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")
Example #2
0
    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!'
Example #3
0
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()
Example #4
0
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()
Example #5
0
    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))
Example #6
0
	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!'