Develop into master #9
@@ -29,23 +29,11 @@ namespace computervision
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// detect the hand contours
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// detect the hand contours
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handMask = skin_detector.getSkinMask(foreground);
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handMask = skin_detector.getSkinMask(foreground);
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// count the amount of fingers and put the info on the matrix
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//fingerCountDebug = finger_count.findFingersCount(handMask, frame_out);
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//// get the amount of fingers
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//int fingers_amount = finger_count.getAmountOfFingers();
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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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// 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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DrawHandMask(&camera_frame);
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//imshow("output" + region_id, frame_out);
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//hand_calibrator.SetAmountOfFingers(fingers_amount);
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//imshow("foreground" + region_id, foreground);
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//finger_count.DrawHandContours(camera_frame);
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//hand_calibrator.DrawHandCalibrationText(camera_frame);
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//imshow("camera", camera_frame);
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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("handMask" + region_id, handMask);
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/*imshow("handDetection", fingerCountDebug);*/
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/*imshow("handDetection", fingerCountDebug);*/
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@@ -83,6 +71,7 @@ namespace computervision
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void HandDetectRegion::CalibrateBackground()
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void HandDetectRegion::CalibrateBackground()
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{
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{
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std::cout << "calibrating background " << region_id << std::endl;
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background_remover.calibrate(frame_out);
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background_remover.calibrate(frame_out);
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hand_calibrator.SetBackGroundCalibrated(true);
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hand_calibrator.SetBackGroundCalibrated(true);
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}
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}
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@@ -94,11 +83,13 @@ namespace computervision
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std::vector<int> HandDetectRegion::CalculateSkinTresholds()
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std::vector<int> HandDetectRegion::CalculateSkinTresholds()
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{
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{
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std::cout << "calibrating skin " << region_id << std::endl;
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return skin_detector.calibrateAndReturn(frame_out);
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return skin_detector.calibrateAndReturn(frame_out);
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}
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}
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void HandDetectRegion::setSkinTresholds(std::vector<int>& tresholds)
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void HandDetectRegion::setSkinTresholds(std::vector<int>& tresholds)
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{
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{
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std::cout << "setting skin " << region_id << std::endl;
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skin_detector.setTresholds(tresholds);
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skin_detector.setTresholds(tresholds);
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}
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}
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@@ -1,7 +1,8 @@
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#include "HandCalibrator.h"
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#include "HandCalibrator.h"
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#define MIN_HAND_SIZE 10000
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#define MIN_MENU_HAND_SIZE 10000
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#define MIN_GAME_HAND_SIZE 10000 // todo change
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namespace computervision
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namespace computervision
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{
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{
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namespace handcalibration
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namespace handcalibration
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@@ -56,7 +57,7 @@ namespace computervision
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fingers_amount = amount;
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fingers_amount = amount;
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}
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}
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bool HandCalibrator::CheckIfHandPresent(cv::Mat input_image)
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bool HandCalibrator::CheckIfHandPresent(cv::Mat input_image, HandDetectionType type)
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{
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{
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std::vector<std::vector<cv::Point>> points;
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std::vector<std::vector<cv::Point>> points;
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cv::findContours(input_image, points, cv::RetrievalModes::RETR_LIST, cv::ContourApproximationModes::CHAIN_APPROX_SIMPLE);
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cv::findContours(input_image, points, cv::RetrievalModes::RETR_LIST, cv::ContourApproximationModes::CHAIN_APPROX_SIMPLE);
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@@ -66,7 +67,11 @@ namespace computervision
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for (int p = 0; p < points.size(); p++)
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for (int p = 0; p < points.size(); p++)
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{
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{
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int area = cv::contourArea(points[p]);
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int area = cv::contourArea(points[p]);
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if (area > MIN_HAND_SIZE) return true;
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if (type == handcalibration::HandDetectionType::MENU)
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if (area > MIN_MENU_HAND_SIZE) return true;
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if (type == handcalibration::HandDetectionType::GAME)
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if (area > MIN_GAME_HAND_SIZE) return true;
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}
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}
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return false;
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return false;
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@@ -7,11 +7,19 @@ namespace computervision
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{
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{
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namespace handcalibration
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namespace handcalibration
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{
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{
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enum class HandDetectionType
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{
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MENU,
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GAME
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};
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class HandCalibrator
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class HandCalibrator
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{
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{
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public:
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public:
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HandCalibrator();
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HandCalibrator();
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/**
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/**
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* @brief draws the text to show the status of the calibration on the image
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* @brief draws the text to show the status of the calibration on the image
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*
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*
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@@ -45,7 +53,7 @@ namespace computervision
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*
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*
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* @param input_image the input image to check.
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* @param input_image the input image to check.
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*/
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*/
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bool CheckIfHandPresent(cv::Mat input_image);
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bool CheckIfHandPresent(cv::Mat input_image, HandDetectionType type);
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/**
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/**
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* @brief sets the amount of fingers that are currently detected.
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* @brief sets the amount of fingers that are currently detected.
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@@ -53,6 +61,7 @@ namespace computervision
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* @param amount the amount of fingers.
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* @param amount the amount of fingers.
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*/
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*/
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void SetAmountOfFingers(int amount);
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void SetAmountOfFingers(int amount);
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private:
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private:
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bool background_calibrated;
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bool background_calibrated;
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@@ -10,6 +10,9 @@
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#include "../renderEngine/renderer.h"
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#include "../renderEngine/renderer.h"
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#include "../shaders/entity_shader.h"
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#include "../shaders/entity_shader.h"
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#include "../toolbox/toolbox.h"
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#include "../toolbox/toolbox.h"
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#include <opencv2/core/base.hpp>
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#include "../computervision/HandDetectRegion.h"
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#include "../computervision/ObjectDetection.h"
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namespace scene
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namespace scene
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@@ -23,6 +26,11 @@ namespace scene
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entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
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entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
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std::vector<gui::GuiTexture*> guis;
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std::vector<gui::GuiTexture*> guis;
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std::vector<computervision::HandDetectRegion> regions;
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computervision::ObjectDetection objDetect;
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computervision::HandDetectRegion reg1("left", 20, 100, 150, 150);
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computervision::HandDetectRegion reg2("right", 200, 200, 150, 150);
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In_Game_Scene::In_Game_Scene()
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In_Game_Scene::In_Game_Scene()
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{
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{
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@@ -105,6 +113,7 @@ namespace scene
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void scene::In_Game_Scene::update(GLFWwindow* window)
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void scene::In_Game_Scene::update(GLFWwindow* window)
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{
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{
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camera.Move(window);
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camera.Move(window);
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update_hand_detection();
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}
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}
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void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
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void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
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@@ -113,6 +122,26 @@ namespace scene
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{
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{
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return_value = scene::Scenes::STOP;
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return_value = scene::Scenes::STOP;
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}
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}
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if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS)
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{
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reg1.CalibrateBackground();
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reg2.CalibrateBackground();
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}
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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{
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std::vector<int> tresholds = reg1.CalculateSkinTresholds();
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reg2.setSkinTresholds(tresholds);
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}
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}
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}
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void scene::In_Game_Scene::update_hand_detection()
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{
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cv::Mat camera_frame = objDetect.ReadCamera();
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reg1.DetectHand(camera_frame);
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reg2.DetectHand(camera_frame);
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cv::imshow("camera", camera_frame);
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}
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}
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}
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@@ -8,6 +8,7 @@ namespace scene
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{
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{
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private:
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private:
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scene::Scenes return_value = scene::Scenes::INGAME;
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scene::Scenes return_value = scene::Scenes::INGAME;
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void update_hand_detection();
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public:
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public:
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In_Game_Scene();
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In_Game_Scene();
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@@ -8,15 +8,9 @@
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namespace scene
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namespace scene
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{
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{
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std::vector<computervision::HandDetectRegion> regions;
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computervision::ObjectDetection objDetect;
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computervision::HandDetectRegion reg1("left",20,100,150,150);
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computervision::HandDetectRegion reg2("right",200,200,150,150);
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scene::Scenes scene::Startup_Scene::start(GLFWwindow *window)
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scene::Scenes scene::Startup_Scene::start(GLFWwindow *window)
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{
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{
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regions.push_back(reg1);
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regions.push_back(reg2);
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while (return_value == scene::Scenes::STARTUP)
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while (return_value == scene::Scenes::STARTUP)
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{
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{
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render();
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render();
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@@ -36,30 +30,6 @@ namespace scene
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void scene::Startup_Scene::update(GLFWwindow* window)
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void scene::Startup_Scene::update(GLFWwindow* window)
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{
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{
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cv::Mat camera_frame = objDetect.ReadCamera();
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reg1.DetectHand(camera_frame);
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reg2.DetectHand(camera_frame);
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cv::imshow("camera", camera_frame);
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int key = cv::waitKey(1);
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if (key == 98) // b, calibrate the background
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{
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for (int i = 0; i < regions.size(); i++)
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{
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regions[i].CalibrateBackground();
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}
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}
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else if (key == 115) // s, calibrate the skin color
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{
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std::vector<int> tresholds = regions[0].CalculateSkinTresholds();
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for (int i = 1; i < regions.size(); i++)
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{
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regions[i].setSkinTresholds(tresholds);
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}
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}
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}
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}
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Reference in New Issue
Block a user