Exemple #1
0
def start_md():
    '''Manage Motion Detector.'''

    conf = json.load(open("config.json"))

    print("[INFO]Starting Camera...")
    vs = Camera(src=0).start()

    print("[INFO]Warming Up...")
    time.sleep(conf["camera_warmup"])

    print("[INFO]Initializing motion detectors...")
    camMotion = MotionDetector(conf["min_area"], conf["delta_thresh"])

    while True:

        frame = vs.read()
        frame = np.array(frame)

        frame = imutils.resize(frame, width=500)
        gray = cv2.cvtColor(frame, cv2.COLOR_BGR2GRAY)
        gray = cv2.GaussianBlur(gray, (21, 21), 0)
        locs = camMotion.update(gray)

        if len(locs) > 0:
            (minX, minY) = (np.inf, np.inf)
            (maxX, maxY) = (-np.inf, -np.inf)

            for l in locs:
                (x, y, w, h) = cv2.boundingRect(l)
                (minX, maxX) = (min(minX, x), max(maxX, x + w))
                (minY, maxY) = (min(minY, y), max(maxY, y + h))

            cv2.rectangle(frame, (minX, minY), (maxX, maxY), (0, 0, 255), 3)

        timestamp = datetime.now()
        ts = timestamp.strftime("%A %d %B %Y %I:%M:%S%p")

        cv2.putText(frame, "Perimeter Satus: {}".format(camMotion.status),
                    (10, 20), cv2.FONT_HERSHEY_SIMPLEX, 0.5, (0, 0, 255), 2)
        cv2.putText(frame, ts, (10, np.shape(frame)[0] - 10),
                    cv2.FONT_HERSHEY_SIMPLEX, 0.35, (0, 0, 255), 1)

        if camMotion.status == "Breached":
            t = Thread(target=alert, args=(
                conf,
                frame,
            ))
            t.start()

        if conf["is_streaming"] == True:
            cv2.imshow("Security Feed", frame)

        key = cv2.waitKey(1) & 0xFF
        if key == ord("q"):
            print("[INFO]Exitting...")
            break

    cv2.destroyAllWindows()
    vs.stop()
def request_img():
    camera = Camera()
    controller = Controller()
    D1 = DD(27)
    D2 = DD(4)
    print("request_img")
    while (1):
        if (camera.test() > 0.2 and D2 == False and D1 == True):
            controller.Forward()
Exemple #3
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 def __init__(self, width=1280, height=700):
     self.win_w = width
     self.win_h = height
     self.asteroids = deque()
     self.light = Light([0, -3, 3])
     self.skybox = Skybox(self.win_w, self.win_h)
     self.center = Sphere(0.1, [1.0, 0.0, 1.0], [1, 1, 1])
     self.paused = False
     self.score = 0
     self.camera = Camera()
     self.isRoaming = False
Exemple #4
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    def __init__(self, lines):
        self.camera = None
        self.settings = None
        self.materials = []
        self.planes = []
        self.spheres = []
        self.boxes = []
        self.lights = []

        for line in lines:
            if line[0] != '#' and not line.isspace():
                split_line = line.split()

                if split_line[0] == 'cam':
                    self.camera = Camera(split_line[1:])
                elif split_line[0] == 'set':
                    self.settings = Settings(split_line[1:])
                elif split_line[0] == 'mtl':
                    material = Material(split_line[1:],
                                        len(self.materials) + 1)
                    self.materials.append(material)
                elif split_line[0] == 'pln':
                    self.planes.append(Plane(split_line[1:], self.materials))
                elif split_line[0] == 'sph':
                    self.spheres.append(Sphere(split_line[1:], self.materials))
                elif split_line[0] == 'box':
                    self.boxes.append(Box(split_line[1:], self.materials))
                elif split_line[0] == 'lgt':
                    self.lights.append(Light(split_line[1:]))

        self.objects = self.spheres + self.planes + self.boxes
Exemple #5
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def main():
    if not args.game:
        argparser.print_help()
        print
        print "Available games:"
        list_games()
        exit(0)
    inipath = profiledir + args.game + ".ini"
    if not isfile(inipath):
        print "File %s not found." % inipath
        exit(2)
    gameconfig = ConfigParser.ConfigParser()
    gameconfig.read(inipath)
    print "Starting with game profile '%s'... Press Ctrl+C to stop" % args.game

    camera = Camera(gameconfig)
    xml_event_stream = get_xml_event_stream()
    for event in parser.make_gaze_event_stream(xml_event_stream):
        camera.tick(event)
Exemple #6
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def main():
    if not args.game:
        argparser.print_help()
        print
        print "Available games:"
        list_games()
        exit(0)
    inipath = profiledir + args.game + ".ini"
    if not isfile(inipath):
        print "File %s not found." % inipath
        exit(2)
    gameconfig = ConfigParser.ConfigParser()
    gameconfig.read(inipath)
    print "Starting with game profile '%s'... Press Ctrl+C to stop" % args.game

    camera = Camera(gameconfig)
    xml_event_stream = get_xml_event_stream()
    for event in parser.make_gaze_event_stream(xml_event_stream):
        camera.tick(event)
Exemple #7
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parser.add_argument("-r",
                    "--resolution",
                    type=int,
                    default=720,
                    help='Resolution (width) of the webcam')
parser.add_argument("-d",
                    "--show_fps",
                    dest='show_fps',
                    action='store_true',
                    help='Whether to show FPS or not')
parser.add_argument("-a",
                    "--assets_path",
                    type=str,
                    default=assets_path,
                    help='Path of the assets')
args = parser.parse_args()

camera = Camera(assets_path=args.assets_path,
                cam_number=args.cam_number,
                resolution=args.resolution,
                show_fps=args.show_fps,
                n_frames=args.n_frames,
                seconds_to_be_recorded=args.predictions_delta)
asl_recognizer = ASLRecognizer(camera=camera,
                               assets_path=assets_path,
                               predictions_delta=args.predictions_delta)

camera.start()
asl_recognizer.start()
print(f"Press ESC to quit")
Exemple #8
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class Game(object):
    """Main game class"""
    def __init__(self, width=1280, height=700):
        self.win_w = width
        self.win_h = height
        self.asteroids = deque()
        self.light = Light([0, -3, 3])
        self.skybox = Skybox(self.win_w, self.win_h)
        self.center = Sphere(0.1, [1.0, 0.0, 1.0], [1, 1, 1])
        self.paused = False
        self.score = 0
        self.camera = Camera()
        self.isRoaming = False

    def init_properties(self):
        """Initialization of game properties"""
        self.isplaying = False
        self.fps_view = False
        self.shield = HARD_INIT_SHIELD
        self.ast_speed = HARD_AST_INIT
        self.ship_speed = HARD_SHIP_INIT
        self.lean_speed = HARD_TILT_INIT

    def init_screen(self):
        self.init_properties()
        """Creating screen and initializing objects"""
        pygame.init()
        size = [self.win_w, self.win_h]
        pygame.display.set_mode(size, pygame.OPENGL | pygame.DOUBLEBUF)
        pygame.display.set_caption("Skywalker")
        pygame.mouse.set_visible(False)
        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glEnable(gl.GL_CULL_FACE)
        self.light.enable()
        """ Load model """
        os.chdir('./materials/spaceship/')
        self.ship = Model("spaceship.obj", 0.4, [0, 0, 0], -270, 0, -180)
        os.chdir('../../')

        # os.chdir('./materials/Starship/')
        # self.ship = Model("Starship.obj", 0.01, [0, 0, 0], 90, 0, 180)
        # os.chdir('../../')

        # os.chdir('./materials/NCC-1701/')
        # self.ship = Model("NCC-1701_modified.obj", 1.2, [0, 0, 0], 90, 0, 180)
        # os.chdir('../../')

        # os.chdir('./materials/millenium-falcon/')
        # self.ship = Model("millenium-falcon_modified.obj", 1, [0, 0, 0], 90, 0, 0, using_left=True)
        # os.chdir('../../')

        for i in range(MAX_DISPLAY_AST):
            self.add_ast(isInit=True)
        self.ship_collider = Sphere(self.ship.radius, [0.0, 0.0, 0.0],
                                    [1, 1, 1], False)
        self.skybox.init_sky()

    def main_loop(self):
        """Main game loop"""
        self.init_screen()
        pygame.time.set_timer(pygame.USEREVENT + 1,
                              HARD_ACC_TIME_SEP)  # accelerate
        pygame.time.set_timer(pygame.USEREVENT + 2, 1000)  # score++
        # pygame.time.set_timer(pygame.USEREVENT + 3, 1000)  # refresh asts
        has_played = False
        clock = pygame.time.Clock()
        while True:
            delta_time = clock.tick(60) / 10
            fps = int(clock.get_fps())
            event_list = pygame.event.get()
            for e in event_list:
                if e.type == pygame.QUIT:
                    pygame.quit()
                    quit()
                elif e.type == pygame.KEYDOWN:
                    """ Keyboard(Not Controller) """
                    if e.key == pygame.K_ESCAPE or e.key == pygame.K_q:
                        method.quit_program()
                    elif e.key == pygame.K_r:
                        self.isRoaming = not self.isRoaming
                    elif e.key == pygame.K_v:
                        self.fps_view = not self.fps_view
                    elif e.key == pygame.K_p:
                        self.paused = not self.paused
                    elif e.key == pygame.K_SPACE and not self.isplaying:
                        self.score = 0
                        self.isplaying = True
                        has_played = True
                # elif e.type == pygame.MOUSEMOTION:

                elif e.type == pygame.USEREVENT + 1 and self.isplaying and not self.paused:
                    self.ast_speed += HARD_AST_ACC
                    self.ship_speed += HARD_SHIP_ACC
                    self.lean_speed += HARD_TILT_ACC
                elif e.type == pygame.USEREVENT + 2 and self.isplaying and not self.paused:
                    self.score += 1
                # elif e.type == pygame.USEREVENT + 3 and self.isplaying and fps > 24 and not self.paused:
                #     self.add_ast()
            """ Control & Display update """
            if not self.paused:
                if self.isplaying:
                    for ast in self.asteroids:
                        if method.collision_detection(self.ship_collider, ast):
                            self.shield -= 1
                            if self.shield <= 0:  # GAME OVER
                                self.init_properties()
                                self.ship.pos = [0, 0, 0]
                        if ast.pos[1] < -20:  # Reset Ast Pos
                            ast.pos[0] = random.uniform(
                                self.ship.pos[0] - AST_RANGE,
                                self.ship.pos[0] + AST_RANGE)
                            ast.pos[1] = random.randint(AST_Y_MIN, AST_Y_MAX)
                            ast.pos[2] = random.uniform(
                                self.ship.pos[2] - AST_RANGE,
                                self.ship.pos[2] + AST_RANGE)
                        else:
                            ast.pos[1] -= HARD_AST_INIT * delta_time
                        if ENABLE_AST_MOVING:
                            ast.pos[0] += ast.jiggle_speed[0]
                            ast.pos[1] += ast.jiggle_speed[1]
                            ast.pos[2] += ast.jiggle_speed[2]
                        ast.rotate()

                    method.ship_update(self.ship, self.ship_speed,
                                       self.lean_speed, delta_time)
                    self.ship_collider.pos = self.ship.pos[:]
                    self.display(delta_time)
                    method.draw_text([40, self.win_h - 50], str(self.score),
                                     30)
                    method.draw_text([self.win_w - 130, self.win_h - 50],
                                     "FPS: " + str(fps), 30)
                    method.draw_text(
                        [int(self.win_w / 2 - 200), self.win_h - 60],
                        "Shield: " + ">" * self.shield, 30, False,
                        (92, 207, 230))

                else:  # Start or Game Over
                    self.start_screen(delta_time, self.ast_speed)
                    method.draw_text([40, 40], "Esc to exit", 25, False,
                                     (255, 0, 0))
                    if has_played:  # Game Over
                        method.draw_text(
                            [int(self.win_w / 2),
                             int(self.win_h / 3 * 2)], "Game Over", 60, True,
                            (255, 174, 87))
                        method.draw_text(
                            [int(self.win_w / 2),
                             int(self.win_h / 3)],
                            "You scored: " + str(self.score), 40, True)
                    method.draw_text(
                        [int(self.win_w / 2),
                         int(self.win_h / 2)], "Press space to start", 50,
                        True)
                clock.tick(CLK_TICK)
                pygame.display.flip()
            else:
                if self.isRoaming:  # Paused and Roaming
                    self.camera.roam(event_list)
                    self.display(delta_time)
                    method.draw_text(
                        [int(self.win_w / 2),
                         int(self.win_h / 5 * 4)], "Roaming...", 40, True,
                        (255, 174, 87))
                    clock.tick(CLK_TICK)
                    pygame.display.flip()
                else:  # Just paused
                    method.draw_text(
                        [int(self.win_w / 2),
                         int(self.win_h / 3 * 2)], "Paused", 60, True,
                        (255, 174, 87))

    def display(self, delta_time):
        """Refreshing screen, clearing buffers, and redrawing objects"""  # Ciscenje medjuspremnika i ponovno crtanje objekata
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        glu.gluPerspective(VIEW_ANGLE, self.win_w / self.win_h, 0.1, 10000)

        if self.isRoaming:
            ctx = self.camera.eyex + sin(self.camera.polarAngle * D2R) * cos(
                self.camera.azimuthAngle * D2R)
            cty = self.camera.eyey + sin(self.camera.polarAngle * D2R) * sin(
                self.camera.azimuthAngle * D2R)
            ctz = self.camera.eyez + cos(self.camera.polarAngle * D2R)
            upx = -cos(self.camera.polarAngle * D2R) * cos(
                self.camera.azimuthAngle * D2R)
            upy = -cos(self.camera.polarAngle * D2R) * sin(
                self.camera.azimuthAngle * D2R)
            upz = sin(self.camera.polarAngle * D2R)
            glu.gluLookAt(self.camera.eyex, self.camera.eyey, self.camera.eyez,
                          ctx, cty, ctz, upx, upy, upz)
        else:
            self.camera.update(self.ship)
            if self.fps_view:
                glu.gluLookAt(self.ship.pos[0], self.ship.pos[1],
                              self.ship.pos[2], self.ship.pos[0],
                              self.ship.pos[1] + 100, self.ship.pos[2], 0, 0,
                              1)
            else:
                glu.gluLookAt(self.camera.eyex, self.camera.eyey,
                              self.camera.eyez + 3, self.ship.pos[0],
                              self.ship.pos[1] + 100, self.ship.pos[2], 0, 0,
                              1)
        self.skybox.sky_pos = self.ship.pos

        gl.glMatrixMode(gl.GL_MODELVIEW)
        gl.glLoadIdentity()
        """ Skybox """
        self.light.disable()
        self.skybox.render(self.camera)
        self.light.enable()
        """ Ship """
        self.light.enable()
        self.center.pos = (self.ship.pos[0], self.ship.pos[1],
                           self.ship.pos[2])
        if not self.fps_view:
            self.light.disable()
            self.ship.render()
            self.light.enable()
        else:
            self.center.render()
        self.ship_collider.render()
        self.light.render()
        """ Ast """
        for ast in self.asteroids:
            ast.render()
        self.light.render()

    def start_screen(self, delta_time, speed):
        """Updating a welcome screen (like a screensaver)"""
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        glu.gluPerspective(80, self.win_w / self.win_h, 0.1, 10000)
        glu.gluLookAt(0, 0, 0, 0, 100, 0, 0, 0, 1)
        self.skybox.sky_pos = self.ship.pos
        self.light.disable()
        self.skybox.render(self.camera)
        self.light.enable()

        for ast in self.asteroids:
            if ast.pos[2] < -CAMERA_DIST - 10:
                ast.pos[0] = random.randint(
                    (int)(self.ship.pos[0]) - AST_RANGE,
                    (int)(self.ship.pos[0]) + AST_RANGE)
                ast.pos[1] = random.randint(
                    (int)(self.ship.pos[1]) + AST_Y_MIN_INIT,
                    (int)(self.ship.pos[1]) + AST_Y_MAX_INIT)
                ast.pos[2] = random.randint(
                    (int)(self.ship.pos[2]) - AST_RANGE,
                    (int)(self.ship.pos[2]) + AST_RANGE)
            else:
                ast.pos[1] -= speed * delta_time * 0.1
            ast.render()
        self.light.render()

    def add_ast(self, isInit=False):
        """Adding asteroids to a random pos near the ship"""
        size = random.randint(AST_MIN_SIZE, AST_MAX_SIZE)
        pos_x = random.randint(self.ship.pos[0] - AST_RANGE,
                               self.ship.pos[0] + AST_RANGE)
        pos_y = random.randint(self.ship.pos[1]+AST_Y_MIN_INIT, self.ship.pos[1]+AST_Y_MAX_INIT) if isInit \
            else random.randint(self.ship.pos[1]+AST_Y_MIN, self.ship.pos[1]+AST_Y_MAX)
        pos_z = random.randint(self.ship.pos[2] - AST_RANGE,
                               self.ship.pos[2] + AST_RANGE)

        self.asteroids.append(
            Model("materials/ast_lowpoly2/ast_lowpoly2.obj", size,
                  [pos_x, pos_y, pos_z], random.randint(0, 360),
                  random.randint(0, 360), random.randint(0, 360), False, [
                      random.randint(-AST_MOVE_RANGE, AST_MOVE_RANGE),
                      random.randint(-AST_MOVE_RANGE, AST_MOVE_RANGE),
                      random.randint(-AST_MOVE_RANGE, AST_MOVE_RANGE)
                  ], random.randint(-AST_ROT_RANGE, AST_ROT_RANGE)))
        if len(self.asteroids) > MAX_DISPLAY_AST:
            self.asteroids.popleft()
Exemple #9
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def video_feed():
    """Video streaming route. Put this in the src attribute of an img tag."""
    return Response(gen(Camera()),
                    mimetype='multipart/x-mixed-replace; boundary=frame')
Exemple #10
0
def main():
    pygame.init()
    pygame.key.set_repeat(1, 25)
    pygame.display.set_caption('ColdLine Manhattan')

    start_screen(screen, HEIGHT)
    start_time = pygame.time.get_ticks()

    running = True
    t = pygame.time.get_ticks()

    player = generate_level(level_map, player_image, enemy_image)
    for enemy in enemies_group:
        enemy.player = player
    camera = Camera()

    pygame.mixer.music.load(music['song2'])
    pygame.mixer.music.queue(music['song1'])
    pygame.mixer.music.set_volume(VOLUME + 0.05)
    pygame.mixer.music.play(-1)

    while running:
        # Делает курсор прицелом
        try:
            pygame.mouse.set_cursor(pygame.cursors.broken_x)
        except:
            # pygame.mouse.set_cursor(pygame.cursors.arrow)
            pass

        # wasd_arrows_keys = [pygame.K_w, pygame.K_a, pygame.K_s, pygame.K_d,
        #                     pygame.K_LEFT, pygame.K_RIGHT, pygame.K_DOWN, pygame.K_UP]
        # keys = pygame.key.get_pressed()

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                running = False
                terminate()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    running = False
                    terminate()
            if event.type == pygame.KEYUP:
                player.state = player.IDLE

        player.move()
        for enemy in enemies_group:
            enemy.move()
            if enemy.state == enemy.WALKING:
                now = pygame.time.get_ticks()
                if now - enemy.time > 250:
                    enemy.time = now
                    sound = random.choice(sounds['footsteps'])
                    sound.set_volume(VOLUME)
                    sound.play()

        if player.state == player.WALKING:
            now = pygame.time.get_ticks()
            if now - t > 250:
                t = now
                sound = random.choice(sounds['footsteps'])
                sound.set_volume(VOLUME)
                sound.play()

        screen.fill(pygame.Color(82, 0, 89))

        # Сдвиг камеры
        camera.update(player)
        for sprite in all_sprites:
            if isinstance(sprite, Player):
                player.hitbox.x += camera.dx
                player.hitbox.y += camera.dy
            elif isinstance(sprite, Enemy):
                sprite.hitbox.x += camera.dx
                sprite.hitbox.y += camera.dy
            else:
                camera.apply(sprite)

        camera.apply_rect(level_map_rect)
        screen.blit(level_map_img, level_map_rect)

        hits = pygame.sprite.groupcollide(enemies_group, player_bullets_group,
                                          False, True)
        for hit in hits:
            hit.kill()

        hits = pygame.sprite.groupcollide(player_group, enemies_bullets_group,
                                          False, True)
        if hits:
            running = False
            game_over_screen(screen, WIDTH, HEIGHT)
            break

        if len(enemies_group) == 0:
            running = False
            finish_time = pygame.time.get_ticks()
            all_time = finish_time - start_time
            win_screen(screen, WIDTH, HEIGHT, all_time)

        # Отрисовка спрайтов
        player_group.draw(screen)
        enemies_group.draw(screen)
        player_bullets_group.draw(screen)
        enemies_bullets_group.draw(screen)

        # Обновление спрайтов
        player.update(pygame.mouse.get_pos())
        enemies_group.update(player.rect.center)
        player_bullets_group.update()
        enemies_bullets_group.update()
        obstacles_group.update()

        # Фпс в углу экрана
        font = pygame.font.Font(None, 30)
        fps = font.render(f'FPS: {int(clock.get_fps())}', 1,
                          pygame.Color('red'))
        fps_rect = fps.get_rect()
        screen.blit(fps, fps_rect)

        # Время
        font = pygame.font.Font(None, 75)
        now = pygame.time.get_ticks()

        time = font.render(f'Time: {round((now - start_time) / 1000, 1)}s', 1,
                           pygame.Color('white'))
        time_rect = time.get_rect()
        time_rect = time_rect.move(WIDTH - time_rect.width - 20, 10)

        time_shadow = font.render(
            f'Time: {round((now - start_time) / 1000, 1)}s', 1,
            pygame.Color('black'))
        time_shadow_rect = time_shadow.get_rect()
        time_shadow_rect = time_shadow_rect.move(time_rect.x + 2,
                                                 time_rect.y + 2)

        screen.blit(time_shadow, time_shadow_rect)
        screen.blit(time, time_rect)

        pygame.display.flip()
        clock.tick(FPS)
Exemple #11
0
from modules.servo import ServoMotor
from modules.mic import Mic
from modules.camera import Camera
from modules.vector import vector_to_value, convert_to_servo_value
import random, time
import numpy as np

if __name__ == "__main__":

    # Camera
    path = "./modules/data/shape_predictor_68_face_landmarks.dat"
    cam0 = Camera(0, path)
    cam1 = Camera(2, path)
    cams = [cam0, cam1]

    # Mic
    mic0 = Mic(0)
    mic1 = Mic(2)
    mics = [mic0, mic1]
    sound_level = 0
    level_count = 0
    level_count_limit = 10

    # Servo
    servoMotors = []
    servoMotors.append(ServoMotor(Channel=3, ZeroOffset=0))
    servoMotors.append(ServoMotor(Channel=0, ZeroOffset=0))
    servoMotors.append(ServoMotor(Channel=1, ZeroOffset=0))
    servoMotors.append(ServoMotor(Channel=2, ZeroOffset=0))
    # intialize servo angle
    for i, servoMotor in enumerate(servoMotors):
    # Configuration Parameters for Camera
    rpiCam = True
    cameraNum = 0
    width = 800
    height = 480
    fps = 30
    # Configuration Parameters for Video
    # Video File Path:
    VidPath = "./app/data/videos/example_01.mp4"

    # Initialization Stage of the program:
    if cam_feed:
        # Initialize the setup for Camera.
        # Import only in case of Camera to avoid conflicts on other machines.
        from modules.camera import Camera
        feed = Camera(rpiCam, cameraNum, width, height, fps)
        # Camera parameters are hard coded at this stage.
    else:
        # Initialize setup for video
        feed = cv2.VideoCapture(VidPath)

    # Sanity check and Initialization of "snapshots" folder in the data folder
    if not os.path.isdir("./app/data/snapshots"):
        os.mkdir("./app/data/snapshots")

    # First Program Cycle Declarations/Initializations:
    #Frame Number
    imgno = 1
    #Initializing the motion detector module
    md = MotionDetector()
    #Configuring the motion detector
Exemple #13
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if len(sys.argv) != 2 or not (sys.argv[1] != 'text'
                              or sys.argv[1] != 'speech'):
    print('Usage: python3 {} speech/text'.format(sys.argv[0]))
    exit(-1)

import RPi.GPIO as gpio
from flask import Flask
from flask import jsonify
from modules.camera import Camera
from modules.controller import Controller
from rfid_thread import rfid_thread

mode = sys.argv[1]
SUBSCRIPTION_KEY = 'PUT SUBSCRIPTION KEY HERE'
if mode == 'text':
    camera = Camera(SUBSCRIPTION_KEY)

app = Flask(__name__)
controller = Controller(23, 18)  # motor_pin, servo_pin


@app.route('/')
def root():
    return 'woooow'


@app.route('/forward')
def forward():
    controller.forward()
    return jsonify(success=True)
Exemple #14
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def stream_v2():
    stream_mime = 'multipart/x-mixed-replace; boundary=frame'
    camera = Camera()
    camera.start()
    return Response(gen(camera), mimetype=stream_mime)
Exemple #15
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from modules.vector import Point
from modules.color import Color
from modules.blackhole import BlackHole
from modules.disk import Disk
from modules.camera import Camera
from modules.scene import Scene
from modules.engine import Engine

c_origin = Point(0, 0.7, -9.0)
c_focus = Point(0, 0, 0.0)

bh = BlackHole(c_focus, 80)

# You can specify a texture file for the accretion disk with `texture='filename.png'` or a color by `color=Color('#ffffff') (default)`
disk = Disk(c_focus, 4.5*bh.radius, 16.2*bh.radius)

scene = Scene(
	width = 500,
	height = 250,
	camera = Camera(c_origin, c_focus-c_origin, 1.2),
	blackhole = bh,
	disk = disk
)

engine = Engine(scene)
engine.render()

engine.save('images/blackhole.png')
Exemple #16
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GPIO.setmode(GPIO.BCM)
GPIO.setwarnings(False)

CFG = read_conf("global")

stepper = Stepper(CFG['PORTE_STEPPER_1'], CFG['PORTE_STEPPER_2'],
                  CFG['PORTE_STEPPER_3'], CFG['PORTE_STEPPER_4'])
porte = Porte(stepper, CFG['PORTE_PIN_BAS'], CFG['PORTE_PIN_HAUT'])
abreuvoir = Abreuvoir(CFG['ABREUVOIR_PIN_VIDE'], CFG['ABREUVOIR_PIN_MEDIUM'],
                      CFG['ABREUVOIR_PIN_PLEIN'])
batterie = Batterie()
luminosite = Luminosite()
temp_ext = Temperature(CFG['TEMP_ID_EXT'])
temp_int = Temperature(CFG['TEMP_ID_INT'])
camera = Camera(CFG['CAMERA_WIDTH'], CFG['CAMERA_HEIGHT'])
camera_usb = Camera_usb(CFG['CAMERA_WIDTH'], CFG['CAMERA_HEIGHT'])


# page par defaut, redirection vers la page principale
@app.route('/')
def index():
    return redirect(url_for('board'))


# page principale
@app.route('/board')
def board():
    return render_template('board.html')

Exemple #17
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# Get a list of all folders in the /pi/home/Music folder and set player to the first
playList = musicFolder.getPlayList(0)

if shuffle:
    
    playList.shuffle()

indexMediaFolder = 0

player.switchMedia(playList)

player.togglePlayPause()

# Set up camera object
camera = Camera(player, logger)

# Subcribe to state received event so that when the Arduino updates us with state we update controls
camera.events.onQRDataReceived += qrDataReceived

camera.start()

player.playFile(MediaFile(os.path.join(os.getcwd(), 'assets', 'audio', 'player-ready.ogg')))

quit = False

while quit == False:

    # Work out position and duration and loop to start if at end
    pos = player.position()
    dur = player.duration()
Exemple #18
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def main():
    if len(sys.argv) != 2:
        print "Wring number of args!"
        return
    CURRENT_POINT_SIZE = 4.0
    CURRENT_STEP = 0.001

    pygame.init()
    display_info = pygame.display.Info()
    screen = pygame.display.set_mode(
        (display_info.current_w, display_info.current_h), HWSURFACE | OPENGL | DOUBLEBUF | FULLSCREEN
    )
    clock = pygame.time.Clock()
    resize(display_info.current_w, display_info.current_h)
    projection_matrix = Matrix44.perspective_projection_fov(
        60.0 / 180.0 * 3.14159265358, float(display_info.current_w) / display_info.current_h, 0.1, 1000.0
    )
    gl_init()

    movement_speed = 5.0
    look_around_speed = 0.005

    pygame.mouse.set_visible(False)
    pygame.event.set_grab(True)

    sequence_iterations = int(sys.argv[1])

    vbo3 = VertexBuffer()
    vbo3.bind(GL_ARRAY_BUFFER)
    with open("../generator/gen/v" + str(sequence_iterations) + ".gen") as f:
        v3 = f.read()
    with open("../generator/gen/c" + str(sequence_iterations) + ".gen") as f:
        c4 = f.read()
    with open("../generator/gen/n" + str(sequence_iterations) + ".gen") as f:
        n4 = f.read()
    with open("../generator/gen/f" + str(sequence_iterations) + ".gen") as f:
        f4 = f.read()
    vbo3.setBinaryData(v3 + c4 + n4, GL_STATIC_DRAW)
    vbo3.unBind()

    faces_vbo = VertexBuffer()
    faces_vbo.bind(GL_ARRAY_BUFFER)
    with open("../generator/gen/f" + str(sequence_iterations) + ".gen") as f:
        f4 = f.read()
    faces_vbo.setBinaryData(f4, GL_STATIC_DRAW)
    faces_vbo.unBind()

    light_angle_phi = 0.0
    light_angle_theta = 0.0

    print "Rendering ", len(c4) / 12, " points"

    print "GLSL Version: ", glGetString(GL_SHADING_LANGUAGE_VERSION)
    simple = Shader()
    simple.loadFromFile("shaders/simplest.txt")

    camera = Camera()
    clock.tick()
    pygame.mouse.get_rel()
    first_mouse_event_skipped = False
    while True:
        pressed = pygame.key.get_pressed()
        finished = False
        for event in pygame.event.get():
            if event.type == QUIT:
                finished = True
                break
            if event.type == KEYUP and event.key == K_ESCAPE:
                finished = True
                break
            if event.type == KEYUP and event.key == K_RIGHTBRACKET:
                if CURRENT_POINT_SIZE < 10.0:
                    CURRENT_POINT_SIZE += 1.0
            if event.type == KEYUP and event.key == K_LEFTBRACKET:
                if CURRENT_POINT_SIZE > 1.0:
                    CURRENT_POINT_SIZE -= 1.0
            if event.type == KEYUP and event.key == K_p:
                normal = list(camera._dir)
                print normal
            if event.type == KEYUP:
                if event.key == K_9:
                    CURRENT_STEP /= 10.0
                if event.key == K_0:
                    CURRENT_STEP *= 10.0
                if event.key == K_y:
                    normal[0] -= CURRENT_STEP
                if event.key == K_u:
                    normal[0] += CURRENT_STEP
                if event.key == K_h:
                    normal[1] -= CURRENT_STEP
                if event.key == K_j:
                    normal[1] += CURRENT_STEP
                if event.key == K_n:
                    normal[2] -= CURRENT_STEP
                if event.key == K_m:
                    normal[2] += CURRENT_STEP
        if finished:
            break
        time_passed = clock.tick()
        time_passed_seconds = time_passed / 1000.0
        light_angle_phi += time_passed_seconds * 0.3
        light_angle_theta += time_passed_seconds * 0.1
        while light_angle_phi > 2 * pi:
            light_angle_phi -= 2 * pi
        while light_angle_theta > 2 * pi:
            light_angle_theta -= 2 * pi
        ## handling camera
        movement_direction = 0.0
        strafe_direction = 0.0
        if pressed[K_w]:
            movement_direction = 1.0
        if pressed[K_s]:
            movement_direction = -1.0
        if pressed[K_d]:
            strafe_direction = 1.0
        if pressed[K_a]:
            strafe_direction = -1.0
        camera.move(time_passed_seconds * movement_speed * movement_direction)
        camera.strafeRight(time_passed_seconds * movement_speed * strafe_direction)
        dx, dy = pygame.mouse.get_rel()
        if not first_mouse_event_skipped:
            if dx != 0 or dy != 0:
                dx = 0
                dy = 0
                first_mouse_event_skipped = True
        camera.rotateHoriz(-dx * look_around_speed)
        camera.rotateVert(-dy * look_around_speed)
        ## now render
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glPointSize(CURRENT_POINT_SIZE)
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        glLoadMatrixd(projection_matrix.to_opengl())
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        # glTranslatef(0.0, 0.0, -5.0)
        glLoadMatrixd(camera.getLookAtMatrix().to_opengl())
        draw_coordinate_system()
        MVP = projection_matrix * camera.getLookAtMatrix()
        ### 4D simple shader render
        simple.bind()
        simple.enableAttrArray("pos", True)
        simple.enableAttrArray("col", True)
        simple.enableAttrArray("nrm", True)
        simple.setUniformMat4("MVP", MVP)
        light_dir = Vector3(
            cos(light_angle_phi) * cos(light_angle_theta),
            sin(light_angle_theta),
            sin(light_angle_phi) * sin(light_angle_theta),
        )
        simple.setUniformVec3("light_dir", light_dir)
        # print Vector3(cos(light_angle), 0.0, sin(light_angle))
        vbo3.bind(GL_ARRAY_BUFFER)
        glVertexAttribPointer(simple.getAttribLocation("pos"), 3, GL_FLOAT, GL_FALSE, 0, c_void_p(0))
        glVertexAttribPointer(simple.getAttribLocation("col"), 3, GL_FLOAT, GL_FALSE, 0, c_void_p(len(v3)))
        glVertexAttribPointer(simple.getAttribLocation("nrm"), 3, GL_FLOAT, GL_FALSE, 0, c_void_p(len(v3) + len(c4)))
        glDrawArrays(GL_POINTS, 0, len(v3) / 12)
        vbo3.unBind()
        faces_vbo.bind(GL_ARRAY_BUFFER)
        stride = 9 * 4  # nine floats
        glVertexAttribPointer(simple.getAttribLocation("pos"), 3, GL_FLOAT, GL_FALSE, stride, c_void_p(0))
        glVertexAttribPointer(simple.getAttribLocation("col"), 3, GL_FLOAT, GL_FALSE, stride, c_void_p(3 * 4))
        glVertexAttribPointer(simple.getAttribLocation("nrm"), 3, GL_FLOAT, GL_FALSE, stride, c_void_p(6 * 4))
        glDrawArrays(GL_TRIANGLES, 0, len(f4) / 9 / 4)
        faces_vbo.unBind()
        simple.unBind()

        # glPointSize(25.0)
        glLineWidth(15.0)
        glBegin(GL_LINES)
        glColor3f(1.0, 1.0, 1.0)
        light_R1 = 4.0
        light_R2 = 3.0
        glVertex3f(light_R1 * light_dir.x, light_R1 * light_dir.y, light_R1 * light_dir.z)
        glVertex3f(light_R2 * light_dir.x, light_R2 * light_dir.y, light_R2 * light_dir.z)
        glEnd()
        ### final flip
        pygame.display.flip()

    pygame.event.set_grab(False)
    pygame.mouse.set_visible(True)
Exemple #19
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def main():
  points = calculate_lorenz()

  CURRENT_POINT_SIZE = 2.0
  CURRENT_STEP = 0.001

  pygame.init()
  display_info = pygame.display.Info()
  screen = pygame.display.set_mode((display_info.current_w, display_info.current_h),
                                   HWSURFACE|OPENGL|DOUBLEBUF|FULLSCREEN)
  clock = pygame.time.Clock()
  resize(display_info.current_w, display_info.current_h)
  projection_matrix = Matrix44.perspective_projection_fov(60.0/180.0*3.14159265358,
                        float(display_info.current_w)/display_info.current_h, .1, 1000.)
  gl_init()

  movement_speed = 5.0
  look_around_speed = 0.005

  pygame.mouse.set_visible(False)
  pygame.event.set_grab(True)

  print "GLSL Version: ", glGetString(GL_SHADING_LANGUAGE_VERSION)
  camera = Camera()

  clock.tick()
  pygame.mouse.get_rel()
  first_mouse_event_skipped = False
  while True:
    pressed = pygame.key.get_pressed()
    finished = False
    for event in pygame.event.get():
      if event.type == QUIT:
        finished = True
        break
      if event.type == KEYUP and event.key == K_ESCAPE:
        finished = True
        break
      if event.type == KEYUP and event.key == K_RIGHTBRACKET:
        if CURRENT_POINT_SIZE < 10.0:
          CURRENT_POINT_SIZE += 1.0
      if event.type == KEYUP and event.key == K_LEFTBRACKET:
        if CURRENT_POINT_SIZE > 1.0:
          CURRENT_POINT_SIZE -= 1.0
      if event.type == KEYUP and event.key == K_p:
        normal = list(camera._dir)
        print normal
      if event.type == KEYUP:
        if event.key == K_9:
          CURRENT_STEP /= 10.0
        if event.key == K_0:
          CURRENT_STEP *= 10.0
        if event.key == K_y:
          normal[0] -= CURRENT_STEP
        if event.key == K_u:
          normal[0] += CURRENT_STEP
        if event.key == K_h:
          normal[1] -= CURRENT_STEP
        if event.key == K_j:
          normal[1] += CURRENT_STEP
        if event.key == K_n:
          normal[2] -= CURRENT_STEP
        if event.key == K_m:
          normal[2] += CURRENT_STEP
    if finished:
      break
    
    movement_direction = 0.0
    strafe_direction   = 0.0
    if pressed[K_w]:
      movement_direction =  1.0
    if pressed[K_s]:
      movement_direction = -1.0
    if pressed[K_d]:
      strafe_direction =  1.0
    if pressed[K_a]:
      strafe_direction = -1.0
    
    time_passed = clock.tick()
    time_passed_seconds = time_passed / 1000.0
    camera.move       (time_passed_seconds * movement_speed * movement_direction)
    camera.strafeRight(time_passed_seconds * movement_speed * strafe_direction)
    dx, dy = pygame.mouse.get_rel()
    if not first_mouse_event_skipped:
      if dx != 0 or dy != 0:
        dx = 0
        dy = 0
        first_mouse_event_skipped = True
    camera.rotateHoriz(-dx * look_around_speed)
    camera.rotateVert (-dy * look_around_speed)

    ## now render
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
    glPointSize(CURRENT_POINT_SIZE)
    
    glMatrixMode(GL_PROJECTION)
    glLoadMatrixd(projection_matrix.to_opengl())
    
    glMatrixMode(GL_MODELVIEW)
    glLoadMatrixd(camera.getLookAtMatrix().to_opengl())
    
    draw_coordinate_system()

    glLineWidth(1.0)
    glBegin(GL_LINE_STRIP)
    #glBegin(GL_POINTS)
    for i, point in enumerate(points):
      offset = 1.0 * i / len(points)
      glColor3f(1.0 - offset, 0.0, offset)
      glVertex3f(*point)
    glEnd()
    pygame.display.flip()

  pygame.event.set_grab(False)
  pygame.mouse.set_visible(True)
Exemple #20
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import os, sys, time
from datetime import datetime
import threading

from modules.camera import Camera
from modules.body import Body
from modules.config import Config
from modules.sensors import Sensors

body = Body()
camera = Camera()
config = Config()

sensors = Sensors()
sensors.daemon = True
sensors.start()

try:
    while True:
        time.sleep(0.1)
        Config.read_config(config)  # Keep reading config for changes

        Body.move(body, Config.retrieve(config, 'Body', 'direction'),
                  Sensors.retrieve(sensors), config)
        Camera.move(camera, Config.retrieve(config, 'Head', 'x'),
                    Config.retrieve(config, 'Head', 'y'))

except KeyboardInterrupt:
    Sensors.__exit__(sensors)
    Body.__exit__(body)
    Camera.__exit__(camera)
Exemple #21
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from modules.camera import Camera
from screens.mainscreen import MainScreen
from ui.ui import UserInterface

def read_config(filepath):
	# read configuration file
	config = {}
	with codecs.open('config.yml', 'r', encoding='utf8') as f:
		yml_dict = yaml.safe_load(f)
		for k in yml_dict:
			config[k] = yml_dict[k]

	return config

if __name__ == "__main__":
	config = read_config('config.yml')

	cam = Camera(rpiCam=config['rpi_camera'], cameraNum=config['camera_number'],
					width=config['camera_width'], height=config['camera_height'],
					fps=config['camera_fps'])

	screen = MainScreen(config, cam)
	ui = UserInterface(screen, (800, 480), True, 60, True)

	while True:
		image = cam.grabFrame()		
		if (image != None): screen.setImage(image)
		ui.tick()
			
	cam.cleanup()