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744 | # import libraries and packages for facial recognition and video
from imutils.video import VideoStream
from imutils.video import FPS
import face_recognition
import imutils
from imutils import paths
import pickle
import cv2
from picamera import PiCamera
from picamera.array import PiRGBArray
# import math libraries
import numpy as np
import math
# imports for pygame and display
import pygame
from pygame.locals import *
import pigame
# import for Raspberry Pi
import RPi.GPIO as GPIO
import os
import time
import sys
import subprocess
#==================================================================================================
# GPIOs
#==================================================================================================
# set GPIO numbering to Broadcom
GPIO.setmode(GPIO.BCM)
# setup GPIO for servos
GPIO.setup(26, GPIO.OUT)
GPIO.output(26, GPIO.HIGH)
pwm26=GPIO.PWM(26, 50)
pwm26.start(0)
GPIO.setup(19, GPIO.OUT)
GPIO.output(19, GPIO.HIGH)
pwm19=GPIO.PWM(19, 50)
pwm19.start(0)
# return to start
GPIO.setup(17, GPIO.IN, pull_up_down=GPIO.PUD_UP)
def GPIO17_callback(channel):
global screen
screen = 1
GPIO.add_event_detect(17, GPIO.FALLING, callback=GPIO17_callback, bouncetime=300)
# submit directory name
GPIO.setup(22, GPIO.IN, pull_up_down=GPIO.PUD_UP)
def GPIO22_callback(channel):
global screen
global pic_ins
if (screen == 6):
try:
path = "/home/pi/ece5725-finalproject/final_demo/dataset/" + str(dir_name[0])
os.mkdir(path)
except:
pass
screen = 7
pic_ins = True
GPIO.add_event_detect(22, GPIO.FALLING, callback=GPIO22_callback, bouncetime=300)
# take photos
GPIO.setup(23, GPIO.IN, pull_up_down=GPIO.PUD_UP)
def GPIO23_callback(channel):
global take_pic
if (screen == 7):
take_pic = True
GPIO.add_event_detect(23, GPIO.FALLING, callback=GPIO23_callback, bouncetime=300)
# quit button
GPIO.setup(27, GPIO.IN, pull_up_down=GPIO.PUD_UP)
def GPIO27_callback(channel):
global code_run
code_run = False
GPIO.add_event_detect(27, GPIO.FALLING, callback=GPIO27_callback, bouncetime=300)
#==================================================================================================
# PiTFT/PyGame Initializations
#==================================================================================================
# set up environment variables for piTFT_display
os.putenv('SDL_VIDEODRIVER','fbcon')
os.putenv('SDL_FBDEV','/dev/fb0')
# Environment variables for touchscreen
os.putenv('SDL_MOUSEDRV','dummy')
os.putenv('SDL_MOUSEDEV','/dev/null')
os.putenv('DISPLAY','')
# colors
WHITE = (255,255,255)
BLACK = (0,0,0)
GREEN = (0,255,0)
TEAL = (174,253,255)
# initialize screen
pygame.init()
pitft = pigame.PiTft()
width = 320
height = 240
lcd = pygame.display.set_mode((width, height))
lcd.fill(BLACK)
# Mouse display
pygame.mouse.set_visible(True)
# font sizes
font_small = pygame.font.Font(None, 25)
font_mid = pygame.font.Font(None, 30)
font_big = pygame.font.Font(None, 50)
# general circle
circenter = (160,120)
global x, y
x=0
y=0
#==================================================================================================
# PyGame State GUIs
#==================================================================================================
# 1: Init
start_surface = font_small.render('Click Button to Start', True, WHITE)
start_rect = start_surface.get_rect(center=(160,30))
# GREEN 'START' circle
start_circolor = GREEN
start_cirtext = 'START'
start_cir_surface = font_mid.render(start_cirtext, True, BLACK)
start_cir_rect = start_cir_surface.get_rect(center=circenter)
# 2: Smile
smile_surface = font_mid.render('Smile for the Camera!', True, WHITE)
smile_rect = smile_surface.get_rect(center=(160,120))
# 3: Dispensing Snack
dispense_surface = font_mid.render('Dispensing Snack', True, WHITE)
dispense_rect = dispense_surface.get_rect(center=(160,120))
open_surface = font_mid.render('Open Drawer Below', True, WHITE)
open_rect = open_surface.get_rect(center=(160,120))
thx_surface = font_mid.render('Thanks for stopping by!', True, WHITE)
thx_rect = thx_surface.get_rect(center=(160,120))
# 4: Unrecognized Select to Add to Library
add_face_surface = font_small.render('Click Button to be Recognized', True, WHITE)
add_face_rect = add_face_surface.get_rect(center=(160,30))
# TEAL 'Add Face' circle
add_face_circolor = TEAL
add_face_cirtext = 'Add Face'
add_face_cir_surface = font_mid.render(add_face_cirtext, True, BLACK)
add_face_cir_rect = add_face_cir_surface.get_rect(center=circenter)
# 5: Passcode
code_surface = font_small.render('Type Passcode', True, WHITE)
code_rect = code_surface.get_rect(center=(160,30))
attempt_code = 0 # 5 attempts to enter passcode
fail_code1_surface = font_mid.render('Unfortunately,', True, WHITE)
fail_code1_rect = fail_code1_surface.get_rect(center=(160,90))
fail_code2_surface = font_mid.render('you do not have access', True, WHITE)
fail_code2_rect = fail_code2_surface.get_rect(center=(160,120))
fail_code3_surface = font_mid.render(':(', True, WHITE)
fail_code3_rect = fail_code3_surface.get_rect(center=(160,150))
# 6: Type Directory Name Keyboard
dir_name = ['']
file_done = False
add_dir1_surface = font_small.render('Type FirstName_LastInitial', True, WHITE)
add_dir1_rect = add_dir1_surface.get_rect(center=(160,20))
add_dir2_surface = font_small.render('Click "Submit Name" Button', True, WHITE)
add_dir2_rect = add_dir2_surface.get_rect(center=(160,40))
# 7: Take Pics to Add to Library
img_counter = 0
take_pic1_surface = font_small.render('Take 25 pics at many angles ~1\' away', True, WHITE)
take_pic1_rect = take_pic1_surface.get_rect(center=(160,110))
take_pic2_surface = font_small.render('Click "Take Pic" Button', True, WHITE)
take_pic2_rect = take_pic2_surface.get_rect(center=(160,140))
# 8: Training
train_surface = font_mid.render('Training...', True, WHITE)
train_rect = train_surface.get_rect(center=(160,110))
train1_surface = font_small.render('This can take up to 10 minutes.', True, WHITE)
train1_rect = train1_surface.get_rect(center=(160,140))
train_done = False
train_done_surface = font_mid.render('Training Complete', True, WHITE)
train_done_rect = train_done_surface.get_rect(center=(160,120))
#==================================================================================================
# Facial Recognition Functions
#==================================================================================================
# function for PiCam facial recognition
def facial_recognition():
global currentname
global dispense
global screen
global frame
global face
### FACIAL RECOGNITION BOXING ###
boxes = face_recognition.face_locations(frame)
# compute the facial embeddings for each face bounding box
encodings = face_recognition.face_encodings(frame, boxes)
names = []
# loop over the facial embeddings
for encoding in encodings:
# attempt to match each face in the input image to our known encodings
matches = face_recognition.compare_faces(data["encodings"],
encoding)
name = "Unknown" #if face is not recognized, then print Unknown
# check to see if we have found a match
if True in matches:
print("looking for match")
# find the indexes of all matched faces then initialize a
# dictionary to count the total number of times each face
# was matched
matchedIdxs = [i for (i, b) in enumerate(matches) if b]
counts = {}
# loop over the matched indexes and maintain a count for
# each recognized face face
for i in matchedIdxs:
name = data["names"][i]
counts[name] = counts.get(name, 0) + 1
# determine the recognized face with the largest number
# of votes (note: in the event of an unlikely tie Python
# will select first entry in the dictionary)
name = max(counts, key=counts.get)
#If someone in your dataset is identified, print their name on the screen
if currentname != name:
print("matched!")
currentname = name
dispense = 1 # change to 1
print("current name: " + str(currentname))
# update the list of names
names.append(name)
# change to screen 2 when see a face
if screen == 2:
face = True
# loop over the recognized faces
for ((top, right, bottom, left), name) in zip(boxes, names):
# draw the predicted face name on the image - color is in BGR
cv2.rectangle(frame, (left, top), (right, bottom),
(0, 255, 225), 2)
y = top - 15 if top - 15 > 15 else top + 15
cv2.putText(frame, name, (left, y), cv2.FONT_HERSHEY_SIMPLEX,
.8, (0, 255, 255), 2)
frame = np.fliplr(frame)
frame = np.rot90(frame)
frame = cv2.cvtColor(frame,cv2.COLOR_BGR2RGB)
surf = pygame.surfarray.make_surface(frame)
lcd.fill(BLACK)
lcd.blit(surf,(0,0))
pygame.display.update()
pitft.update()
# display camera stream at least for 1 sec before transitioning states
if face:
time.sleep(1)
face = False
screen = 3
# function to add face to library
def add_to_library():
global take_pic
global img_name
global img_counter
global screen
take_pic = False
img_name = "dataset/"+ dir_name[0] +"/image_{}.jpg".format(img_counter)
cv2.imwrite(img_name, frame)
print("{} written!".format(img_name))
img_counter += 1
if img_counter == 25 :
img_counter = 0
screen = 8
# function to re-train facial recognition model
def train_model():
global train_done
# our images are located in the dataset folder
print("[INFO] start processing faces...")
imagePaths = list(paths.list_images("/home/pi/ece5725-finalproject/final_demo/dataset"))
# initialize the list of known encodings and known names
knownEncodings = []
knownNames = []
# loop over the image paths
for (i, imagePath) in enumerate(imagePaths):
# extract the person name from the image path
print("[INFO] processing image {}/{}".format(i + 1,
len(imagePaths)))
name = imagePath.split(os.path.sep)[-2]
# load the input image and convert it from RGB (OpenCV ordering)
# to dlib ordering (RGB)
image = cv2.imread(imagePath)
rgb = cv2.cvtColor(image, cv2.COLOR_BGR2RGB)
# detect the (x, y)-coordinates of the bounding boxes
# corresponding to each face in the input image
boxes = face_recognition.face_locations(rgb,
model="hog")
# compute the facial embedding for the face
encodings = face_recognition.face_encodings(rgb, boxes)
# loop over the encodings
for encoding in encodings:
# add each encoding + name to our set of known names and
# encodings
knownEncodings.append(encoding)
knownNames.append(name)
# dump the facial encodings + names to disk
print("[INFO] serializing encodings...")
data = {"encodings": knownEncodings, "names": knownNames}
f = open("/home/pi/ece5725-finalproject/final_demo/encodings.pickle", "wb")
f.write(pickle.dumps(data))
f.close()
train_done = True
#==================================================================================================
# Servo Functions
#==================================================================================================
# function to dispense snack
def dispense_snack():
pwm26.ChangeDutyCycle(8) # CW
time.sleep(0.6)
pwm26.ChangeDutyCycle(0) # STOP
time.sleep(0.6)
pwm26.ChangeDutyCycle(1) # CCW
time.sleep(0.6)
pwm26.ChangeDutyCycle(0) # STOP
# function to dispense marble
def dispense_marble():
pwm19.ChangeDutyCycle(8) # CW
time.sleep(0.5)
pwm19.ChangeDutyCycle(0) # STOP
time.sleep(0.5)
pwm19.ChangeDutyCycle(1) # CCW
time.sleep(0.5)
pwm19.ChangeDutyCycle(0) # STOP
#==================================================================================================
# Passcode/Keyboard Functions
#==================================================================================================
# function to draw dashed line for passcode
def draw_dash():
pygame.draw.line(lcd, WHITE, (125, 98), (141,98), 3)
pygame.draw.line(lcd, WHITE, (144, 98), (160,98), 3)
pygame.draw.line(lcd, WHITE, (163, 98), (179,98), 3)
pygame.draw.line(lcd, WHITE, (182, 98), (198,98), 3)
# number button parameters
num_dim = (62, 40)
gap = 1
one_pos = (3,156)
six_pos = (3,198)
num_recs = {
'1' : pygame.Rect(one_pos , num_dim),
'2' : pygame.Rect((one_pos[0] + (num_dim[0] + gap) , one_pos[1]), num_dim),
'3' : pygame.Rect((one_pos[0] + (num_dim[0] + gap) * 2, one_pos[1]), num_dim),
'4' : pygame.Rect((one_pos[0] + (num_dim[0] + gap) * 3, one_pos[1]), num_dim),
'5' : pygame.Rect((one_pos[0] + (num_dim[0] + gap) * 4, one_pos[1]), num_dim),
'6' : pygame.Rect(six_pos , num_dim),
'7' : pygame.Rect((six_pos[0] + (num_dim[0] + gap) , six_pos[1]), num_dim),
'8' : pygame.Rect((six_pos[0] + (num_dim[0] + gap) * 2, six_pos[1]), num_dim),
'9' : pygame.Rect((six_pos[0] + (num_dim[0] + gap) * 3, six_pos[1]), num_dim),
'0' : pygame.Rect((six_pos[0] + (num_dim[0] + gap) * 4, six_pos[1]), num_dim)
}
# function to draw number buttons
def draw_num_button():
for key, rectangle in num_recs.items():
pygame.draw.rect(lcd, WHITE, rectangle)
text_surface = font_mid.render(key, True, BLACK)
lcd.blit(text_surface, (rectangle[0]+25, rectangle[1]+10))
# passcode parameters
code_texts = ['']
code_texts_position = (125, 65)
code_cursor_position = (125, 65)
code_cursor_position = ( len( code_texts[len( code_texts ) - 1] ), len( code_texts ) - 1 )
# function to draw passcode
def draw_num_text():
for text in code_texts:
code_text_surface = font_big.render( text, True, WHITE )
lcd.blit( code_text_surface, code_text_surface.get_rect(topleft = code_texts_position) )
# function to check if passcode is correct
def check_passcode():
global attempt_code
global screen
if len(code_texts[code_cursor_position[1]]) >= 4:
lcd.fill(BLACK)
draw_num_text()
draw_num_button()
draw_dash()
pygame.display.flip()
pitft.update()
if code_texts[code_cursor_position[1]] == '5725':
attempt_code = 0
screen = 6
elif attempt_code == 4:
time.sleep(1)
attempt_code = 0
# update piTFT with failed message before returning to init screen
lcd.fill(BLACK) # erase workspace
lcd.blit(fail_code1_surface, fail_code1_rect)
lcd.blit(fail_code2_surface, fail_code2_rect)
lcd.blit(fail_code3_surface, fail_code3_rect)
pygame.display.update()
pitft.update()
time.sleep(2)
screen = 1
else:
attempt_code += 1
# keyboard button parameters - horizontal
q_origin = ( 1, 146 )
a_origin = ( 16, 169 )
z_origin = ( 32, 192 )
space_origin = ( 119, 215 )
key_dimensions = ( 30, 21 )
space_dimensions = ( 50, 21 )
width_gap = 2
rectangles = {
'q' : pygame.Rect( q_origin, key_dimensions ),
'w' : pygame.Rect( ( q_origin[0] + ( key_dimensions[0] + width_gap ) * 1, q_origin[1] ), key_dimensions ),
'e' : pygame.Rect( ( q_origin[0] + ( key_dimensions[0] + width_gap ) * 2, q_origin[1] ), key_dimensions ),
'r' : pygame.Rect( ( q_origin[0] + ( key_dimensions[0] + width_gap ) * 3, q_origin[1] ), key_dimensions ),
't' : pygame.Rect( ( q_origin[0] + ( key_dimensions[0] + width_gap ) * 4, q_origin[1] ), key_dimensions ),
'y' : pygame.Rect( ( q_origin[0] + ( key_dimensions[0] + width_gap ) * 5, q_origin[1] ), key_dimensions ),
'u' : pygame.Rect( ( q_origin[0] + ( key_dimensions[0] + width_gap ) * 6, q_origin[1] ), key_dimensions ),
'i' : pygame.Rect( ( q_origin[0] + ( key_dimensions[0] + width_gap ) * 7, q_origin[1] ), key_dimensions ),
'o' : pygame.Rect( ( q_origin[0] + ( key_dimensions[0] + width_gap ) * 8, q_origin[1] ), key_dimensions ),
'p' : pygame.Rect( ( q_origin[0] + ( key_dimensions[0] + width_gap ) * 9, q_origin[1] ), key_dimensions ),
'a' : pygame.Rect( ( a_origin, key_dimensions ) ),
's' : pygame.Rect( ( a_origin[0] + ( key_dimensions[0] + width_gap ) * 1, a_origin[1] ), key_dimensions ),
'd' : pygame.Rect( ( a_origin[0] + ( key_dimensions[0] + width_gap ) * 2, a_origin[1] ), key_dimensions ),
'f' : pygame.Rect( ( a_origin[0] + ( key_dimensions[0] + width_gap ) * 3, a_origin[1] ), key_dimensions ),
'g' : pygame.Rect( ( a_origin[0] + ( key_dimensions[0] + width_gap ) * 4, a_origin[1] ), key_dimensions ),
'h' : pygame.Rect( ( a_origin[0] + ( key_dimensions[0] + width_gap ) * 5, a_origin[1] ), key_dimensions ),
'j' : pygame.Rect( ( a_origin[0] + ( key_dimensions[0] + width_gap ) * 6, a_origin[1] ), key_dimensions ),
'k' : pygame.Rect( ( a_origin[0] + ( key_dimensions[0] + width_gap ) * 7, a_origin[1] ), key_dimensions ),
'l' : pygame.Rect( ( a_origin[0] + ( key_dimensions[0] + width_gap ) * 8, a_origin[1] ), key_dimensions ),
'z' : pygame.Rect( z_origin, key_dimensions ),
'x' : pygame.Rect( ( z_origin[0] + ( key_dimensions[0] + width_gap ) * 1, z_origin[1] ), key_dimensions ),
'c' : pygame.Rect( ( z_origin[0] + ( key_dimensions[0] + width_gap ) * 2, z_origin[1] ), key_dimensions ),
'v' : pygame.Rect( ( z_origin[0] + ( key_dimensions[0] + width_gap ) * 3, z_origin[1] ), key_dimensions ),
'b' : pygame.Rect( ( z_origin[0] + ( key_dimensions[0] + width_gap ) * 4, z_origin[1] ), key_dimensions ),
'n' : pygame.Rect( ( z_origin[0] + ( key_dimensions[0] + width_gap ) * 5, z_origin[1] ), key_dimensions ),
'm' : pygame.Rect( ( z_origin[0] + ( key_dimensions[0] + width_gap ) * 6, z_origin[1] ), key_dimensions ),
'←' : pygame.Rect( ( z_origin[0] + ( key_dimensions[0] + width_gap ) * 7, z_origin[1] ), key_dimensions ),
'Space' : pygame.Rect( space_origin, space_dimensions ),
'_' : pygame.Rect( ( space_origin[0] + ( space_dimensions[0] + width_gap ) * 1, space_origin[1] ), key_dimensions )
}
# function to draw keyboard buttons
def draw_keyboard():
# Loop through the rectangle directory
for key, rectangle in rectangles.items():
# Draw the rectangle to the screen
pygame.draw.rect( lcd, WHITE, rectangle )
# Draw the keyboard text
if key == 'Space':
key_text_surface = font_mid.render( '', True, BLACK ) # WHITE
else:
key_text_surface = font_mid.render( key, True, BLACK ) # WHITE
lcd.blit(key_text_surface, (rectangle[0]+8, rectangle[1]))
# typed name parameters
key_texts_position = ( 160, 90 )
key_cursor_position = ( 0, 0 )
# function to draw typed name
def draw_text():
# Keep track of the horizontal offset for the sake of new lines and text wrapping
for text in dir_name:
key_text_surface = font_big.render( text, True, WHITE )
lcd.blit( key_text_surface, key_text_surface.get_rect(center = key_texts_position) )
#==================================================================================================
# Start up
#==================================================================================================
# time-out
time_limit = 3600
start_time= time.time()
# initialize flags
code_run = True
pic_ins = False
take_pic = False
face = False
dispense = 0 # 0=marble, 1=snack
# initialize screen state
screen = 1
# Facial Recognition Initialization
currentname = "unknown"
# Determine faces from encodings.pickle file model created from train_model.py
encodingsP = "/home/pi/ece5725-finalproject/final_demo/encodings.pickle"
# load the known faces and embeddings along with OpenCV's Haarcascade for face detection
print("[INFO] loading encodings + face detector...")
data = pickle.loads(open(encodingsP, "rb").read())
# initialize the video stream and allow the camera sensor to warm up
vs = VideoStream(usePiCamera=True).start()
time.sleep(2)
name = ""
# start the FPS counter
fps = FPS().start()
#==================================================================================================
# Main Loop
#==================================================================================================
while (code_run):
lcd.fill(BLACK) # erase workspace
### STATE LOGIC ###
if (screen == 1): ### SCREEN 1: Start ###
# resets for multiple rounds
currentname = "unknown"
dir_name = ['']
key_texts_position = ( 160, 90 )
lcd.blit(start_surface, start_rect)
pygame.draw.circle(lcd, start_circolor, circenter, 60)
lcd.blit(start_cir_surface, start_cir_rect)
### SCREEN 2: Smile ###
elif screen == 2:
lcd.blit(smile_surface, smile_rect)
frame = vs.read()
frame = imutils.resize(frame, width=500)
facial_recognition()
elif (screen == 3): ### SCREEN 3: Dispensing ###
# update piTFT as servos move
lcd.blit(dispense_surface, dispense_rect)
pygame.display.update()
pitft.update()
# move servos
if dispense == 1: # dispense snack
dispense_snack()
if dispense == 0: # dispense marble
dispense_marble()
# update piTFT before thx screen
lcd.fill(BLACK) # erase workspace
lcd.blit(open_surface, open_rect)
pygame.display.update()
pitft.update()
time.sleep(3)
# different paths for recognized vs not
if dispense:
# update piTFT before returning to init screen
lcd.fill(BLACK) # erase workspace
lcd.blit(thx_surface, thx_rect)
pygame.display.update()
pitft.update()
time.sleep(2)
dispense = 0 # reset dispense flag
screen = 1
else:
screen = 4
elif (screen == 4): ### SCREEN 4: Click to Add Face ###
lcd.blit(add_face_surface, add_face_rect)
pygame.draw.circle(lcd, add_face_circolor, circenter, 60)
lcd.blit(add_face_cir_surface, add_face_cir_rect)
elif (screen == 5): ### SCREEN 5: Passcode ###
lcd.blit(code_surface, code_rect)
draw_num_text()
draw_num_button()
draw_dash()
elif (screen == 6): ### SCREEN 6: Keyboard ###
lcd.blit(add_dir1_surface, add_dir1_rect)
lcd.blit(add_dir2_surface, add_dir2_rect)
draw_keyboard()
draw_text()
### SCREEN 7: Add Face ###
elif screen == 7:
if pic_ins:
# display take pic instructions upon 1st entry
lcd.fill(BLACK)
lcd.blit(take_pic1_surface, take_pic1_rect)
lcd.blit(take_pic2_surface, take_pic2_rect)
pygame.display.update()
pitft.update()
time.sleep(2)
pic_ins = False
frame = vs.read()
frame = imutils.resize(frame, width=500)
# take pic only when button 23 pressed (screen = 7)
if (take_pic):
add_to_library()
facial_recognition()
elif (screen == 8): ### SCREEN 8: Training Model ###
cv2.destroyAllWindows()
# update piTFT before calling train_model()
lcd.blit(train_surface, train_rect)
lcd.blit(train1_surface, train1_rect)
pygame.display.update()
pitft.update()
if train_done:
# update piTFT before returning to init screen
lcd.fill(BLACK)
lcd.blit(train_done_surface, train_done_rect)
pygame.display.update()
pitft.update()
time.sleep(2)
# Facial Recognition Initialization (for after retraining)
currentname = "unknown"
# Determine faces from encodings.pickle file model created from train_model.py
encodingsP = "/home/pi/ece5725-finalproject/final_demo/encodings.pickle"
# load the known faces and embeddings along with OpenCV's Haarcascade for face detection
print("[INFO] loading encodings + face detector...")
data = pickle.loads(open(encodingsP, "rb").read())
name = ""
# reset flag
train_done = False
screen = 1
else:
train_model()
### ADD TOUCHSCREEN EVENT TO PYGAME EVENT QUEUE ###
for event in pygame.event.get():
if(event.type is pygame.MOUSEBUTTONUP):
x,y = pygame.mouse.get_pos()
touch_pt=(x,y)
# circle button boundary
euc_dist = math.dist(circenter, touch_pt)
if euc_dist <= 60:
if (screen == 1): # start
screen = 2
elif (screen == 4): # add face
screen = 5
# touchscreen passcode
elif screen == 5:
for key, rectangle in num_recs.items():
if(rectangle.collidepoint(touch_pt)):
code_texts[code_cursor_position[1]] += key
code_cursor_position = ( code_cursor_position[0] + 1, code_cursor_position[1] )
check_passcode()
# touchscreen keyboard
elif screen == 6:
for key, rectangle in rectangles.items():
if(rectangle.collidepoint(touch_pt)):
if( key == '←' ):
dir_name[key_cursor_position[1]] = dir_name[key_cursor_position[1]][:len(dir_name[key_cursor_position[1]]) - 1]
# We then move the cursor positon back one
key_cursor_position = ( key_cursor_position[0] - 1, key_cursor_position[1] )
elif( key == 'Space' ):
# Append the space character
dir_name[key_cursor_position[1]] += ' '
# Bump the cursor position
key_cursor_position = ( key_cursor_position[0] + 1, key_cursor_position[1] )
else:
dir_name[key_cursor_position[1]] += key
key_cursor_position = ( key_cursor_position[0] + 1, key_cursor_position[1] )
if len(dir_name[key_cursor_position[1]]) == 18:
try:
path = "/home/pi/ece5725-finalproject/final_demo/dataset/" + str(dir_name[0])
os.mkdir(path)
except:
pass
screen = 7
pic_ins = True
# pause screen before resetting passcode
if len(code_texts[code_cursor_position[1]]) == 4:
time.sleep(0.7)
code_texts = ['']
# Display GUI on piTFT
pygame.display.update()
pitft.update()
# time-out
now=time.time()
elapsed_time=now-start_time
if (elapsed_time>time_limit):
code_run = False
fps.update()
#==================================================================================================
# Exit Main (clean up)
#==================================================================================================
# stop the timer and display FPS information
cv2.destroyAllWindows()
fps.stop()
vs.stop()
pygame.quit()
GPIO.cleanup()
del(pitft)
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