camera-control | Simple command-line application | Camera library
kandi X-RAY | camera-control Summary
kandi X-RAY | camera-control Summary
Simple command-line application for controlling camera settings through V4L2.
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QUESTION
I am trying to use Google's model viewer to load 3D models. It has a button. But I want that button to be visible after the model is completely loaded. So, I used to use this Vanilla JavaScript code
...ANSWER
Answered 2021-Apr-15 at 22:57You need to control element within a React wrapper. See react-model-viewer, this is is their wrapper
QUESTION
In a 3D Plotly plot the camera center defaults to (0,0,0), where, as far as I understand, (0,0,0) refers to the centre of the 3D volume occupied by the plot, not the coordinate (0,0,0).
These values can be changed via layout.scene.camera.center
as documented here and here. However, I can't work out what units are being used, nor can I find this information in the documentation.
E.g. if I change the camera center to (1,1,1), where is this in relation to my plot? From a bit of experimenting I have discovered that:
- (1,1,1) puts the camera center outside the volume occupied by my plot, but I can't figure out how far outside,
- (0.5, 0.5, 0.5) put the camera center near, but not exactly on, one of the edges of the volume occupied by the plot; sometimes it is near a corner of the volume, sometimes it is along an edge.
ANSWER
Answered 2020-Oct-06 at 19:36Note: I'm not 100% sure that my answer relates to plotly-python, but it works that way in plotly-js so I suppose it should be the same.
By default camera's center is set to (0, 0, 0)
, that is the visual center of your plot. So, assuming following edge values on axes:
- x: [10, 110],
- y: [0, 50],
- z: [1, 11],
Center point will have coords of (60, 25, 6)
(e.g. for x: (10 + 110) / 2 == 60
).
To calculate camera coords corresponding to some point
within your plot's axes, you can use the following formula (given example is for x
axis, but is valid for any):
QUESTION
I have a Tomcat running a JavaWebApplication within I want to use the element (info here) to display a 3D model with 'changable' textures. Therefore I want to get the necessary gltf file from a Servlet, so I can take impact on it, rather than just accessing a file. I know, that both (the gltf structure as well as the model-viewer in my webapp) work, as it works flawlessly if i refer the src like this:
ANSWER
Answered 2020-Jul-16 at 13:28A JSON *.gltf
file, by itself, might or might not have all the parts of the model included. It may reference an external .bin
file, and textures as external .jpg
and .png
files. The BIN file in particular contains 32-bit float vertex data, so without that file you won't see a single polygon.
You can check the contents of the .gltf
to see if it's there: Search for .bin
, .jpg
, and .png
. The .bin
would be listed in a section called buffers
, and the images listed in a section called images
.
Also, check the DevTools Network tab, to see if actually requested those external files, and what the response was for each one.
For hosting on websites, .glb
is typically the best form, as all of these extra parts are bundled into a single download. GLB is intended to give the best performance on the web, of any of glTF's various flavors.
QUESTION
...ANSWER
Answered 2020-May-27 at 14:08It seems to appear that this is an ongoing issue with model-viewer
as it is still in development. I would go leave some feedback on their github page, or see if this issue matches yours.
QUESTION
First off I'm very new to Unity so bear with me. I have a drop down menu that changes to different cameras when the user wants to change camera view. The problem I have with this is that if you change the view at all like using the mouse wheel to zoom in or out the view stays zoomed in or out still when you change cameras, instead of resetting to the starting position when you switch cameras. I would like to make it so when you change cameras the starting position of the mouse resets. I have a function called "reset()" in my script that handles mouse movement that I call from a different script that when you change the cameras with the drop down I want it to reset the starting variables back to the starting position. Any guidance on this would be much appreciated. The reset function is at the bottom of my code. I am trying to store the starting position in private Vector3 positionStore; and trying to execute transform.position = positionStore; to do the actual transformation.
...ANSWER
Answered 2020-Feb-11 at 20:39The problem here is that your LateUpdate() is firing after your Reset(), and the desiredDistance parameter remains unchanged. What's happening is you reset the position of your game object, but in the LateUpdate(), the position is being set back the zoomed distance. You'll want to reset your desiredDistance in your Reset() method. It will fixed your problem.
QUESTION
Im using the following Camera script (link) for all players. The script zooms in and out to capture all players. There are 4 players total in game. Testing with 2 right now. I cannot get the child object of the network player (the Kitty_Orange's transform) to automatically attach to the camera.
Child object has the Player tag.
https://learn.unity.com/tutorial/camera-control?projectId=5c5149c5edbc2a001fd5be95#5c7f8528edbc2a002053b398
I have a GameSetupController.cs that instantiates the player into the scene. This seems the most appropriate place to add the transform of the avatar to the camera. When player enters game scene I get a null reference.
Error when trying to dynamically add transforms to Camera m_Targets transform array.
WITH DEBUG
ANSWER
Answered 2019-Nov-13 at 07:25Your CC object is null, that's where the Null references are coming from. GetComponent
will only find Components attached to the same GameObject as the script invoking it. If the objects are added to the scene statically in editor, you can use [SerializeField]
attribute to make the private object visible in inspector and assign the reference manually. Find
methods are generally expensive, so if you can avoid using them by storing the references in a common place or setting them up beforehand, that's the recommended approach.
QUESTION
I'm trying to make a tower defense game. It's 3D but mostly viewed from above (2D). But if I right-click the mouse the camera can zoom and roam using WASD keys. This works.
However, beside the playing field I have a sidebar where I pick which towers to build and so forth. But when in zooming/roaming the sidebar becomes useless, so I want to hide it.
I'm trying to do that from the camera-script, so I added a script-component to the sidebar to make it static (accessible from anderswo):
...ANSWER
Answered 2019-Sep-10 at 10:39GameObject is the name of the class, the actual instance is referenced using lowercase gameObject, so change:
QUESTION
I'm trying to use Logitech BRIO in 3840x2160
resolution, when I execute the python code, a window opens with the camera image (in 3840x2160
), but when I save a frame, the program creates a image in 1920x1080
. How can I save the image in 4k
high resolution?
I'm using opencv-python==4.1.0.25
ANSWER
Answered 2019-Jul-11 at 21:16You can make your own custom resize function to upscale and maintain aspect ratio then save the image. I tested it on my IP camera instead of a webcam.
Here's the resize function
QUESTION
I am working on an RTS game and would like to support the camera to rotate around the current center of the screen on mouse button pressed, just like in any RTS, strategy game.
I tried the MouseOrbitImproved script as shown on the unity wiki (copied below), but it needs a target object used by the camera to rotate around. My problem is that my target is always the current center of the screen.
Any idea how to achieve this, but only while the middle mouse button is pressed?
...ANSWER
Answered 2019-May-28 at 18:29In your orbit function, where you determine the object to orbit around, raycast a ray from the center of the screen and orbit around the collision:
QUESTION
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour
{
public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityX = 15F;
public float sensitivityY = 15F;
public float minimumX = -360F;
public float maximumX = 360F;
public float minimumY = -60F;
public float maximumY = 60F;
float rotationY = 0F;
void Update()
{
if (axes == RotationAxes.MouseXAndY)
{
float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
}
else if (axes == RotationAxes.MouseX)
{
transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
}
else
{
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
}
}
void Start()
{
//if(!networkView.isMine)
//enabled = false;
// Make the rigid body not change rotation
//if (rigidbody)
//rigidbody.freezeRotation = true;
}
}
...ANSWER
Answered 2019-May-19 at 17:18Get the first Touch
, then use touch.deltaPosition
to find how much the touch has moved since the last update. Then, you can scale with screen size and sensitivity.
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