Develop into master #9

Merged
SemvdH merged 126 commits from develop into main 2021-06-18 15:56:41 +00:00
6 changed files with 53 additions and 48 deletions
Showing only changes of commit cadee7d8e9 - Show all commits

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@@ -29,23 +29,11 @@ namespace computervision
// detect the hand contours // detect the hand contours
handMask = skin_detector.getSkinMask(foreground); handMask = skin_detector.getSkinMask(foreground);
// count the amount of fingers and put the info on the matrix
//fingerCountDebug = finger_count.findFingersCount(handMask, frame_out);
//// get the amount of fingers
//int fingers_amount = finger_count.getAmountOfFingers();
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed. // draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
DrawHandMask(&camera_frame); DrawHandMask(&camera_frame);
//imshow("output" + region_id, frame_out);
//hand_calibrator.SetAmountOfFingers(fingers_amount); //imshow("foreground" + region_id, foreground);
//finger_count.DrawHandContours(camera_frame);
//hand_calibrator.DrawHandCalibrationText(camera_frame);
//imshow("camera", camera_frame);
imshow("output" + region_id, frame_out);
imshow("foreground" + region_id, foreground);
imshow("handMask" + region_id, handMask); imshow("handMask" + region_id, handMask);
/*imshow("handDetection", fingerCountDebug);*/ /*imshow("handDetection", fingerCountDebug);*/
@@ -83,6 +71,7 @@ namespace computervision
void HandDetectRegion::CalibrateBackground() void HandDetectRegion::CalibrateBackground()
{ {
std::cout << "calibrating background " << region_id << std::endl;
background_remover.calibrate(frame_out); background_remover.calibrate(frame_out);
hand_calibrator.SetBackGroundCalibrated(true); hand_calibrator.SetBackGroundCalibrated(true);
} }
@@ -94,11 +83,13 @@ namespace computervision
std::vector<int> HandDetectRegion::CalculateSkinTresholds() std::vector<int> HandDetectRegion::CalculateSkinTresholds()
{ {
std::cout << "calibrating skin " << region_id << std::endl;
return skin_detector.calibrateAndReturn(frame_out); return skin_detector.calibrateAndReturn(frame_out);
} }
void HandDetectRegion::setSkinTresholds(std::vector<int>& tresholds) void HandDetectRegion::setSkinTresholds(std::vector<int>& tresholds)
{ {
std::cout << "setting skin " << region_id << std::endl;
skin_detector.setTresholds(tresholds); skin_detector.setTresholds(tresholds);
} }

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@@ -1,7 +1,8 @@
#include "HandCalibrator.h" #include "HandCalibrator.h"
#define MIN_HAND_SIZE 10000 #define MIN_MENU_HAND_SIZE 10000
#define MIN_GAME_HAND_SIZE 10000 // todo change
namespace computervision namespace computervision
{ {
namespace handcalibration namespace handcalibration
@@ -56,7 +57,7 @@ namespace computervision
fingers_amount = amount; fingers_amount = amount;
} }
bool HandCalibrator::CheckIfHandPresent(cv::Mat input_image) bool HandCalibrator::CheckIfHandPresent(cv::Mat input_image, HandDetectionType type)
{ {
std::vector<std::vector<cv::Point>> points; std::vector<std::vector<cv::Point>> points;
cv::findContours(input_image, points, cv::RetrievalModes::RETR_LIST, cv::ContourApproximationModes::CHAIN_APPROX_SIMPLE); cv::findContours(input_image, points, cv::RetrievalModes::RETR_LIST, cv::ContourApproximationModes::CHAIN_APPROX_SIMPLE);
@@ -66,7 +67,11 @@ namespace computervision
for (int p = 0; p < points.size(); p++) for (int p = 0; p < points.size(); p++)
{ {
int area = cv::contourArea(points[p]); int area = cv::contourArea(points[p]);
if (area > MIN_HAND_SIZE) return true; if (type == handcalibration::HandDetectionType::MENU)
if (area > MIN_MENU_HAND_SIZE) return true;
if (type == handcalibration::HandDetectionType::GAME)
if (area > MIN_GAME_HAND_SIZE) return true;
} }
return false; return false;

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@@ -7,11 +7,19 @@ namespace computervision
{ {
namespace handcalibration namespace handcalibration
{ {
enum class HandDetectionType
{
MENU,
GAME
};
class HandCalibrator class HandCalibrator
{ {
public: public:
HandCalibrator(); HandCalibrator();
/** /**
* @brief draws the text to show the status of the calibration on the image * @brief draws the text to show the status of the calibration on the image
* *
@@ -45,7 +53,7 @@ namespace computervision
* *
* @param input_image the input image to check. * @param input_image the input image to check.
*/ */
bool CheckIfHandPresent(cv::Mat input_image); bool CheckIfHandPresent(cv::Mat input_image, HandDetectionType type);
/** /**
* @brief sets the amount of fingers that are currently detected. * @brief sets the amount of fingers that are currently detected.
@@ -53,6 +61,7 @@ namespace computervision
* @param amount the amount of fingers. * @param amount the amount of fingers.
*/ */
void SetAmountOfFingers(int amount); void SetAmountOfFingers(int amount);
private: private:
bool background_calibrated; bool background_calibrated;

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@@ -10,6 +10,9 @@
#include "../renderEngine/renderer.h" #include "../renderEngine/renderer.h"
#include "../shaders/entity_shader.h" #include "../shaders/entity_shader.h"
#include "../toolbox/toolbox.h" #include "../toolbox/toolbox.h"
#include <opencv2/core/base.hpp>
#include "../computervision/HandDetectRegion.h"
#include "../computervision/ObjectDetection.h"
namespace scene namespace scene
@@ -23,6 +26,11 @@ namespace scene
entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0)); entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
std::vector<gui::GuiTexture*> guis; std::vector<gui::GuiTexture*> guis;
std::vector<computervision::HandDetectRegion> regions;
computervision::ObjectDetection objDetect;
computervision::HandDetectRegion reg1("left", 20, 100, 150, 150);
computervision::HandDetectRegion reg2("right", 200, 200, 150, 150);
In_Game_Scene::In_Game_Scene() In_Game_Scene::In_Game_Scene()
{ {
@@ -105,6 +113,7 @@ namespace scene
void scene::In_Game_Scene::update(GLFWwindow* window) void scene::In_Game_Scene::update(GLFWwindow* window)
{ {
camera.Move(window); camera.Move(window);
update_hand_detection();
} }
void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods) void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
@@ -113,6 +122,26 @@ namespace scene
{ {
return_value = scene::Scenes::STOP; return_value = scene::Scenes::STOP;
} }
if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS)
{
reg1.CalibrateBackground();
reg2.CalibrateBackground();
}
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
{
std::vector<int> tresholds = reg1.CalculateSkinTresholds();
reg2.setSkinTresholds(tresholds);
}
} }
void scene::In_Game_Scene::update_hand_detection()
{
cv::Mat camera_frame = objDetect.ReadCamera();
reg1.DetectHand(camera_frame);
reg2.DetectHand(camera_frame);
cv::imshow("camera", camera_frame);
}
} }

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@@ -8,6 +8,7 @@ namespace scene
{ {
private: private:
scene::Scenes return_value = scene::Scenes::INGAME; scene::Scenes return_value = scene::Scenes::INGAME;
void update_hand_detection();
public: public:
In_Game_Scene(); In_Game_Scene();

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@@ -8,15 +8,9 @@
namespace scene namespace scene
{ {
std::vector<computervision::HandDetectRegion> regions;
computervision::ObjectDetection objDetect;
computervision::HandDetectRegion reg1("left",20,100,150,150);
computervision::HandDetectRegion reg2("right",200,200,150,150);
scene::Scenes scene::Startup_Scene::start(GLFWwindow *window) scene::Scenes scene::Startup_Scene::start(GLFWwindow *window)
{ {
regions.push_back(reg1);
regions.push_back(reg2);
while (return_value == scene::Scenes::STARTUP) while (return_value == scene::Scenes::STARTUP)
{ {
render(); render();
@@ -36,30 +30,6 @@ namespace scene
void scene::Startup_Scene::update(GLFWwindow* window) void scene::Startup_Scene::update(GLFWwindow* window)
{ {
cv::Mat camera_frame = objDetect.ReadCamera();
reg1.DetectHand(camera_frame);
reg2.DetectHand(camera_frame);
cv::imshow("camera", camera_frame);
int key = cv::waitKey(1);
if (key == 98) // b, calibrate the background
{
for (int i = 0; i < regions.size(); i++)
{
regions[i].CalibrateBackground();
}
}
else if (key == 115) // s, calibrate the skin color
{
std::vector<int> tresholds = regions[0].CalculateSkinTresholds();
for (int i = 1; i < regions.size(); i++)
{
regions[i].setSkinTresholds(tresholds);
}
}
} }