjectDetection::ObjectDetection()
|
||||
{
|
||||
@@ -42,6 +40,20 @@ namespace computervision
|
||||
|
||||
bool ObjectDetection::DetectHand(Mat camera_frame, bool& hand_present)
|
||||
{
|
||||
//calculate deltatime
|
||||
if (!background_calibrated || !skin_calibrated)
|
||||
{
|
||||
UpdateTime();
|
||||
|
||||
if (time >= TIME_DURATION)
|
||||
{
|
||||
std::cout << "timer finised, seconds left: " << seconds_left << std::endl;
|
||||
seconds_left--;
|
||||
time = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Mat input_frame = GenerateHandMaskSquare(camera_frame);
|
||||
frame_out = input_frame.clone();
|
||||
|
||||
@@ -62,38 +74,59 @@ namespace computervision
|
||||
|
||||
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
|
||||
DrawHandMask(&camera_frame);
|
||||
|
||||
|
||||
if (seconds_left <= 0)
|
||||
{
|
||||
if (!background_calibrated)
|
||||
{
|
||||
background_remover.calibrate(input_frame);
|
||||
background_calibrated = true;
|
||||
hand_calibrator.SetBackGroundCalibrated(background_calibrated);
|
||||
seconds_left = 5;
|
||||
time = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
if (!skin_calibrated)
|
||||
{
|
||||
skin_detector.calibrate(input_frame);
|
||||
skin_calibrated = true;
|
||||
hand_calibrator.SetSkinCalibration(skin_calibrated);
|
||||
time = 0;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
hand_calibrator.SetAmountOfFingers(fingers_amount);
|
||||
finger_count.DrawHandContours(camera_frame);
|
||||
hand_calibrator.DrawHandCalibrationText(camera_frame);
|
||||
|
||||
std::string calibration_text = (!background_calibrated ? "calibrating background in " : (!skin_calibrated ? "calibrating skin in " : ""));
|
||||
calibration_text += std::to_string(seconds_left);
|
||||
if (!background_calibrated || !skin_calibrated)
|
||||
{
|
||||
cv::rectangle(camera_frame, cv::Rect(0, camera_frame.rows - 120, 500, 50), cv::Scalar(0, 0, 0), -1);
|
||||
cv::putText(camera_frame, calibration_text, cv::Point(5, camera_frame.rows-80), cv::FONT_HERSHEY_COMPLEX, 1.0, cv::Scalar(255, 0, 255), 2);
|
||||
}
|
||||
|
||||
if (background_calibrated && !skin_calibrated)
|
||||
{
|
||||
cv::putText(camera_frame, "put your hand in the square", cv::Point(5, camera_frame.rows - 100), cv::FONT_HERSHEY_COMPLEX, 1.0, cv::Scalar(255, 0, 255), 2);
|
||||
}
|
||||
imshow("camera", camera_frame);
|
||||
|
||||
// uncomment these lines to show debug hand information
|
||||
/*imshow("output", frame_out);
|
||||
imshow("foreground", foreground);
|
||||
imshow("handMask", handMask);
|
||||
imshow("handDetection", fingerCountDebug);*/
|
||||
|
||||
hand_present = hand_calibrator.CheckIfHandPresent(handMask,handcalibration::HandDetectionType::MENU);
|
||||
hand_present = hand_calibrator.CheckIfHandPresent(handMask, handcalibration::HandDetectionType::MENU);
|
||||
hand_calibrator.SetHandPresent(hand_present);
|
||||
|
||||
|
||||
|
||||
int key = waitKey(1);
|
||||
|
||||
if (key == 98) // b, calibrate the background
|
||||
{
|
||||
background_remover.calibrate(input_frame);
|
||||
hand_calibrator.SetBackGroundCalibrated(true);
|
||||
}
|
||||
else if (key == 115) // s, calibrate the skin color
|
||||
{
|
||||
skin_detector.calibrate(input_frame);
|
||||
hand_calibrator.SetSkinCalibration(true);
|
||||
|
||||
}
|
||||
|
||||
|
||||
return fingers_amount > 0;
|
||||
}
|
||||
|
||||
@@ -144,5 +177,15 @@ namespace computervision
|
||||
imshow("Webcam image", img);
|
||||
}
|
||||
|
||||
void ObjectDetection::UpdateTime()
|
||||
{
|
||||
double current_time = glfwGetTime();
|
||||
static double last_frame_time = current_time;
|
||||
double delt_time = current_time - last_frame_time;
|
||||
last_frame_time = current_time;
|
||||
|
||||
time += delt_time;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
@@ -8,6 +8,14 @@
|
||||
#include <opencv2/core.hpp>
|
||||
#include <opencv2/imgproc/imgproc.hpp>
|
||||
#include <opencv2/highgui/highgui.hpp>
|
||||
#include <opencv2/video.hpp>
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#include "background_remover.h"
|
||||
#include "skin_detector.h"
|
||||
#include "finger_count.h"
|
||||
#include "async/StaticCameraInstance.h"
|
||||
#include "calibration/HandCalibrator.h"
|
||||
|
||||
|
||||
namespace computervision
|
||||
@@ -86,6 +94,7 @@ namespace computervision
|
||||
private:
|
||||
bool is_hand_open;
|
||||
bool is_hand_present;
|
||||
void UpdateTime();
|
||||
|
||||
};
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#include "SkinDetector.h"
|
||||
#include "skin_detector.h"
|
||||
#include <iostream>
|
||||
|
||||
/*
|
||||
@@ -23,5 +23,7 @@ namespace entities
|
||||
this->rotation.y += rotation.y;
|
||||
this->rotation.z += rotation.z;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -40,7 +40,7 @@ namespace entities
|
||||
inline glm::vec3 GetPosition() const { return position; }
|
||||
inline void SetPosition(const ::glm::vec3& position) { this->position = position; }
|
||||
inline glm::vec3 GetRotation() const { return rotation; }
|
||||
inline void SetRotation(const ::glm::vec3& rotation) { this->rotation = rotation; }
|
||||
void SetRotation(const ::glm::vec3& rotation) { this->rotation = rotation; }
|
||||
inline float GetScale() const { return scale; }
|
||||
inline void SetScale(const float scale) { this->scale = scale; }
|
||||
};
|
||||
|
||||
@@ -40,7 +40,10 @@ namespace entities
|
||||
|
||||
const glm::vec3 size = bounding_box.size;
|
||||
|
||||
min_xyz = bounding_box.center_pos;
|
||||
max_xyz = glm::vec3(min_xyz.x + size.x, min_xyz.y + size.y, min_xyz.z + size.z);
|
||||
min_xyz = { bounding_box.center_pos.x - (0.5 * size.x), bounding_box.center_pos.y, bounding_box.center_pos.z + (0.5 * size.z) };
|
||||
max_xyz = { bounding_box.center_pos.x + (0.5 * size.x), bounding_box.center_pos.y + size.y, bounding_box.center_pos.z - (0.5 * size.z) };
|
||||
|
||||
// min_xyz = bounding_box.center_pos;
|
||||
// max_xyz = { bounding_box.center_pos.x + size.x, bounding_box.center_pos.y + size.y, bounding_box.center_pos.z + size.z };
|
||||
}
|
||||
}
|
||||
|
||||
@@ -58,7 +58,7 @@ namespace entities
|
||||
void SetCollisionBehaviour(std::function<void(const collision::Collision&)> function)
|
||||
{ if (function != nullptr) { on_collide = function; } }
|
||||
|
||||
protected:
|
||||
public:
|
||||
|
||||
/*
|
||||
* @brief: This method moves the collision to the center of the entity
|
||||
|
||||
@@ -33,6 +33,7 @@ namespace entities
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
void HouseGenerator::GetFurniturePiece(singleton::FurnitureType type, singleton::FurniturePiece* furniture_piece)
|
||||
@@ -127,5 +128,4 @@ namespace entities
|
||||
|
||||
return furniture_list.at(modelNumber);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
#include "../models/Model.h"
|
||||
#include "../collision/collision.h"
|
||||
#include "../model_Storage.h"
|
||||
#include "collision_entity.h"
|
||||
|
||||
namespace entities
|
||||
{
|
||||
|
||||
@@ -7,11 +7,10 @@
|
||||
#include"../renderEngine/loader.h"
|
||||
namespace entities
|
||||
{
|
||||
float movement_speed;
|
||||
float down_speed;
|
||||
float side_speed;
|
||||
int movement_speed, down_speed, side_speed;
|
||||
bool is_playing;
|
||||
|
||||
|
||||
MainCharacter::MainCharacter(const models::TexturedModel& model, const glm::vec3& position,
|
||||
const glm::vec3& rotation, float scale, const collision::Box& bounding_box)
|
||||
: CollisionEntity(model, position, rotation, scale, bounding_box)
|
||||
@@ -19,63 +18,58 @@ namespace entities
|
||||
is_playing = true;
|
||||
}
|
||||
|
||||
void MainCharacter::Move(GLFWwindow* window)
|
||||
void MainCharacter::Move(std::vector<computervision::HandDetectRegion*> regions)
|
||||
{
|
||||
if (is_playing) {
|
||||
movement_speed = -0.5f; //Forward speed adjustment, bee is moving at a standard speedrate
|
||||
down_speed = -1.0f; //Down speed adjustment, downspeed is difference between down_speed and UP_SPEED
|
||||
side_speed = 0; //Side speed adjustment
|
||||
computervision::HandDetectRegion* reg_left = regions.at(0);
|
||||
computervision::HandDetectRegion* reg_up = regions.at(1);
|
||||
computervision::HandDetectRegion* reg_right = regions.at(2);
|
||||
|
||||
double delta_time = UpdateDelta();
|
||||
|
||||
if (is_playing) {
|
||||
movement_speed = -15; //Forward speed adjustment, bee is moving at a standard speedrate
|
||||
down_speed = -50; //Down speed adjustment, downspeed is difference between down_speed and UP_SPEED
|
||||
side_speed = 0; //Side speed adjustment
|
||||
//For gameplay with use of keyboard keys: W, A, S, D
|
||||
//W: Go forward
|
||||
//A: Go left
|
||||
//S: Go backwards
|
||||
//D: Go right
|
||||
//TODO Implement CV actions
|
||||
SetRotation(glm::vec3(0, 90, 0));
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
{
|
||||
movement_speed -= SIDE_SPEED;
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
{
|
||||
movement_speed += SIDE_SPEED;
|
||||
}
|
||||
//top right
|
||||
if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
|
||||
SetRotation(glm::vec3(0, 90, 0));
|
||||
if (reg_up->IsHandPresent() && reg_left->IsHandPresent())
|
||||
{
|
||||
side_speed += SIDE_SPEED;
|
||||
down_speed += UP_SPEED;
|
||||
down_speed += UP_SPEED/2;
|
||||
SetRotation(glm::vec3(10, 90, 0));
|
||||
}
|
||||
//right
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
if (reg_left->IsHandPresent())
|
||||
{
|
||||
side_speed += SIDE_SPEED;
|
||||
}
|
||||
//top left
|
||||
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
|
||||
if (reg_up->IsHandPresent() && reg_right->IsHandPresent())
|
||||
{
|
||||
down_speed += UP_SPEED;
|
||||
down_speed += UP_SPEED/2;
|
||||
side_speed -= SIDE_SPEED;
|
||||
SetRotation(glm::vec3(10, 90, 0));
|
||||
}
|
||||
//left
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
if (reg_right->IsHandPresent())
|
||||
{
|
||||
side_speed -= SIDE_SPEED;
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||
if (reg_up->IsHandPresent())
|
||||
{
|
||||
down_speed += UP_SPEED;
|
||||
SetRotation(glm::vec3(10, 90, 0));
|
||||
}
|
||||
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
|
||||
{
|
||||
down_speed -= UP_SPEED;
|
||||
}
|
||||
}
|
||||
IncreasePosition(glm::vec3(side_speed, down_speed, movement_speed));
|
||||
IncreasePosition(glm::vec3(side_speed*delta_time, down_speed*delta_time, movement_speed*delta_time));
|
||||
std::cout << "delta time char: "<< delta_time << std::endl;
|
||||
|
||||
//Use only for binding bee to house, such that it doesn't go outside of the room.
|
||||
//TODO delete when boundingbox is implemented!
|
||||
@@ -85,7 +79,7 @@ namespace entities
|
||||
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)
|
||||
if (reg_right->IsHandPresent() && reg_left->IsHandPresent())
|
||||
{
|
||||
is_playing = true;
|
||||
}
|
||||
@@ -97,4 +91,13 @@ namespace entities
|
||||
is_playing = false;
|
||||
std::cout << "collision" << std::endl;
|
||||
}
|
||||
|
||||
double MainCharacter::UpdateDelta()
|
||||
{
|
||||
double current_time = glfwGetTime();
|
||||
static double last_frame_time = current_time;
|
||||
double delt_time = current_time - last_frame_time;
|
||||
last_frame_time = current_time;
|
||||
return delt_time;
|
||||
}
|
||||
}
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
#include "collision_entity.h"
|
||||
#include "../shaders/entity_shader.h"
|
||||
#include "../computervision/HandDetectRegion.h"
|
||||
|
||||
namespace entities
|
||||
{
|
||||
@@ -9,8 +10,8 @@ namespace entities
|
||||
* This class contains the information about the player model
|
||||
*/
|
||||
class MainCharacter : public CollisionEntity {
|
||||
const float SIDE_SPEED = 0.8f; //Standard movement speed for left/right movement
|
||||
const float UP_SPEED = 2.0f; //Standard movement speed for up movement
|
||||
const int SIDE_SPEED = 40; //Standard movement speed for left/right movement
|
||||
const int UP_SPEED = 100; //Standard movement speed for up movement
|
||||
public:
|
||||
/*
|
||||
* @brief: Constructor for the main character model
|
||||
@@ -31,8 +32,10 @@ namespace entities
|
||||
*
|
||||
* @return: Vector with the adjusted side_speed, down_speed, and movement_speed
|
||||
*/
|
||||
void Move(GLFWwindow* window);
|
||||
void Move(std::vector<computervision::HandDetectRegion*> regions);
|
||||
|
||||
void OnCollide(const collision::Collision& collision) override;
|
||||
|
||||
double UpdateDelta();
|
||||
};
|
||||
}
|
||||
|
||||
30
src/main.cpp
30
src/main.cpp
@@ -31,15 +31,15 @@
|
||||
#include "model_Storage.h"
|
||||
|
||||
#include "computervision/ObjectDetection.h"
|
||||
//#include "computervision/OpenPoseImage.h"
|
||||
#include "computervision/OpenPoseVideo.h"
|
||||
|
||||
#include "computervision/async/async_arm_detection.h"
|
||||
#include "scenes/game_Over_Scene.h"
|
||||
#include "entities/collision_entity.h"
|
||||
#include "computervision/object_detection.h"
|
||||
|
||||
#pragma comment(lib, "glfw3.lib")
|
||||
#pragma comment(lib, "glew32s.lib")
|
||||
#pragma comment(lib, "opengl32.lib")
|
||||
|
||||
int score;
|
||||
static double UpdateDelta();
|
||||
|
||||
static GLFWwindow* window;
|
||||
@@ -49,15 +49,6 @@ scene::Scene* current_scene;
|
||||
bool points_img_available = false;
|
||||
cv::Mat points_img;
|
||||
|
||||
void retrieve_points(std::vector<Point> arm_points, cv::Mat points_on_image)
|
||||
{
|
||||
|
||||
std::cout << "got points!!" << std::endl;
|
||||
std::cout << "points: " << arm_points << std::endl;
|
||||
points_img = points_on_image;
|
||||
points_img_available = true;
|
||||
}
|
||||
|
||||
int main(void)
|
||||
{
|
||||
#pragma region OPENGL_SETTINGS
|
||||
@@ -73,9 +64,10 @@ int main(void)
|
||||
glewInit();
|
||||
glGetError();
|
||||
#pragma endregion
|
||||
|
||||
//current_scene = new scene::Startup_Scene();
|
||||
current_scene = new scene::Loading_Scene();
|
||||
score = 0;
|
||||
|
||||
|
||||
glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
@@ -89,8 +81,6 @@ int main(void)
|
||||
|
||||
bool window_open = true;
|
||||
|
||||
|
||||
|
||||
// Main game loop
|
||||
while (!glfwWindowShouldClose(window) && window_open)
|
||||
{
|
||||
@@ -115,9 +105,13 @@ int main(void)
|
||||
|
||||
|
||||
case scene::Scenes::INGAME:
|
||||
current_scene = new scene::In_Game_Scene();
|
||||
current_scene = new scene::In_Game_Scene(&score);
|
||||
break;
|
||||
|
||||
case scene::Scenes::GAMEOVER:
|
||||
current_scene = new scene::Game_Over_Scene(score);
|
||||
break;
|
||||
|
||||
default:
|
||||
std::cout << "Wrong return value!!! ->" << std::endl;
|
||||
break;
|
||||
@@ -144,4 +138,4 @@ static double UpdateDelta()
|
||||
double delt_time = current_time - last_frame_time;
|
||||
last_frame_time = current_time;
|
||||
return delt_time;
|
||||
}
|
||||
}
|
||||
@@ -121,5 +121,87 @@ namespace render_engine
|
||||
|
||||
shader.Stop();
|
||||
}
|
||||
|
||||
void Render(std::vector<std::shared_ptr<gui::GuiTexture>>& guis, shaders::GuiShader& shader)
|
||||
{
|
||||
shader.Start();
|
||||
|
||||
// Enable the VAO and the positions VBO
|
||||
glBindVertexArray(quad.vao_id);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
// Enable alpha blending (for transparency in the texture)
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
// Disable depth testing to textures with transparency can overlap
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
// Render each gui to the screen
|
||||
for (std::shared_ptr<gui::GuiTexture> gui : guis)
|
||||
{
|
||||
// Bind the texture of the gui to the shader
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, gui->texture);
|
||||
|
||||
glm::mat4 matrix = toolbox::CreateModelMatrix(gui->position, gui->scale);
|
||||
shader.LoadModelMatrix(matrix);
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
|
||||
|
||||
std::cout << "in render method, gui x value: " << gui.get()->scale.x << std::endl;
|
||||
}
|
||||
|
||||
// Enable depth test again
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
// Disable alpha blending
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
// Disable the VBO and VAO
|
||||
glDisableVertexAttribArray(0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
shader.Stop();
|
||||
}
|
||||
|
||||
void Render(std::shared_ptr<gui::GuiTexture>& gui, shaders::GuiShader& shader)
|
||||
{
|
||||
shader.Start();
|
||||
|
||||
// Enable the VAO and the positions VBO
|
||||
glBindVertexArray(quad.vao_id);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
// Enable alpha blending (for transparency in the texture)
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
// Disable depth testing to textures with transparency can overlap
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
// Render each gui to the screen
|
||||
// Bind the texture of the gui to the shader
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, gui->texture);
|
||||
|
||||
glm::mat4 matrix = toolbox::CreateModelMatrix(gui->position, gui->scale);
|
||||
shader.LoadModelMatrix(matrix);
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
|
||||
|
||||
|
||||
// Enable depth test again
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
// Disable alpha blending
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
// Disable the VBO and VAO
|
||||
glDisableVertexAttribArray(0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
shader.Stop();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -40,5 +40,22 @@ namespace render_engine
|
||||
@param shade: The shader the GUI textures need to be rendered with
|
||||
*/
|
||||
void Render(std::vector<gui::GuiTexture*>& guis, shaders::GuiShader& shader);
|
||||
|
||||
/*
|
||||
* @brief: renders guis elements from a shared pointer vector
|
||||
*
|
||||
* @param guis: List with GUI textures to render
|
||||
* @param sahde: The shader to use
|
||||
*/
|
||||
void Render(std::vector<std::shared_ptr<gui::GuiTexture>>& guis, shaders::GuiShader& shader);
|
||||
|
||||
|
||||
/*
|
||||
* @brief renders 1 gui element.
|
||||
*
|
||||
* @param gui: the texture to render
|
||||
* @param shader: the shader to use
|
||||
*/
|
||||
void Render(std::shared_ptr<gui::GuiTexture>& gui, shaders::GuiShader& shader);
|
||||
}
|
||||
}
|
||||
217
src/scenes/game_Over_Scene.cpp
Normal file
217
src/scenes/game_Over_Scene.cpp
Normal file
@@ -0,0 +1,217 @@
|
||||
#include <iostream>
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <map>
|
||||
#include "game_Over_Scene.h"
|
||||
#include <iostream>
|
||||
#include <opencv2/core/mat.hpp>
|
||||
|
||||
#include "../models/model.h"
|
||||
#include "../renderEngine/loader.h"
|
||||
#include "../renderEngine/obj_loader.h"
|
||||
#include "../renderEngine/renderer.h"
|
||||
#include "../shaders/entity_shader.h"
|
||||
#include "../gui/gui_interactable.h"
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include "../computervision/MenuTest.h"
|
||||
#include "../computervision/ObjectDetection.h"
|
||||
#include "../computervision/HandDetectRegion.h"
|
||||
|
||||
namespace scene
|
||||
{
|
||||
shaders::GuiShader* gui_shader_gameOver;
|
||||
std::vector<gui::GuiTexture*> guis_gameOver;
|
||||
computervision::ObjectDetection objDetect_gameOver;
|
||||
std::vector<std::shared_ptr<gui::GuiTexture>> score_textures_gameOver;
|
||||
|
||||
float item_number_gameOver = 0;
|
||||
bool hand_mode_gameOver = false;
|
||||
|
||||
Game_Over_Scene::Game_Over_Scene(int score)
|
||||
{
|
||||
shaders::EntityShader shader;
|
||||
shader.Init();
|
||||
render_engine::renderer::Init(shader);
|
||||
shader.CleanUp();
|
||||
|
||||
gui_shader_gameOver = new shaders::GuiShader();
|
||||
gui_shader_gameOver->Init();
|
||||
|
||||
for (int i = 0; i <= 9; i++)
|
||||
{
|
||||
std::shared_ptr<gui::GuiTexture> score_pointer;
|
||||
|
||||
std::string texture_path = "res/";
|
||||
texture_path += std::to_string(i);
|
||||
texture_path += ".png";
|
||||
|
||||
score_pointer = std::make_unique<gui::GuiTexture>(render_engine::loader::LoadTexture(texture_path), glm::vec2(0.0f, 0.2f), glm::vec2(0.07, 0.15));
|
||||
|
||||
score_textures_gameOver.push_back(score_pointer);
|
||||
}
|
||||
|
||||
game_over_texture = std::make_unique<gui::GuiTexture>(render_engine::loader::LoadTexture("res/game_over.png"), glm::vec2(0.0f, 0.6f), glm::vec2(0.50f, 0.50f));
|
||||
end_score = score;
|
||||
}
|
||||
|
||||
gui::Button* ConvertGuiTextureToButtonGameOver(gui::GuiTexture* texture) {
|
||||
gui::Button* button;
|
||||
if (texture != NULL)
|
||||
{
|
||||
if (texture->GetType() == gui::GuiType::BUTTON) {
|
||||
|
||||
button = (gui::Button*)texture;
|
||||
return button;
|
||||
}
|
||||
else {
|
||||
button = nullptr;
|
||||
return button;
|
||||
}
|
||||
}
|
||||
else {
|
||||
button = nullptr;
|
||||
return button;
|
||||
}
|
||||
}
|
||||
|
||||
gui::GuiTexture* GetMenuItemGameOver(bool hand_state) {
|
||||
if (hand_state)
|
||||
item_number_gameOver += 0.20f;
|
||||
|
||||
int temp_item_number = item_number_gameOver;
|
||||
|
||||
//If temp_item_number is equal to the size of the array, set item_number bac to zero to loop through the array again
|
||||
if (temp_item_number == guis_gameOver.size()) {
|
||||
item_number_gameOver = 0;
|
||||
temp_item_number = 0;
|
||||
}
|
||||
std::cout << guis_gameOver[temp_item_number]->texture << std::endl;
|
||||
return guis_gameOver[temp_item_number];
|
||||
}
|
||||
|
||||
scene::Scenes scene::Game_Over_Scene::start(GLFWwindow* window) {
|
||||
gui::Button button_start_scene(render_engine::loader::LoadTexture("res/Birb1.jpg"), glm::vec2(0.0f, -0.5f), glm::vec2(0.25f, 0.25f));
|
||||
button_start_scene.SetHoverTexture(render_engine::loader::LoadTexture("res/Birb2.jpg"));
|
||||
button_start_scene.SetClickedTexture(render_engine::loader::LoadTexture("res/Birb3.jpg"));
|
||||
button_start_scene.SetOnClickAction([]()
|
||||
{
|
||||
std::cout << "Back to start screen!!" << std::endl;
|
||||
|
||||
});
|
||||
guis_gameOver.push_back(&button_start_scene);
|
||||
|
||||
computervision::ObjectDetection objDetect;
|
||||
cv::Mat cameraFrame;
|
||||
gui::GuiTexture* chosen_item_gameOver = NULL; //This is the selected menu_item
|
||||
bool hand_closed = false; //Flag to prevent multiple button presses
|
||||
|
||||
while (return_value == scene::Scenes:: GAMEOVER)
|
||||
{
|
||||
render();
|
||||
update(window);
|
||||
|
||||
if (hand_mode_gameOver)
|
||||
{
|
||||
cameraFrame = objDetect_gameOver.ReadCamera();
|
||||
|
||||
bool detect = false;
|
||||
bool hand_detection = objDetect_gameOver.DetectHand(cameraFrame, detect);
|
||||
|
||||
if (hand_detection)
|
||||
{
|
||||
hand_closed = false;
|
||||
std::cout << "hand is opened" << std::endl;
|
||||
|
||||
//Loop through menu items
|
||||
chosen_item_gameOver = GetMenuItemGameOver(true);
|
||||
|
||||
gui::Button* new_button = ConvertGuiTextureToButtonGameOver(chosen_item_gameOver);
|
||||
if (new_button != NULL) {
|
||||
const float x_pos = (chosen_item_gameOver->position.x + 1.0) * WINDOW_WIDTH / 2;
|
||||
const float y_pos = (1.0 - chosen_item_gameOver->position.y) * WINDOW_HEIGHT / 2;
|
||||
|
||||
//Set cursor to location of selected menu_item
|
||||
glfwSetCursorPos(window, x_pos, y_pos);
|
||||
}
|
||||
}
|
||||
else if (!hand_detection)
|
||||
{
|
||||
std::cout << "hand is closed" << std::endl;
|
||||
|
||||
//Gets selected menu_item
|
||||
chosen_item_gameOver = GetMenuItemGameOver(false);
|
||||
gui::Button* new_button = ConvertGuiTextureToButtonGameOver(chosen_item_gameOver);
|
||||
|
||||
if (new_button != NULL && !hand_closed) {
|
||||
//Run function click
|
||||
new_button->ForceClick(GLFW_MOUSE_BUTTON_LEFT);
|
||||
hand_closed = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
gui_shader_gameOver->CleanUp();
|
||||
render_engine::loader::CleanUp();
|
||||
return return_value;
|
||||
}
|
||||
|
||||
/**
|
||||
* renders the models in the start-up scene
|
||||
*/
|
||||
void scene::Game_Over_Scene::render()
|
||||
{
|
||||
render_engine::renderer::Prepare();
|
||||
|
||||
// Render GUI items
|
||||
render_engine::renderer::Render(guis_gameOver, *gui_shader_gameOver);
|
||||
}
|
||||
|
||||
/**
|
||||
* updates the variables for the start-up scene
|
||||
*/
|
||||
void scene::Game_Over_Scene::update(GLFWwindow* window)
|
||||
{
|
||||
for (gui::GuiTexture* button : guis_gameOver) {
|
||||
gui::Button* new_button = ConvertGuiTextureToButtonGameOver(button);
|
||||
if (new_button != NULL)
|
||||
new_button->Update(window);
|
||||
}
|
||||
bool hand_present;
|
||||
objDetect_gameOver.DetectHand(objDetect_gameOver.ReadCamera(), hand_present);
|
||||
|
||||
render_engine::renderer::Render(game_over_texture, *gui_shader_gameOver);
|
||||
DrawScore(end_score);
|
||||
}
|
||||
|
||||
/**
|
||||
* manages the key input in the start-up scene
|
||||
*/
|
||||
void scene::Game_Over_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||
{
|
||||
//return_value = scene::Scenes::STARTUP;
|
||||
cv::destroyWindow("camera");
|
||||
}
|
||||
else if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) {
|
||||
hand_mode_gameOver = !hand_mode_gameOver;
|
||||
}
|
||||
}
|
||||
|
||||
void Game_Over_Scene::DrawScore(int score)
|
||||
{
|
||||
std::vector<int> digits;
|
||||
score_guis_gameOver.clear();
|
||||
|
||||
toolbox::GetDigitsFromNumber(score, digits);
|
||||
|
||||
for (int i = digits.size() - 1; i >= 0; i--)
|
||||
{
|
||||
score_textures_gameOver[digits[i]].get()->position.x = (0.15 * i - 0.05);
|
||||
render_engine::renderer::Render(score_textures_gameOver[digits[i]], *gui_shader_gameOver);
|
||||
}
|
||||
}
|
||||
}
|
||||
35
src/scenes/game_Over_Scene.h
Normal file
35
src/scenes/game_Over_Scene.h
Normal file
@@ -0,0 +1,35 @@
|
||||
#pragma once
|
||||
#include "scene.h"
|
||||
#include "../gui/gui_element.h"
|
||||
|
||||
namespace scene
|
||||
{
|
||||
extern GLFWwindow* window;
|
||||
|
||||
class Game_Over_Scene : public scene::Scene
|
||||
{
|
||||
private:
|
||||
|
||||
int end_score;
|
||||
scene::Scenes return_value = scene::Scenes::GAMEOVER;
|
||||
std::vector<std::shared_ptr<gui::GuiTexture>> score_guis_gameOver;
|
||||
std::shared_ptr<gui::GuiTexture> game_over_texture;
|
||||
|
||||
|
||||
public:
|
||||
Game_Over_Scene(int score);
|
||||
|
||||
Scenes start(GLFWwindow* window) override;
|
||||
|
||||
void render() override;
|
||||
|
||||
void update(GLFWwindow* window) override;
|
||||
|
||||
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
||||
/**
|
||||
* @brief: This method renders the score points onto the game window
|
||||
* @param score: Score to show
|
||||
*/
|
||||
void DrawScore(int score);
|
||||
};
|
||||
}
|
||||
@@ -1,36 +1,16 @@
|
||||
#include <iostream>
|
||||
#include <memory>
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include "in_Game_Scene.h"
|
||||
#include "startup_Scene.h"
|
||||
#include "../entities/main_character.h"
|
||||
#include "../collision/collision_handler.h"
|
||||
#include "../gui/gui_interactable.h"
|
||||
#include "../models/model.h"
|
||||
#include "../renderEngine/loader.h"
|
||||
#include "../renderEngine/obj_loader.h"
|
||||
#include "../renderEngine/renderer.h"
|
||||
#include "../shaders/entity_shader.h"
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include "../entities/house_generator.h"
|
||||
#include <deque>
|
||||
#include <functional>
|
||||
#include <memory>
|
||||
#include <queue>
|
||||
#include <opencv2/core/base.hpp>
|
||||
#include "../computervision/HandDetectRegion.h"
|
||||
#include "../computervision/ObjectDetection.h"
|
||||
|
||||
#define MAX_MODEL_DEQUE_SIZE 6 // max amount of models to load at the same time
|
||||
#define UPCOMING_MODEL_AMOUNT 4 // how much models should be loaded in front of us
|
||||
|
||||
|
||||
|
||||
namespace scene
|
||||
{
|
||||
std::shared_ptr<entities::MainCharacter>main_character;
|
||||
std::vector<std::shared_ptr<entities::CollisionEntity>> collision_entities;
|
||||
std::deque<std::shared_ptr<entities::CollisionEntity>> collision_entities;
|
||||
|
||||
//std::deque<std::shared_ptr<entities::CollisionEntity>> furniture_collision;
|
||||
|
||||
entities::HouseGenerator* house_generator;
|
||||
std::deque<std::shared_ptr<entities::Entity>> house_models;
|
||||
|
||||
@@ -39,9 +19,13 @@ namespace scene
|
||||
shaders::EntityShader* shader;
|
||||
shaders::GuiShader* gui_shader;
|
||||
std::vector<gui::GuiTexture*> guis;
|
||||
std::vector<std::shared_ptr<gui::GuiTexture>> score_textures;
|
||||
|
||||
int furniture_count_old;
|
||||
int score;
|
||||
int* ptr;
|
||||
|
||||
float delta_time = 0;
|
||||
|
||||
std::vector<computervision::HandDetectRegion> regions;
|
||||
computervision::HandDetectRegion reg_left("left", 0, 0, 150, 150), reg_right("right", 0, 0, 150, 150), reg_up("up", 0, 0, 150, 150);
|
||||
@@ -49,8 +33,9 @@ namespace scene
|
||||
/**
|
||||
* sets up the first things when the objects has been made
|
||||
*/
|
||||
In_Game_Scene::In_Game_Scene()
|
||||
In_Game_Scene::In_Game_Scene(int *score_ptr)
|
||||
{
|
||||
ptr = score_ptr;
|
||||
camera = std::make_unique<entities::Camera>(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
|
||||
|
||||
shader = new shaders::EntityShader;
|
||||
@@ -60,9 +45,22 @@ namespace scene
|
||||
gui_shader = new shaders::GuiShader();
|
||||
gui_shader->Init();
|
||||
score = 0;
|
||||
|
||||
for (int i = 0; i <= 9; i++)
|
||||
{
|
||||
std::shared_ptr<gui::GuiTexture> score_pointer;
|
||||
|
||||
std::string texture_path = "res/";
|
||||
texture_path += std::to_string(i);
|
||||
texture_path += ".png";
|
||||
|
||||
score_pointer = std::make_unique<gui::GuiTexture>(render_engine::loader::LoadTexture(texture_path), glm::vec2(-0.9f, 0.8f), glm::vec2(0.07, 0.15));
|
||||
score_textures.push_back(score_pointer);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* temporary!!!!
|
||||
* temporary?
|
||||
* just to make some bounding boxes
|
||||
*/
|
||||
collision::Box create_bounding_box(glm::vec3 size, glm::vec3 pos, int scale) {
|
||||
@@ -83,32 +81,38 @@ namespace scene
|
||||
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)
|
||||
|
||||
void In_Game_Scene::SetupHandDetection()
|
||||
{
|
||||
static unsigned int furniture_count = 0;
|
||||
|
||||
// set up squares according to size of camera input
|
||||
cv::Mat camera_frame;
|
||||
static_camera::getCap().read(camera_frame); // get camera frame to know the width and heigth
|
||||
|
||||
reg_left.SetMainSkinDetecRegion(true);
|
||||
reg_right.SetMainSkinDetecRegion(false);
|
||||
reg_right.SetMainSkinDetecRegion(false);
|
||||
std::function<void()> callback = [this]() {OnSkinCalibrationCallback(); };
|
||||
reg_left.SetSkinTimerCallback(callback);
|
||||
|
||||
reg_left.SetXPos(10);
|
||||
reg_left.SetYPos(camera_frame.rows / 2 - reg_left.GetHeight() / 2);
|
||||
reg_right.SetXPos(camera_frame.cols - 10 - reg_right.GetWidth());
|
||||
reg_right.SetYPos(camera_frame.rows / 2 - reg_right.GetHeight() / 2);
|
||||
reg_up.SetXPos(camera_frame.cols / 2 - reg_up.GetWidth() / 2);
|
||||
reg_up.SetYPos(10);
|
||||
}
|
||||
|
||||
|
||||
void In_Game_Scene::LoadChunk(int model_pos)
|
||||
{
|
||||
static unsigned int furniture_count = 0;
|
||||
std::cout << "loading model chunk" << std::endl;
|
||||
if (house_models.size() >= MAX_MODEL_DEQUE_SIZE * furniture_count)
|
||||
{
|
||||
for (int i = 0; i < furniture_count; i++)
|
||||
{
|
||||
house_models.pop_front();
|
||||
collision_entities.erase(collision_entities.begin() + 1);
|
||||
}
|
||||
}
|
||||
int z_offset = model_pos * (house_generator->GetHouseDepth()); // how much "in the distance" we should load the model
|
||||
@@ -116,10 +120,12 @@ namespace scene
|
||||
std::deque<std::shared_ptr<entities::CollisionEntity>> furniture;
|
||||
house_generator->GenerateHouse(&furniture, glm::vec3(0, -75, -50 - z_offset), 90);
|
||||
furniture_count = furniture.size();
|
||||
|
||||
|
||||
house_models.insert(house_models.end(), furniture.begin(), furniture.end());
|
||||
collision_entities.insert(collision_entities.end(), furniture.begin(), furniture.end());
|
||||
std::cout << "funriture_count in load chunk (house included): " << furniture_count << std::endl;
|
||||
furniture_count_old = furniture_count - 1;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -135,13 +141,17 @@ namespace scene
|
||||
raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
|
||||
models::TexturedModel model_char = { raw_model_char, texture };
|
||||
collision::Box char_box = create_bounding_box(raw_model_char.model_size, glm::vec3(0, 0, 0), 1);
|
||||
main_character = std::make_shared<entities::MainCharacter>(model_char, glm::vec3(0, -50, -100), glm::vec3(0, 90, 0), 5, char_box);
|
||||
collision_entities.push_back(main_character);
|
||||
main_character = std::make_shared<entities::MainCharacter>(model_char, glm::vec3(0, 50, -100), glm::vec3(0, 90, 0), 5, char_box);
|
||||
|
||||
//collision_entities.push_back(main_character);
|
||||
house_generator = new entities::HouseGenerator();
|
||||
|
||||
SetupHandDetection();
|
||||
|
||||
// load the first few house models
|
||||
for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
|
||||
{
|
||||
load_chunk(i);
|
||||
LoadChunk(i);
|
||||
}
|
||||
|
||||
lights.push_back(entities::Light(glm::vec3(0, 1000, 7000), glm::vec3(5, 5, 5))); // sun
|
||||
@@ -181,6 +191,9 @@ namespace scene
|
||||
});
|
||||
pause_guis.push_back(&pause_button_quit);
|
||||
|
||||
regions.push_back(®_left);
|
||||
regions.push_back(®_up);
|
||||
regions.push_back(®_right);
|
||||
|
||||
//the scene loop, this while loop represent the scene
|
||||
while (return_value == scene::Scenes::INGAME)
|
||||
@@ -242,16 +255,24 @@ namespace scene
|
||||
|
||||
// Stop rendering the entities
|
||||
shader->Stop();
|
||||
|
||||
DrawScore(score);
|
||||
}
|
||||
|
||||
//updates certain variables
|
||||
void scene::In_Game_Scene::update(GLFWwindow* window)
|
||||
{
|
||||
UpdateDeltaTime();
|
||||
//camera.Move(window);
|
||||
update_hand_detection();
|
||||
main_character->Move(regions);
|
||||
if (!main_character.get()->GetOnCollide())
|
||||
{
|
||||
*ptr = score;
|
||||
std::cout << "Score: " << score << std::endl;
|
||||
return_value = scene::Scenes::GAMEOVER;
|
||||
}
|
||||
|
||||
main_character->Move(window);
|
||||
|
||||
//std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n";
|
||||
camera->Follow(main_character->GetPosition());
|
||||
|
||||
// calculate where the next house model should be loaded
|
||||
@@ -261,15 +282,19 @@ namespace scene
|
||||
// if we have passed a model, load a new one and delete the one behind us
|
||||
if (last_model_pos != model_pos)
|
||||
{
|
||||
load_chunk(model_pos + UPCOMING_MODEL_AMOUNT);
|
||||
LoadChunk(model_pos + UPCOMING_MODEL_AMOUNT);
|
||||
score += furniture_count_old;
|
||||
std::cout << "Score: " << score << std::endl;
|
||||
std::cout << "Funriture_count_old in model (house excluded): " << furniture_count_old << std::endl;
|
||||
std::cout << "Furniture_count_old in model (house excluded): " << furniture_count_old << std::endl;
|
||||
|
||||
}
|
||||
// remember the position at which the new model was added
|
||||
last_model_pos = model_pos;
|
||||
collision_entities.push_front(main_character);
|
||||
|
||||
collision::CheckCollisions(collision_entities);
|
||||
collision_entities.pop_front();
|
||||
|
||||
update_hand_detection();
|
||||
}
|
||||
|
||||
@@ -289,24 +314,14 @@ namespace scene
|
||||
{
|
||||
game_state = scene::Game_State::RUNNING;
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS)
|
||||
{
|
||||
reg_left.CalibrateBackground();
|
||||
reg_right.CalibrateBackground();
|
||||
reg_up.CalibrateBackground();
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
{
|
||||
std::vector<int> tresholds = reg_left.CalculateSkinTresholds();
|
||||
reg_right.setSkinTresholds(tresholds);
|
||||
reg_up.setSkinTresholds(tresholds);
|
||||
}
|
||||
}
|
||||
|
||||
void scene::In_Game_Scene::update_hand_detection()
|
||||
{
|
||||
reg_left.UpdateTime(delta_time);
|
||||
reg_right.UpdateTime(delta_time);
|
||||
reg_up.UpdateTime(delta_time);
|
||||
|
||||
cv::Mat camera_frame;
|
||||
static_camera::getCap().read(camera_frame);
|
||||
reg_left.DetectHand(camera_frame);
|
||||
@@ -316,9 +331,41 @@ namespace scene
|
||||
cv::imshow("camera", camera_frame);
|
||||
}
|
||||
|
||||
void scene::In_Game_Scene::OnSkinCalibrationCallback()
|
||||
{
|
||||
std::cout << "on skin calibration callback" << std::endl;
|
||||
std::vector<int> tresholds = reg_left.CalculateSkinTresholds();
|
||||
reg_right.setSkinTresholds(tresholds);
|
||||
reg_up.setSkinTresholds(tresholds);
|
||||
}
|
||||
|
||||
//renders the models for the pause menu
|
||||
void In_Game_Scene::render_pause_menu()
|
||||
{
|
||||
render_engine::renderer::Render(pause_guis, *gui_shader);
|
||||
}
|
||||
|
||||
void In_Game_Scene::DrawScore(int score)
|
||||
{
|
||||
std::vector<int> digits;
|
||||
score_guis.clear();
|
||||
|
||||
toolbox::GetDigitsFromNumber(score, digits);
|
||||
|
||||
|
||||
for (int i = digits.size() - 1; i >= 0; i--)
|
||||
{
|
||||
score_textures[digits[i]].get()->position.x = 0.15 * i - 0.9; // place the number at the top left. the numbers are just fine tuned to get the position just right
|
||||
render_engine::renderer::Render(score_textures[digits[i]], *gui_shader);
|
||||
}
|
||||
}
|
||||
|
||||
void In_Game_Scene::UpdateDeltaTime()
|
||||
{
|
||||
double current_time = glfwGetTime();
|
||||
static double last_frame_time = current_time;
|
||||
delta_time = current_time - last_frame_time;
|
||||
last_frame_time = current_time;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,6 +3,18 @@
|
||||
#include <ostream>
|
||||
#include <vector>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
#include <opencv2/core/base.hpp>
|
||||
#include <opencv2/imgcodecs.hpp>
|
||||
#include <opencv2/imgproc.hpp>
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <deque>
|
||||
#include <functional>
|
||||
#include <queue>
|
||||
#include <opencv2/core/base.hpp>
|
||||
|
||||
#include "startup_Scene.h"
|
||||
#include "scene.h"
|
||||
#include "../gui/gui_interactable.h"
|
||||
#include "../models/model.h"
|
||||
@@ -11,6 +23,12 @@
|
||||
#include "../renderEngine/renderer.h"
|
||||
#include "../shaders/entity_shader.h"
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include "../entities/main_character.h"
|
||||
#include "../collision/collision_handler.h"
|
||||
#include "../entities/house_generator.h"
|
||||
#include "../computervision/hand_detect_region.h"
|
||||
#include "../computervision/object_detection.h"
|
||||
|
||||
|
||||
|
||||
namespace scene
|
||||
@@ -27,7 +45,6 @@ namespace scene
|
||||
PAUSED
|
||||
};
|
||||
|
||||
|
||||
class In_Game_Scene : public scene::Scene
|
||||
{
|
||||
private:
|
||||
@@ -53,6 +70,10 @@ namespace scene
|
||||
std::vector<gui::GuiTexture*> guis;
|
||||
//pause_guis is a list of components that will be rendered when the game is paused.
|
||||
std::vector<gui::GuiTexture*> pause_guis;
|
||||
// list of gui texture that holds the textures for the score
|
||||
std::vector<std::shared_ptr<gui::GuiTexture>> score_guis;
|
||||
|
||||
void UpdateDeltaTime();
|
||||
|
||||
/**
|
||||
* @brief renders the objects/gui models
|
||||
@@ -60,10 +81,42 @@ namespace scene
|
||||
* @return void
|
||||
*/
|
||||
void render_pause_menu();
|
||||
|
||||
/**
|
||||
* @brief updates the hand detection with the deltatime and checks the hand detection for each region. als updates the camera display
|
||||
*
|
||||
*/
|
||||
void update_hand_detection();
|
||||
|
||||
/**
|
||||
* @brief sets up the hand detection regions and sets the callbacks for the skin calibration.
|
||||
*
|
||||
*/
|
||||
void SetupHandDetection();
|
||||
|
||||
/**
|
||||
* @brief callback that gets called when the left skin detect region timout has been reached. sets the other regions with the skin data from the first region
|
||||
*
|
||||
*/
|
||||
void OnSkinCalibrationCallback();
|
||||
|
||||
/**
|
||||
* @brief draws the score on the screen with the digit resources.
|
||||
*
|
||||
* @param score the score to display.
|
||||
*/
|
||||
void DrawScore(int score);
|
||||
|
||||
/**
|
||||
* @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera.
|
||||
*
|
||||
* @param model_pos the amount of models the camera has passed already. This is the rounded result of (z position of camera) / (size of model)
|
||||
*
|
||||
*/
|
||||
void LoadChunk(int model_pos);
|
||||
|
||||
public:
|
||||
In_Game_Scene();
|
||||
In_Game_Scene(int *score_ptr);
|
||||
~In_Game_Scene();
|
||||
|
||||
/**
|
||||
@@ -97,6 +150,13 @@ namespace scene
|
||||
* @return void
|
||||
*/
|
||||
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
||||
|
||||
/**
|
||||
* @brief: This method renders the score points onto the game window
|
||||
* @param score: Score to show
|
||||
*/
|
||||
void DrawScore(int score);
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -20,10 +20,10 @@ namespace scene {
|
||||
};
|
||||
|
||||
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
|
||||
@@ -55,7 +55,6 @@ namespace scene {
|
||||
* @return void
|
||||
*/
|
||||
virtual void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) {};
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -14,8 +14,8 @@
|
||||
#include "../gui/gui_interactable.h"
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include "../computervision/MenuTest.h"
|
||||
#include "../computervision/ObjectDetection.h"
|
||||
#include "../computervision/HandDetectRegion.h"
|
||||
#include "../computervision/object_detection.h"
|
||||
#include "../computervision/hand_detect_region.h"
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -42,5 +42,7 @@ namespace toolbox
|
||||
* @return: True if the timer has finished
|
||||
*/
|
||||
bool HasFinished() const { return has_finished; }
|
||||
|
||||
void Reset() { current_time = 0; }
|
||||
};
|
||||
}
|
||||
@@ -1,6 +1,6 @@
|
||||
#include <ctime>
|
||||
#include "toolbox.h"
|
||||
|
||||
#include <iostream>
|
||||
namespace toolbox
|
||||
{
|
||||
glm::mat4 CreateModelMatrix(glm::vec2 translation, glm::vec2 scale)
|
||||
@@ -56,4 +56,12 @@ namespace toolbox
|
||||
}
|
||||
return min + rand() % ((max + 1) - min);
|
||||
}
|
||||
|
||||
void GetDigitsFromNumber(int number, std::vector<int>& result_vector)
|
||||
{
|
||||
if (number >= 10)
|
||||
GetDigitsFromNumber(number / 10, result_vector);
|
||||
|
||||
result_vector.push_back(number % 10);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
#include "../entities/camera.h"
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <vector>
|
||||
|
||||
namespace toolbox
|
||||
{
|
||||
@@ -78,4 +79,13 @@ namespace toolbox
|
||||
* @return: The random number
|
||||
*/
|
||||
int Random(const int min, const int max);
|
||||
|
||||
|
||||
/**
|
||||
* @brief gets the separate digits from the number.
|
||||
*
|
||||
* @param number the number to get the digits from
|
||||
* @param result_vector the vector to hold the individual digits.
|
||||
*/
|
||||
void GetDigitsFromNumber(int number, std::vector<int>& result_vector);
|
||||
}
|
||||
|
||||
@@ -24,15 +24,16 @@
|
||||
<ClCompile Include="src\entities\main_character.cpp" />
|
||||
<ClCompile Include="src\entities\house_generator.cpp" />
|
||||
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
|
||||
<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
|
||||
<ClCompile Include="src\scenes\game_Over_Scene.cpp" />
|
||||
<ClCompile Include="src\computervision\hand_detect_region.cpp" />
|
||||
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
|
||||
<ClCompile Include="src\computervision\MenuTest.cpp" />
|
||||
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
|
||||
<ClCompile Include="src\computervision\ObjectDetection.cpp" />
|
||||
<ClCompile Include="src\computervision\object_detection.cpp" />
|
||||
<ClCompile Include="src\computervision\OpenPoseVideo.cpp" />
|
||||
<ClCompile Include="src\computervision\SkinDetector.cpp" />
|
||||
<ClCompile Include="src\computervision\FingerCount.cpp" />
|
||||
<ClCompile Include="src\computervision\BackgroundRemover.cpp" />
|
||||
<ClCompile Include="src\computervision\skin_detector.cpp" />
|
||||
<ClCompile Include="src\computervision\finger_count.cpp" />
|
||||
<ClCompile Include="src\computervision\background_remover.cpp" />
|
||||
<ClCompile Include="src\entities\camera.cpp" />
|
||||
<ClCompile Include="src\entities\collision_entity.cpp" />
|
||||
<ClCompile Include="src\entities\entity.cpp" />
|
||||
@@ -57,18 +58,18 @@
|
||||
<ClInclude Include="src\entities\house_generator.h" />
|
||||
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
|
||||
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
|
||||
<ClInclude Include="src\computervision\HandDetectRegion.h" />
|
||||
<ClInclude Include="src\scenes\game_Over_Scene.h" />
|
||||
<ClInclude Include="src\computervision\hand_detect_region.h" />
|
||||
<ClInclude Include="src\scenes\in_Game_Scene.h" />
|
||||
<ClInclude Include="src\scenes\loading_Scene.h" />
|
||||
<ClInclude Include="src\scenes\scene.h" />
|
||||
<ClInclude Include="src\computervision\async\async_arm_detection.h" />
|
||||
<ClInclude Include="src\computervision\async\StaticCameraInstance.h" />
|
||||
<ClInclude Include="src\computervision\FingerCount.h" />
|
||||
<ClInclude Include="src\computervision\BackgroundRemover.h" />
|
||||
<ClInclude Include="src\computervision\finger_count.h" />
|
||||
<ClInclude Include="src\computervision\background_remover.h" />
|
||||
<ClInclude Include="src\computervision\MenuTest.h" />
|
||||
<ClInclude Include="src\computervision\OpenPoseVideo.h" />
|
||||
<ClInclude Include="src\computervision\SkinDetector.h" />
|
||||
<ClInclude Include="src\computervision\ObjectDetection.h" />
|
||||
<ClInclude Include="src\computervision\skin_detector.h" />
|
||||
<ClInclude Include="src\computervision\object_detection.h" />
|
||||
<ClInclude Include="src\entities\camera.h" />
|
||||
<ClInclude Include="src\entities\collision_entity.h" />
|
||||
<ClInclude Include="src\entities\entity.h" />
|
||||
|
||||
@@ -4,11 +4,11 @@
|
||||
<ClCompile Include="src\collision\collision_handler.cpp" />
|
||||
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
|
||||
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
|
||||
<ClCompile Include="src\computervision\ObjectDetection.cpp" />
|
||||
<ClCompile Include="src\computervision\object_detection.cpp" />
|
||||
<ClCompile Include="src\computervision\OpenPoseVideo.cpp" />
|
||||
<ClCompile Include="src\computervision\SkinDetector.cpp" />
|
||||
<ClCompile Include="src\computervision\FingerCount.cpp" />
|
||||
<ClCompile Include="src\computervision\BackgroundRemover.cpp" />
|
||||
<ClCompile Include="src\computervision\skin_detector.cpp" />
|
||||
<ClCompile Include="src\computervision\finger_count.cpp" />
|
||||
<ClCompile Include="src\computervision\background_remover.cpp" />
|
||||
<ClCompile Include="src\entities\camera.cpp" />
|
||||
<ClCompile Include="src\entities\collision_entity.cpp" />
|
||||
<ClCompile Include="src\entities\entity.cpp" />
|
||||
@@ -23,13 +23,14 @@
|
||||
<ClCompile Include="src\toolbox\toolbox.cpp" />
|
||||
<ClCompile Include="src\scenes\startup_Scene.cpp" />
|
||||
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
|
||||
<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
|
||||
<ClCompile Include="src\computervision\hand_detect_region.cpp" />
|
||||
<ClCompile Include="src\entities\main_character.cpp" />
|
||||
<ClCompile Include="src\entities\house_generator.cpp" />
|
||||
<ClCompile Include="src\computervision\MenuTest.cpp" />
|
||||
<ClCompile Include="src\scenes\scene.cpp" />
|
||||
<ClCompile Include="src\scenes\loading_Scene.cpp" />
|
||||
<ClCompile Include="src\model_Storage.cpp" />
|
||||
<ClCompile Include="src\scenes\game_Over_Scene.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="src\entities\Camera.cpp">
|
||||
@@ -95,11 +96,9 @@
|
||||
<ClInclude Include="src\collision\collision_handler.h" />
|
||||
<ClInclude Include="src\scenes\in_Game_Scene.h" />
|
||||
<ClInclude Include="src\scenes\scene.h" />
|
||||
<ClInclude Include="src\computervision\async\async_arm_detection.h" />
|
||||
<ClInclude Include="src\computervision\async\StaticCameraInstance.h" />
|
||||
<ClInclude Include="src\computervision\FingerCount.h" />
|
||||
<ClInclude Include="src\computervision\BackgroundRemover.h" />
|
||||
<ClInclude Include="src\computervision\OpenPoseVideo.h" />
|
||||
<ClInclude Include="src\computervision\SkinDetector.h" />
|
||||
<ClInclude Include="src\computervision\ObjectDetection.h" />
|
||||
<ClInclude Include="src\entities\camera.h" />
|
||||
@@ -120,7 +119,7 @@
|
||||
<ClInclude Include="src\toolbox\toolbox.h" />
|
||||
<ClInclude Include="src\scenes\startup_Scene.h" />
|
||||
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
|
||||
<ClInclude Include="src\computervision\HandDetectRegion.h" />
|
||||
<ClInclude Include="src\computervision\hand_detect_region.h" />
|
||||
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
|
||||
<ClInclude Include="src\collision\collision.h" />
|
||||
<ClInclude Include="src\collision\collision_handler.h" />
|
||||
@@ -128,11 +127,11 @@
|
||||
<ClInclude Include="src\entities\house_generator.h" />
|
||||
<ClInclude Include="src\scenes\in_Game_Scene.h" />
|
||||
<ClInclude Include="src\scenes\scene.h" />
|
||||
<ClInclude Include="src\computervision\FingerCount.h" />
|
||||
<ClInclude Include="src\computervision\BackgroundRemover.h" />
|
||||
<ClInclude Include="src\computervision\finger_count.h" />
|
||||
<ClInclude Include="src\computervision\background_remover.h" />
|
||||
<ClInclude Include="src\computervision\MenuTest.h" />
|
||||
<ClInclude Include="src\computervision\SkinDetector.h" />
|
||||
<ClInclude Include="src\computervision\ObjectDetection.h" />
|
||||
<ClInclude Include="src\computervision\skin_detector.h" />
|
||||
<ClInclude Include="src\computervision\object_detection.h" />
|
||||
<ClInclude Include="src\entities\camera.h" />
|
||||
<ClInclude Include="src\entities\collision_entity.h" />
|
||||
<ClInclude Include="src\entities\entity.h" />
|
||||
@@ -152,6 +151,7 @@
|
||||
<ClInclude Include="src\scenes\startup_Scene.h" />
|
||||
<ClInclude Include="src\scenes\loading_Scene.h" />
|
||||
<ClInclude Include="src\model_Storage.h" />
|
||||
<ClInclude Include="src\scenes\game_Over_Scene.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Xml Include="res\haarcascade_frontalface_alt.xml" />
|
||||
|
||||
Reference in New Issue
Block a user