Develop into master #9

Merged
SemvdH merged 126 commits from develop into main 2021-06-18 15:56:41 +00:00
73 changed files with 29875 additions and 4964 deletions

4
.gitignore vendored
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@@ -2,6 +2,8 @@
# Created by https://www.toptal.com/developers/gitignore/api/c++,visualstudio,visualstudiocode,opencv
# Edit at https://www.toptal.com/developers/gitignore?templates=c++,visualstudio,visualstudiocode,opencv
res/**
### C++ ###
# Prerequisites
*.d
@@ -428,4 +430,6 @@ FodyWeavers.xsd
**/docs/*
**/doc/*
**/pose_iter_160000.caffemodel
# End of https://www.toptal.com/developers/gitignore/api/c++,visualstudio,visualstudiocode,opencv

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#pragma once
#include <iostream>
#include <glm/gtc/matrix_transform.hpp>
#include "../entities/entity.h"
@@ -15,6 +16,18 @@ namespace collision
{
glm::vec3 center_pos;
glm::vec3 size;
void SetRotation(float angle)
{
double sinTheta = glm::sin(glm::radians(angle));
double cosTheta = glm::cos(glm::radians(angle));
float x = size.x * cosTheta + size.z * sinTheta;
float z = size.z * cosTheta - size.x * sinTheta;
size.x = x < 0 ? -x : x;
size.z = z < 0 ? -z : z;
}
};
/*

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@@ -1,40 +1,44 @@
#include "collision_handler.h"
#include <iostream>
namespace collision
{
void CheckCollisions(std::vector<entities::CollisionEntity*>& entities)
void CheckCollisions(std::deque<std::shared_ptr<entities::CollisionEntity>>& entities)
{
if (entities.size() == 2)
{
if (entities[0]->IsColliding(*entities[1]))
if (entities.size() < 2) { return; }
if (entities.size() == 2)
{
collision::Collision c = { *entities[0], *entities[1] };
entities[0]->OnCollide(c);
entities[1]->OnCollide(c);
if (entities[0]->IsColliding(*entities[1]))
{
collision::Collision c = { *entities[0], *entities[1] };
entities[0]->OnCollide(c);
entities[1]->OnCollide(c);
}
}
}
for (int i = 0; i < entities.size() - 2; i++)
{
entities::CollisionEntity* entity = entities[i];
for (int j = i + 1; i < entities.size() - 1; j++)
{
entities::CollisionEntity* entity2 = entities[j];
if (entity == entity2)
{
continue;
}
if (entity->IsColliding(*entity2))
{
collision::Collision c = { *entity, *entity2 };
entity->OnCollide(c);
entity2->OnCollide(c);
break;
}
}
}
for (int i = 0; i < entities.size() - 2; i++)
{
std::shared_ptr<entities::CollisionEntity> entity = entities[i];
for (int j = i + 1; j < entities.size() - 1; j++)
{
std::shared_ptr<entities::CollisionEntity> entity2 = entities[j];
if (entity == entity2)
{
continue;
}
if (entity->IsColliding(*entity2))
{
collision::Collision c = { *entity, *entity2 };
entity->OnCollide(c);
entity2->OnCollide(c);
break;
}
}
}
}
}

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@@ -1,8 +1,10 @@
#pragma once
#include <memory>
#include <vector>
#include "../entities/collision_entity.h"
#include "collision.h"
#include <deque>
namespace collision
{
@@ -12,5 +14,5 @@ namespace collision
*
* @param entities: A list with all the collision entities.
*/
void CheckCollisions(std::vector<entities::CollisionEntity*>& entities);
void CheckCollisions(std::deque<std::shared_ptr<entities::CollisionEntity>>& entities);
}

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@@ -1,53 +0,0 @@
#include "FaceDetector.h"
/*
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
*/
namespace computervision
{
Rect getFaceRect(Mat input);
String faceClassifierFileName = "res/haarcascade_frontalface_alt.xml";
CascadeClassifier faceCascadeClassifier;
FaceDetector::FaceDetector(void) {
if (!faceCascadeClassifier.load(faceClassifierFileName))
throw runtime_error("can't load file " + faceClassifierFileName);
}
void FaceDetector::removeFaces(Mat input, Mat output) {
vector<Rect> faces;
Mat frameGray;
cvtColor(input, frameGray, CV_BGR2GRAY);
equalizeHist(frameGray, frameGray);
faceCascadeClassifier.detectMultiScale(frameGray, faces, 1.1, 2, 0 | 2, Size(120, 120)); // HAAR_SCALE_IMAGE is 2
for (size_t i = 0; i < faces.size(); i++) {
rectangle(
output,
Point(faces[i].x, faces[i].y),
Point(faces[i].x + faces[i].width, faces[i].y + faces[i].height),
Scalar(0, 0, 0),
-1
);
}
}
Rect getFaceRect(Mat input) {
vector<Rect> faceRectangles;
Mat inputGray;
cvtColor(input, inputGray, CV_BGR2GRAY);
equalizeHist(inputGray, inputGray);
faceCascadeClassifier.detectMultiScale(inputGray, faceRectangles, 1.1, 2, 0 | 2, Size(120, 120)); // HAAR_SCALE_IMAGE is 2
if (faceRectangles.size() > 0)
return faceRectangles[0];
else
return Rect(0, 0, 1, 1);
}
}

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@@ -1,31 +0,0 @@
#pragma once
#include <opencv2/opencv.hpp>
#include <opencv2/imgproc/types_c.h>
#include <opencv2/objdetect.hpp>
#include <opencv2/core.hpp>
#include <opencv2/objdetect/objdetect.hpp>
/*
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
*/
using namespace cv;
using namespace std;
namespace computervision
{
class FaceDetector {
public:
/**
* @brief Constructor for the class FaceDetector, loads training data from a file
*
*/
FaceDetector(void);
/**
* @brief Detects faces on an image and blocks them with a black rectangle
*
* @param input Input image
* @param output Output image
*/
void removeFaces(Mat input, Mat output);
};
}

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@@ -0,0 +1,25 @@
#include "MenuTest.h"
#include <iostream>
namespace computervision
{
int menu_item_array[4] = { 1, 2, 3, 4 };
float item_number = 0;
MenuTest::MenuTest(void) {
}
int MenuTest::GetMenuItem(bool hand_state) {
item_number += 0.20f;
int temp_item_number = item_number;
//If temp_item_number is equal to the size of the array, set item_number bac to zero to loop through the array again
if (temp_item_number == sizeof(menu_item_array) / sizeof(menu_item_array[0])) {
item_number = 0;
}
return menu_item_array[temp_item_number];
}
}

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@@ -0,0 +1,18 @@
namespace computervision
{
class MenuTest {
public:
/**
* @brief Constructor for the class MenuTest, loads in array with menu items
*
*/
MenuTest(void);
/**
* @brief Returns the itemnumber in an array
*
* @param input_bool is either true or false, depending on the recognized hand gesture
*/
int GetMenuItem(bool input_bool);
};
}

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@@ -1,125 +0,0 @@
#include <opencv2/videoio.hpp>
#include <opencv2/highgui.hpp>
#include <opencv2/video.hpp>
#include "ObjectDetection.h"
#include "BackgroundRemover.h"
#include "SkinDetector.h"
#include "FaceDetector.h"
#include "FingerCount.h"
namespace computervision
{
cv::VideoCapture cap(0);
cv::Mat img, imgGray, img2, img2Gray, img3, img4;
int handMaskStartXPos, handMaskStartYPos, handMaskWidth, handMaskHeight;
bool handMaskGenerated = false;
Mat frame, frameOut, handMask, foreground, fingerCountDebug;
BackgroundRemover backgroundRemover;
SkinDetector skinDetector;
FaceDetector faceDetector;
FingerCount fingerCount;
ObjectDetection::ObjectDetection()
{
}
cv::Mat ObjectDetection::readCamera() {
cap.read(img);
return img;
}
bool ObjectDetection::detectHand(Mat cameraFrame)
{
Mat inputFrame = generateHandMaskSquare(cameraFrame);
frameOut = inputFrame.clone();
// detect skin color
skinDetector.drawSkinColorSampler(frameOut);
// remove background from image
foreground = backgroundRemover.getForeground(inputFrame);
// detect the hand contours
handMask = skinDetector.getSkinMask(foreground);
// count the amount of fingers and put the info on the matrix
fingerCountDebug = fingerCount.findFingersCount(handMask, frameOut);
// get the amount of fingers
int fingers_amount = fingerCount.getAmountOfFingers();
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
drawHandMaskRect(&cameraFrame);
string hand_text = fingers_amount > 0 ? "open" : "closed";
putText(cameraFrame,hand_text, Point(10, 75), FONT_HERSHEY_PLAIN, 2.0, Scalar(255, 0, 255),3);
imshow("camera", cameraFrame);
/* imshow("output", frameOut);
imshow("foreground", foreground);
imshow("handMask", handMask);
imshow("handDetection", fingerCountDebug);*/
int key = waitKey(1);
if (key == 98) // b, calibrate the background
backgroundRemover.calibrate(inputFrame);
else if (key == 115) // s, calibrate the skin color
skinDetector.calibrate(inputFrame);
return fingers_amount > 0;
}
void ObjectDetection::calculateDifference()
{
cap.read(img);
cap.read(img2);
cv::cvtColor(img, imgGray, cv::COLOR_RGBA2GRAY);
cv::cvtColor(img2, img2Gray, cv::COLOR_RGBA2GRAY);
cv::absdiff(imgGray, img2Gray, img3);
cv::threshold(img3, img4, 50, 170, cv::THRESH_BINARY);
imshow("threshold", img4);
}
cv::Mat ObjectDetection::generateHandMaskSquare(cv::Mat img)
{
handMaskStartXPos = 20;
handMaskStartYPos = img.rows / 5;
handMaskWidth = img.cols / 3;
handMaskHeight = img.cols / 3;
cv::Mat mask = cv::Mat::zeros(img.size(), img.type());
cv::Mat dstImg = cv::Mat::zeros(img.size(), img.type());
cv::rectangle(mask, Rect(handMaskStartXPos, handMaskStartYPos, handMaskWidth, handMaskHeight), Scalar(255, 255, 255), -1);
img.copyTo(dstImg, mask);
handMaskGenerated = true;
return dstImg;
}
bool ObjectDetection::drawHandMaskRect(cv::Mat* input)
{
if (!handMaskGenerated) return false;
rectangle(*input, Rect(handMaskStartXPos, handMaskStartYPos, handMaskWidth, handMaskHeight), Scalar(255, 255, 255));
return true;
}
void ObjectDetection::showWebcam()
{
imshow("Webcam image", img);
}
}

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@@ -0,0 +1,12 @@
#pragma once
#include <opencv2/videoio.hpp>
namespace static_camera
{
static cv::VideoCapture getCap()
{
static cv::VideoCapture cap(0);
return cap;
}
};

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@@ -1,4 +1,4 @@
#include "BackgroundRemover.h"
#include "background_remover.h"
/*
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti

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@@ -0,0 +1,91 @@
#include "HandCalibrator.h"
#include <iostream>
#define MIN_MENU_HAND_SIZE 10000
#define MIN_GAME_HAND_SIZE 3000 // todo change
namespace computervision
{
namespace handcalibration
{
HandCalibrator::HandCalibrator()
{
}
void HandCalibrator::DrawHandCalibrationText(cv::Mat& output_frame)
{
cv::rectangle(output_frame, cv::Rect(0, 0, output_frame.cols, 40), cv::Scalar(0, 0, 0), -1);
cv::putText(output_frame, "Hand calibration", cv::Point(output_frame.cols / 2 - 100, 25), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(18, 219, 65), 2);
cv::rectangle(output_frame, cv::Rect(0, output_frame.rows - 80, 450, output_frame.cols), cv::Scalar(0, 0, 0), -1);
cv::putText(output_frame, "hand in frame:", cv::Point(5, output_frame.rows - 50), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 255, 0), 1);
cv::rectangle(output_frame, cv::Rect(420, output_frame.rows - 67, 15, 15), hand_present ? cv::Scalar(0, 255, 0) : cv::Scalar(0, 0, 255), -1);
DrawBackgroundSkinCalibrated(output_frame);
if (hand_present)
{
std::string hand_text = fingers_amount > 0 ? "open" : "closed";
cv::putText(output_frame, hand_text, cv::Point(10, 75), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 0, 255), 3);
}
}
void HandCalibrator::DrawBackgroundSkinCalibrated(cv::Mat& output_frame)
{
cv::putText(output_frame, "background calibrated:", cv::Point(5, output_frame.rows - 30), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 255, 0), 1);
cv::rectangle(output_frame, cv::Rect(420, output_frame.rows - 47, 15, 15), background_calibrated ? cv::Scalar(0, 255, 0) : cv::Scalar(0, 0, 255), -1);
cv::putText(output_frame, "skin color calibrated:", cv::Point(5, output_frame.rows - 10), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(255, 255, 0), 1);
cv::rectangle(output_frame, cv::Rect(420, output_frame.rows - 27, 15, 15), skintone_calibrated ? cv::Scalar(0, 255, 0) : cv::Scalar(0, 0, 255), -1);
}
void HandCalibrator::SetSkinCalibration(bool val)
{
skintone_calibrated = val;
}
void HandCalibrator::SetBackGroundCalibrated(bool val)
{
background_calibrated = val;
}
void HandCalibrator::SetHandPresent(bool val)
{
hand_present = val;
}
void HandCalibrator::SetAmountOfFingers(int amount)
{
fingers_amount = amount;
}
bool HandCalibrator::CheckIfHandPresent(cv::Mat input_image, HandDetectionType type)
{
std::vector<std::vector<cv::Point>> points;
cv::findContours(input_image, points, cv::RetrievalModes::RETR_LIST, cv::ContourApproximationModes::CHAIN_APPROX_SIMPLE);
if (points.size() == 0) return false;
for (int p = 0; p < points.size(); p++)
{
int area = cv::contourArea(points[p]);
if (type == handcalibration::HandDetectionType::MENU)
if (area > MIN_MENU_HAND_SIZE) return true;
if (type == handcalibration::HandDetectionType::GAME)
if (area > MIN_GAME_HAND_SIZE) return true;
}
return false;
}
}
}

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@@ -0,0 +1,76 @@
#pragma once
#include <opencv2/core/base.hpp>
#include <opencv2/imgcodecs.hpp>
#include <opencv2/imgproc.hpp>
namespace computervision
{
namespace handcalibration
{
enum class HandDetectionType
{
MENU,
GAME
};
class HandCalibrator
{
public:
HandCalibrator();
/**
* @brief draws the text to show the status of the calibration on the image
*
* @param output_frame the frame to draw on.
*/
void DrawHandCalibrationText(cv::Mat& output_frame);
/**
* @brief sets the skin calibration variable.
*
* @param val the value to set
*/
void SetSkinCalibration(bool val);
/**
* @brief sets the background calibration variable.
*
* @param val the value to set
*/
void SetBackGroundCalibrated(bool val);
/**
* @brief sets the value for if the hand is present.
*
* @param val the value to set.
*/
void SetHandPresent(bool val);
/**
* @brief checks if the hand is present in the given image
*
* @param input_image the input image to check.
*/
bool CheckIfHandPresent(cv::Mat input_image, HandDetectionType type);
/**
* @brief sets the amount of fingers that are currently detected.
*
* @param amount the amount of fingers.
*/
void SetAmountOfFingers(int amount);
void DrawBackgroundSkinCalibrated(cv::Mat& output_frame);
private:
bool background_calibrated;
bool skintone_calibrated;
bool hand_present;
int fingers_amount;
};
}
}

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@@ -1,4 +1,4 @@
#include "FingerCount.h"
#include "finger_count.h"
#include "opencv2/imgproc.hpp"
#include "opencv2/highgui.hpp"
@@ -14,6 +14,7 @@
namespace computervision
{
FingerCount::FingerCount(void) {
color_blue = Scalar(255, 0, 0);
color_green = Scalar(0, 255, 0);
@@ -35,9 +36,6 @@ namespace computervision
if (input_image.channels() != 1)
return contours_image;
vector<vector<Point>> contours;
vector<Vec4i> hierarchy;
findContours(input_image, contours, hierarchy, CV_RETR_EXTERNAL, CV_CHAIN_APPROX_NONE);
// we need at least one contour to work
@@ -45,7 +43,7 @@ namespace computervision
return contours_image;
// find the biggest contour (let's suppose it's our hand)
int biggest_contour_index = -1;
biggest_contour_index = -1;
double biggest_area = 0.0;
for (int i = 0; i < contours.size(); i++) {
@@ -156,6 +154,11 @@ namespace computervision
return contours_image;
}
void FingerCount::DrawHandContours(Mat& image)
{
drawContours(image, contours, biggest_contour_index, color_green, 2, 8, hierarchy);
}
int FingerCount::getAmountOfFingers()
{
return amount_of_fingers;

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@@ -31,7 +31,15 @@ namespace computervision
*/
int getAmountOfFingers();
void DrawHandContours(Mat& image);
private:
int biggest_contour_index;
vector<vector<Point>> contours;
vector<Vec4i> hierarchy;
// colors to use
Scalar color_blue;
Scalar color_green;
@@ -115,5 +123,7 @@ namespace computervision
* @param with_numbers if the numbers should be drawn with the points
*/
void drawVectorPoints(Mat image, vector<Point> points, Scalar color, bool with_numbers);
};
}

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@@ -0,0 +1,157 @@
#include "hand_detect_region.h"
#define TIME_DURATION 1.0f
namespace computervision
{
HandDetectRegion::HandDetectRegion(std::string id,int x_pos, int y_pos, int width, int height)
{
region_id = id;
start_x_pos = x_pos;
start_y_pos = y_pos;
region_width = width;
region_height = height;
hand_mask_generated = false;
hand_present = false;
}
void HandDetectRegion::DetectHand(cv::Mat& camera_frame)
{
Mat input_frame = GenerateHandMaskSquare(camera_frame);
frame_out = input_frame.clone();
if (!background_calibrated || !skin_calibrated)
if (time >= TIME_DURATION)
{
//std::cout << "timer finised, seconds left: " << seconds_left << std::endl;
seconds_left--;
time = 0;
}
// detect skin color
skin_detector.drawSkinColorSampler(camera_frame,start_x_pos,start_y_pos,region_width,region_height);
// remove background from image
foreground = background_remover.getForeground(input_frame);
// detect the hand contours
handMask = skin_detector.getSkinMask(foreground);
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
DrawHandMask(&camera_frame);
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)
{
if (is_main_skin_detection_region)
skin_timer_callback();
}
}
}
// uncomment these lines to show debug hand information
//imshow("output" + region_id, frame_out);
//imshow("foreground" + region_id, foreground);
//imshow("handMask" + region_id, handMask);
//imshow("handDetection", fingerCountDebug);
hand_present = hand_calibrator.CheckIfHandPresent(handMask,handcalibration::HandDetectionType::GAME);
//std::string text = (hand_present ? "hand" : "no");
//cv::putText(camera_frame, text, cv::Point(start_x_pos, start_y_pos), cv::FONT_HERSHEY_COMPLEX, 2.0, cv::Scalar(0, 255, 255), 2);
hand_calibrator.SetHandPresent(hand_present);
//draw black rectangle behind calibration information text
cv::rectangle(camera_frame, cv::Rect(0, camera_frame.rows - 55, 450, camera_frame.cols), cv::Scalar(0, 0, 0), -1);
hand_calibrator.DrawBackgroundSkinCalibrated(camera_frame);
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 - 130, 600, 60), cv::Scalar(0, 0, 0), -1);
cv:putText(camera_frame, calibration_text, cv::Point(5, 400), 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 left square", cv::Point(5, camera_frame.rows - 105), cv::FONT_HERSHEY_COMPLEX, 1.0, cv::Scalar(255, 0, 255), 2);
}
}
cv::Mat HandDetectRegion::GenerateHandMaskSquare(cv::Mat img)
{
cv::Mat mask = cv::Mat::zeros(img.size(), img.type());
cv::Mat distance_img = cv::Mat::zeros(img.size(), img.type());
cv::rectangle(mask, cv::Rect(start_x_pos, start_y_pos, region_width, region_height), cv::Scalar(255, 255, 255), -1);
img.copyTo(distance_img, mask);
hand_mask_generated = true;
return distance_img;
}
bool HandDetectRegion::DrawHandMask(cv::Mat* input)
{
if (!hand_mask_generated) return false;
rectangle(*input, Rect(start_x_pos, start_y_pos, region_width, region_height), (hand_present ? Scalar(0, 255, 0) : Scalar(0,0,255)),2);
return true;
}
bool HandDetectRegion::IsHandPresent()
{
return hand_present;
}
void HandDetectRegion::CalibrateBackground()
{
std::cout << "calibrating background " << region_id << std::endl;
background_remover.calibrate(frame_out);
hand_calibrator.SetBackGroundCalibrated(true);
}
void HandDetectRegion::CalibrateSkin()
{
skin_detector.calibrate(frame_out);
hand_calibrator.SetSkinCalibration(true);
}
std::vector<int> HandDetectRegion::CalculateSkinTresholds()
{
std::cout << "calibrating skin " << region_id << std::endl;
hand_calibrator.SetSkinCalibration(true);
skin_calibrated = true;
time = 0;
return skin_detector.calibrateAndReturn(frame_out);
}
void HandDetectRegion::setSkinTresholds(std::vector<int>& tresholds)
{
std::cout << "setting skin " << region_id << std::endl;
skin_detector.setTresholds(tresholds);
hand_calibrator.SetSkinCalibration(true);
skin_calibrated = true;
time = 0;
}
void HandDetectRegion::UpdateTime(float delta_time)
{
time += delta_time;
}
}

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@@ -0,0 +1,73 @@
#pragma once
#include <opencv2/core.hpp>
#include <opencv2/imgproc.hpp>
#include <GLFW/glfw3.h>
#include "async/StaticCameraInstance.h"
#include "calibration/HandCalibrator.h"
#include "background_remover.h"
#include "skin_detector.h"
#include "finger_count.h"
namespace computervision
{
class HandDetectRegion
{
public:
HandDetectRegion(std::string id,int x_pos, int y_pos, int width, int height);
void SetXPos(int x) { start_x_pos = x; }
void SetYPos(int y) { start_y_pos = y; }
int GetXPos() { return start_x_pos; }
int GetYPos() { return start_y_pos; }
void SetWidth(int width) { region_width = width; }
void SetHeigth(int height) { region_height = height; }
int GetWidth() { return region_width; }
int GetHeight() { return region_height; }
cv::Mat GenerateHandMaskSquare(cv::Mat img);
void DetectHand(cv::Mat& camera_frame);
bool IsHandPresent();
void CalibrateBackground();
void CalibrateSkin();
std::vector<int> CalculateSkinTresholds();
void setSkinTresholds(std::vector<int>& tresholds);
void UpdateTime(float delta_time);
void SetMainSkinDetecRegion(bool val) { is_main_skin_detection_region = val; };
void SetSkinTimerCallback(std::function<void()> fun) { skin_timer_callback = fun; };
private:
int start_x_pos;
int start_y_pos;
int region_height;
int region_width;
bool hand_mask_generated;
bool hand_present;
cv::Mat frame, frame_out, handMask, foreground, fingerCountDebug;
BackgroundRemover background_remover;
SkinDetector skin_detector;
handcalibration::HandCalibrator hand_calibrator;
std::string region_id;
bool DrawHandMask(cv::Mat* input);
float time = 0;
int seconds_left = 5; // calibration countdown
bool background_calibrated = false;
bool skin_calibrated = false;
bool is_main_skin_detection_region = false;
std::function<void()> skin_timer_callback;
};
}

View File

@@ -0,0 +1,203 @@
#include "object_detection.h"
#define TIME_DURATION 1.0f
namespace computervision
{
cv::Mat img, img_gray, img2, img2_gray, img3, img4;
int hand_mask_start_x_pos, hand_mask_start_y_pos, hand_mask_width, hand_mask_height;
bool hand_mask_generated = false;
Mat frame, frame_out, handMask, foreground, fingerCountDebug;
BackgroundRemover background_remover;
SkinDetector skin_detector;
FingerCount finger_count;
handcalibration::HandCalibrator hand_calibrator;
cv::VideoCapture cap = static_camera::getCap();
float time = 0;
int seconds_left = 5; // calibration countdown
bool background_calibrated = false;
bool skin_calibrated = false;
bool hand_open = false;
ObjectDetection::ObjectDetection()
{
}
cv::Mat ObjectDetection::ReadCamera() {
cap.read(img);
return img;
}
cv::VideoCapture ObjectDetection::GetCap()
{
return cap;
}
bool ObjectDetection::DetectHand(Mat camera_frame, bool& hand_present)
{
//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();
// detect skin color
skin_detector.drawSkinColorSampler(camera_frame);
// remove background from image
foreground = background_remover.getForeground(input_frame);
// detect the hand contours
handMask = skin_detector.getSkinMask(foreground);
// count the amount of fingers and put the info on the matrix
fingerCountDebug = finger_count.findFingersCount(handMask, frame_out);
// get the amount of fingers
int fingers_amount = finger_count.getAmountOfFingers();
// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
DrawHandMask(&camera_frame);
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;
calibration_callback();
}
}
}
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_calibrator.SetHandPresent(hand_present);
hand_open = fingers_amount > 0;
return hand_open;
}
void ObjectDetection::CalculateDifference()
{
cap.read(img);
cap.read(img2);
cv::cvtColor(img, img_gray, cv::COLOR_RGBA2GRAY);
cv::cvtColor(img2, img2_gray, cv::COLOR_RGBA2GRAY);
cv::absdiff(img_gray, img2_gray, img3);
cv::threshold(img3, img4, 50, 170, cv::THRESH_BINARY);
imshow("threshold", img4);
}
cv::Mat ObjectDetection::GenerateHandMaskSquare(cv::Mat img)
{
hand_mask_start_x_pos = 20;
hand_mask_start_y_pos = img.rows / 5;
hand_mask_width = img.cols / 3;
hand_mask_height = img.cols / 3;
cv::Mat mask = cv::Mat::zeros(img.size(), img.type());
cv::Mat distance_img = cv::Mat::zeros(img.size(), img.type());
cv::rectangle(mask, Rect(hand_mask_start_x_pos, hand_mask_start_y_pos, hand_mask_width, hand_mask_height), Scalar(255, 255, 255), -1);
img.copyTo(distance_img, mask);
hand_mask_generated = true;
return distance_img;
}
bool ObjectDetection::DrawHandMask(cv::Mat* input)
{
if (!hand_mask_generated) return false;
rectangle(*input, Rect(hand_mask_start_x_pos, hand_mask_start_y_pos, hand_mask_width, hand_mask_height), Scalar(255, 255, 255));
return true;
}
void ObjectDetection::ShowWebcam()
{
imshow("Webcam image", img);
}
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;
}
bool ObjectDetection::IsHandOpen()
{
return hand_open;
}
bool ObjectDetection::IsCalibrated()
{
return background_calibrated && skin_calibrated;
}
}

View File

@@ -8,6 +8,15 @@
#include <opencv2/core.hpp>
#include <opencv2/imgproc/imgproc.hpp>
#include <opencv2/highgui/highgui.hpp>
#include <opencv2/video.hpp>
#include <GLFW/glfw3.h>
#include <functional>
#include "background_remover.h"
#include "skin_detector.h"
#include "finger_count.h"
#include "async/StaticCameraInstance.h"
#include "calibration/HandCalibrator.h"
namespace computervision
@@ -27,13 +36,13 @@ namespace computervision
* @brief Displays an image of the current webcam-footage
*
*/
void showWebcam();
void ShowWebcam();
/**
* @brief Calculates the difference between two images
* and outputs an image that only shows the difference
*
*/
void calculateDifference();
void CalculateDifference();
/**
* @brief generates the square that will hold the mask in which the hand will be detected.
@@ -41,29 +50,57 @@ namespace computervision
* @param img the current camear frame
* @return a matrix containing the mask
*/
cv::Mat generateHandMaskSquare(cv::Mat img);
cv::Mat GenerateHandMaskSquare(cv::Mat img);
/**
* @brief reads the camera and returns it in a matrix.
*
* @return the camera frame in a matrix
*/
cv::Mat readCamera();
cv::Mat ReadCamera();
/**
* @brief detects a hand based on the given hand mask input frame.
*
* @param inputFrame the input frame from the camera
* @param hand_present boolean that will hold true if the hand is detected, false if not.
* @return true if hand is open, false if hand is closed
*/
bool detectHand(cv::Mat cameraFrame);
bool DetectHand(cv::Mat camera_frame, bool& hand_present);
/**
* @brief draws the hand mask rectangle on the given input matrix.
*
* @param input the input matrix to draw the rectangle on
*/
bool drawHandMaskRect(cv::Mat *input);
bool DrawHandMask(cv::Mat *input);
/**
* @brief checks if the hand of the user is open.
*
* @return true if the hand is open, false if not.
*/
bool IsHandOpen();
bool IsCalibrated();
/**
* @brief checks whether the hand is held within the detection square.
*
* @return true if the hand is in the detection square, false if not.
*/
bool IsHandPresent();
cv::VideoCapture GetCap();
void SetCalibrationCallback(std::function<void()> fun) { calibration_callback = fun; };
private:
bool is_hand_open;
bool is_hand_present;
void UpdateTime();
std::function<void()> calibration_callback;
};

View File

@@ -1,4 +1,5 @@
#include "SkinDetector.h"
#include "skin_detector.h"
#include <iostream>
/*
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
@@ -23,7 +24,7 @@ namespace computervision
int frameWidth = input.size().width, frameHeight = input.size().height;
int rectangleSize = 25;
Scalar rectangleColor = Scalar(255, 0, 255);
Scalar rectangleColor = Scalar(0, 255, 255);
skinColorSamplerRectangle1 = Rect(frameWidth / 5, frameHeight / 2, rectangleSize, rectangleSize);
skinColorSamplerRectangle2 = Rect(frameWidth / 5, frameHeight / 3, rectangleSize, rectangleSize);
@@ -41,6 +42,29 @@ namespace computervision
);
}
void SkinDetector::drawSkinColorSampler(Mat input,int x, int y,int width, int height) {
int frameWidth = width, frameHeight = height;
int rectangleSize = 25;
Scalar rectangleColor = Scalar(0, 255, 255);
skinColorSamplerRectangle1 = Rect(frameWidth / 5 + x, frameHeight / 2 + y, rectangleSize, rectangleSize);
skinColorSamplerRectangle2 = Rect(frameWidth / 5 + x, frameHeight / 3 + y, rectangleSize, rectangleSize);
rectangle(
input,
skinColorSamplerRectangle1,
rectangleColor
);
rectangle(
input,
skinColorSamplerRectangle2,
rectangleColor
);
}
void SkinDetector::calibrate(Mat input) {
Mat hsvInput;
@@ -54,6 +78,19 @@ namespace computervision
calibrated = true;
}
std::vector<int> SkinDetector::calibrateAndReturn(Mat input)
{
Mat hsvInput;
cvtColor(input, hsvInput, CV_BGR2HSV);
Mat sample1 = Mat(hsvInput, skinColorSamplerRectangle1);
Mat sample2 = Mat(hsvInput, skinColorSamplerRectangle2);
calibrated = true;
return calculateAndReturnTresholds(sample1, sample2);
}
void SkinDetector::calculateThresholds(Mat sample1, Mat sample2) {
int offsetLowThreshold = 80;
int offsetHighThreshold = 30;
@@ -75,6 +112,39 @@ namespace computervision
//vHighThreshold = 255;
}
std::vector<int> SkinDetector::calculateAndReturnTresholds(Mat sample1, Mat sample2)
{
calculateThresholds(sample1, sample2);
std::vector<int> res;
res.push_back(hLowThreshold);
res.push_back(hHighThreshold);
res.push_back(sLowThreshold);
res.push_back(sHighThreshold);
res.push_back(vLowThreshold);
res.push_back(vHighThreshold);
return res;
}
void SkinDetector::setTresholds(std::vector<int>& tresholds)
{
if (tresholds.size() != 6)
{
std::cout << "tresholds array not the right size!" << std::endl;
return;
}
hLowThreshold = tresholds[0];
hHighThreshold = tresholds[1];
sLowThreshold = tresholds[2];
sHighThreshold = tresholds[3];
vLowThreshold = tresholds[4];
vHighThreshold = tresholds[5];
calibrated = true;
}
Mat SkinDetector::getSkinMask(Mat input) {
Mat skinMask;

View File

@@ -24,6 +24,9 @@ namespace computervision
*/
void drawSkinColorSampler(Mat input);
void drawSkinColorSampler(Mat input, int x, int y, int width, int heigth);
/*
* @brief calibrates the skin color detector with the given input frame
*
@@ -31,6 +34,10 @@ namespace computervision
*/
void calibrate(Mat input);
std::vector<int> calibrateAndReturn(Mat input);
void setTresholds(std::vector<int>& tresholds);
/*
* @brief gets the mask for the hand
*
@@ -63,6 +70,8 @@ namespace computervision
*/
void calculateThresholds(Mat sample1, Mat sample2);
std::vector<int> calculateAndReturnTresholds(Mat sample1, Mat sample2);
/**
* @brief the opening. it generates the structuring element and performs the morphological transformations required to detect the hand.
* This needs to be done to get the skin mask.

View File

@@ -1,4 +1,6 @@
#include "camera.h"
#include <iostream>
#include "../toolbox/toolbox.h"
namespace entities
{
@@ -7,9 +9,20 @@ namespace entities
rotation(rotation)
{}
void Camera::Follow(glm::vec3 follow_position) {
//set position to follow in front of the camera
follow_position.z += 100;
//set position to follow a bit lower
follow_position.y += 50;
//move position from original position to given position with smoothing
position = toolbox::Lerp(position, follow_position, 0.1);
}
void Camera::Move(GLFWwindow* window)
{
float movement_speed = 0;
float up_down_speed = 0;
float side_speed = 0;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
{
@@ -23,28 +36,25 @@ namespace entities
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
{
rotation.y += ROT_SPEED;
side_speed += SPEED;
}
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
{
rotation.y -= ROT_SPEED;
side_speed -= SPEED;
}
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
{
rotation.x -= ROT_SPEED;
up_down_speed += UP_SPEED;
}
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
{
rotation.x += ROT_SPEED;
up_down_speed -= UP_SPEED;
}
float dx = glm::cos(glm::radians(rotation.y + 90)) * movement_speed;
float dz = glm::sin(glm::radians(rotation.y + 90)) * movement_speed;
position.x += dx;
position.z += dz;
position.x += side_speed;
position.z += movement_speed;
position.y += up_down_speed;
}
}

View File

@@ -13,13 +13,14 @@ namespace entities
{
private:
// The movement speed of the camera
const float SPEED = 0.52f;
const float ROT_SPEED = 1.0f;
const float SPEED = 0.5f;
const float UP_SPEED = 1.0f;
glm::vec3 position;
glm::vec3 rotation;
public:
Camera(const ::glm::vec3& position, const ::glm::vec3& rotation);
/*
@@ -28,6 +29,13 @@ namespace entities
* @param window: The OpenGL window
*/
void Move(GLFWwindow* window);
/*
* @brief follows the given position with smoothing
*
* @param follow_position the position of the object the camera has to follow
*/
void Follow(glm::vec3 follow_position);
inline glm::vec3 GetPosition() const{ return position; }
inline glm::vec3 GetRotation() const{ return rotation; }

View File

@@ -23,5 +23,7 @@ namespace entities
this->rotation.y += rotation.y;
this->rotation.z += rotation.z;
}
}

View File

@@ -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; }
};

View File

@@ -14,7 +14,9 @@ namespace entities
{
if (on_collide != nullptr)
{
on_collide(collision);
on_collide(collision);
}
}
@@ -38,7 +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 };
}
}

View File

@@ -2,6 +2,8 @@
#include "entity.h"
#include "../collision/collision.h"
#include <memory>
#include <functional>
namespace entities
{
@@ -16,7 +18,8 @@ namespace entities
glm::vec3 min_xyz;
glm::vec3 max_xyz;
void (*on_collide)(const collision::Collision& collision);
//void (*on_collide)(const collision::Collision& collision);
std::function<void(const collision::Collision&)> on_collide;
public:
CollisionEntity(const models::TexturedModel& model, const glm::vec3& position, const glm::vec3& rotation,
@@ -52,10 +55,10 @@ namespace entities
*
* @param function: A function pointer to a function with the collision behaviour
*/
void SetCollisionBehaviour(void (*function)(const collision::Collision& collision))
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

View File

@@ -0,0 +1,131 @@
#include "house_generator.h"
#include <functional>
#include <iostream>
#include "../renderEngine/obj_loader.h"
#include "../renderEngine/Loader.h"
#include "../toolbox/toolbox.h"
#include "collision_entity.h"
namespace entities
{
HouseGenerator::HouseGenerator()
{
}
void HouseGenerator::GetRandomFurniturePiece(singleton::FurniturePiece* furniture_piece)
{
singleton::FurnitureType random_type = singleton::FurnitureType::CEILING_OBJECTS;
std::deque<singleton::FurnitureModel> furniture_models = singleton::Model_Storage::get_instance()->get_all_furniture_models();
while (random_type == singleton::FurnitureType::CEILING_OBJECTS ) {
random_type = singleton::FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
}
for (auto it = furniture_models.begin(); it != furniture_models.end(); ++it)
{
if (it->furniture.type == random_type)
{
furniture_piece->type = it->furniture.type;
furniture_piece->size = it->furniture.size;
break;
}
}
}
void HouseGenerator::GetFurniturePiece(singleton::FurnitureType type, singleton::FurniturePiece* furniture_piece)
{
std::deque<singleton::FurnitureModel> furniture_models = singleton::Model_Storage::get_instance()->get_all_furniture_models();
for (auto it = furniture_models.begin(); it != furniture_models.end(); ++it)
{
if (it->furniture.type == type)
{
furniture_piece->type = it->furniture.type;
furniture_piece->size = it->furniture.size;
break;
}
}
}
void HouseGenerator::GenerateHouse(std::deque<std::shared_ptr<CollisionEntity>>* furniture_list , const glm::vec3& position, float y_rotation)
{
std::deque<std::shared_ptr<Entity>> furniture;
// Add house
collision::Box bounding_box = { glm::vec3(0, 0, 0), glm::vec3(0, 0, 0) };
furniture_list->push_front(std::make_shared<CollisionEntity>(singleton::Model_Storage::get_instance()->get_house_model(), position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE, bounding_box));
int house_size_x = singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.x * HOUSE_SIZE;
int house_size_y = singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.x * HOUSE_SIZE;
int house_size_z = singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.x * HOUSE_SIZE;
int offset_x = singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.z * (HOUSE_SIZE / 2);
int offset_z = singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.x * (HOUSE_SIZE / 2);
double multiplier_x = house_size_x / 4;
double multiplier_z = house_size_z / 3;
for (int z = 1; z < 4; z++) {
for (int x = 1; x < 4; x++)
{
//if (toolbox::Random(0, 100) < 90) {
singleton::FurniturePiece furniture_piece;
GetRandomFurniturePiece(&furniture_piece);
if (furniture_piece.type != singleton::FurnitureType::CEILING_OBJECTS) {
std::cout << "Furniture Piece: " << int(furniture_piece.type) << std::endl;
models::TexturedModel model = GetFurnitureModel(&furniture_piece);
//if (!(furniture_piece->size > 1 && x > 1)) {
glm::vec3 model_pos = glm::vec3(position.x + (x * multiplier_x) - (multiplier_x / 2) - offset_x, position.y, position.z + (z * multiplier_z) - (multiplier_z / 2) + offset_z);
collision::Box model_box = { model_pos, model.raw_model.model_size * HOUSE_SIZE };
model_box.SetRotation(90);
furniture_list->push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_box));
}
//}
//}
}
}
singleton::FurniturePiece furniture_piece;
GetFurniturePiece(singleton::FurnitureType::CEILING_OBJECTS, &furniture_piece);
models::TexturedModel model = GetFurnitureModel(&furniture_piece);
glm::vec3 model_pos = glm::vec3(position.x, position.y + (house_size_y / 5 * 3), position.z);
collision::Box model_box = { model_pos, model.raw_model.model_size };
model_box.SetRotation(-90);
furniture_list->push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_box));
}
models::TexturedModel HouseGenerator::GetFurnitureModel(const singleton::FurniturePiece* furniture)
{
std::deque<models::TexturedModel> furniture_list;
std::deque<singleton::FurnitureModel> furniture_models = singleton::Model_Storage::get_instance()->get_all_furniture_models();
std::cout << "type of furniture_piece: " << int(furniture->type) << std::endl;
for (auto it = furniture_models.begin(); it != furniture_models.end(); ++it)
{
if (it->furniture.type == furniture->type)
{
std::deque<models::TexturedModel> textures = it->texture;
for (int i = 0; i< textures.size(); i++)
{
furniture_list.push_back(textures.at(i));
}
std::cout << "Size of textures: " << textures.size() << std::endl;
std::cout << "Size of furniture_list: " << furniture_list.size() << std::endl;
break;
}
}
std::cout << "Size of furniture_list after for loop: " << furniture_list.size() << std::endl;
if (furniture_list.empty())
{
std::cerr << "OH NEEEEEEEEEEEEEEE";
}
const int modelNumber = toolbox::Random(0, furniture_list.size() - 1);
return furniture_list.at(modelNumber);
}
}

View File

@@ -0,0 +1,50 @@
#pragma once
#include <deque>
#include <memory>
#include <map>
#include "collision_entity.h"
#include "../models/Model.h"
#include "../collision/collision.h"
#include "../model_Storage.h"
#include "collision_entity.h"
namespace entities
{
class HouseGenerator
{
private:
const float HOUSE_SIZE = 30;
public:
HouseGenerator();
/*
* @brief: This function generates a house with furniture at the given position and rotation
*
* @param position: The position of the house to render
* @param y_rotation: The y rotation the house needs to be rendered with
*
* @return: A list with all the entities of the generated house (the furniture)
*/
void GenerateHouse(std::deque<std::shared_ptr<CollisionEntity>>* furniture_list, const glm::vec3& position, float y_rotation);
/*
* @brief: Returns the depth of the house (chunk)
*/
float GetHouseDepth() const { return singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.x * HOUSE_SIZE; }
private:
void GetRandomFurniturePiece(singleton::FurniturePiece* furniture_piece);
void GetFurniturePiece(singleton::FurnitureType type, singleton::FurniturePiece* furniture_piece);
/*
* @brief: This funtion chooses and returns a random furniture of the given furniture type
*
* @param furniture: The furniture you want to get
*
* @return: The model of the random furniture of the chosen furniture type
*/
models::TexturedModel GetFurnitureModel(const singleton::FurniturePiece* furniture);
};
}

View File

@@ -0,0 +1,108 @@
#include "main_character.h"
#include "../models/Model.h"
#include <iostream>
#include "entity.h"
#include"../renderEngine/Renderer.h"
#include"../renderEngine/obj_loader.h"
#include"../renderEngine/loader.h"
namespace entities
{
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)
{
is_playing = true;
}
void MainCharacter::Move(std::vector<computervision::HandDetectRegion*> regions)
{
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 = -50; //Forward speed adjustment, bee is moving at a standard speedrate
down_speed = -40; //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
//top right
SetRotation(glm::vec3(0, 90, 0));
if (reg_up->IsHandPresent() && reg_left->IsHandPresent())
{
side_speed += SIDE_SPEED;
down_speed += UP_SPEED/2;
SetRotation(glm::vec3(10, 90, 0));
}
//right
if (reg_left->IsHandPresent())
{
side_speed += SIDE_SPEED;
}
//top left
if (reg_up->IsHandPresent() && reg_right->IsHandPresent())
{
down_speed += UP_SPEED/2;
side_speed -= SIDE_SPEED;
SetRotation(glm::vec3(10, 90, 0));
}
//left
if (reg_right->IsHandPresent())
{
side_speed -= SIDE_SPEED;
}
if (reg_up->IsHandPresent())
{
down_speed += UP_SPEED;
SetRotation(glm::vec3(10, 90, 0));
}
}
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!
if (position.x > 190) position.x = 190;
else if (position.x < -190) position.x = -190;
if (position.y > 150) position.y = 150;
else if (position.y < -60) position.y = -60;
//Move player bounding box according to the position on screen
MoveCollisionBox();
if (reg_right->IsHandPresent() && reg_left->IsHandPresent())
{
is_playing = true;
}
}
void MainCharacter::OnCollide(const collision::Collision& collision) {
down_speed = -2.0f;
movement_speed = 0.0f;
is_playing = false;
std::cout << "collision" << std::endl;
}
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;
}
bool MainCharacter::GetOnCollide()
{
return is_playing;
}
}

View File

@@ -0,0 +1,43 @@
#pragma once
#include "collision_entity.h"
#include "../shaders/entity_shader.h"
#include "../computervision/hand_detect_region.h"
namespace entities
{
/*
* This class contains the information about the player model
*/
class MainCharacter : public CollisionEntity {
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
*
* @param model: Model to load in as the player model
* @param position: Position of the model inside the game window
* @param rotation: Rotation of the model inside the game window
* @param scale: Size of the model
* @param bounding_box: Collision box around the player model
*/
MainCharacter(const models::TexturedModel& model, const glm::vec3& position,
const glm::vec3& rotation, float scale, const collision::Box& bounding_box);
/*
* @brief: A function to move the character inside the window
*
* @param window: The game window
*
* @return: Vector with the adjusted side_speed, down_speed, and movement_speed
*/
void Move(std::vector<computervision::HandDetectRegion*> regions);
void OnCollide(const collision::Collision& collision) override;
bool GetOnCollide();
double UpdateDelta();
};
}

View File

@@ -5,6 +5,11 @@
namespace gui
{
//Represents the type of the entitie
enum class GuiType{
LABEL, BUTTON
};
/*
* Structure for representing a gui item to display on the screen
*
@@ -14,13 +19,16 @@ namespace gui
*/
struct GuiTexture
{
int texture;
GLuint texture;
glm::vec2 position;
glm::vec2 scale;
GuiTexture(int texture, glm::vec2 position, glm::vec2 scale): texture(texture), position(position), scale(scale)
virtual GuiType GetType() {
return GuiType::LABEL;
}
GuiTexture(GLuint texture, glm::vec2 position, glm::vec2 scale): texture(texture), position(position), scale(scale)
{
scale.x /= (WINDOW_WIDTH / WINDOW_HEIGT);
scale.x /= (WINDOW_WIDTH / WINDOW_HEIGHT);
}
};
}

View File

@@ -2,6 +2,8 @@
#include <GLFW/glfw3.h>
#include "gui_interactable.h"
#include <iostream>
namespace gui
{
InteractableGui::InteractableGui(int default_texture, glm::vec2 position, glm::vec2 scale)
@@ -41,14 +43,47 @@ namespace gui
}
}
void InteractableGui::ForceClick( int mouseButton)
{
if(mouseButton == GLFW_MOUSE_BUTTON_LEFT)
{
if (clicked_texture != 0)
{
texture = clicked_texture;
}
else
{
texture = default_texture;
}
if (!is_clicking)
{
OnClick();
is_clicking = true;
}
}
else
{
if (is_clicking)
{
is_clicking = false;
}
}
}
bool InteractableGui::IsHoveringAbove(GLFWwindow* window)
{
double x_pos, y_pos;
glfwGetCursorPos(window, &x_pos, &y_pos);
//std::cout << "Cursor pos in method: " << x_pos <<"::" << y_pos << std::endl;
const float x_rel = (x_pos / SCALED_WIDTH / DEFAULT_WIDTH) * 2.0f - 1.0f;
const float y_rel = -((y_pos / SCALED_HEIGHT / DEFAULT_HEIGHT) * 2.0f - 1.0f);
//std::cout << "x_rel And y_rel in method: " << x_rel << "::" << y_rel << std::endl;
if (x_rel >= minXY.x && x_rel <= maxXY.x &&
y_rel >= minXY.y && y_rel <= maxXY.y)
{

View File

@@ -1,8 +1,10 @@
#pragma once
#include <iostream>
#include <glm/gtc/matrix_transform.hpp>
#include "../toolbox/toolbox.h"
#include "gui_element.h"
#include <functional>
namespace gui
{
@@ -32,6 +34,14 @@ namespace gui
*/
void Update(GLFWwindow* window);
/*
* @brief: Call this function when you want to perform a mouseclick
*
* @param mousebutton: mouseButton you want to perform the click on
*/
void ForceClick(int mouseButton);
/*
* @brief: This function gets called when the InteractabeGui is clicked
*/
@@ -50,7 +60,10 @@ namespace gui
/*
* @brief: This function sets the texture of the InteractableGUI for when the InteractableGUI is clicked
*/
void SetClickedTexture(int texture) { clicked_texture = texture; }
void SetClickedTexture(int texture)
{
clicked_texture = texture;
}
/*
* @brief: This function sets the texture of the InteractableGUI for when the mouse is hovering above the InteractableGUI
@@ -71,14 +84,15 @@ namespace gui
/*
* This class represents a button
*/
* This class represents a button
*/
class Button : public InteractableGui
{
private:
void (*on_click_action)();
void (*on_enter_action)();
void (*on_exit_action)();
std::function<void()> on_click_action;
std::function<void()> on_enter_action;
std::function<void()> on_exit_action;
public:
Button(int default_texture, glm::vec2 position, glm::vec2 scale) : InteractableGui(default_texture, position, scale) {}
@@ -88,21 +102,25 @@ namespace gui
*
* @param fun: A function pointer to a function (or lambda)
*/
void SetOnClickAction(void (*fun)()) { on_click_action = fun; }
void SetOnClickAction(std::function<void()> fun) { on_click_action = fun; }
/*
* @brief: This function sets an action (function pointer) to the OnEnter function
*
* @param fun: A function pointer to a function (or lambda)
*/
void SetOnEnterAction(void (*fun)()) { on_enter_action = fun; }
void SetOnEnterAction(std::function<void()> fun) { on_enter_action = fun; }
/*
* @brief: This function sets an action (function pointer) to the OnExit function
*
* @param fun: A function pointer to a function (or lambda)
*/
void SetOnExitAction(void (*fun)()) { on_exit_action = fun; }
void SetOnExitAction(std::function<void()> fun) { on_exit_action = fun; }
GuiType GetType() override {
return GuiType::BUTTON;
}
protected:
void OnClick() override { if (on_click_action != nullptr) on_click_action(); }

View File

@@ -1,17 +1,22 @@
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/gtc/matrix_transform.hpp>
#include <functional>
#include <vector>
#define STB_IMAGE_IMPLEMENTATION
#include <iostream>
#include <map>
#include "stb_image.h"
#include <ostream>
#include <stdlib.h>
#include <iostream>
#include <opencv2/core.hpp>
#include <opencv2/videoio.hpp>
#include <opencv2/video.hpp>
#include "collision/collision.h"
#include "gui/gui_interactable.h"
#include "models/model.h"
#include "renderEngine/loader.h"
@@ -22,24 +27,34 @@
#include "scenes/scene.h"
#include "scenes/in_Game_Scene.h"
#include "scenes/startup_Scene.h"
#include "scenes/loading_Scene.h"
#include "model_Storage.h"
#include "computervision/ObjectDetection.h"
#include "computervision/object_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;
scene::Scene* current_scene;
bool points_img_available = false;
cv::Mat points_img;
int main(void)
{
#pragma region OPENGL_SETTINGS
if (!glfwInit())
throw "Could not inditialize glwf";
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGT, "SDBA", NULL, NULL);
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "SDBA", NULL, NULL);
if (!window)
{
glfwTerminate();
@@ -49,9 +64,10 @@ int main(void)
glewInit();
glGetError();
#pragma endregion
//current_scene = new scene::Startup_Scene();
current_scene = new scene::Loading_Scene();
score = 0;
current_scene = new scene::Startup_Scene();
glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
{
@@ -62,8 +78,9 @@ int main(void)
current_scene->onKey(window, key, scancode, action, mods);
});
bool window_open = true;
// Main game loop
while (!glfwWindowShouldClose(window) && window_open)
{
@@ -78,22 +95,38 @@ int main(void)
window_open = false;
break;
case scene::Scenes::LOADING:
current_scene = new scene::Loading_Scene();
break;
case scene::Scenes::STARTUP:
current_scene = new scene::Startup_Scene();
break;
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;
}
// Finish up
//shader.Stop();
glfwSwapBuffers(window);
glfwPollEvents();
}
// Clean up -> preventing memory leaks!!!
std::cout << "ending..." << std::endl;
render_engine::loader::CleanUp();
glfwTerminate();
return 0;
}
@@ -105,4 +138,4 @@ static double UpdateDelta()
double delt_time = current_time - last_frame_time;
last_frame_time = current_time;
return delt_time;
}
}

205
src/model_Storage.cpp Normal file
View File

@@ -0,0 +1,205 @@
#include "model_Storage.h"
singleton::Model_Storage* singleton::Model_Storage::instance{nullptr};
std::mutex singleton::Model_Storage::mutex;
singleton::Model_Storage::~Model_Storage()
{
std::cout << "DELETING...." << std::endl;
delete instance;
}
singleton::Model_Storage* singleton::Model_Storage::get_instance()
{
std::lock_guard<std::mutex> lock(mutex);
if (instance == nullptr)
instance = new Model_Storage();
return instance;
}
/**
* add methods
*/
void singleton::Model_Storage::add_couch(models::TexturedModel couch)
{
couches.push_back(couch);
}
void singleton::Model_Storage::add_table(models::TexturedModel table)
{
tables.push_back(table);
}
void singleton::Model_Storage::add_chair(models::TexturedModel chair)
{
chairs.push_back(chair);
}
void singleton::Model_Storage::add_plant(models::TexturedModel plant)
{
plants.push_back(plant);
}
void singleton::Model_Storage::add_guitar(models::TexturedModel guitar)
{
guitars.push_back(guitar);
}
void singleton::Model_Storage::add_bookshelf(models::TexturedModel bookshelf)
{
bookshelves.push_back(bookshelf);
}
void singleton::Model_Storage::add_lamp(models::TexturedModel lamp)
{
lamps.push_back(lamp);
}
void singleton::Model_Storage::add_ceiling_object(models::TexturedModel co)
{
ceiling_objects.push_back(co);
}
void singleton::Model_Storage::add_misc(models::TexturedModel misc)
{
miscs.push_back(misc);
}
void singleton::Model_Storage::add_furniture_model(FurnitureModel model)
{
furniture_models.push_back(model);
}
/**
* getters
*/
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_couches()
{
return couches;
}
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_tables()
{
return tables;
}
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_chairs()
{
return chairs;
}
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_plants()
{
return plants;
}
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_guitars()
{
return guitars;
}
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_bookshelves()
{
return bookshelves;
}
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_lamps()
{
return lamps;
}
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_ceiling_objects()
{
return ceiling_objects;
}
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_miscs()
{
return miscs;
}
std::deque<singleton::FurnitureModel> singleton::Model_Storage::get_all_furniture_models()
{
return furniture_models;
}
models::TexturedModel singleton::Model_Storage::get_couch(int index)
{
return couches[index];
}
models::TexturedModel singleton::Model_Storage::get_table(int index)
{
return tables[index];
}
models::TexturedModel singleton::Model_Storage::get_chair(int index)
{
return chairs[index];
}
models::TexturedModel singleton::Model_Storage::get_plant(int index)
{
return plants[index];
}
models::TexturedModel singleton::Model_Storage::get_guitar(int index)
{
return guitars[index];
}
models::TexturedModel singleton::Model_Storage::get_bookshelf(int index)
{
return bookshelves[index];
}
models::TexturedModel singleton::Model_Storage::get_lamp(int index)
{
return lamps[index];
}
models::TexturedModel singleton::Model_Storage::get_ceiling_object(int index)
{
return ceiling_objects[index];
}
models::TexturedModel singleton::Model_Storage::get_misc(int index)
{
return miscs[index];
}
singleton::FurnitureModel singleton::Model_Storage::get_furniture_model(int index)
{
return furniture_models[index];
}
//getters for default variables
models::TexturedModel singleton::Model_Storage::get_house_model()
{
return house_model;
}
models::ModelTexture singleton::Model_Storage::get_default_texture()
{
return default_texture;
}
//setters for deafult variables
void singleton::Model_Storage::set_house_model(models::TexturedModel house)
{
house_model = house;
}
void singleton::Model_Storage::set_default_texture(models::ModelTexture texture)
{
default_texture = texture;
}

137
src/model_Storage.h Normal file
View File

@@ -0,0 +1,137 @@
#pragma once
#include <iostream>
#include <deque>
#include <mutex>
#include "models/Model.h"
#include "entities/Entity.h"
namespace singleton {
enum class FurnitureType
{
COUCH,
TABLE,
CHAIR,
PLANT,
GUITAR,
BOOKSHELF,
LAMP,
CEILING_OBJECTS,
MISC
};
struct FurniturePiece
{
FurnitureType type;
int size;
};
struct FurnitureModel
{
FurniturePiece furniture;
std::deque<models::TexturedModel> texture;
bool operator<(FurnitureModel a)
{
return true;
}
};
class Model_Storage
{
private:
static Model_Storage* instance;
static std::mutex mutex;
//model of the house
models::TexturedModel house_model;
//default texture
models::ModelTexture default_texture;
//list that sorts furniture_models on type
std::deque<FurnitureModel> furniture_models;
//list of furniture:
//couches
std::deque<models::TexturedModel> couches;
//tables
std::deque<models::TexturedModel> tables;
//chairs
std::deque<models::TexturedModel> chairs;
//plants
std::deque<models::TexturedModel> plants;
//guitars
std::deque<models::TexturedModel> guitars;
//bookshelves
std::deque<models::TexturedModel> bookshelves;
//lamps
std::deque<models::TexturedModel>lamps;
//ceiling objects
std::deque<models::TexturedModel>ceiling_objects;
//misc
std::deque<models::TexturedModel> miscs;
protected:
Model_Storage() { std::cout << "MAKING A NEW SINGLETON!!!" << std::endl; }
~Model_Storage();
public:
Model_Storage(Model_Storage& other) = delete;
void operator=(const Model_Storage&) = delete;
static Model_Storage* get_instance();
//some methods to execute on its instance:
void add_couch(models::TexturedModel couch);
void add_table(models::TexturedModel table);
void add_chair(models::TexturedModel chair);
void add_plant(models::TexturedModel plant);
void add_guitar(models::TexturedModel guitar);
void add_bookshelf(models::TexturedModel bookshelf);
void add_lamp(models::TexturedModel lamp);
void add_ceiling_object(models::TexturedModel co);
void add_misc(models::TexturedModel misc);
void add_furniture_model(FurnitureModel model);
//getters for the whole list
std::deque<models::TexturedModel> get_all_couches();
std::deque<models::TexturedModel> get_all_tables();
std::deque<models::TexturedModel> get_all_chairs();
std::deque<models::TexturedModel> get_all_plants();
std::deque<models::TexturedModel> get_all_guitars();
std::deque<models::TexturedModel> get_all_bookshelves();
std::deque<models::TexturedModel> get_all_lamps();
std::deque<models::TexturedModel> get_all_ceiling_objects();
std::deque<models::TexturedModel> get_all_miscs();
std::deque<FurnitureModel> get_all_furniture_models();
//getters for one model
models::TexturedModel get_couch(int index);
models::TexturedModel get_table(int index);
models::TexturedModel get_chair(int index);
models::TexturedModel get_plant(int index);
models::TexturedModel get_guitar(int index);
models::TexturedModel get_bookshelf(int index);
models::TexturedModel get_lamp(int index);
models::TexturedModel get_ceiling_object(int index);
models::TexturedModel get_misc(int index);
FurnitureModel get_furniture_model(int index);
//getters for the standard variables
models::TexturedModel get_house_model();
models::ModelTexture get_default_texture();
//setters for the standard variables
void set_house_model(models::TexturedModel house);
void set_default_texture(models::ModelTexture texture);
};
}

View File

@@ -1,6 +1,7 @@
#pragma once
#include <GL/glew.h>
#include <glm/gtc/matrix_transform.hpp>
namespace models
{

View File

@@ -4,7 +4,6 @@
#include "loader.h"
#include "../toolbox/toolbox.h"
#include "renderer.h"
#include <iostream>
namespace render_engine
@@ -26,7 +25,7 @@ namespace render_engine
glCullFace(GL_BACK);
const glm::mat4 projectionMatrix =
glm::perspective(glm::radians(FOV), (WINDOW_WIDTH / WINDOW_HEIGT), NEAR_PLANE, FAR_PLANE);
glm::perspective(glm::radians(FOV), (WINDOW_WIDTH / WINDOW_HEIGHT), NEAR_PLANE, FAR_PLANE);
// Load the projectionmatrix into the shader
shader.Start();
@@ -51,12 +50,12 @@ namespace render_engine
/*
This function will Render a Model on the screen.
*/
void Render(entities::Entity& entity, shaders::EntityShader& shader)
void Render(std::shared_ptr<entities::Entity> entity, shaders::EntityShader& shader)
{
const models::TexturedModel model = entity.GetModel();
const models::TexturedModel model = entity.get()->GetModel();
const models::RawModel raw_model = model.raw_model;
const models::ModelTexture texture = model.texture;
// Enable the model (VAO)
glBindVertexArray(raw_model.vao_id);
@@ -66,7 +65,7 @@ namespace render_engine
glEnableVertexAttribArray(2);
// Load the transformation of the model into the shader
const glm::mat4 modelMatrix = toolbox::CreateModelMatrix(entity.GetPosition(), entity.GetRotation(), entity.GetScale());
const glm::mat4 modelMatrix = toolbox::CreateModelMatrix(entity.get()->GetPosition(), entity.get()->GetRotation(), entity.get()->GetScale());
shader.LoadModelMatrix(modelMatrix);
shader.LoadShineVariables(texture.shine_damper, texture.reflectivity);
@@ -122,5 +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();
}
}
}

View File

@@ -1,5 +1,6 @@
#pragma once
#include <memory>
#include "../gui/gui_element.h"
#include "../entities/entity.h"
#include "../shaders/entity_shader.h"
@@ -30,7 +31,7 @@ namespace render_engine
@param entity: The entity which needs to be rendered
@param shader: The shader the entity needs to be rendered with
*/
void Render(entities::Entity& entity, shaders::EntityShader& shader);
void Render(std::shared_ptr<entities::Entity> entity, shaders::EntityShader& shader);
/*
@brief: Call this function to render gui_textures on the screen
@@ -39,5 +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);
}
}

View File

@@ -0,0 +1,185 @@
#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/object_detection.h"
#include "../computervision/hand_detect_region.h"
#include <opencv2/highgui.hpp>
#include "../computervision/object_detection.h"
namespace scene
{
shaders::GuiShader* gui_shader_gameOver;
std::vector<gui::GuiTexture*> guis_gameOver;
std::vector<std::shared_ptr<gui::GuiTexture>> score_textures_gameOver;
double delta_time = 0;
double time = 0;
bool game_over = 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;
}
}
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([this]()
{
std::cout << "Back to stop screen!!" << std::endl;
return_value = Scenes::STOP;
});
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 (game_over) button_start_scene.ForceClick(GLFW_MOUSE_BUTTON_LEFT);
glfwSwapBuffers(window);
glfwPollEvents();
}
gui_shader_gameOver->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);
render_engine::renderer::Render(game_over_texture, *gui_shader_gameOver);
DrawScore(end_score);
}
/**
* 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);
}
UpdateDeltaTime();
time += delta_time;
if (time >= 5.0)
{
game_over = true;
}
}
/**
* 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");
}
}
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);
}
}
void Game_Over_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;
}
Game_Over_Scene::~Game_Over_Scene()
{
std::cout << "game over destructor" << std::endl;
delete gui_shader_gameOver;
}
}

View File

@@ -0,0 +1,37 @@
#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;
void UpdateDeltaTime();
public:
Game_Over_Scene(int score);
~Game_Over_Scene();
Scenes start(GLFWwindow* window) override;
void render() override;
void update(GLFWwindow* window) override;
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
/**
* @brief: This method renders the score points onto the game window
* @param score: Score to show
*/
void DrawScore(int score);
};
}

View File

@@ -1,118 +1,410 @@
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "in_Game_Scene.h"
#include "startup_Scene.h"
#include "../gui/gui_interactable.h"
#include "../models/model.h"
#include "../renderEngine/loader.h"
#include "../renderEngine/obj_loader.h"
#include "../renderEngine/renderer.h"
#include "../shaders/entity_shader.h"
#include "../toolbox/toolbox.h"
#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::vector<entities::Entity> entities;
std::vector<entities::Light> lights;
models::RawModel raw_model;
models::ModelTexture texture;
shaders::EntityShader *shader;
shaders::GuiShader *gui_shader;
entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
std::vector<gui::GuiTexture*> guis;
std::shared_ptr<entities::MainCharacter>main_character;
std::deque<std::shared_ptr<entities::CollisionEntity>> collision_entities;
In_Game_Scene::In_Game_Scene()
//std::deque<std::shared_ptr<entities::CollisionEntity>> furniture_collision;
entities::HouseGenerator* house_generator;
std::deque<std::shared_ptr<entities::Entity>> house_models;
models::RawModel raw_model, raw_model_char;
models::ModelTexture texture;
shaders::EntityShader* shader;
shaders::GuiShader* gui_shader;
std::vector<gui::GuiTexture*> guis;
std::vector<std::shared_ptr<gui::GuiTexture>> score_textures;
int furniture_count_old;
int score;
int* ptr;
bool calibrated = false;
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);
/**
* sets up the first things when the objects has been made
*/
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;
shader->Init();
shader->Init();
render_engine::renderer::Init(*shader);
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?
* just to make some bounding boxes
*/
collision::Box create_bounding_box(glm::vec3 size, glm::vec3 pos, int scale) {
collision::Box box = collision::Box();
box.size.x = size.z * scale;
box.size.y = size.y * scale;
box.size.z = size.x * scale;
box.center_pos = pos;
return box;
}
/**
* deletes certain veriables when the object will be deleted, prevents memory leaks
*/
In_Game_Scene::~In_Game_Scene()
{
delete shader;
delete gui_shader;
delete house_generator;
}
void In_Game_Scene::SetupHandDetection()
{
// 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.pop_front();
}
}
int z_offset = model_pos * (house_generator->GetHouseDepth()); // how much "in the distance" we should load the model
std::deque<std::shared_ptr<entities::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;
}
/**
* starts the game scene, calls the render and update methods in a while loop
*/
scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
{
raw_model = render_engine::LoadObjModel("res/House.obj");
texture = { render_engine::loader::LoadTexture("res/Texture.png") };
texture.shine_damper = 10;
texture.reflectivity = 0;
models::TexturedModel model = { raw_model, texture };
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, 150, -100), glm::vec3(0, 90, 0), 5, char_box);
int z = 0;
for (int i = 0; i < 5; ++i)
//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++)
{
entities.push_back(entities::Entity(model, glm::vec3(0, -50, -50 - z), glm::vec3(0, 90, 0), 20));
z += (raw_model.model_size.x * 20);
LoadChunk(i);
}
lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5)));
lights.push_back(entities::Light(glm::vec3(0, 1000, 7000), glm::vec3(5, 5, 5))); // sun
lights.push_back(entities::Light(glm::vec3(0, 0, -30), glm::vec3(2, 0, 2), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
lights.push_back(entities::Light(glm::vec3(0, 0, -200), glm::vec3(0, 2, 0), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
// GUI stuff
gui::Button button(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.5f, 0.0f), glm::vec2(0.25f, 0.25f));
gui::Button button(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.5f, 0.0f), glm::vec2(1, 1));
button.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
button.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
button.SetOnClickAction([]()
{
std::cout << "I got clicked on!" << std::endl;
});
{
std::cout << "I got clicked on!" << std::endl;
});
guis.push_back(&button);
//guis for the pause menu
gui::GuiTexture background(render_engine::loader::LoadTexture("res/background_grey.png"), glm::vec2(0, 0), glm::vec2(1, 1));
pause_guis.push_back(&background);
gui::Button pause_button_resume(render_engine::loader::LoadTexture("res/menu_item_resume1.png"), glm::vec2(0.0f, 0.3f), glm::vec2(0.25f, 0.25f));
pause_button_resume.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_resume1_hover.png"));
pause_button_resume.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_resume1_click.png"));
std::function<void()> resume_fun = [this]()
{
std::cout << "I got clicked on the resume button!" << std::endl;
game_state = scene::Game_State::RUNNING;
};
pause_button_resume.SetOnClickAction(resume_fun);
pause_guis.push_back(&pause_button_resume);
gui::Button pause_button_quit(render_engine::loader::LoadTexture("res/menu_item_quit1.png"), glm::vec2(0.0f, -0.3f), glm::vec2(0.25f, 0.25f));
pause_button_quit.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_hover.png"));
pause_button_quit.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_click.png"));
std::function<void()> stop_function = [this]()
{
std::cout << "I got clicked on the quit button!" << std::endl;
return_value = scene::Scenes::STOP;
};
pause_button_quit.SetOnClickAction(stop_function);
pause_guis.push_back(&pause_button_quit);
regions.push_back(&reg_left);
regions.push_back(&reg_up);
regions.push_back(&reg_right);
//the scene loop, this while loop represent the scene
while (return_value == scene::Scenes::INGAME)
{
update(window);
button.Update(window);
render();
//checks the current game state, so it can render the correct models for each state
switch (game_state)
{
/*case scene::Game_State::IDLE:
break;*/
case scene::Game_State::PAUSED:
render();
update_buttons(window);
render_pause_menu();
break;
case scene::Game_State::RUNNING:
update(window);
button.Update(window);
render();
break;
default:
std::cout << "Game state unknown" << std::endl;
break;
}
glfwSwapBuffers(window);
glfwPollEvents();
}
shader->CleanUp();
gui_shader->CleanUp();
render_engine::loader::CleanUp();
//render_engine::loader::CleanUp();
return return_value;
}
gui::Button* In_Game_Scene::ConvertGuiTextureToButton(gui::GuiTexture* texture) {
gui::Button* button;
if (texture != NULL)
{
if (texture->GetType() == gui::GuiType::BUTTON) {
button = (gui::Button*)texture;
return button;
}
else {
button = nullptr;
return button;
}
}
else {
button = nullptr;
return button;
}
}
/**
* renders the game models
*/
void scene::In_Game_Scene::render()
{
// Render
render_engine::renderer::Prepare();
//starts the shader and begins to render
shader->Start();
shader->LoadSkyColor(render_engine::renderer::SKY_COLOR);
shader->LoadLights(lights);
shader->LoadViewMatrix(camera);
shader->LoadLightsDeque(lights);
shader->LoadViewMatrix(*camera);
// Renders each entity in the entities list
for (entities::Entity& entity : entities)
for (std::shared_ptr<entities::Entity> model_entity : house_models)
{
render_engine::renderer::Render(entity, *shader);
render_engine::renderer::Render(model_entity, *shader);
}
render_engine::renderer::Render(main_character, *shader);
// Render GUI items
render_engine::renderer::Render(guis, *gui_shader);
//render_engine::renderer::Render(guis, *gui_shader);
// Stop rendering the entities
shader->Stop();
DrawScore(score);
}
void scene::In_Game_Scene::update(GLFWwindow* window)
void scene::In_Game_Scene::update_buttons(GLFWwindow* window)
{
camera.Move(window);
}
void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
{
return_value = scene::Scenes::STOP;
for (gui::GuiTexture* button : pause_guis) {
gui::Button* new_button = ConvertGuiTextureToButton(button);
if (new_button != NULL)
new_button->Update(window);
}
}
//updates certain variables
void scene::In_Game_Scene::update(GLFWwindow* window)
{
UpdateDeltaTime();
//camera.Move(window);
update_hand_detection();
if (!calibrated) return;
main_character->Move(regions);
if (!main_character.get()->GetOnCollide())
{
*ptr = score;
std::cout << "Score: " << score << std::endl;
return_value = scene::Scenes::GAMEOVER;
cv::destroyWindow("camera");
}
camera->Follow(main_character->GetPosition());
// calculate where the next house model should be loaded
static int last_model_pos = 0;
int model_pos = -round(camera->GetPosition().z / (house_generator->GetHouseDepth())); // how much models we have passed, minus because we are moving in the negative z axis
// if we have passed a model, load a new one and delete the one behind us
if (last_model_pos != model_pos)
{
std::cout << "updating score" << std::endl;
LoadChunk(model_pos + UPCOMING_MODEL_AMOUNT);
score += furniture_count_old;
std::cout << "Score: " << score << 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();
}
//manages the key input in the game scene
void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
cv::destroyWindow("camera");
return_value = scene::Scenes::STOP;
}
if (glfwGetKey(window, GLFW_KEY_P) == GLFW_PRESS)
{
game_state = scene::Game_State::PAUSED;
}
if (glfwGetKey(window, GLFW_KEY_O) == GLFW_PRESS)
{
game_state = scene::Game_State::RUNNING;
}
}
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);
reg_right.DetectHand(camera_frame);
reg_up.DetectHand(camera_frame);
cv::imshow("camera", camera_frame);
}
void scene::In_Game_Scene::OnSkinCalibrationCallback()
{
calibrated = true;
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;
}
}

View File

@@ -1,20 +1,158 @@
#pragma once
#include <iostream>
#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"
#include "../renderEngine/loader.h"
#include "../renderEngine/obj_loader.h"
#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
{
/**
* This enum is for managing the game scene state.
* for example: when pressed on a specific button, the game will be in a paused state and nothing about the player or the speed of the game will be updated
* and the pause screen will show up.
**/
enum class Game_State
{
//IDLE,
RUNNING,
PAUSED
};
class In_Game_Scene : public scene::Scene
{
private:
//return_value is an enum that is necessary for the scene switching. Whenever this changes, the scene will change to a different scene.
scene::Scenes return_value = scene::Scenes::INGAME;
//game_state is an enum that keeps track of the current game state. For example: is the game running(thus the user is playing the game) of is the game paused.
scene::Game_State game_state = scene::Game_State::RUNNING;
//entities_to_render is a list of entities, those entities will be rendered in the 3D environment.
std::vector<entities::Entity> entities_to_render;
//lights is a lost of light points in the game, for example the sun or it can be used to attach light effects to lamps.
std::deque<entities::Light> lights;
models::RawModel raw_model;
models::ModelTexture texture;
//the shader that is used for rendering the models.
shaders::EntityShader* shader;
//the gui_shader is used of rendering the gui models (for example the pause buttons).
shaders::GuiShader* gui_shader;
//camera is the camera view of the game scene, this camera will be behind the main character.
std::unique_ptr<entities::Camera> camera;
//guis is a list of all the gui components that needs to be load in the scene.
std::vector<gui::GuiTexture*> guis;
//pause_guis is a list of components that will be rendered when the game is paused.
std::vector<gui::GuiTexture*> pause_guis;
// 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
* @param
* @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);
void update_buttons(GLFWwindow* window);
gui::Button* ConvertGuiTextureToButton(gui::GuiTexture* texture);
public:
In_Game_Scene();
In_Game_Scene(int *score_ptr);
~In_Game_Scene();
/**
* @brief the method start is the start of the scene where a while loop runs, this runs the scene.
* @param window the main window of the application
* @return Scene value that indicates in which scene the application is
*/
Scenes start(GLFWwindow* window) override;
/**
* @brief this method renders the models for the game scene
* @param
* @return void
*/
void render() override;
/**
* @brief this method updates the models/variables for the game scene
* @param window the main window of the application
* @return void
*/
void update(GLFWwindow* window) override;
/**
* @brief this method updates the models/variables for the game scene
* @param window the main window of the application
* @param key this is the keycode on which key has been pressed
* @param scancode -
* @param action-
* @param mods -
* @return void
*/
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
};
}

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@@ -0,0 +1,146 @@
#include "loading_Scene.h"
#include <iostream>
#include "../renderEngine/Renderer.h"
#include "../renderEngine/Loader.h"
#include "../renderEngine/obj_loader.h"
#include "../gui/gui_element.h"
#include "../entities/collision_entity.h"
namespace scene
{
std::unique_ptr<entities::Camera> camera_test;
shaders::EntityShader* shader_test;
std::deque<std::shared_ptr<entities::Entity>> test;
Loading_Scene::Loading_Scene()
{
shader_test = new shaders::EntityShader;
shader_test->Init();
render_engine::renderer::Init(*shader_test);
delete shader_test;
gui_shader = new shaders::GuiShader();
gui_shader->Init();
camera_test = std::make_unique<entities::Camera>(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
}
Loading_Scene::~Loading_Scene()
{
delete gui_shader;
}
Scenes Loading_Scene::start(GLFWwindow* window)
{
render();
glfwSwapBuffers(window);
glfwPollEvents();
load_default_variables();
load_all_models();
return scene::Scenes::STARTUP;
}
void Loading_Scene::render()
{
render_engine::renderer::Prepare();
//starts the shader and begins to render
//shader_test->Start();
//shader_test->LoadSkyColor(render_engine::renderer::SKY_COLOR);
//shader_test->LoadViewMatrix(*camera_test);
gui::GuiTexture loading_image = { render_engine::loader::LoadTexture("res/loading_screen.png"),
glm::vec2(0,0),glm::vec2(1,1) };
std::vector<gui::GuiTexture*> image_list;
image_list.push_back(&loading_image);
render_engine::renderer::Render(image_list, *gui_shader);
//shader_test->Stop();
gui_shader->CleanUp();
}
void Loading_Scene::update(GLFWwindow* window)
{
}
void Loading_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
{
}
void Loading_Scene::load_default_variables()
{
models::RawModel raw_model = render_engine::LoadObjModel("res/HouseNew.obj");
models::ModelTexture default_texture = { render_engine::loader::LoadTexture("res/Texture.png") };
default_texture.shine_damper = 10;
models::TexturedModel house = { raw_model, default_texture };
singleton::Model_Storage::get_instance()->set_house_model(house);
singleton::Model_Storage::get_instance()->set_default_texture(default_texture);
}
void Loading_Scene::load_all_models()
{
// Couches
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/couchThree.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/Coach.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/lawnBenchOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::COUCH, 2}, singleton::Model_Storage::get_instance()->get_all_couches() });
// Tables
singleton::Model_Storage::get_instance()->add_table({ render_engine::LoadObjModel("res/tableOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_table({ render_engine::LoadObjModel("res/tableTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_table({ render_engine::LoadObjModel("res/bureauOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::TABLE, 2}, singleton::Model_Storage::get_instance()->get_all_tables() });
// Chairs
singleton::Model_Storage::get_instance()->add_chair({ render_engine::LoadObjModel("res/launchchair.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_chair({ render_engine::LoadObjModel("res/lawnChairOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_chair({ render_engine::LoadObjModel("res/ugly_chair.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::CHAIR, 1}, singleton::Model_Storage::get_instance()->get_all_chairs() });
// Plants
singleton::Model_Storage::get_instance()->add_plant({ render_engine::LoadObjModel("res/plantOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_plant({ render_engine::LoadObjModel("res/plantTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_plant({ render_engine::LoadObjModel("res/plantThree.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::PLANT, 1}, singleton::Model_Storage::get_instance()->get_all_plants() });
// Guitars
singleton::Model_Storage::get_instance()->add_guitar({ render_engine::LoadObjModel("res/guitarOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_guitar({ render_engine::LoadObjModel("res/guitarTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::GUITAR, 1}, singleton::Model_Storage::get_instance()->get_all_guitars() });
// Bookshelves
singleton::Model_Storage::get_instance()->add_bookshelf({ render_engine::LoadObjModel("res/bookShelfOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_bookshelf({ render_engine::LoadObjModel("res/bookShelfTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_bookshelf({ render_engine::LoadObjModel("res/bookShelfThree.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::BOOKSHELF, 1}, singleton::Model_Storage::get_instance()->get_all_bookshelves() });
// Lamps
singleton::Model_Storage::get_instance()->add_lamp({ render_engine::LoadObjModel("res/lampOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_lamp({ render_engine::LoadObjModel("res/lampTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::LAMP, 1}, singleton::Model_Storage::get_instance()->get_all_lamps() });
// Ceiling objects
singleton::Model_Storage::get_instance()->add_ceiling_object({ render_engine::LoadObjModel("res/ceilingFan.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_ceiling_object({ render_engine::LoadObjModel("res/ceilingFanTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_ceiling_object({ render_engine::LoadObjModel("res/ceilingLampOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_ceiling_object({ render_engine::LoadObjModel("res/ceilingLampTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::CEILING_OBJECTS, 1}, singleton::Model_Storage::get_instance()->get_all_ceiling_objects() });
// Miscs
singleton::Model_Storage::get_instance()->add_misc({ render_engine::LoadObjModel("res/tv.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_misc({ render_engine::LoadObjModel("res/radio.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_misc({ render_engine::LoadObjModel("res/Flowerpot.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::MISC, 1}, singleton::Model_Storage::get_instance()->get_all_miscs() });
}
}

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@@ -0,0 +1,67 @@
#pragma once
#include "scene.h"
#include "../gui/gui_element.h"
#include "../shaders/gui_shader.h"
#include "../model_Storage.h"
namespace scene
{
extern GLFWwindow* window;
class Loading_Scene : public scene::Scene
{
private:
//return_value is an enum that is necessary for the scene switching. Whenever this changes, the scene will change to a different scene.
scene::Scenes return_value = scene::Scenes::LOADING;
shaders::GuiShader* gui_shader;
private:
void load_default_variables();
void load_all_models();
public:
/**
* @brief Constructor of the class Loading_Scene
*
*/
Loading_Scene();
~Loading_Scene();
/**
* @brief
*
* @param window
* @return
*/
Scenes start(GLFWwindow* window) override;
/**
* @brief
*
*/
void render() override;
/**
* @brief This method updates all the components on the window
*
* @param window Window it updates
*/
void update(GLFWwindow* window) override;
/**
* @brief Listener for key events
*
* @param window Window it listens to for key events
* @param key Key of event that is activated
* @param scancode Code of Key
* @param action
* @param mods
*/
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
};
}

7
src/scenes/scene.cpp Normal file
View File

@@ -0,0 +1,7 @@
#include <iostream>
#include "scene.h"
scene::Scene::~Scene()
{
std::cout << "Main scene class gone!" << std::endl;
}

View File

@@ -6,8 +6,12 @@
namespace scene {
/**
* this enum represents the scenes in the game, those wil help to keep track in which scene the game is.
*/
enum class Scenes
{
LOADING,
STARTUP,
INGAME,
GAMEOVER,
@@ -16,16 +20,41 @@ 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
* @return Scene value that indicates in which scene the application is
*/
virtual Scenes start(GLFWwindow* window) = 0;
/**
* @brief this method renders the models for a scene
* @param
* @return void
*/
virtual void render() = 0;
/**
* @brief this method updates the models/variables for a scene
* @param window the main window of the application
* @return void
*/
virtual void update(GLFWwindow* window) = 0;
/**
* @brief this method updates the models/variables for a scene
* @param window the main window of the application
* @param key this is the keycode on which key has been pressed
* @param scancode -
* @param action-
* @param mods -
* @return void
*/
virtual void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) {};
};
}

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@@ -1,40 +1,230 @@
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <map>
#include "startup_Scene.h"
#include <iostream>
#include <opencv2/core/mat.hpp>
#include "../models/model.h"
#include "../renderEngine/loader.h"
#include "../renderEngine/obj_loader.h"
#include "../renderEngine/renderer.h"
#include "../shaders/entity_shader.h"
#include "../gui/gui_interactable.h"
#include "../toolbox/toolbox.h"
#include "../computervision/MenuTest.h"
#include "../computervision/object_detection.h"
#include "../computervision/hand_detect_region.h"
namespace scene
{
shaders::GuiShader* gui_shader1;
std::vector<gui::GuiTexture*> guis1;
computervision::ObjectDetection objDetect;
float item_number = 0;
bool hand_mode = false;
Startup_Scene::Startup_Scene() {
shaders::EntityShader shader;
shader.Init();
render_engine::renderer::Init(shader);
shader.CleanUp();
gui_shader1 = new shaders::GuiShader();
gui_shader1->Init();
}
void Startup_Scene::EnableHandMode()
{
hand_mode = true;
}
gui::Button* ConvertGuiTextureToButton(gui::GuiTexture* texture) {
gui::Button* button;
if (texture != NULL)
{
if (texture->GetType() == gui::GuiType::BUTTON) {
button = (gui::Button*)texture;
return button;
}
else {
button = nullptr;
return button;
}
}
else {
button = nullptr;
return button;
}
}
/*gui::InteractableGui* ConvertGuiTextureToInteractableGui(gui::GuiTexture* texture) {
if (texture != NULL)
if (texture->GetType() == gui::GuiType::BUTTON) {
return (gui::InteractableGui*)texture;
}
else {
return NULL;
}
}*/
gui::GuiTexture* GetMenuItem(bool hand_state) {
if(hand_state)
item_number += 0.10f;
int temp_item_number = item_number;
//If temp_item_number is equal to the size of the array, set item_number bac to zero to loop through the array again
if (temp_item_number == guis1.size()) {
item_number = 0;
temp_item_number = 0;
}
std::cout << guis1[temp_item_number]->texture << std::endl;
return guis1[temp_item_number];
}
scene::Scenes scene::Startup_Scene::start(GLFWwindow *window)
{
// GUI stuff
gui::Button button_start(render_engine::loader::LoadTexture("res/menu_item_start1.png"), glm::vec2(0.0f, 0.3f), glm::vec2(0.25f, 0.25f));
button_start.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_start1_hover.png"));
button_start.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_start1_click.png"));
std::function<void()> start_fun = [this]()
{
std::cout << "Clicked on button: Start!" << std::endl;
return_value = scene::Scenes::INGAME;
cv::destroyWindow("camera");
};
button_start.SetOnClickAction(start_fun);
guis1.push_back(&button_start);
gui::Button button_quit(render_engine::loader::LoadTexture("res/menu_item_quit1.png"), glm::vec2(0.0f, -0.3f), glm::vec2(0.25f, 0.25f));
button_quit.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_hover.png"));
button_quit.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_click.png"));
std::function<void()> quit_fun = [this]()
{
std::cout << "Clicked on button: Quit!" << std::endl;
return_value = scene::Scenes::STOP;
cv::destroyWindow("camera");
};
button_quit.SetOnClickAction(quit_fun);
guis1.push_back(&button_quit);
cv::Mat cameraFrame;
gui::GuiTexture* chosen_item = NULL; //This is the selected menu_item
bool hand_closed = false; //Flag to prevent multiple button presses
std::function<void()> calibration_func = [this]() {EnableHandMode(); };
objDetect.SetCalibrationCallback(calibration_func);
while (return_value == scene::Scenes::STARTUP)
{
render();
update(window);
if (hand_mode) {
cameraFrame = objDetect.ReadCamera();
//Get hand state from camera
bool detect = false;
bool hand_detection = objDetect.DetectHand(cameraFrame,detect);
if (hand_detection)
{
hand_closed = false;
std::cout << "hand is opened" << std::endl;
//Loop through menu items
chosen_item = GetMenuItem(true);
gui::Button* new_button = ConvertGuiTextureToButton(chosen_item);
if (new_button != NULL) {
const float x_pos = (chosen_item->position.x + 1.0) * WINDOW_WIDTH / 2;
const float y_pos = (1.0 - chosen_item->position.y) * WINDOW_HEIGHT / 2;
//Set cursor to location of selected menu_item
glfwSetCursorPos(window, x_pos, y_pos);
}
}
else if (!hand_detection)
{
std::cout << "hand is closed" << std::endl;
//Gets selected menu_item
chosen_item = GetMenuItem(false);
gui::Button* new_button = ConvertGuiTextureToButton(chosen_item);
if (new_button != NULL && !hand_closed) {
//Run function click
new_button->ForceClick(GLFW_MOUSE_BUTTON_LEFT);
hand_closed = true;
}
}
}
glfwSwapBuffers(window);
glfwPollEvents();
}
gui_shader1->CleanUp();
//render_engine::loader::CleanUp();
return return_value;
}
/**
* renders the models in the start-up scene
*/
void scene::Startup_Scene::render()
{
render_engine::renderer::Prepare();
// Render GUI items
render_engine::renderer::Render(guis1, *gui_shader1);
}
/**
* updates the variables for the start-up scene
*/
void scene::Startup_Scene::update(GLFWwindow* window)
{
for (gui::GuiTexture* button : guis1) {
gui::Button* new_button = ConvertGuiTextureToButton(button);
if (new_button != NULL)
new_button->Update(window);
}
bool hand_present;
objDetect.DetectHand(objDetect.ReadCamera(),hand_present);
}
/**
* manages the key input in the start-up scene
*/
void scene::Startup_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
{
return_value = scene::Scenes::INGAME;
cv::destroyWindow("camera");
}
else if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) {
hand_mode = !hand_mode;
}
}
Startup_Scene::~Startup_Scene()
{
std::cout << "startup scene destructor" << std::endl;
delete gui_shader1;
}
}

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@@ -1,6 +1,6 @@
#pragma once
#include "scene.h"
#include <map>
#include "../gui/gui_element.h"
namespace scene
{
@@ -9,12 +9,49 @@ namespace scene
class Startup_Scene : public scene::Scene
{
private:
//return_value is an enum that is necessary for the scene switching. Whenever this changes, the scene will change to a different scene.
scene::Scenes return_value = scene::Scenes::STARTUP;
void EnableHandMode();
public:
/**
* @brief Constructor of the class Startup_Scene
*
*/
Startup_Scene();
~Startup_Scene();
/**
* @brief
*
* @param window
* @return
*/
Scenes start(GLFWwindow* window) override;
/**
* @brief
*
*/
void render() override;
/**
* @brief This method updates all the components on the window
*
* @param window Window it updates
*/
void update(GLFWwindow* window) override;
/**
* @brief Listener for key events
*
* @param window Window it listens to for key events
* @param key Key of event that is activated
* @param scancode Code of Key
* @param action
* @param mods
*/
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
};
}

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@@ -1,5 +1,6 @@
#include "entity_shader.h"
#include "../toolbox/toolbox.h"
#include <deque>
namespace shaders
{
@@ -28,7 +29,7 @@ namespace shaders
uniform vec3 light_position[4];
const float density = 0.0017;
const float gradient = 4;
const float gradient = 3;
void main(void)
{
@@ -160,6 +161,25 @@ namespace shaders
}
}
void EntityShader::LoadLightsDeque(std::deque<entities::Light>& lights) const
{
for (int i = 0; i < MAX_LIGHTS; ++i)
{
if (i < lights.size())
{
LoadVector(location_light_position[i], lights[i].GetPosition());
LoadVector(location_light_color[i], lights[i].GetColor());
LoadVector(location_light_attenuation[i], lights[i].GetAttenuation());
}
else
{
LoadVector(location_light_position[i], glm::vec3(0, 0, 0));
LoadVector(location_light_color[i], glm::vec3(0, 0, 0));
LoadVector(location_light_attenuation[i], glm::vec3(1, 0, 0));
}
}
}
void EntityShader::LoadShineVariables(float shine_damper, float reflectivity) const
{
LoadFloat(location_shine_damper, shine_damper);

View File

@@ -2,6 +2,7 @@
#include <glm/gtc/matrix_transform.hpp>
#include <vector>
#include <deque>
#include "shader_program.h"
#include "../entities/camera.h"
#include "../entities/light.h"
@@ -58,6 +59,13 @@ namespace shaders
*/
void LoadLights(std::vector<entities::Light>& lights) const;
/**
* @brief loads some lights contained in a deque.
*
* @param lights the deque containing the lights to load
*/
void LoadLightsDeque(std::deque<entities::Light>& lights) const;
/*
* @brief: A method to load the the shine variables from a model into the shader
*

View File

@@ -42,5 +42,7 @@ namespace toolbox
* @return: True if the timer has finished
*/
bool HasFinished() const { return has_finished; }
void Reset() { current_time = 0; }
};
}

View File

@@ -1,5 +1,6 @@
#include <ctime>
#include "toolbox.h"
#include <iostream>
namespace toolbox
{
glm::mat4 CreateModelMatrix(glm::vec2 translation, glm::vec2 scale)
@@ -31,4 +32,36 @@ namespace toolbox
matrix = glm::translate(matrix, negative_cam_pos);
return matrix;
}
float Lerp(float from, float to, float amount)
{
return from + amount * (to - from);
}
glm::vec3 Lerp(glm::vec3 from, glm::vec3 to, float amount)
{
glm::vec3 final;
final.x = Lerp(from.x, to.x, amount);
final.y = Lerp(from.y, to.y, amount);
final.z = Lerp(from.z, to.z, amount);
return final;
}
int Random(const int min, const int max)
{
static bool first = true;
if (first)
{
srand(time(0));
first = false;
}
return min + rand() % ((max + 1) - min);
}
void GetDigitsFromNumber(int number, std::vector<int>& result_vector)
{
if (number >= 10)
GetDigitsFromNumber(number / 10, result_vector);
result_vector.push_back(number % 10);
}
}

View File

@@ -2,6 +2,7 @@
#include "../entities/camera.h"
#include <glm/gtc/matrix_transform.hpp>
#include <vector>
namespace toolbox
{
@@ -11,10 +12,10 @@ namespace toolbox
// Change these macros to change the window size
#define WINDOW_WIDTH 1400.0f
#define WINDOW_HEIGT 800.0f
#define WINDOW_HEIGHT 800.0f
#define SCALED_WIDTH (WINDOW_WIDTH/DEFAULT_WIDTH)
#define SCALED_HEIGHT (WINDOW_HEIGT/DEFAULT_HEIGHT)
#define SCALED_HEIGHT (WINDOW_HEIGHT/DEFAULT_HEIGHT)
//
/*
@@ -46,4 +47,45 @@ namespace toolbox
* @return: The view matrix
*/
glm::mat4 CreateViewMatrix(entities::Camera& camera);
/*
* @biref go to one coordinate to another with smooting
*
* @param from one coordinate of the start
* @param to one coordinate of where to go
* @param amount the amount of smoothing (lower is smoother)
*
* @return coordinate of where to go
*/
float Lerp(float from, float to, float amount);
/*
* @biref go from one position to another with smoothing
*
* @param from position of the start
* @param to position of where to go
* @param amount the amount of smoothing (lower is smoother)
*
* @return position of where to go
*/
glm::vec3 Lerp(glm::vec3 from, glm::vec3 to, float amount);
/*
* @brief: This function will return a value between min and max
*
* @param min: The min value
* @param max: The max value
*
* @return: The random number
*/
int Random(const int min, const int max);
/**
* @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);
}

View File

@@ -19,13 +19,19 @@
</ProjectConfiguration>
</ItemGroup>
<ItemGroup>
<ClCompile Include="src\model_Storage.cpp" />
<ClCompile Include="src\collision\collision_handler.cpp" />
<ClCompile Include="src\entities\main_character.cpp" />
<ClCompile Include="src\entities\house_generator.cpp" />
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
<ClCompile Include="src\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\FaceDetector.cpp" />
<ClCompile Include="src\computervision\ObjectDetection.cpp" />
<ClCompile Include="src\computervision\SkinDetector.cpp" />
<ClCompile Include="src\computervision\FingerCount.cpp" />
<ClCompile Include="src\computervision\BackgroundRemover.cpp" />
<ClCompile Include="src\computervision\MenuTest.cpp" />
<ClCompile Include="src\computervision\object_detection.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" />
@@ -34,6 +40,8 @@
<ClCompile Include="src\renderEngine\loader.cpp" />
<ClCompile Include="src\renderEngine\obj_loader.cpp" />
<ClCompile Include="src\renderEngine\renderer.cpp" />
<ClCompile Include="src\scenes\loading_Scene.cpp" />
<ClCompile Include="src\scenes\scene.cpp" />
<ClCompile Include="src\shaders\gui_shader.cpp" />
<ClCompile Include="src\shaders\shader_program.cpp" />
<ClCompile Include="src\shaders\entity_shader.cpp" />
@@ -41,15 +49,24 @@
<ClCompile Include="src\scenes\startup_Scene.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="src\model_Storage.h" />
<ClInclude Include="src\collision\collision.h" />
<ClInclude Include="src\collision\collision_handler.h" />
<ClInclude Include="src\entities\main_character.h" />
<ClInclude Include="src\entities\house_generator.h" />
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
<ClInclude Include="src\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\FaceDetector.h" />
<ClInclude Include="src\computervision\FingerCount.h" />
<ClInclude Include="src\computervision\BackgroundRemover.h" />
<ClInclude Include="src\computervision\SkinDetector.h" />
<ClInclude Include="src\computervision\ObjectDetection.h" />
<ClInclude Include="src\computervision\async\StaticCameraInstance.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\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" />
@@ -71,6 +88,12 @@
<ItemGroup>
<Xml Include="res\haarcascade_frontalface_alt.xml" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\Avans Hogeschool\Kim Veldhoen - Proftaak 2.4\pose_iter_160000.caffemodel" />
<None Include="res\pose\coco\pose_deploy_linevec.prototxt" />
<None Include="res\pose\mpi\pose_deploy_linevec_faster_4_stages.prototxt" />
<None Include="res\pose\mpi\pose_iter_160000.caffemodel" />
</ItemGroup>
<PropertyGroup Label="Globals">
<VCProjectVersion>16.0</VCProjectVersion>
<ProjectGuid>{A7ECF1BE-DB22-4BF7-BFF6-E3BF72691EE6}</ProjectGuid>
@@ -139,6 +162,8 @@
<LinkIncremental>false</LinkIncremental>
<IncludePath>$(VC_IncludePath);$(WindowsSDK_IncludePath);;C:\opencv\opencv\build\include;C:\opencv\build\include</IncludePath>
<LibraryPath>$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);C:\opencv\opencv\build\x64\vc15\lib;C:\opencv\build\x64\vc15\lib</LibraryPath>
<IncludePath>C:\opencv\build\include\;$(VC_IncludePath);$(WindowsSDK_IncludePath);C:\opencv\opencv\build\include</IncludePath>
<LibraryPath>C:\opencv\build\x64\vc15\lib;$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);C:\opencv\opencv\build\x64\vc15\lib</LibraryPath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
@@ -212,6 +237,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)lib\glfw-3.3.2\$(Platform);$(SolutionDir)lib\glew-2.1.0\lib\Release\$(Platform);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies); opencv_world452.lib;opencv_world452d.lib</AdditionalDependencies>
<AdditionalDependencies>opencv_world452.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

View File

@@ -1,18 +1,36 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;c++;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="Header Files">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
</Filter>
<Filter Include="Resource Files">
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
<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\object_detection.cpp" />
<ClCompile Include="src\computervision\OpenPoseVideo.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" />
<ClCompile Include="src\gui\gui_interactable.cpp" />
<ClCompile Include="src\main.cpp" />
<ClCompile Include="src\renderEngine\loader.cpp" />
<ClCompile Include="src\renderEngine\obj_loader.cpp" />
<ClCompile Include="src\renderEngine\renderer.cpp" />
<ClCompile Include="src\shaders\gui_shader.cpp" />
<ClCompile Include="src\shaders\shader_program.cpp" />
<ClCompile Include="src\shaders\entity_shader.cpp" />
<ClCompile Include="src\toolbox\toolbox.cpp" />
<ClCompile Include="src\scenes\startup_Scene.cpp" />
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
<ClCompile Include="src\computervision\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">
@@ -69,94 +87,79 @@
<ClCompile Include="src\computervision\FingerCount.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\computervision\FaceDetector.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\computervision\BackgroundRemover.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="src\entities\Camera.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\entities\Entity.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\models\Model.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\renderEngine\Loader.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\renderEngine\Renderer.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\stb_image.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\shaders\shader_program.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\renderEngine\obj_loader.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\toolbox\toolbox.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\entities\light.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\shaders\entity_shader.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\shaders\gui_shader.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\gui\gui_element.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\gui\gui_interactable.h">
<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
</ClInclude>
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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