//============================================================================== void face_detector:: train(ft_data &data, const string fname, const Mat &ref, const bool mirror, const bool visi, const float frac, const float scaleFactor, const int minNeighbours, const Size minSize) { detector.load(fname.c_str()); detector_fname = fname; reference = ref.clone(); vector<float> xoffset(0),yoffset(0),zoffset(0); for(int i = 0; i < data.n_images(); i++){ Mat im = data.get_image(i,0); if(im.empty())continue; vector<Point2f> p = data.get_points(i,false); int n = p.size(); Mat pt = Mat(p).reshape(1,2*n); vector<Rect> faces; Mat eqIm; equalizeHist(im,eqIm); detector.detectMultiScale(eqIm,faces,scaleFactor,minNeighbours,0 |CV_HAAR_FIND_BIGGEST_OBJECT |CV_HAAR_SCALE_IMAGE,minSize); if(faces.size() >= 1){ if(visi){ Mat I; cvtColor(im,I,CV_GRAY2RGB); for(int i = 0; i < n; i++)circle(I,p[i],1,CV_RGB(0,255,0),2,CV_AA); rectangle(I,faces[0].tl(),faces[0].br(),CV_RGB(255,0,0),3); imshow("face detector training",I); waitKey(10); } //check if enough points are in detected rectangle if(this->enough_bounded_points(pt,faces[0],frac)){ Point2f center = this->center_of_mass(pt); float w = faces[0].width; xoffset.push_back((center.x - (faces[0].x+0.5*faces[0].width ))/w); yoffset.push_back((center.y - (faces[0].y+0.5*faces[0].height))/w); zoffset.push_back(this->calc_scale(pt)/w); } } if(mirror){ im = data.get_image(i,1); if(im.empty())continue; p = data.get_points(i,true); pt = Mat(p).reshape(1,2*n); equalizeHist(im,eqIm); detector.detectMultiScale(eqIm,faces,scaleFactor,minNeighbours,0 |CV_HAAR_FIND_BIGGEST_OBJECT |CV_HAAR_SCALE_IMAGE,minSize); if(faces.size() >= 1){ if(visi){ Mat I; cvtColor(im,I,CV_GRAY2RGB); for(int i = 0; i < n; i++)circle(I,p[i],1,CV_RGB(0,255,0),2,CV_AA); rectangle(I,faces[0].tl(),faces[0].br(),CV_RGB(255,0,0),3); imshow("face detector training",I); waitKey(10); } //check if enough points are in detected rectangle if(this->enough_bounded_points(pt,faces[0],frac)){ Point2f center = this->center_of_mass(pt); float w = faces[0].width; xoffset.push_back((center.x - (faces[0].x+0.5*faces[0].width ))/w); yoffset.push_back((center.y - (faces[0].y+0.5*faces[0].height))/w); zoffset.push_back(this->calc_scale(pt)/w); } } } } //choose median value Mat X = Mat(xoffset),Xsort,Y = Mat(yoffset),Ysort,Z = Mat(zoffset),Zsort; cv::sort(X,Xsort,CV_SORT_EVERY_COLUMN|CV_SORT_ASCENDING); int nx = Xsort.rows; cv::sort(Y,Ysort,CV_SORT_EVERY_COLUMN|CV_SORT_ASCENDING); int ny = Ysort.rows; cv::sort(Z,Zsort,CV_SORT_EVERY_COLUMN|CV_SORT_ASCENDING); int nz = Zsort.rows; detector_offset = Vec3f(Xsort.fl(nx/2),Ysort.fl(ny/2),Zsort.fl(nz/2)); return; }
//------------------------------------------------------------------------ Vec3 CGunTurret::GetSweepPos(IEntity *pTarget, const Vec3 &shootPos) { pTarget=ResolveTarget(pTarget); // sweep on ground int nhints = m_fireparams.hints.size(); float sweepTime = m_turretparams.sweep_time / (float)nhints; float timeFiring = max(0.f, GetBurstTime() - sweepTime*(m_fireHint-1)); float sweepRelTime = min(1.f, timeFiring/sweepTime); if(sweepRelTime == 1.f && m_fireHint == nhints) return shootPos; Vec3 wpos(GetWeaponPos()); Vec3 dir = shootPos - wpos; Vec3 dir2d(dir.x, dir.y, 0.f); float dist2d = dir2d.GetLength(); if(dist2d < 2.f*m_fireparams.hints[0].y) return shootPos; // don't sweep when target too close dir2d /= dist2d; Vec3 right = Vec3(0,0,-1) % dir2d; Vec3 zoffset(0,0,0); if(IPhysicalEntity *pPE = pTarget->GetPhysics()) { pe_status_pos ppos; if(pPE->GetStatus(&ppos)) zoffset=Vec3(0,0,-0.5f*(ppos.BBox[1].z-ppos.BBox[0].z)); } Vec3 lastHintPos(shootPos); const Vec2 &lastHint = m_fireparams.hints[m_fireHint-1]; lastHintPos += lastHint.y*-dir2d + lastHint.x*right + zoffset; Vec3 nextHintPos(shootPos); if(m_fireHint < nhints) { const Vec2 &nextHint = m_fireparams.hints[m_fireHint]; nextHintPos += nextHint.y*-dir2d + nextHint.x*right + zoffset; } Vec3 currPos = Vec3::CreateLerp(lastHintPos, nextHintPos, sweepRelTime); if(sweepRelTime == 1.f && m_fireHint < nhints) ++m_fireHint; if(g_pGameCVars->i_debug_turrets == eGTD_Sweep) { IRenderAuxGeom *pGeom = gEnv->pRenderer->GetIRenderAuxGeom(); pGeom->SetRenderFlags(e_Def3DPublicRenderflags); ColorB col(0,255,255,128); pGeom->DrawSphere(currPos, 0.3f, col); pGeom->DrawSphere(lastHintPos, 0.3f, col); pGeom->DrawSphere(nextHintPos, 0.3f, col); pGeom->DrawLine(lastHintPos, col, nextHintPos, col); gEnv->pRenderer->DrawLabel(currPos, 1.4f, "sweep, hint %i, ratio %.2f)", m_fireHint, sweepRelTime); } return currPos; }