public static unsafe Bitmap BitmapFromCorImage(Corona.Image img) { Corona.Image temp = img.Convert(Corona.PixelFormat.R8G8B8A8); byte[] pixels = temp.GrabPixels(); var bmp = new System.Drawing.Bitmap(temp.Width, temp.Height, PixelFormat.Format32bppArgb); var bmpdata = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb); fixed (byte* _srcp = &pixels[0]) { byte* srcp = (byte*)_srcp; byte* destp = (byte*)bmpdata.Scan0.ToPointer(); for (int y = 0; y < temp.Height; y++) { for (int x = 0; x < temp.Width; x++) { destp[0] = srcp[2]; destp[1] = srcp[1]; destp[2] = srcp[0]; destp[3] = srcp[3]; destp += 4; srcp += 4; } destp += bmpdata.Stride - temp.Width * 4; } } bmp.UnlockBits(bmpdata); temp.Dispose(); return bmp; }
// Update is called once per frame void Update() { if (VariablesGlobales.Cuero == false) { Cuero.SetActive(false); } else { Cuero.SetActive(true); } if (VariablesGlobales.Corona == false) { Corona.SetActive(false); } else { Corona.SetActive(true); } if (VariablesGlobales.Sello == false) { Sello.SetActive(false); } else { Sello.SetActive(true); } }
public Corona.Image ConvertDown(Corona.Image sourceImage, TextureFormat toFormat) { int bits = -1; if (toFormat == TextureFormat.Format2_I2) bits = 2; if (toFormat == TextureFormat.Format3_I4) bits = 4; if (toFormat == TextureFormat.Format4_I8) bits = 8; if (toFormat == TextureFormat.Format7_16bpp) bits = 16; int colors = 1<<bits; Corona.Image ret = null; using (Util.TempFile tmpIn = new Util.TempFile("png"), tmpOut = new Util.TempFile("png")) { sourceImage.Save(tmpIn.Path, Corona.FileFormat.PNG); string output = Run("-treedepth", 4, "-colors", colors, tmpIn, tmpOut); if (toFormat == TextureFormat.Format7_16bpp) ret = Corona.Image.Open(tmpOut.Path, Corona.PixelFormat.R8G8B8A8, Corona.FileFormat.PNG); else ret = Corona.Image.Open(tmpOut.Path, Corona.PixelFormat.I8, Corona.FileFormat.PNG); } return ret; }
internal SunCoronaInfo(Corona corona) { Radius = corona.Radius; Energy = corona.Energy; Particles = corona.Particles; Ions = corona.Ions; }
private void Start() { currentBudget = startingBudget; //Debug.Log("Population: " + population); var randomStateIndex = random.Next(states.Count); Debug.Log("Bundesland mit erstem Infiziertem: " + states[randomStateIndex].stateName); states[randomStateIndex].Infect(); susceptibleHistory.Add(population); disease = new Corona(); }
public CosmicCorona(Corona corona) { Radius = corona.Radius; }
void Start() { MainCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera>(); GameObject goStars = new GameObject("Stars"); //goStars.transform.localScale = new Vector3(-1f, 1f, 1f); MeshRenderer mr_stars = goStars.AddComponent <MeshRenderer>(); MeshFilter mf_stars = goStars.AddComponent <MeshFilter>(); Mesh mesh_stars = new Mesh(); mesh_stars.name = "mesh_stars"; mf_stars.mesh = mesh_stars; Material mat_stars = Resources.Load <Material>("Materials/stars"); mr_stars.material = mat_stars; Stars.build_stars(mesh_stars); GameObject goGrid = new GameObject("EarthGrid"); goGrid.transform.localScale = new Vector3(-1f, -1f, 1f); MeshRenderer mr_grid = goGrid.AddComponent <MeshRenderer>(); MeshFilter mf_grid = goGrid.AddComponent <MeshFilter>(); Mesh mesh_grid = new Mesh(); mesh_grid.name = "mesh_grid"; Earth_Grid.build_earth_grid(mesh_grid); mf_grid.mesh = mesh_grid; mat_grid = Resources.Load <Material>("Materials/earth_grid"); mr_grid.material = mat_grid; GameObject goCoast = new GameObject("Coast"); goCoast.transform.localScale = new Vector3(-1f, 1f, 1f); MeshRenderer mr_coast = goCoast.AddComponent <MeshRenderer>(); MeshFilter mf_coast = goCoast.AddComponent <MeshFilter>(); Mesh mesh_coast = new Mesh(); mesh_coast.name = "mesh_coast"; mf_coast.mesh = mesh_coast; mat_coast = Resources.Load <Material>("Materials/coast"); mr_coast.material = mat_coast; goCountry = new GameObject("Countries"); goCountry.transform.localScale = new Vector3(-1f, 1f, 1f); mr_country = goCountry.AddComponent <MeshRenderer>(); MeshFilter mf_country = goCountry.AddComponent <MeshFilter>(); mesh_country = new Mesh(); mesh_country.subMeshCount = 4; mesh_country.name = "mesh_country"; mf_country.mesh = mesh_country; mat_country = Resources.Load <Material>("Materials/country"); mat_country_pick = Resources.Load <Material>("Materials/country_pick"); mat_country_picked = Resources.Load <Material>("Materials/country_picked"); mat_border_picked = Resources.Load <Material>("Materials/border_picked"); mat_boundary = Resources.Load <Material>("Materials/boundary"); CountriesMats = new Material[4]; CountriesMats[0] = mat_country; CountriesMats[1] = mat_boundary; CountriesMats[2] = mat_country_picked; CountriesMats[3] = mat_border_picked; mr_country.materials = CountriesMats; CountriesPickMats = new Material[1]; CountriesPickMats[0] = mat_country_pick; //Country.load_map_json(); Country.build_geometry(mesh_country, mesh_coast); goCorona = new GameObject("Corona"); //goCorona.transform.localScale = new Vector3(-1f, 1f, 1f); MeshRenderer mr_corona = goCorona.AddComponent <MeshRenderer>(); MeshFilter mf_corona = goCorona.AddComponent <MeshFilter>(); Mesh mesh_corona = new Mesh(); mesh_corona.name = "mesh_corona"; Corona.build_corona(mesh_corona); mf_corona.mesh = mesh_corona; mat_corona = Resources.Load <Material>("Materials/corona"); mr_corona.material = mat_corona; mesh_stars.bounds = new Bounds(mesh_stars.bounds.center, new Vector3(100f, 100f, 100f)); mesh_grid.bounds = new Bounds(mesh_grid.bounds.center, new Vector3(100f, 100f, 100f)); mesh_country.bounds = new Bounds(mesh_country.bounds.center, new Vector3(100f, 100f, 100f)); mesh_coast.bounds = new Bounds(mesh_coast.bounds.center, new Vector3(100f, 100f, 100f)); mesh_corona.bounds = new Bounds(mesh_corona.bounds.center, new Vector3(100f, 100f, 100f)); mat_corona.SetColor("_Color0", new Color(0.07f, 0.25f, 0.16f)); bChangeColor = true; bDark = true; bSphere = true; fDeform = 1f; bChangeColor = true; Update(); UpdateDeform(); }