kandi X-RAY | Camera Summary
kandi X-RAY | Camera Summary
Android camera app to get manual control over focus, shuttertime, iso and white balance.
Top functions reviewed by kandi - BETA
- Resume camera
- Get camera permission
- Open camera
- Returns true if the user has permission to write external storage
- Initialize the camera
- Set the OnClickListeners
- Convert a kelvin value to RGB channel vector
- This method initializes the view
- Activates the camera
- Returns the selected value
- Deactivates all the currently active slider buttons
- Start capturing
- Get the screen size
- Returns the optimal size for the given sizes
- Performs the actual drawing on the canvas
- Get a copy of a bitmap
- Runs the buffered image
- Convert an exposure time fraction into seconds
- Creates the image file
- Create a LinearLayout for the values in the context
- Mark the selected value
Camera Key Features
Camera Examples and Code Snippets
Trending Discussions on Camera
The highest Y position that is shown in my camera is 5 and -5. For the X its 10. I'm making a tower defense game and I want the tower to follow my mouseposition after I buy it until I click on a place in the track to build/ place it. I got so confused because I couldn't see my tower at all but now I realized that my mouse coordinates are HUGE. It's up to the hundreds on each axis. My screen obviously can't fit that. I tried even dividing the mouseposition in a vector 2 by 45 and making an offset so it can fit well. Unfortunately I have to change the values depending on the screen size so that can't work. I don't know if it matters but here's my script? This script get's called after the tower gets instantiated from the store. The store button is in the canvas if that helps? Maybe the canvas is why everything is off? How do I fix it?...
ANSWERAnswered 2021-Jun-15 at 15:03
Input.MousePosition is measured in terms of pixels on your screen. Let's say you have a 1080p monitor - 1920 x 1080 - which is pretty common these days, that means
Input.MousePosition will be in the following range when your game is fullscreen:
- x: 0 to 1919
- y: 0 to 1079
The actual world units - the units as seen in your scene - don't matter at all and can be basically anything.
Another thing of note is that your gameworld is 3D and the physical screen is 2D. Assuming your camera is looking into open space in your world, a single pixel on the screen is represented by an infinite line in the 3D world. This line is called a ray, and you can turn a 2D screen position into a ray via Camera.ScreenPointToRay, and then find what 3D objects that line intersects with via a Physics.Raycast.
In this minimal example, I'm adding a THREE.SphereGeometry to a THREE.Group and then adding the group to the scene. Once I've rendered the scene, I want to remove the group from the scene & dispose of the geometry....
ANSWERAnswered 2021-Jun-15 at 10:37
Ideally, your cleanup should look like this:
I have been learning Unity for the last few weeks in order to create a simple ant simulation. The way I was rendering everything was writing to a texture the size of the camera in the
Update function. It works, but problem is that it is extremely slow, getting only around 3-4 FPS doing so. What could be done to speed it up? Maybe a completely different way of rendering?
Here is the code of a simple test where some Ants just move around in random directions. I have the
AntScript.cs attached to the camera with a texture under a
Canvas where everything is being written to.
ANSWERAnswered 2021-Jun-15 at 08:58
This is already way more efficient!
I need a way to take photos programmatically from a macOS app and I am using
AVCapturePhotoOutput to achieve this.
First I initialize the camera with...
ANSWERAnswered 2021-Jun-15 at 08:38
As Bhargav Rao deleted my previous answer, I will add a new one.
ANSWERAnswered 2021-Jun-15 at 01:45
You should call the function like this
checkBasket(amazonBasket, "camera"); instead where amazonBasket is an object and camera is the key you want to look up.
A better/cleaner solution would be
I have a sound that I wish to play.
ANSWERAnswered 2021-Jun-15 at 04:42
stop a sound, but
pause it with
Here is my question, i will list them to make it clear:
- I am writing a program drawing squares in 2D using instancing.
- My camera direction is (0,0,-1), camera up is (0,1,0), camera position is (0,0,3), and the camera position changes when i press some keys.
- What I want is that, when I zoom in (the camera moves closer to the square), the square's size(in the screen) won't change. So in my shader:
ANSWERAnswered 2021-Jun-14 at 21:58
Sounds like you use a perspective projection, and the formula you use in steps 1 and 2 won't work because VP * vec4 will in the general case result in a
vec4(x,y,z,w) with the
!= 1, and adding a
vec4(a,b,0,0) to that will just get you
vec3( (x+a)/w, (y+b)/w, z) after the perspective divide, while you seem to want
vec3(x/w + a, y/w +b, z). So the correct approach is to scale
w and add that before the divde:
vec4(x+a*w, y+b*w, z, w).
Note that when you move your camera closer to the geometry, the effective
w value will approach towards zero, so
(x+a)/w will be a greater than
x/w + a, resulting in your geometry getting bigger.
I'm trying to play a sound just once when a marker is detected with the A-frame and AR.JS libraries.
I'm trying the code lines below but the sound is playing indefinite....
ANSWERAnswered 2021-Jun-14 at 20:56
It's playing indefinetely, because once it's visible - on each render loop you call
If you add a simple toggle check - You'll get your "once per visible" result:
I am writing a camera app. So when the user goes to the camera page they are provided with the option to grant camera permissions or not. I am saving their decision in variable
const [hasPermission, setHasPermission] = useState(null); My current use effect function:
ANSWERAnswered 2021-Jun-14 at 18:35
You only need to pass the variable that matters. No need to check anything else.
I am coding a program in OpenCV where I want to adjust camera position. I would like to know if there is any metric in OpenCV to measure the amount of perspectiveness in two images. How can homography be used to quantify the degree of perspectiveness in two images as follows. The method that comes to my mind is to run edge detection and compare the parallel edge sizes but that method is prone to errors.
ANSWERAnswered 2021-Jun-14 at 16:59
As a first solution I'd recommend maximizing the distance between the image of the line at infinity and the center of your picture.
Identify at least two pairs of lines that are parallel in the original image. Intersect the lines of each pair and connect the resulting points. Best do all of this in homogeneous coordinates so you won't have to worry about lines being still parallel in the transformed version. Compute the distance between the center of the image and that line, possibly taking the resolution of the image into account somehow to make the result invariant to resampling. The result will be infinity for an image obtained from a pure affine transformation. So the larger that value the closer you are to the affine scenario.
No vulnerabilities reported
You can use Camera like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the Camera component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .
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