private void sourceSelection_SelectedIndexChanged(object sender, EventArgs e) { switch (sourceSelection.SelectedIndex) { case 0: view = sl.VIEW.LEFT; break; case 1: view = sl.VIEW.RIGHT; break; case 2: view = sl.VIEW.SIDE_BY_SIDE; break; case 3: view = sl.VIEW.DEPTH; break; case 4: view = sl.VIEW.CONFIDENCE; break; case 5: view = sl.VIEW.NORMALS; break; case 6: view = sl.VIEW.LEFT_UNRECTIFIED; break; } }
private void view_Click(object sender, EventArgs e) { VIEW view = new VIEW(); this.Hide(); view.Show(); }
public ActionResult Index(int?page, VIEW v) { if (Session["VisitorsCount"] != null) { DateTime today = DateTime.Now.Date; var v1 = data.VIEWs.Where(a => a.Ngay == today).FirstOrDefault(); if (v1 == null) { v.Ngay = today; v.View1 += 1; data.VIEWs.InsertOnSubmit(v); data.SubmitChanges(); } else { VIEW sp = data.VIEWs.SingleOrDefault(n => n.Ngay == today); sp.View1 += 1; UpdateModel(sp); data.SubmitChanges(); } } var list = data.NhaSanXuats.OrderBy(n => n.TenNSX).ToList(); ViewBag.nhasan = list; int pageSize = 8; int pageNum = (page ?? 1); var xemoi = Layxemoi(10); return(View(xemoi.ToPagedList(pageNum, pageSize))); }
void initVars() { rotating = ROTATION.NONE; view = VIEW.FRONT; platformPos = new Vector3[platforms.Length]; oldPlatformPos = new Vector3[platforms.Length]; newPlatformPos = new Vector3[platforms.Length]; int i = 0; foreach (GameObject platform in platforms) { platformPos[i] = platform.transform.position; platform.GetComponent <PlatformID>().ID = i; ++i; } modPos = new Vector3[mods.Length]; oldModPos = new Vector3[mods.Length]; newModPos = new Vector3[mods.Length]; i = 0; foreach (GameObject mod in mods) { modPos[i] = mod.transform.position; ++i; } }
/// <summary> /// Copies the given ZEDMat to a given OpenCV mat, creating either or both mats if necessary, then calls an ImageUpdatedEvent with them. /// Used in OnZEDGrabbed to call different events, and to make it easy to add more kinds of images/events by just adding more calls to this method. /// </summary> /// <param name="cam">Unity Camera object that represents the ZED camera. Usually from ZEDManager.GetLeftCamera() or ZEDManager.GetRightCamera().</param> /// <param name="zedmat">ZEDMat used to get the ZED image. Passing an empty one is okay - it'll get filled appropriately.</param> /// <param name="view">Type of image requested, like LEFT or LEFT_GRAY.</param> /// <param name="mattype">Data type and channel of required ZEDMat. See summaries over each enum entry to know which is correct for your image type.</param> /// <param name="cvMat">OpenCV mat to copy to. Passing an empty one is okay - it'll get filled appropriately.</param> /// <param name="updateevent">Event to call if the method retrieves the image successfully.</param> private void DeployGrabbedEvent(Camera cam, ref ZEDMat zedmat, VIEW view, ZEDMat.MAT_TYPE mattype, ref Mat cvMat, ImageUpdatedEvent updateevent, OpenCVConversion conversionatend = OpenCVConversion.NONE) { if (zedmat == null) { zedmat = new ZEDMat((uint)zedCam.ImageWidth, (uint)zedCam.ImageHeight, mattype); } /*if (cvMat == null) * { * cvMat = SLMat2CVMat(zedmat, mattype); * }*/ ERROR_CODE err = zedManager.zedCamera.RetrieveImage(zedmat, view, ZEDMat.MEM.MEM_CPU, zedmat.GetResolution()); if (err == ERROR_CODE.SUCCESS) { Mat buffermat = GetOpenCVBufferMat(zedCam.ImageHeight, zedCam.ImageWidth, SLMatType2CVMatType(mattype)); //copyToMat(zedmat.GetPtr(), cvMat); Utils.copyToMat(zedmat.GetPtr(), buffermat); ConvertColorSpace(buffermat, ref cvMat, conversionatend); //Mat convertedmat = ConvertColorSpace(buffermat, conversionatend); //updateevent.Invoke(cam, camMat, cvMat); updateevent.Invoke(cam, camMat, cvMat); } }
public static void toggle_camera() { VIEW cam = (Config.config_tst_d(Config.CONFIG_CAMERA, (int)VIEW.VIEW_MANUAL) != 0 ? VIEW.VIEW_CHASE : VIEW.VIEW_MANUAL); set_camera(cam); }
/// <summary> /// Sự kiện onChange /// </summary> /// <param name="sender"></param> public void onChange(VIEW view) { if (view.getID() == R.id.CHANGE_COUNT_PRODUCT_OF_BILL) { updateBill(false); } }
private void button2_Click(object sender, EventArgs e) { VIEW V = new VIEW(); this.Hide(); V.ShowDialog(); }
public Image <Bgra, byte> FetchImage(VIEW view) { if (mats.Count < matIndex + 1) { mats.Add(new ZEDMat()); } var mat = mats[matIndex++]; camera.RetrieveImage(mat, view); //Console.WriteLine("GetInfos:{0}", mat.GetInfos()); return(new Image <Bgra, byte>(camera.ImageWidth, camera.ImageHeight, stride, mat.GetPtr())); }
// sets view to the correct view after performing a rotation void setNewView() { switch (view) { case VIEW.FRONT: if (rotating == ROTATION.RIGHT) { view = VIEW.RIGHT; } else { view = VIEW.LEFT; } break; case VIEW.RIGHT: if (rotating == ROTATION.RIGHT) { view = VIEW.BACK; } else { view = VIEW.FRONT; } break; case VIEW.BACK: if (rotating == ROTATION.RIGHT) { view = VIEW.LEFT; } else { view = VIEW.RIGHT; } break; case VIEW.LEFT: if (rotating == ROTATION.RIGHT) { view = VIEW.FRONT; } else { view = VIEW.BACK; } break; } }
public static string view_to_str(VIEW v) { switch (v) { case VIEW.VIEW_CHASE: return("Chase"); case VIEW.VIEW_LAZY: return("Lazy"); case VIEW.VIEW_MANUAL: return("Manual"); case VIEW.VIEW_TOPDOWN: return("Top-Down"); default: return("Unknown"); } }
/// <summary> /// Create or retrieve a texture of type Image (from Camera::retrieveImage()). Create the texture if needed. /// </summary> /// <param name="mode"></param> /// <returns></returns> public Texture2D CreateTextureImageType(VIEW mode) { if (HasTexture((int)TYPE_VIEW.RETRIEVE_IMAGE, (int)mode)) { return textures[(int)TYPE_VIEW.RETRIEVE_IMAGE][(int)mode]; } if (!cameraIsReady) return null; Texture2D m_Texture; if (mode == VIEW.LEFT_GREY || mode == VIEW.RIGHT_GREY || mode == VIEW.LEFT_UNRECTIFIED_GREY || mode == VIEW.RIGHT_UNRECTIFIED_GREY) { m_Texture = new Texture2D(ImageWidth, ImageHeight, TextureFormat.Alpha8, false); } else if (mode == VIEW.SIDE_BY_SIDE) { m_Texture = new Texture2D(ImageWidth * 2, ImageHeight, TextureFormat.RGBA32, false); } else { m_Texture = new Texture2D(ImageWidth, ImageHeight, TextureFormat.RGBA32, false); } m_Texture.filterMode = FilterMode.Trilinear; //m_Texture.anisoLevel = 1; m_Texture.Apply(); IntPtr idTexture = m_Texture.GetNativeTexturePtr(); int error = dllz_register_texture_image_type((int)mode, idTexture); if (error != 0) { throw new Exception("Error Cuda " + error + " if the problem appears again, please contact the support"); } if (!textures.ContainsKey((int)TYPE_VIEW.RETRIEVE_IMAGE)) { textures.Add((int)TYPE_VIEW.RETRIEVE_IMAGE, new Dictionary<int, Texture2D>()); } RegisterTexture(m_Texture, (int)TYPE_VIEW.RETRIEVE_IMAGE, (int)mode); return m_Texture; }
public bool AddAnonymousView(int bookid, int userid = -1) { try { VIEW view = new VIEW(); view.BOOKID = bookid; if (userid != -1) { view.USERID = userid; } dataAccess.VIEWs.InsertOnSubmit(view); dataAccess.SaveChanges(); return(true); } catch { return(false); } }
// sets view to the correct view after performing a rotation void setNewView() { switch(view) { case VIEW.FRONT: if( rotating == ROTATION.RIGHT ) view = VIEW.RIGHT; else view = VIEW.LEFT; break; case VIEW.RIGHT: if( rotating == ROTATION.RIGHT ) view = VIEW.BACK; else view = VIEW.FRONT; break; case VIEW.BACK: if( rotating == ROTATION.RIGHT ) view = VIEW.LEFT; else view = VIEW.RIGHT; break; case VIEW.LEFT: if( rotating == ROTATION.RIGHT ) view = VIEW.FRONT; else view = VIEW.BACK; break; } }
public static void set_camera(VIEW c) { Config.config_set_d(Config.CONFIG_CAMERA, (int)c); hud.hud_view_pulse((int)c); }
private void OnLeftButtonClick(object sender, RoutedEventArgs e) { view = sl.VIEW.LEFT; }
private void OnDepthButtonClick(object sender, RoutedEventArgs e) { view = sl.VIEW.DEPTH; }
private void OnNormalsButtonClick(object sender, RoutedEventArgs e) { view = sl.VIEW.NORMALS; }
// Switch from Topdown camera to Overthe soulder void EnterViewOTS() { _view = VIEW.OTS; OTS_CAMERA.SetActive(true); TD_CAMERA.SetActive(false); }
//Switch from Over the shoulder camera to top down void EnterViewTD() { _view = VIEW.TD; OTS_CAMERA.SetActive(false); TD_CAMERA.SetActive(true); }
void initVars() { rotating = ROTATION.NONE; view = VIEW.FRONT; platformPos = new Vector3[platforms.Length]; oldPlatformPos = new Vector3[platforms.Length]; newPlatformPos = new Vector3[platforms.Length]; int i = 0; foreach(GameObject platform in platforms) { platformPos[i] = platform.transform.position; platform.GetComponent<PlatformID>().ID = i; ++i; } modPos = new Vector3[mods.Length]; oldModPos = new Vector3[mods.Length]; newModPos = new Vector3[mods.Length]; i = 0; foreach(GameObject mod in mods) { modPos[i] = mod.transform.position; ++i; } }
/// <summary> /// Sự kiện onClick /// </summary> /// <param name="sender"></param> public void onClick(VIEW view) { if (view.getID() == R.layout.CATEGORY_SAMPLES) { vax = dataManager.findProductFollowCategory(((tabCategorySamples)view.obj).danhMuc.Loai); asyncShowProductTask(view.obj); } else if (view.getID() == R.layout.PRODUCT_SAMPLES) { showDetailsProducts(view.obj); } else if (view.getID() == R.layout.TAB_GOOD) { if (((tabGood)view.obj).isRemove) { billManager.deleteBill(((tabGood)view.obj).sanPham); } updateBill(true); } else if (view.getID() == R.layout.TAB_ORDER) { orderChoosedBillList(); } else if (view.getID() == R.id.CHOOSE_TO_BUY_PRODUCT) { buyChoosedProduct(); } else if (view.getID() == R.id.CHOOSE_HOME_PAGE) { pageProducts.BringToFront(); } else if (view.getID() == R.id.CONFIRM_INFO_CUSTOMER) { tabChoosePayMethod.BringToFront(); } else if (view.getID() == R.id.CHOOSE_PAY_METHOD_BUY) { tabThankyou1.BringToFront(); } else if (view.getID() == R.id.CHOOSE_HOME_PAGE) { pageProducts.BringToFront(); } else if (view.getID() == R.id.REGISTER_USER) { formRegister = new frmRegister(); formRegister.setOnClickListener(this); formRegister.Show(); } else if (view.getID() == R.id.REQUEST_LOGIN) { //Kiểm tra đăng nhập tại đây pageLogin pl = (pageLogin)view.obj; handleLogin(pl.userName, pl.password); } else if (view.getID() == R.id.REQUEST_UPDATE_INFO_USER) { handleUpdateCustomer(((tabInfoUser)view.obj).customer); } else if (view.getID() == R.id.FILTER_PRICE_LOW_TO_HIGTH) { showPriceProductLowToHight(view.obj); } else if (view.getID() == R.id.FILTER_PRICE_HIGH_TO_LOW) { showPriceProductHightToLow(view.obj); } //Đoạn này cần xử lý với dữ liệu, tao bắt sự kiện sẵn rồi else if (view.getID() == R.id.FILTER_FOLLOW_RATE) { FilterProduct filterProduct = ((tabFilterProducts)view.obj).filterProduct; //Xử lý lọc theo sao tại đây int rate = filterProduct.rate; showProductFollowRate(view.obj, rate); } else if (view.getID() == R.id.FILTER_FOLLOW_ABOUT_PRICE) { FilterProduct filterProduct = ((tabFilterProducts)view.obj).filterProduct; //Xử lý lọc theo khoảng giá tại đây double from = filterProduct.price1; double to = filterProduct.price2; showProductAboutPrice(from + to, from, to); } else if (view.getID() == R.id.FILTER_FOLLOW_TEXT) { FilterProduct filterProduct = ((pageProducts)view.obj).filterProduct; string content = filterProduct.Content; //Xử lý lọc theo hàng theo nội dung tìm kiếm tại đây với nôi dung //là biến content ở trên showProductFollowText(content, content); } else if (view.getID() == R.id.FILTER_FOLLOW_HOT_PRODUCT) { //Xử lý lọc theo hàng bán chạy tại đây } else if (view.getID() == R.id.FILTER_FOLLOW_NEW_PRODUCT) { //Xử lý lọc theo hàng mới tại đây } else if (view.getID() == R.id.FILTER_FOLLOW_SALE_PRODUCT) { //Xử lý lọc theo hàng giảm giá nhiều tại đây showProductFollowSale(view.obj); } else if (view.getID() == R.id.SEARCH_BY_CODE) { //Xử lý tìm sản phẩm theo mã code với mã string stringCode = ((tabInfoUser)view.obj).stringCode; } else if (view.getID() == R.id.SEARCH_BY_IMAGE_CODE || view.getID() == R.id.SEARCH_BY_CAMERA_CODE) { string stringCode = null; while (stringCode == null) { stringCode = ((tabInfoUser)view.obj).stringCode; } MessageBox.Show(stringCode); //Xử lý tìm sản phẩm theo mã code với mã //PictureBox imageCode = ((tabInfoUser)view.obj).imageCode; } }
public static void game_update_view(float dt) { float dc = view_dc * (jump_b != 0 ? 2.0f * System.Math.Abs(jump_dt - 0.5f) : 1.0f); float da = input_get_r() * dt * 90.0f; float k; float[] M = new float[16]; float[] v = new float[3]; float[] Y = new float[3] { 0.0f, 1.0f, 0.0f }; /* Center the view about the ball. */ Vec3.v_cpy(view_c, file.m_uv[0].m_p); view_v[0] = -file.m_uv[0].m_v[0]; view_v[1] = 0.0f; view_v[2] = -file.m_uv[0].m_v[2]; /* Restore usable vectors. */ if (game_update_view_view_prev == VIEW.VIEW_TOPDOWN) { /* View basis. */ Vec3.v_inv(view_e[2], view_e[1]); Vec3.v_cpy(view_e[1], Y); /* View position. */ Vec3.v_scl(v, view_e[1], view_dp); Vec3.v_mad(v, v, view_e[2], view_dz); Vec3.v_add(view_p, v, file.m_uv[0].m_p); } game_update_view_view_prev = (VIEW)input_get_c(); switch (input_get_c()) { case (int)VIEW.VIEW_LAZY: /* Viewpoint chases the ball position. */ Vec3.v_sub(view_e[2], view_p, view_c); break; case (int)VIEW.VIEW_MANUAL: /* View vector is given by view angle. */ case (int)VIEW.VIEW_TOPDOWN: /* Crude top-down view. */ view_e[2][0] = (float)System.Math.Sin(MathHelper.DegreesToRadians(view_a)); view_e[2][1] = 0; view_e[2][2] = (float)System.Math.Cos(MathHelper.DegreesToRadians(view_a)); break; case (int)VIEW.VIEW_CHASE: /* View vector approaches the ball velocity vector. */ Vec3.v_sub(view_e[2], view_p, view_c); Vec3.v_nrm(view_e[2], view_e[2]); Vec3.v_mad(view_e[2], view_e[2], view_v, Vec3.v_dot(view_v, view_v) * dt / 4); break; } /* Apply manual rotation. */ Vec3.m_rot(M, Y, MathHelper.DegreesToRadians(da)); Vec3.m_vxfm(view_e[2], M, view_e[2]); /* Orthonormalize the new view reference frame. */ Vec3.v_crs(view_e[0], view_e[1], view_e[2]); Vec3.v_crs(view_e[2], view_e[0], view_e[1]); Vec3.v_nrm(view_e[0], view_e[0]); Vec3.v_nrm(view_e[2], view_e[2]); /* Compute the new view position. */ k = 1.0f + Vec3.v_dot(view_e[2], view_v) / 10.0f; view_k = view_k + (k - view_k) * dt; if (view_k < 0.5) { view_k = 0.5f; } Vec3.v_scl(v, view_e[1], view_dp * view_k); Vec3.v_mad(v, v, view_e[2], view_dz * view_k); Vec3.v_add(view_p, v, file.m_uv[0].m_p); /* Compute the new view center. */ Vec3.v_cpy(view_c, file.m_uv[0].m_p); Vec3.v_mad(view_c, view_c, view_e[1], dc); /* Note the current view angle. */ view_a = MathHelper.RadiansToDegrees(System.Math.Atan2(view_e[2][0], view_e[2][2])); /* Override vectors for top-down view. */ if (input_get_c() == (int)VIEW.VIEW_TOPDOWN) { Vec3.v_inv(view_e[1], view_e[2]); Vec3.v_cpy(view_e[2], Y); Vec3.v_cpy(view_c, file.m_uv[0].m_p); Vec3.v_mad(view_p, view_c, view_e[2], view_dz * 1.5f); } game_cmd_updview(); }