Develop into master #9
4
.gitignore
vendored
@@ -2,6 +2,8 @@
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# Created by https://www.toptal.com/developers/gitignore/api/c++,visualstudio,visualstudiocode,opencv
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# Edit at https://www.toptal.com/developers/gitignore?templates=c++,visualstudio,visualstudiocode,opencv
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res/**
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### C++ ###
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# Prerequisites
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*.d
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@@ -428,4 +430,6 @@ FodyWeavers.xsd
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**/docs/*
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**/doc/*
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**/pose_iter_160000.caffemodel
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# End of https://www.toptal.com/developers/gitignore/api/c++,visualstudio,visualstudiocode,opencv
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4495
res/House.obj
BIN
res/background_grey.png
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After Width: | Height: | Size: 294 KiB |
21593
res/beeTwo.obj
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BIN
res/menu_item_calibrate1.png
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After Width: | Height: | Size: 31 KiB |
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res/menu_item_calibrate1_click.png
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After Width: | Height: | Size: 31 KiB |
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res/menu_item_calibrate1_hover.png
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After Width: | Height: | Size: 29 KiB |
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res/menu_item_quit1.png
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After Width: | Height: | Size: 29 KiB |
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res/menu_item_quit1_click.png
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After Width: | Height: | Size: 29 KiB |
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res/menu_item_quit1_hover.png
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After Width: | Height: | Size: 28 KiB |
BIN
res/menu_item_start.png
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After Width: | Height: | Size: 14 KiB |
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res/menu_item_start1.png
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After Width: | Height: | Size: 25 KiB |
BIN
res/menu_item_start1_click.png
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After Width: | Height: | Size: 35 KiB |
BIN
res/menu_item_start1_hover.png
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|
After Width: | Height: | Size: 33 KiB |
2976
res/pose/coco/pose_deploy_linevec.prototxt
Normal file
2081
res/pose/mpi/pose_deploy_linevec_faster_4_stages.prototxt
Normal file
@@ -1,5 +1,6 @@
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#pragma once
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#include <iostream>
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#include <glm/gtc/matrix_transform.hpp>
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#include "../entities/entity.h"
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@@ -15,6 +16,18 @@ namespace collision
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{
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glm::vec3 center_pos;
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glm::vec3 size;
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void SetRotation(float angle)
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{
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double sinTheta = glm::sin(glm::radians(angle));
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double cosTheta = glm::cos(glm::radians(angle));
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float x = size.x * cosTheta + size.z * sinTheta;
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float z = size.z * cosTheta - size.x * sinTheta;
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size.x = x < 0 ? -x : x;
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size.z = z < 0 ? -z : z;
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}
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};
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/*
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@@ -1,40 +1,44 @@
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#include "collision_handler.h"
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#include <iostream>
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namespace collision
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{
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void CheckCollisions(std::vector<entities::CollisionEntity*>& entities)
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void CheckCollisions(std::deque<std::shared_ptr<entities::CollisionEntity>>& entities)
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{
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if (entities.size() == 2)
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{
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if (entities[0]->IsColliding(*entities[1]))
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if (entities.size() < 2) { return; }
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if (entities.size() == 2)
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{
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collision::Collision c = { *entities[0], *entities[1] };
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entities[0]->OnCollide(c);
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entities[1]->OnCollide(c);
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if (entities[0]->IsColliding(*entities[1]))
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{
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collision::Collision c = { *entities[0], *entities[1] };
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entities[0]->OnCollide(c);
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entities[1]->OnCollide(c);
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}
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}
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}
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for (int i = 0; i < entities.size() - 2; i++)
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{
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entities::CollisionEntity* entity = entities[i];
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for (int j = i + 1; i < entities.size() - 1; j++)
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{
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entities::CollisionEntity* entity2 = entities[j];
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if (entity == entity2)
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{
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continue;
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}
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if (entity->IsColliding(*entity2))
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{
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collision::Collision c = { *entity, *entity2 };
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entity->OnCollide(c);
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entity2->OnCollide(c);
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break;
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}
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}
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}
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for (int i = 0; i < entities.size() - 2; i++)
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{
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std::shared_ptr<entities::CollisionEntity> entity = entities[i];
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for (int j = i + 1; j < entities.size() - 1; j++)
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{
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std::shared_ptr<entities::CollisionEntity> entity2 = entities[j];
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if (entity == entity2)
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{
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continue;
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}
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if (entity->IsColliding(*entity2))
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{
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collision::Collision c = { *entity, *entity2 };
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entity->OnCollide(c);
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entity2->OnCollide(c);
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break;
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}
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}
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}
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}
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}
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@@ -1,8 +1,10 @@
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#pragma once
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#include <memory>
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#include <vector>
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#include "../entities/collision_entity.h"
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#include "collision.h"
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#include <deque>
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namespace collision
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{
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@@ -12,5 +14,5 @@ namespace collision
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*
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* @param entities: A list with all the collision entities.
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*/
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void CheckCollisions(std::vector<entities::CollisionEntity*>& entities);
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void CheckCollisions(std::deque<std::shared_ptr<entities::CollisionEntity>>& entities);
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}
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@@ -1,53 +0,0 @@
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#include "FaceDetector.h"
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/*
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Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
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*/
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namespace computervision
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{
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Rect getFaceRect(Mat input);
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String faceClassifierFileName = "res/haarcascade_frontalface_alt.xml";
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CascadeClassifier faceCascadeClassifier;
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FaceDetector::FaceDetector(void) {
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if (!faceCascadeClassifier.load(faceClassifierFileName))
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throw runtime_error("can't load file " + faceClassifierFileName);
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}
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void FaceDetector::removeFaces(Mat input, Mat output) {
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vector<Rect> faces;
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Mat frameGray;
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cvtColor(input, frameGray, CV_BGR2GRAY);
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equalizeHist(frameGray, frameGray);
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faceCascadeClassifier.detectMultiScale(frameGray, faces, 1.1, 2, 0 | 2, Size(120, 120)); // HAAR_SCALE_IMAGE is 2
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for (size_t i = 0; i < faces.size(); i++) {
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rectangle(
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output,
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Point(faces[i].x, faces[i].y),
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Point(faces[i].x + faces[i].width, faces[i].y + faces[i].height),
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Scalar(0, 0, 0),
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-1
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);
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}
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}
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Rect getFaceRect(Mat input) {
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vector<Rect> faceRectangles;
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Mat inputGray;
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cvtColor(input, inputGray, CV_BGR2GRAY);
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equalizeHist(inputGray, inputGray);
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faceCascadeClassifier.detectMultiScale(inputGray, faceRectangles, 1.1, 2, 0 | 2, Size(120, 120)); // HAAR_SCALE_IMAGE is 2
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if (faceRectangles.size() > 0)
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return faceRectangles[0];
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else
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return Rect(0, 0, 1, 1);
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}
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}
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@@ -1,31 +0,0 @@
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#pragma once
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#include <opencv2/opencv.hpp>
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#include <opencv2/imgproc/types_c.h>
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#include <opencv2/objdetect.hpp>
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#include <opencv2/core.hpp>
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#include <opencv2/objdetect/objdetect.hpp>
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/*
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Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
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*/
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using namespace cv;
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using namespace std;
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namespace computervision
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{
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class FaceDetector {
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public:
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/**
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* @brief Constructor for the class FaceDetector, loads training data from a file
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*
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*/
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FaceDetector(void);
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/**
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* @brief Detects faces on an image and blocks them with a black rectangle
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*
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* @param input Input image
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* @param output Output image
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*/
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void removeFaces(Mat input, Mat output);
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};
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}
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25
src/computervision/MenuTest.cpp
Normal file
@@ -0,0 +1,25 @@
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#include "MenuTest.h"
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#include <iostream>
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namespace computervision
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{
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int menu_item_array[4] = { 1, 2, 3, 4 };
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float item_number = 0;
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MenuTest::MenuTest(void) {
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}
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int MenuTest::GetMenuItem(bool hand_state) {
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item_number += 0.20f;
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int temp_item_number = item_number;
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//If temp_item_number is equal to the size of the array, set item_number bac to zero to loop through the array again
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if (temp_item_number == sizeof(menu_item_array) / sizeof(menu_item_array[0])) {
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item_number = 0;
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}
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return menu_item_array[temp_item_number];
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}
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}
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18
src/computervision/MenuTest.h
Normal file
@@ -0,0 +1,18 @@
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namespace computervision
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{
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class MenuTest {
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public:
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/**
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* @brief Constructor for the class MenuTest, loads in array with menu items
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*
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*/
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MenuTest(void);
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/**
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* @brief Returns the itemnumber in an array
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*
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* @param input_bool is either true or false, depending on the recognized hand gesture
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*/
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int GetMenuItem(bool input_bool);
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};
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}
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@@ -1,125 +0,0 @@
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#include <opencv2/videoio.hpp>
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#include <opencv2/highgui.hpp>
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#include <opencv2/video.hpp>
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#include "ObjectDetection.h"
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#include "BackgroundRemover.h"
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#include "SkinDetector.h"
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#include "FaceDetector.h"
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#include "FingerCount.h"
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|
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namespace computervision
|
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{
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cv::VideoCapture cap(0);
|
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|
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cv::Mat img, imgGray, img2, img2Gray, img3, img4;
|
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|
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int handMaskStartXPos, handMaskStartYPos, handMaskWidth, handMaskHeight;
|
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bool handMaskGenerated = false;
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|
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Mat frame, frameOut, handMask, foreground, fingerCountDebug;
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BackgroundRemover backgroundRemover;
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SkinDetector skinDetector;
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FaceDetector faceDetector;
|
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FingerCount fingerCount;
|
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|
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ObjectDetection::ObjectDetection()
|
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{
|
||||
}
|
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|
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cv::Mat ObjectDetection::readCamera() {
|
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cap.read(img);
|
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return img;
|
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}
|
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|
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bool ObjectDetection::detectHand(Mat cameraFrame)
|
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{
|
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Mat inputFrame = generateHandMaskSquare(cameraFrame);
|
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frameOut = inputFrame.clone();
|
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|
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// detect skin color
|
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skinDetector.drawSkinColorSampler(frameOut);
|
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|
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// remove background from image
|
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foreground = backgroundRemover.getForeground(inputFrame);
|
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|
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// detect the hand contours
|
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handMask = skinDetector.getSkinMask(foreground);
|
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|
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// count the amount of fingers and put the info on the matrix
|
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fingerCountDebug = fingerCount.findFingersCount(handMask, frameOut);
|
||||
|
||||
// get the amount of fingers
|
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int fingers_amount = fingerCount.getAmountOfFingers();
|
||||
|
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// draw the hand rectangle on the camera input, and draw text showing if the hand is open or closed.
|
||||
drawHandMaskRect(&cameraFrame);
|
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string hand_text = fingers_amount > 0 ? "open" : "closed";
|
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putText(cameraFrame,hand_text, Point(10, 75), FONT_HERSHEY_PLAIN, 2.0, Scalar(255, 0, 255),3);
|
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imshow("camera", cameraFrame);
|
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|
||||
/* imshow("output", frameOut);
|
||||
imshow("foreground", foreground);
|
||||
imshow("handMask", handMask);
|
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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);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
12
src/computervision/async/StaticCameraInstance.h
Normal file
@@ -0,0 +1,12 @@
|
||||
#pragma once
|
||||
#include <opencv2/videoio.hpp>
|
||||
|
||||
namespace static_camera
|
||||
{
|
||||
|
||||
static cv::VideoCapture getCap()
|
||||
{
|
||||
static cv::VideoCapture cap(0);
|
||||
return cap;
|
||||
}
|
||||
};
|
||||
@@ -1,4 +1,4 @@
|
||||
#include "BackgroundRemover.h"
|
||||
#include "background_remover.h"
|
||||
|
||||
/*
|
||||
Author: Pierfrancesco Soffritti https://github.com/PierfrancescoSoffritti
|
||||
91
src/computervision/calibration/HandCalibrator.cpp
Normal file
@@ -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;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
76
src/computervision/calibration/HandCalibrator.h
Normal file
@@ -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;
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
@@ -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);
|
||||
|
||||
|
||||
};
|
||||
}
|
||||
157
src/computervision/hand_detect_region.cpp
Normal file
@@ -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;
|
||||
}
|
||||
|
||||
}
|
||||
73
src/computervision/hand_detect_region.h
Normal file
@@ -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;
|
||||
|
||||
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
203
src/computervision/object_detection.cpp
Normal 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;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
@@ -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;
|
||||
|
||||
};
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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.
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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; }
|
||||
|
||||
@@ -23,5 +23,7 @@ namespace entities
|
||||
this->rotation.y += rotation.y;
|
||||
this->rotation.z += rotation.z;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -40,7 +40,7 @@ namespace entities
|
||||
inline glm::vec3 GetPosition() const { return position; }
|
||||
inline void SetPosition(const ::glm::vec3& position) { this->position = position; }
|
||||
inline glm::vec3 GetRotation() const { return rotation; }
|
||||
inline void SetRotation(const ::glm::vec3& rotation) { this->rotation = rotation; }
|
||||
void SetRotation(const ::glm::vec3& rotation) { this->rotation = rotation; }
|
||||
inline float GetScale() const { return scale; }
|
||||
inline void SetScale(const float scale) { this->scale = scale; }
|
||||
};
|
||||
|
||||
@@ -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 };
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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
|
||||
|
||||
131
src/entities/house_generator.cpp
Normal 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);
|
||||
}
|
||||
}
|
||||
50
src/entities/house_generator.h
Normal 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);
|
||||
};
|
||||
}
|
||||
108
src/entities/main_character.cpp
Normal 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;
|
||||
}
|
||||
}
|
||||
43
src/entities/main_character.h
Normal 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();
|
||||
};
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
@@ -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)
|
||||
{
|
||||
|
||||
@@ -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(); }
|
||||
|
||||
47
src/main.cpp
@@ -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
@@ -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
@@ -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);
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <GL/glew.h>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
namespace models
|
||||
{
|
||||
|
||||
@@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
185
src/scenes/game_Over_Scene.cpp
Normal 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;
|
||||
}
|
||||
}
|
||||
37
src/scenes/game_Over_Scene.h
Normal 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);
|
||||
};
|
||||
}
|
||||
@@ -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(®_left);
|
||||
regions.push_back(®_up);
|
||||
regions.push_back(®_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;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
};
|
||||
}
|
||||
|
||||
146
src/scenes/loading_Scene.cpp
Normal file
@@ -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() });
|
||||
|
||||
}
|
||||
}
|
||||
67
src/scenes/loading_Scene.h
Normal file
@@ -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
@@ -0,0 +1,7 @@
|
||||
#include <iostream>
|
||||
#include "scene.h"
|
||||
|
||||
scene::Scene::~Scene()
|
||||
{
|
||||
std::cout << "Main scene class gone!" << std::endl;
|
||||
}
|
||||
@@ -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) {};
|
||||
|
||||
};
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
};
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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
|
||||
*
|
||||
|
||||
@@ -42,5 +42,7 @@ namespace toolbox
|
||||
* @return: True if the timer has finished
|
||||
*/
|
||||
bool HasFinished() const { return has_finished; }
|
||||
|
||||
void Reset() { current_time = 0; }
|
||||
};
|
||||
}
|
||||
@@ -1,5 +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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
@@ -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" />
|
||||
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