我只是在jsfiddle中乱搞,试图调整鼠标位置的盒子大小.当鼠标移开时使盒子变大是很简单的,只需要距离.但是,我想做相反的事情; 我希望盒子随着鼠标的移动而增大,随着鼠标的移动而减小.我还没有想出任何公式.我觉得我可能会有一些非常简单的东西.
<div id="box"></div>
#box {
height: 100px;
width: 100px;
background: black;
}
var box = document.getElementById('box');
// center point of the box
var boxX = 50;
var boxY = 50;
document.addEventListener('mousemove', function(e) {
var x = e.pageX,
y = e.pageY;
var dx = x - boxX,
dy = y - boxY;
var distance = Math.sqrt(dx *dx + dy * dy);
box.style.width = box.style.height = distance + 'px';
}, false);
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这是一个小提琴的链接:http: //jsfiddle.net/gSDPq/
任何帮助表示赞赏,谢谢
基本上,我想要做的是通过应用程序中的按钮单击更改CONTROL_AE_MODE.用户可以使用AUTO闪光(ON_AUTO_FLASH),如果ON(ON_ALWAYS_FLASH)或OFF(CONTROL_AE_MODE_OFF)则使用.
在此示例中:https://github.com/googlesamples/android-Camera2Basic/blob/master/Application/src/main/java/com/example/android/camera2basic/Camera2BasicFragment.java
第818行,他们设置闪光灯一次:
// Use the same AE and AF modes as the preview.
captureBuilder.set(CaptureRequest.CONTROL_AF_MODE,
CaptureRequest.CONTROL_AF_MODE_CONTINUOUS_PICTURE);
setAutoFlash(captureBuilder);
// Orientation
int rotation = activity.getWindowManager().getDefaultDisplay().getRotation();
captureBuilder.set(CaptureRequest.JPEG_ORIENTATION, ORIENTATIONS.get(rotation));
CameraCaptureSession.CaptureCallback CaptureCallback
= new CameraCaptureSession.CaptureCallback() {
@Override
public void onCaptureCompleted(@NonNull CameraCaptureSession session,
@NonNull CaptureRequest request,
@NonNull TotalCaptureResult result) {
showToast("Saved: " + mFile);
Log.d(TAG, mFile.toString());
unlockFocus();
}
};
mCaptureSession.stopRepeating();
mCaptureSession.capture(captureBuilder.build(), CaptureCallback, null);
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然后在840行构建CaptureSession.
有没有办法在预览后更改CONTROL_AE_MODE?
我试过改造会议,这有点奏效:
if(flashMode == CameraView.CAMERA_FLASH_ON){
Log.e("CAMERA 2", "FLASH ON");
mPreviewCaptureRequestBuilder.set(CaptureRequest.CONTROL_AE_MODE, CaptureRequest.CONTROL_AE_MODE_ON_ALWAYS_FLASH);
}else if(flashMode == CameraView.CAMERA_FLASH_OFF){
Log.e("CAMERA 2", "FLASH OFF"); …Run Code Online (Sandbox Code Playgroud) 嗨,我正在尝试使用threejs进行简单的着色.我正在使用O'reilly的Up and Running书.
一切都很好,直到我试图这样做:
var shader = THREE.ShaderLib["normal"];
var uniforms = THREE.UniformsUtils.clone(shader.uniforms);
uniforms["tNormal"].texture = normalMap;
uniforms["tDiffuse"].texture = surfaceMap;
uniforms["tSpecular"].texture = specularMap;
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这一直在抛出这个错误:
TypeError:uniforms.normal未定义[在此错误时出现错误]
制服["normal"].texture = normalMap;
我一直在网上寻找一段时间,我不确定需要改变哪种语法来解决这个问题.
任何帮助表示赞赏.