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- import math
-
- import cv2
- import logging
- import numpy as np
- import random as rd
-
- NO_MOD = 0
- FACE_GLITCH = 1
- FACE_DRAG = 2
- EYE_CENSOR = 3
- EYE_DRAG = 4
-
- EYES = 100
- FACE = 101
-
- logger = logging.getLogger("mods")
-
-
- # The following function is used to determine the placement of
- # text, at the moment it is incomplete
- # function takes corners and text
- # and resturns top left corner that
- # centers text and the angle needed
- def pos_and_angle(pts):
- # find left top most coordinate
- dist = np.inf
- # left = pts[0]
- for cr in pts:
- if (cr[0] ** 2 + cr[1] ** 2) ** 0.5 < dist:
- dist = (cr[0] ** 2 + cr[1] ** 2) ** 0.5
- # left = cr
- # first find angle
- return 1
-
-
- def determine_face_mod(eyes_present):
- function_list = [
- (lambda x, y: x, FACE),
- (face_glitch, FACE),
- (face_drag, FACE),
- (eye_censor, EYES),
- (eye_drag, EYES)
- ]
-
- function_index = rd.randint(0, 4) if eyes_present else rd.randint(0, 2)
-
- return function_list[function_index]
-
-
- def eye_drag(img, eyes):
- # make sure there are only two eyes per face
- if len(eyes) > 2:
- eye1 = eyes[0]
- eye2 = eyes[0]
- size = 0
- for itr in range(0, len(eyes)):
- if eyes[itr][2] * eyes[itr][3] > size:
- size = eyes[itr][2] * eyes[itr][3]
- eye1 = eyes[itr]
- size = 0
- for itr in range(0, len(eyes)):
- if eyes[itr][2] * eyes[itr][3] > size and not np.array_equal(eyes[itr], eye1):
- size = eyes[itr][2] * eyes[itr][3]
- eye2 = eyes[itr]
- eyes = [eye1, eye2]
-
- # there should only be two eyes now
- for eye in eyes:
- # find width of eye
- iwid = eye[2]
- strp = int(round(iwid / 20.))
- num_glitches = int(eye[2] / strp)
- line = rd.randint(1, eye[3])
- line += eye[1]
- line = int(eye[1] + eye[3] / 2)
- for itr in range(0, num_glitches):
- # edit the second parameter to change eye drop chance
- drop = rd.randint(10, 200)
- # if the line drop is too low, shorten it
- if line + drop > img.shape[0]:
- drop = img.shape[0] - line
- img[line:line + drop, eye[0] + itr * strp:eye[0] + itr * strp + strp] = \
- img[line, eye[0] + itr * strp:eye[0] + itr * strp + strp]
-
-
- def eye_censor(img, eyes):
- if len(eyes) < 2:
- logger.warning("Failed to generate censor, less than two eyes present")
- return
- # cenH = 40
- # get centroids of eyes
- c1 = np.array([eyes[0][0] + eyes[0][2] / 2.0, eyes[0][1] + eyes[0][3] / 2.0])
- c2 = np.array([eyes[1][0] + eyes[1][2] / 2.0, eyes[1][1] + eyes[1][3] / 2.0])
- # find the corners of the bar
- # find vector of the two centroids
- vec = c1 - c2
- # unitize vector
- vec = vec / (vec[0] ** 2.0 + vec[1] ** 2.0) ** 0.5
- # perpendicular vector
- per_vec = np.array([vec[1], vec[0] * (-1)])
- # change these value to adjust height and width of
- # censor bar
- w_ex = 40
- mag = 75
- cr1 = per_vec * w_ex + c1
- cr2 = c1 - per_vec * w_ex
- cr3 = per_vec * w_ex + c2
- cr4 = c2 - per_vec * w_ex
- cr1 += vec * mag
- cr2 += vec * mag
- cr3 -= vec * mag
- cr4 -= vec * mag
- # round all values
- pts = np.array([cr1, cr2, cr4, cr3])
- cv2.fillPoly(img, np.array([pts], dtype=np.int32), (0, 0, 0))
- #########################################################
- # The following code is incomplete. It's purpose is to randomly
- # add text to the censor bar
- # roll to see if to add text
- # textc = rd.randint(0,2)
- # textc = 1
- # if textc == 1:
- # text = open("elements/censor.txt","r")
- # allText = text.read()
- # possText = allText.split(";")
- # dec = rd.randint(0,len(possText))
- # use = possText[dec]
- # #calculate text position and angle
- # # info = posAndAngle(pts,use)
- # font = cv2.FONT_HERSHEY_SIMPLEX
- # cv2.putText(img,use,(int(cr1[0]),int(cr1[1])), font, 1,(255,255,255),2,cv2.LINE_AA)
- ############################################################
-
-
- def face_drag(img, face):
- h, w, d = img.shape
- # 0 is horizontal 1 is veritical
- ornt = rd.randint(0, 2)
- if ornt == 0:
- line = rd.randint(face[1] + 25, face[1] + face[3] - 25)
- # 0 is up 1 is down
- direction = rd.randint(0, 2)
- if direction == 0:
- img[0:line, face[0]:face[0] + face[2]] = img[line, face[0]:face[0] + face[2]]
- else:
- img[line:h, face[0]:face[0] + face[2]] = img[line, face[0]:face[0] + face[2]]
- else:
- line = rd.randint(face[0] + 25, face[0] + face[2] - 25)
- # 0 is left 1 is right
- direction = rd.randint(0, 2)
- if direction == 0:
- img[face[1]:face[1] + face[3], 0:line] = img[face[1]:face[1] + face[3], line:line + 1]
- else:
- img[face[1]:face[1] + face[3], line:w] = img[face[1]:face[1] + face[3], line:line + 1]
-
-
- def face_glitch(img, face):
- height, width, d = img.shape
- # pixels segments of 40
- div = rd.randint(10, 100)
- strp = int(round(face[3] / (div * 1.0)))
- num_glitches = face[3] / strp
- if type(num_glitches) == np.float64:
- num_glitches = math.floor(num_glitches)
- for itr in range(0, num_glitches):
- # play with the second parameter to increase "glitchiness"
- rng = rd.randint(15, 100)
- right_ext = face[0] + face[2] + rng
- left_ext = face[0] + face[2] - rng
- # make sure extremes don't go out of bounds
- if left_ext < 0:
- left_ext = 0
- if right_ext >= width:
- right_ext = width
- # randomize static direction
- # 1 moves left, 2 moves right
- dec = rd.randint(1, 2)
- back_bound = face[0] + rng
- if dec % 2 == 0:
- diff = 0
- # make corrections if glitch falls outside of image
- if face[0] + face[2] + rng >= width:
- diff = face[0] + face[2] + rng - width
- img[face[1] + (itr * strp):face[1] + (itr * strp + strp), (face[0] + rng):right_ext] = \
- img[face[1] + (itr * strp):face[1] + (itr * strp + strp), face[0]:face[0] + face[2] - diff]
- else:
- diff = 0
- # make corrections if glitch falls outside of image
- if back_bound < 0:
- diff = abs(back_bound)
- back_bound = 0
- old = img[face[1] + (itr * strp):face[1] + (itr * strp + strp), back_bound:left_ext]
- new = img[face[1] + (itr * strp):face[1] + (itr * strp + strp), face[0]:face[0] + face[2] - diff]
- if old.shape != new.shape:
- logger.warning("Shape mismatch: %s vs %s" % (old.shape, new.shape, ))
- return
-
- img[face[1] + (itr * strp):face[1] + (itr * strp + strp), back_bound:left_ext] = \
- img[face[1] + (itr * strp):face[1] + (itr * strp + strp), face[0]:face[0] + face[2] - diff]
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