image = numpy.expand_dims(image, axis=0) image = image.astype('float32') image /= 255 return image finalImageSize = (1024, 768) # Size of the final image generated by the demo categoricalInitialPosition = 260 # Initial position for adding the categorical graph in the final image faceSize = (64, 64) # Input size for both models: categorical and dimensional faceDetectionMaximumFrequency = 20 # Frequency that a face will be detected: every X frames. modelDimensional = modelLoader.modelLoader( "/home/pablo/Documents/Workspace/EmotionsWithMasks/trainedModels/FaceChannel_Dimensional.h5" ) saveNetwork = "/home/pablo/Documents/Workspace/EmotionsWithMasks/trainedModels/" trainDataSet = "/home/pablo/Documents/Datasets/AffectNet_Mask/Training" #AffectNet-Mask # trainDataSet = "/home/pablo/Documents/Datasets/AffectNet/AffectNetProcessed_Training" #AffectNet images = [] amount = 0 labels = [] arousals = [] valences = [] print("Loading Images")
def __init__(self): base.disableMouse() base.camLens.setFar(100) self.parserClass = Parser.Parser() # Making the required instances self.mapLoaderClass = mapLoader.mapLoader(self) self.gameObjects = {} self.gameObjectID = 0 self.mapX = self.mapLoaderClass.mapConfigParser.getint( "map", "width") - 1 # Name says it all really self.mapY = self.mapLoaderClass.mapConfigParser.getint( "map", "height") - 1 self.modelLoaderClass = modelLoader.modelLoader(self) self.cameraClass = stratCam.CameraHandler(self) self.mouseClass = stratCam.mouseHandler(self) self.GUI = stratCam.GUI(self) # self.GUI = stratCam.GUI(self) self.priorities = priorities.priorities() base.setFrameRateMeter(True) ############### base.cTrav2 = CollisionTraverser('world2') # base.cTrav2.showCollisions(render) self.heightRay = CollisionRay( ) # A collision ray, used for getting the height of the terrain self.heightRay.setOrigin(0, 0, 100) self.heightRay.setDirection(0, 0, -1) self.heightCol = CollisionNode('unit Ray') self.heightCol.addSolid(self.heightRay) self.heightCol.setTag('units', 'ray1') self.heightCol.setFromCollideMask(BitMask32.bit(0)) # self.heightCol.setIntoCollideMask(BitMask32.allOff()) self.heightColNp = render.attachNewNode(self.heightCol) self.heightColNp.setPos(2, 2, 0) self.heightHandler = CollisionHandlerQueue() base.cTrav2.addCollider(self.heightColNp, self.heightHandler) ############### # myFrame = DirectFrame(frameColor=(0, 0, 0, 1), # frameSize=(-0.25, 0.25, -1, 1), # pos=(1.08, 0, 0)) # button = DirectButton(text = ("button"), scale = 0.1) # button.reparentTo(myFrame) # button.setPos(0, 0, 0.9) self.grids = astar.grid(self) self.unitHandler = unitHandler.world(self) # self.unitHandler.addUnit(0, (10,10,5), self) # self.unitHandler.addUnit(1, (6,10,5), self) # self.unitHandler.moveTo(self, (6, 34), 0) # self.unitHandler.moveTo(self, (34, 30), 1) self.buildingHandler = buildingHandler.buildingHandler(self) self.tileSelected = (0, 0) taskMgr.add(self.tskCheckWalls, "Wall checking") taskMgr.add(self.priorities.jobTask, "Jobs", extraArgs=[self]) self.loadLight() self.accept("escape", sys.exit) self.accept("1", self.unitHandler.addUnit2, extraArgs=[0, self]) self.accept("2", self.unitHandler.addUnit2, extraArgs=[1, self]) self.accept("3", self.unitHandler.addUnit2, extraArgs=[2, self]) self.accept("enter", self.buildingHandler.addBuilding2, extraArgs=[self, 0]) self.accept("p", self.priorities.addJob) print 'END OF GAMEMAIN.PY!'
import numpy import cv2 import modelLoader import modelDictionary import imageProcessingUtil import GUIController import numpy import sys finalImageSize = (1024, 768) # Size of the final image generated by the demo categoricalInitialPosition = 260 # Initial position for adding the categorical graph in the final image faceSize = (64, 64) # Input size for both models: categorical and dimensional faceDetectionMaximumFrequency = 10 # Frequency that a face will be detected: every X frames. modelCategorical = modelLoader.modelLoader(modelDictionary.CategoricaModel) modelDimensional = modelLoader.modelLoader(modelDictionary.DimensionalModel) imageProcessing = imageProcessingUtil.imageProcessingUtil( faceDetectionMaximumFrequency) GUIController = GUIController.GUIController() cv2.namedWindow("Visual Emotion Recognition") cap = cv2.VideoCapture(0) #cap.open(0) if cap.isOpened(): # try to get the first frame rval, f = cap.read() # rval2, f2 = vc2.read()
import Parser import mapLoader import modelLoader import gameMain import stratCam import fpsTest #import something4 parserClass = Parser.Parser() mapLoaderClass = mapLoader.mapLoader(parserClass) modelLoaderClass = modelLoader.modelLoader(parserClass, mapLoaderClass)#, mapLoaderClass.mapConfigParser.get("map", "width")) gameMain = gameMain.world(parserClass, mapLoaderClass, modelLoaderClass) stratCam.CameraHandler(parserClass, mapLoaderClass, modelLoaderClass, gameMain, modelLoaderClass.mapX, modelLoaderClass.mapY, parserClass.userConfig.getfloat("control", "scrollborder"), parserClass.userConfig.getfloat("control", "zoominspeed"), parserClass.userConfig.getfloat("control", "zoomoutspeed"), parserClass.userConfig.getfloat("control", "zoommax"), parserClass.userConfig.getfloat("control", "zoommin")) #f = fpsTest.thirdPerson(parserClass, gameMain, mapLoaderClass, modelLoaderClass) #s = something4.grid(mapLoaderClass) #s1 = something4.aStar(s.landMesh, mapLoaderClass) #s1.moveTo((14,30)) run()
image = numpy.expand_dims(image, axis=0) image = image.astype('float32') image /= 255 return image finalImageSize = (1024,768) # Size of the final image generated by the demo categoricalInitialPosition = 260 # Initial position for adding the categorical graph in the final image faceSize = (64,64) # Input size for both models: categorical and dimensional faceDetectionMaximumFrequency = 20 # Frequency that a face will be detected: every X frames. modelDimensional = modelLoader.modelLoader("/home/pablo/Documents/Workspace/EmotionsWithMasks/trainedModels/FaceChannelMask_250k_scratch.h5") #MASK 10k saveOriginal = "/home/pablo/Documents/Datasets/AffectNet_Mask/originalExample" # validationDataSet = "/home/pablo/Documents/Datasets/AffectNet/AffectNetProcessed_Validation" #AffectNet validationDataSet = "/home/pablo/Documents/Datasets/AffectNet_Mask/Validation" #AffectNet-Mask images = [] amount = 0 labels = [] arousals = [] valences = [] print ("Loading Images") for imgFile in os.listdir(validationDataSet): img = preProcess(cv2.imread(validationDataSet+"/"+imgFile))
def __init__(self): base.disableMouse() base.camLens.setFar(100) self.parserClass = Parser.Parser() # Making the required instances self.mapLoaderClass = mapLoader.mapLoader(self) self.gameObjects = {} self.gameObjectID = 0 self.mapX = self.mapLoaderClass.mapConfigParser.getint("map", "width") - 1 # Name says it all really self.mapY = self.mapLoaderClass.mapConfigParser.getint("map", "height") - 1 self.modelLoaderClass = modelLoader.modelLoader(self) self.cameraClass = stratCam.CameraHandler(self) self.mouseClass = stratCam.mouseHandler(self) self.GUI = stratCam.GUI(self) # self.GUI = stratCam.GUI(self) self.priorities = priorities.priorities() base.setFrameRateMeter(True) ############### base.cTrav2 = CollisionTraverser('world2') # base.cTrav2.showCollisions(render) self.heightRay = CollisionRay() # A collision ray, used for getting the height of the terrain self.heightRay.setOrigin(0,0,100) self.heightRay.setDirection(0,0,-1) self.heightCol = CollisionNode('unit Ray') self.heightCol.addSolid(self.heightRay) self.heightCol.setTag('units','ray1') self.heightCol.setFromCollideMask(BitMask32.bit(0)) # self.heightCol.setIntoCollideMask(BitMask32.allOff()) self.heightColNp = render.attachNewNode(self.heightCol) self.heightColNp.setPos(2,2,0) self.heightHandler = CollisionHandlerQueue() base.cTrav2.addCollider(self.heightColNp, self.heightHandler) ############### # myFrame = DirectFrame(frameColor=(0, 0, 0, 1), # frameSize=(-0.25, 0.25, -1, 1), # pos=(1.08, 0, 0)) # button = DirectButton(text = ("button"), scale = 0.1) # button.reparentTo(myFrame) # button.setPos(0, 0, 0.9) self.grids = astar.grid(self) self.unitHandler = unitHandler.world(self) # self.unitHandler.addUnit(0, (10,10,5), self) # self.unitHandler.addUnit(1, (6,10,5), self) # self.unitHandler.moveTo(self, (6, 34), 0) # self.unitHandler.moveTo(self, (34, 30), 1) self.buildingHandler = buildingHandler.buildingHandler(self) self.tileSelected = (0,0) taskMgr.add(self.tskCheckWalls, "Wall checking") taskMgr.add(self.priorities.jobTask, "Jobs", extraArgs = [self]) self.loadLight() self.accept("escape", sys.exit) self.accept("1", self.unitHandler.addUnit2, extraArgs = [0, self]) self.accept("2", self.unitHandler.addUnit2, extraArgs = [1, self]) self.accept("3", self.unitHandler.addUnit2, extraArgs = [2, self]) self.accept("enter", self.buildingHandler.addBuilding2, extraArgs = [self, 0]) self.accept("p", self.priorities.addJob) print 'END OF GAMEMAIN.PY!'