CameraController | 📷 Control USB Cameras from an app | Frontend Framework library
kandi X-RAY | CameraController Summary
kandi X-RAY | CameraController Summary
Control USB Cameras from an app
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CameraController Examples and Code Snippets
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Trending Discussions on CameraController
QUESTION
I am working on a web game and using three.js to do the 3d of the game. I am building a city and I want the buildings to look exactly like the picture below.
I want them to be a base material, without textures or colors because I will add colors later depending on the building status (like the game below).
This is what I have right now:
As you can see, I just have a bunch of different-sized boxes, with no details at all. How would I achieve the details seen in the game?
This is my current code:
...ANSWER
Answered 2022-Mar-27 at 15:52Your first step should be to look at lighting your scene. This will allow for better depth to your buildings. A hemisphere light may be your best bet: https://threejs.org/examples/#webgl_lights_hemisphere. You can learn more about lights here: https://threejs.org/manual/#en/lights.
Next, take a look at geometry. You want those buildings to have some level of detail at the geometry level. You can use primitives like these: https://threejs.org/manual/#en/primitives or build a model in any modelling software and import it in. At that point, maybe make a few models and then instance them randomly.
Depending on how you do geometry, you will need to pick an appropriate material: https://threejs.org/manual/#en/materials. This should give you plenty of options.
I would also add in a bit of animation to keep things lively: https://threejs.org/examples/#webgl_animation_keyframes
Finally, a bit of fog always helps for ambiance: https://threejs.org/manual/#en/fog
Some more inspiration: https://demos.littleworkshop.fr/infinitown
Ultimately, building a scene like this is going to be a labour of love. There are no easy shortcuts. Keep at it!
QUESTION
I need to take a picture, convert the file to an image to crop, and then convert the image back to a file to then run into a tflite model (currently just displaying an image on another screen).
As it stands I am using a simple camera app (https://flutter.dev/docs/cookbook/plugins/picture-using-camera?source=post_page---------------------------) and stacking a container on the preview screen to use as a viewfinder. I Use the rect_getter package to get the container coordinates for the copyCrop() function from the Image package.
Attempting to convert my file to an image (so the copyCrop() function can be run) and then back to a file (cropSaveFile.path) to later be used in a tflite model is resulting in an error: The following FileSystemException was thrown resolving an image codec: ��GFD�oom����������������� etc.
...ANSWER
Answered 2021-Sep-03 at 21:42In the following code
QUESTION
First I have initialized my camera controller (camera: ^0.9.4+11) like this and it works:
...ANSWER
Answered 2022-Feb-09 at 22:16initState
can't be an async
method, and getting a value from SharedPreferences
is an async
function. You can't use await
(or then
) in initState
, I mean you can use but the code execution will not wait for this to complete. So what happens here is that your build
method will run earlier than the future getting the value from SharedPreferences
completes. And as I presume your _initializeControllerFuture
is marked as late
, so when your build
tries to use it, it is still null
, and that will get you this error.
The common way to solve this issue is to use a FutureBuilder
. Get the values from SharedPreferences
with FutureBuilder
, display a progress indicator while it is being loaded (it will be quick so if you think you can skip this part), and then when you get the value from it, build your widget using the value coming from SharedPreferences
, and initialize CameraController
only after this.
QUESTION
ANSWER
Answered 2022-Feb-08 at 12:59Most of the set up was fine, just changed a few things to get it working:
QUESTION
I am using the camera to take a picture and save the picture on phones memory to later send it to AWS. I can take a picture and the path for the picture is there, but I am failing to create a file from the path using:
...ANSWER
Answered 2022-Jan-16 at 14:02takePicture method will return taken image as XFile, you can use the XFile path to create a File with taken Image path like below code.
QUESTION
My code is simle;
...ANSWER
Answered 2021-Nov-10 at 07:45For my problem related image type cause as you can see on question I wasn't encode my image with any type, so the solution and working code now can seen on below;
QUESTION
I have this code but I have not been able to find a decent solution to clamp the X axis between 2 angle values. How would it be done in this case?
...ANSWER
Answered 2021-Oct-21 at 09:58For this you would rather use Euler angles and only convert them to Quaternion
after applying the clamp!
Never directly touch individual components of a Quaternion
unless you really know exactly what you are doing! A Quaternion
has four components x
, y
, z
and w
and they all move in the range -1
to 1
so what you tried makes little sense ;)
It could be something like e.g.
QUESTION
I am trying to put a full camera in a container that is 255 in height and full in width.
I've tried a lot of tweaking the code below, but I'm not sure how to apply the ratio.
in widget size Is there no room to fix it with the correct camera aspect ratio?
...ANSWER
Answered 2021-Sep-27 at 21:15The CameraPreview class cannot be modified according to your height and width. If you try to put the CameraPreview inside a sizedbox OR AspectRatio class, then it will give you a skewed image. The best option to get a preview without skewing the output is to use a stack. Sample code is below:
QUESTION
ANSWER
Answered 2021-Aug-25 at 21:52I think your problem is not updating the camera position instead of setting it to the player's height.
I think you could just compare the Camera Y value to the player's and if the camera's is less than the player's set them equal.
QUESTION
I am trying to make a gun in Unity that shoots a Raycast with a Line. (in 2d) I am using the player position as the origin and the mouse position as the direction. This works perfectly when there is a collision detection, but when there is not a collision, I have to find the direction and calculate the end point manually, because I still want the line to render if the player misses their shot. Here is my code to find this end point:
...ANSWER
Answered 2021-Aug-19 at 12:46Either way you are using your Physics2D.Raycast
wrong. It expects a
- Start position
- and a direction
you are passing in a second position.
What you rather want to do is using the direction
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