def __init__(self, widget): super().__init__() self.ui = Ui_Form() self.ui.setupUi(self) self.widget = widget # set records_holder sl_model = QStringListModel() self.ui.records_holder.setModel(sl_model) # set ear detector self.camera = Camera(4, self.ui.camera_holder.width(), self.ui.camera_holder.height()) self.recognizer = Recognizer() # set update timer self.fps = 60 self.timer = QTimer(self) self.timer.timeout.connect(self.update) self.timer.start(1000 // self.fps) # set updater self.updater = Updater( self.ui, Database(host='localhost', database='eardoor', user='******', password='******', table='records'), sl_model)
class mainWindow(QDialog): def __init__(self, widget): super().__init__() self.ui = Ui_Form() self.ui.setupUi(self) self.widget = widget # set records_holder sl_model = QStringListModel() self.ui.records_holder.setModel(sl_model) # set ear detector self.camera = Camera(4, self.ui.camera_holder.width(), self.ui.camera_holder.height()) self.recognizer = Recognizer() # set update timer self.fps = 60 self.timer = QTimer(self) self.timer.timeout.connect(self.update) self.timer.start(1000 // self.fps) # set updater self.updater = Updater( self.ui, Database(host='localhost', database='eardoor', user='******', password='******', table='records'), sl_model) def update(self): # get captured frame frame = self.camera.capture() if frame is None: return # run detection name, frame = self.recognizer.detect(frame) # update application self.updater.update(name, frame)
pyrr.Vector3((1.3, -2.0, -2.5)), pyrr.Vector3((1.5, 2.0, -2.5)), pyrr.Vector3((1.5, 0.2, -1.5)), pyrr.Vector3((-1.3, 1.0, -1.0)) ] pointLightPositions = [ pyrr.Vector3((0.5, -0.4, 0.2)), pyrr.Vector3((2.3, -3.3, -4.0)), pyrr.Vector3((-4.0, 2.0, -12.0)), pyrr.Vector3((0.0, 0.0, -3.0)) ] vertices = np.array(vertices, dtype=np.float32) camera = Camera(pos=pyrr.Vector3((0, 0, 2))) def window_resize(window, width, height): glViewport(0, 0, width, height) def move_camera(window): if glfw.get_key(window, glfw.KEY_W) == glfw.PRESS: camera.move_forward() if glfw.get_key(window, glfw.KEY_S) == glfw.PRESS: camera.move_backward() if glfw.get_key(window, glfw.KEY_D) == glfw.PRESS: camera.strafe_right() if glfw.get_key(window, glfw.KEY_A) == glfw.PRESS: camera.strafe_left()
0.5, 0.5, 0.0, 1.0, 0.0, -0.5, 0.5, -0.5, 0.0, 1.0, 0.0, ] vertices = np.array(vertices, dtype=np.float32) camera = Camera() def window_resize(window, width, height): glViewport(0, 0, width, height) def move_camera(window): if glfw.get_key(window, glfw.KEY_W) == glfw.PRESS: camera.move_forward() if glfw.get_key(window, glfw.KEY_S) == glfw.PRESS: camera.move_backward() if glfw.get_key(window, glfw.KEY_D) == glfw.PRESS: camera.strafe_right() if glfw.get_key(window, glfw.KEY_A) == glfw.PRESS: camera.strafe_left()
glEnableVertexAttribArray(0) glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, grid_vertices.itemsize * 5, ctypes.c_void_p(0)) glEnableVertexAttribArray(1) glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, grid_vertices.itemsize * 5, ctypes.c_void_p(12)) ################################################## glUseProgram(shader) glClearColor(0, 0.1, 0.1, 1) glEnable(GL_DEPTH_TEST) model_loc = glGetUniformLocation(shader, "model") projection_loc = glGetUniformLocation(shader, "projection") view_loc = glGetUniformLocation(shader, "view") camera = Camera() camera.position = pyrr.Vector3((0, 1, 3)) grid_scale = pyrr.matrix44.create_from_scale(pyrr.Vector3((10, 0, 25))) projection = pyrr.matrix44.create_perspective_projection_matrix( 45, WINDOW_RESOLUTION[0]/WINDOW_RESOLUTION[1], 0.1, 100) glUniformMatrix4fv(projection_loc, 1, GL_FALSE, projection) t = 0 while not glfw.window_should_close(window): global time_since_last_frame time_since_last_frame = glfw.get_time() - t key_check(window) glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
(-1.7, 3.0, -7.5), (1.3, -2.0, -2.5), (1.5, 2.0, -2.5), (1.5, 0.2, -1.5), (-1.3, 1.0, -1.0), ] quad_vertices = [ -1.0, 1.0, 0.0, 1.0, -1.0, -1.0, 0.0, 0.0, 1.0, -1.0, 1.0, 0.0, -1.0, 1.0, 0.0, 1.0, 1.0, -1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0 ] cube_vertices = np.array(cube_vertices, dtype=np.float32) quad_vertices = np.array(quad_vertices, dtype=np.float32) camera = Camera(pyrr.Vector3((0.0, 0.0, 5.0))) def window_resize(window, width, height): glViewport(0, 0, width, height) def move_camera(window): if glfw.get_key(window, glfw.KEY_W) == glfw.PRESS: camera.move_forward() if glfw.get_key(window, glfw.KEY_S) == glfw.PRESS: camera.move_backward() if glfw.get_key(window, glfw.KEY_D) == glfw.PRESS: camera.strafe_right() if glfw.get_key(window, glfw.KEY_A) == glfw.PRESS: camera.strafe_left()
skybox_vertices = [ -1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0 ] cube_vertices = np.array(cube_vertices, dtype=np.float32) skybox_vertices = np.array(skybox_vertices, dtype=np.float32) camera = Camera(pyrr.Vector3((0.0, 0.0, 3.0))) def window_resize(window, width, height): glViewport(0, 0, width, height) def move_camera(window): if glfw.get_key(window, glfw.KEY_W) == glfw.PRESS: camera.move_forward() if glfw.get_key(window, glfw.KEY_S) == glfw.PRESS: camera.move_backward() if glfw.get_key(window, glfw.KEY_D) == glfw.PRESS: camera.strafe_right() if glfw.get_key(window, glfw.KEY_A) == glfw.PRESS: camera.strafe_left()
] # Custom Camera params render_size = (640, 480) camera_position = Vector3(0, 0, -100) look_at_position = Vector3(0, 0, 100) forward = Vector3(0, 0, 1) right = Vector3.cross(forward, floor.normal) down = Vector3.cross(forward, right) # Defining Camera objects cam = Camera( position=camera_position, forward=forward, right=right, down=down, fov=90, render_size=render_size, ) # Tracing parameters bounces = 3 antialiasing_samples = 1 bounce_samples = 5 energy = 2 def color_from_trace(x, y): # Getting coordinate on canvas frame_point = cam.canvas_origin + (cam.right * (cam.render_size[0] / 2 - x) +
from utils.Camera import Camera, CameraType predictor_path = sys.argv[1] if len(sys.argv) < 1: print("[Init] Please include trained model") exit() window = dlib.image_window() window.set_title("Test Video") detector = dlib.get_frontal_face_detector() shape_predictor = dlib.shape_predictor(predictor_path) camera = Camera(CameraType.WEB_CAM) while True: image = camera.take_frame() dets = detector(image) window.clear_overlay() for k, d in enumerate(dets): shape = shape_predictor(image, d) new_shape = face_utils.shape_to_np(shape) (leftStart, leftEnd) = face_utils.FACIAL_LANDMARKS_IDXS["left_eye"] (rightStart, rightEnd) = face_utils.FACIAL_LANDMARKS_IDXS["right_eye"] leftEye = new_shape[leftStart:leftEnd]
0.0, 1.0, 0.0, ] plane_vertices = [ -10.0, 0.0, 10.0, 0.0, 0.0, -10.0, 0.0, -10.0, 0.0, 2.0, 10.0, 0.0, 10.0, 2.0, 0.0, 10.0, 0.0, 10.0, 2.0, 0.0, -10.0, 0.0, -10.0, 0.0, 2.0, 10.0, 0.0, -10.0, 2.0, 2.0 ] cube_vertices = np.array(cube_vertices, dtype=np.float32) quad_vertices = np.array(quad_vertices, dtype=np.float32) plane_vertices = np.array(plane_vertices, dtype=np.float32) camera = Camera(pyrr.Vector3((0.0, 0.0, 5.0))) def window_resize(window, width, height): glViewport(0, 0, width, height) def move_camera(window): if glfw.get_key(window, glfw.KEY_W) == glfw.PRESS: camera.move_forward() if glfw.get_key(window, glfw.KEY_S) == glfw.PRESS: camera.move_backward() if glfw.get_key(window, glfw.KEY_D) == glfw.PRESS: camera.strafe_right() if glfw.get_key(window, glfw.KEY_A) == glfw.PRESS: camera.strafe_left()