コード例 #1
0
        /// <summary>
        /// Handle a movement of the gaze point.
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        internal void OnGazeMove(object sender, GazeEventArgs e)
        {
            // add the gaze point to the history, keep a queue of 10 values
            gazeHistory.Enqueue(e.Point.X);
            if (gazeHistory.Count > 10)
            {
                gazeHistory.Dequeue();
            }

            // calculate average gaze position
            var average = gazeHistory.Average(x => x);

            // move the paddle so its center aligns with the average location
            _pos.X = (int)average - _size.Width / 2;
        }
コード例 #2
0
        /// <summary>
        /// Calculate the current gaze point.
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        static void OnGazeMove(object sender, GazeEventArgs e)
        {
            // read the image from the sequence reader
            var frame     = new RawImage(reader.GetNextImage());
            var grayFrame = new RawImage(reader.GetCurrentFrameGray());

            // only detect faces every 5 frames
            if (currentFace == default(Rect) || frameIndex % 5 == 0)
            {
                // detect face
                var faces       = new List <System.Windows.Rect>();
                var confidences = new List <double>();
                faceDetector.DetectFacesHOG(faces, grayFrame, confidences);
                var face = faces.FirstOrDefault();

                // remember where we saw the face
                if (face != default(Rect))
                {
                    currentFace = face;
                }
            }

            // detect landmarks
            var success = landmarkDetector.DetectLandmarksInVideo(grayFrame, faceModel);

            // calculate gaze angle
            gazeAnalyser.AddNextFrame(landmarkDetector, success, reader.GetFx(), reader.GetFy(), reader.GetCx(), reader.GetCy());
            var gaze = gazeAnalyser.GetGazeAngle();

            // convert gaze to a point coordinate
            e.Point.X = (int)(5000 * Math.Tan(-gaze.Item1) + form.Width / 2);
            e.Point.Y = form.Height / 2;

            // update frame counter
            frameIndex++;
        }
コード例 #3
0
 /// <summary>
 /// Calculate the current gaze point.
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 static void OnGazeMove(object sender, GazeEventArgs e)
 {
     // ******************
     // ADD YOUR CODE HERE
     // ******************
 }
コード例 #4
0
        /// <summary>
        /// Update the game board.
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        void tmr_Tick(object sender, EventArgs e)
        {
            // get the current gaze point
            var gea = new GazeEventArgs();

            OnGazeMove?.Invoke(this, gea);

            // perform calibration for one second
            var interval = ((Timer)sender).Interval;

            if (_frameIndex < 1000 / interval)
            {
                gazeOffset.X -= (_dot._pos.X - this.Width / 2);
            }

            // after the calibration period, kill the circle and text and start the game
            else
            {
                if (!_circle.IsDead)
                {
                    _circle.IsDead = true;
                    _text.IsDead   = true;
                    Invalidate(_circle.GetRect());
                    Invalidate(_text.GetRect());
                }
            }

            // apply offset to gaze point
            gea.Point.X += gazeOffset.X;

            // move the paddle
            Invalidate(_paddle.GetRect());
            _paddle.OnGazeMove(this, gea);
            Invalidate(_paddle.GetRect());

            // move the gaze dot
            Invalidate(_dot.GetRect());
            _dot._pos.X = gea.Point.X;
            Invalidate(_dot.GetRect());

            Point res;

            for (int iBall = 0; iBall < _NumBalls; iBall++)
            {
                // check if the ball is alive
                var ball = _balls[iBall];
                if (!ball.IsDead)
                {
                    // detect collisions with the wall
                    res = DetectCollision(ball, ClientRectangle, fShouldBeInside: true);
                    if (res.X == 0 && res.Y == 0)
                    {
                        // detect colissions with the paddle
                        res = DetectCollision(ball, _paddle.GetRect(), fShouldBeInside: false);
                        if (res.X == 0 && res.Y == 0)
                        {
                            // all blocks gone?
                            if (_numBlocksAlive == 0)
                            {
                                // increment level
                                _nLevels++;

                                // build more blocks
                                _nBlocksY++;

                                // bring all balls back to life
                                int nBallsToBringBackToLife = 0;
                                for (int i = 0; i < _NumBalls; i++)
                                {
                                    if (_balls[i].IsDead)
                                    {
                                        _balls[i].IsDead = false;
                                        _balls[i]._pos.X = 100 + 10 * i;
                                        _balls[i]._pos.Y = 100 + 10 * i;
                                        _NumBallsAlive++;
                                        Invalidate(_balls[i].GetRect());
                                        if (++nBallsToBringBackToLife == 3)
                                        {
                                            break;
                                        }
                                    }
                                }

                                // recreate the blocks
                                CreateBlocks();
                            }

                            // some blocks remaining
                            else
                            {
                                // detect collision with any block
                                for (int i = 0; i < _nBlocksX; i++)
                                {
                                    for (int j = 0; j < _nBlocksY; j++)
                                    {
                                        if (!_blocks[i, j].IsDead)
                                        {
                                            res = DetectCollision(ball, _blocks[i, j].GetRect(), fShouldBeInside: false);
                                            if (res.X != 0 || res.Y != 0)
                                            {
                                                // kill the block
                                                _blocks[i, j].IsDead = true;
                                                _numBlocksAlive--;
                                                _Score++;
                                                Invalidate(_blocks[i, j].GetRect());
                                            }
                                        }
                                    }
                                }
                            }
                        }

                        // ball hit the paddle
                        else
                        {
                            // bounce handled elsewhere
                        }
                    }

                    // ball hit the wall
                    else
                    {
                        // if the ball hit the bottom wall, it's dead
                        if (res.Y == -1)
                        {
                            ball.IsDead = true;
                            Invalidate(ball.GetRect());
                            _NumBallsAlive--;
                        }
                    }

                    // update the ball position
                    Invalidate(ball.GetRect());
                    ball._pos.X += ball._velocity.X;
                    ball._pos.Y += ball._velocity.Y;
                    Invalidate(ball.GetRect());
                }
            }

            // stop the timer if all balls are dead
            if (_NumBallsAlive == 0)
            {
                this._timer.Enabled = false;
            }

            // update the frame counter
            _frameIndex++;

            // update game status
            this.Text = string.Format(
                "Score = {0}  # Levels = {1} # of balls left = {2}",
                _Score,
                _nLevels,
                _NumBallsAlive);
        }