How to rotate image from cameraUI for iOS in actionscript 3.0 - iphone

I'm building an App with actionscript 3.0 in my Flash builder. This is a followup question to this question, It works but when I take the picture, the image comes out rotated to the left. how can I check which way the user is holding the phone? and then what code do I use to rotate the image to it's corresponding place?
Thanks in advanced!
EDIT:
I'm using this code to rotate the image, but it seems to only rotate the image being displayed not the image file, any ideas?
var mat:Matrix = new Matrix();
mat.translate(-W/2, -H/2);
mat.rotate(Math.PI/2);
mat.translate(+W/2, +H/2);
mat.concat(myObj.transform.matrix);
myObj.transform.matrix = mat;
~Myy

You can't get stage.orientation data when you have the cameraUI view active, so here's how i solved the same issue, please note that this controller has many reusable functions, i first get the raw image data from media promise (this raw data has EXIF data that i will read to get image orientation from the camera) i then convert this byteArray to BitmapData and then resize and scale as i need. One thing to note is that if you convert the raw image data to Bitmap data you will lose EXIF data so read it before you modify the image, hope this helps and i posted it here late i know but there's no other solution in the web and maybe someone will need this sometime. Cheers
SnapshotController.as
package controllers
{
import flash.display.BitmapData;
import flash.display.JPEGEncoderOptions;
import flash.display.Loader;
import flash.display.LoaderInfo;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.IEventDispatcher;
import flash.events.MediaEvent;
import flash.filesystem.File;
import flash.filesystem.FileMode;
import flash.filesystem.FileStream;
import flash.geom.Matrix;
import flash.geom.Rectangle;
import flash.media.CameraUI;
import flash.media.MediaPromise;
import flash.media.MediaType;
import flash.utils.ByteArray;
import flash.utils.IDataInput;
import mx.utils.Base64Encoder;
import classes.APIupload;
public class SnapshotController
{
private var cameraUI:CameraUI = new CameraUI();
private var dataSource:IDataInput;
private var tempDir:File = new File();
private var imageOrientation:int = 0 ;
public function SnapshotController()
{
}
public function LaunchCameraUI():void
{
if( CameraUI.isSupported ) {
trace( "Initializing camera..." );
cameraUI.addEventListener( MediaEvent.COMPLETE, imageSelected );
cameraUI.launch( MediaType.IMAGE );
} else {
trace( "CameraUI is not supported.");
}
}
private function imageSelected( event:MediaEvent ):void {
trace( "Media selected..." );
var imagePromise:MediaPromise = event.data;
dataSource = imagePromise.open();
if( imagePromise.isAsync ) {
trace( "Asynchronous media promise." );
var eventSource:IEventDispatcher = dataSource as IEventDispatcher;
eventSource.addEventListener( Event.COMPLETE, onMediaLoaded );
} else {
trace( "Synchronous media promise." );
readMediaData();
}
}
private function onMediaLoaded( event:Event ):void {
trace("Media load complete");
readMediaData();
}
private function readMediaData():void {
var imageBytes:ByteArray = new ByteArray();
dataSource.readBytes( imageBytes );
imageOrientation = getOrientation(imageBytes);
//saveImageFile(imageBytes);
//Saving this byteArray will save a big file with the EXIF in it.
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.INIT, onMediaPromiseLoaded);
loader.loadBytes(imageBytes);
}
private function onMediaPromiseLoaded(e:Event):void
{
trace("Media file loaded");
var base64Enc:Base64Encoder = new Base64Encoder();
var mpLoaderInfo:LoaderInfo = e.target as LoaderInfo;
mpLoaderInfo.removeEventListener(Event.COMPLETE, onMediaPromiseLoaded);
var scale:Number = 0.25;
var matrix:Matrix = new Matrix();
matrix.scale(scale, scale);
var jpgQuality:int = 80;
var bmd:BitmapData = new BitmapData(mpLoaderInfo.width*scale, mpLoaderInfo.height*scale);
bmd.draw(mpLoaderInfo.content,matrix,null,null,null,true);
var rotatedBMD:BitmapData = rotateBitmapData(bmd, imageOrientation);
var bytes:ByteArray = rotatedBMD.encode(new Rectangle(0,0, rotatedBMD.width , rotatedBMD.height), new JPEGEncoderOptions(jpgQuality), bytes);
saveImageFile(bytes); //this is the smaller file saved. it does not have EXIF data but you can write your own using AS3 eXIF class.
}
private function rotateBitmapData( bitmapData:BitmapData, degree:int = 0 ) :BitmapData
{
var newBitmap:BitmapData;
var matrix:Matrix = new Matrix();
matrix.rotate( degree * (Math.PI / 180) );
if ( degree == 90 ) {
newBitmap = new BitmapData( bitmapData.height, bitmapData.width, true );
matrix.translate( bitmapData.height, 0 );
} else if ( degree == -90 || degree == 270) {
newBitmap = new BitmapData( bitmapData.height, bitmapData.width, true );
matrix.translate( 0, bitmapData.width );
} else if ( degree == 180 ) {
newBitmap = new BitmapData( bitmapData.width, bitmapData.height, true );
matrix.translate( bitmapData.width, bitmapData.height );
}else if(degree == 0){
newBitmap = new BitmapData( bitmapData.width, bitmapData.height, true );
//matrix.translate( bitmapData.width, bitmapData.height );
}
newBitmap.draw( bitmapData, matrix, null, null, null, true )
return newBitmap;
}
private function saveImageFile(ba:ByteArray):void{
var now:Date = new Date();
var filename:String = "IMG" + now.fullYear + now.month + now.day + now.hours + now.minutes + now.seconds + ".jpg";
var temp:File = File.documentsDirectory.resolvePath( filename );
var stream:FileStream = new FileStream();
stream.open( temp, FileMode.WRITE );
stream.writeBytes( ba );
stream.close();
}
private function getOrientation(jpeg:ByteArray):int{
if (jpeg == null) {
return 0;
}
var offset:int = 0;
var length:int = 0;
while (offset + 3 < jpeg.length && (jpeg[offset++] & 0xFF) == 0xFF) {
var marker:int = jpeg[offset] & 0xFF;
// Check if the marker is a padding.
if (marker == 0xFF) {
continue;
}
offset++;
// Check if the marker is SOI or TEM.
if (marker == 0xD8 || marker == 0x01) {
continue;
}
// Check if the marker is EOI or SOS.
if (marker == 0xD9 || marker == 0xDA) {
break;
}
// Get the length and check if it is reasonable.
length = pack(jpeg, offset, 2, false);
if (length < 2 || offset + length > jpeg.length) {
trace("Invalid length");
return 0;
}
// Break if the marker is EXIF in APP1.
if (marker == 0xE1 && length >= 8 &&
pack(jpeg, offset + 2, 4, false) == 0x45786966 &&
pack(jpeg, offset + 6, 2, false) == 0) {
offset += 8;
length -= 8;
break;
}
// Skip other markers.
offset += length;
length = 0;
}
if (length > 8) {
// Identify the byte order.
var tag:int = pack(jpeg, offset, 4, false);
if (tag != 0x49492A00 && tag != 0x4D4D002A) {
trace("Invalid byte order");
return 0;
}
var littleEndian:Boolean = (tag == 0x49492A00);
// Get the offset and check if it is reasonable.
var count:int = pack(jpeg, offset + 4, 4, littleEndian) + 2;
if (count < 10 || count > length) {
trace( "Invalid offset");
return 0;
}
offset += count;
length -= count;
// Get the count and go through all the elements.
count = pack(jpeg, offset - 2, 2, littleEndian);
while (count-- > 0 && length >= 12) {
// Get the tag and check if it is orientation.
tag = pack(jpeg, offset, 2, littleEndian);
if (tag == 0x0112) {
// We do not really care about type and count, do we?
var orientation:int = pack(jpeg, offset + 8, 2, littleEndian);
switch (orientation) {
case 1:
return 0;
case 3:
return 180;
case 6:
return 90;
case 8:
return 270;
}
trace( "Unsupported orientation");
return 0;
}
offset += 12;
length -= 12;
}
}
trace( "Orientation not found");
return 0;
}
private function pack(bytes:ByteArray,offset:int,length:int,
littleEndian:Boolean):int {
var step:int = 1;
if (littleEndian) {
offset += length - 1;
step = -1;
}
var value:int = 0;
while (length-- > 0) {
value = (value << 8) | (bytes[offset] & 0xFF);
offset += step;
}
return value;
}
}
}

You can use Stage.deviceOrientation or Stage.orientation* to determine which way round the phone is.
*not sure if this one works on iOS
Is it the BitmapData result itself that you want to rotate (ie create a new BitmapData with rotated image) or just rotate a Bitmap on the display list?
Edit:
Ok, heres some code to rotate a BitmapData object:
function rotateBitmapData(angle:int, source:BitmapData):BitmapData
{
var newWidth:int = source.rect.width;
var newHeight:int = source.rect.height;
if (angle==90 || angle==270)
{
newWidth = source.rect.height;
newHeight = source.rect.width;
}
var newBmd:BitmapData = new BitmapData(newWidth, newHeight, source.transparent);
var tx:Number = 0;
var ty:Number = 0;
if (angle==90 || angle==180)
{
tx = newWidth;
}
if (angle==180 || angle==270)
{
ty = newHeight;
}
var matrix:Matrix = new Matrix();
matrix.createBox(1, 1, Math.PI*angle/180, tx, ty);
newBmd.draw(source, matrix);
return newBmd;
}
angle should be 0,90,180 or 270. It will return a new BitmapData object rotated by specified angle.

You can use StageOrientationEvent.ORIENTATION_CHANGING Event :
stage.addEventListener(StageOrientationEvent.ORIENTATION_CHANGING, OrientationChangeHandler);
private function OrientationChangeHandler(e:StageOrientationEvent):void
{
switch (e.afterOrientation)
{
case StageOrientation.DEFAULT :
break;
case StageOrientation.ROTATED_RIGHT :
break;
case StageOrientation.ROTATED_LEFT :
break;
case StageOrientation.UPSIDE_DOWN :
break;
}
}
this can help you.

Related

How to change the audio sample rate in Unity?

The default audio sample rate is 48000. Is it possible to change it to other values like 44100?
I log the value of AudioSettings.outputSampleRate and it shows 48000. But it doesn't seem possible to change that value.
Here is the code to change sample rate of Unity's AudioClip:
Most simple, but very rough
Averaging approach, but channels are get mixed
Averaging approach for each channel (best quality)
public static AudioClip SetSampleRateSimple(AudioClip clip, int frequency)
{
if (clip.frequency == frequency) return clip;
var samples = new float[clip.samples * clip.channels];
clip.GetData(samples, 0);
var samplesLength = (int)(frequency * clip.length) * clip.channels;
var samplesNew = new float[samplesLength];
var clipNew = AudioClip.Create(clip.name + "_" + frequency, samplesLength, clip.channels, frequency, false);
for (var i = 0; i < samplesLength; i++)
{
var index = (int) ((float) i * samples.Length / samplesLength);
samplesNew[i] = samples[index];
}
clipNew.SetData(samplesNew, 0);
return clipNew;
}
public static AudioClip SetSampleRateAverage(AudioClip clip, int frequency)
{
if (clip.frequency == frequency) return clip;
var samples = new float[clip.samples * clip.channels];
clip.GetData(samples, 0);
var samplesNewLength = (int) (frequency * clip.length) * clip.channels;
var samplesNew = new float[samplesNewLength];
var clipNew = AudioClip.Create(clip.name + "_" + frequency, samplesNewLength, clip.channels, frequency, false);
var index = 0;
var sum = 0f;
var count = 0;
for (var i = 0; i < samples.Length; i++)
{
var index_ = (int)((float)i / samples.Length * samplesNewLength);
if (index_ == index)
{
sum += samples[i];
count++;
}
else
{
samplesNew[index] = sum / count;
index = index_;
sum = samples[i];
count = 1;
}
}
clipNew.SetData(samplesNew, 0);
return clipNew;
}
public static AudioClip SetSampleRate(AudioClip clip, int frequency)
{
if (clip.frequency == frequency) return clip;
if (clip.channels != 1 && clip.channels != 2) return clip;
var samples = new float[clip.samples * clip.channels];
clip.GetData(samples, 0);
var samplesNewLength = (int) (frequency * clip.length) * clip.channels;
var clipNew = AudioClip.Create(clip.name + "_" + frequency, samplesNewLength, clip.channels, frequency, false);
var channelsOriginal = new List<float[]>();
var channelsNew = new List<float[]>();
if (clip.channels == 1)
{
channelsOriginal.Add(samples);
channelsNew.Add(new float[(int) (frequency * clip.length)]);
}
else
{
channelsOriginal.Add(new float[clip.samples]);
channelsOriginal.Add(new float[clip.samples]);
channelsNew.Add(new float[(int) (frequency * clip.length)]);
channelsNew.Add(new float[(int) (frequency * clip.length)]);
for (var i = 0; i < samples.Length; i++)
{
channelsOriginal[i % 2][i / 2] = samples[i];
}
}
for (var c = 0; c < clip.channels; c++)
{
var index = 0;
var sum = 0f;
var count = 0;
var channelSamples = channelsOriginal[c];
for (var i = 0; i < channelSamples.Length; i++)
{
var index_ = (int) ((float) i / channelSamples.Length * channelsNew[c].Length);
if (index_ == index)
{
sum += channelSamples[i];
count++;
}
else
{
channelsNew[c][index] = sum / count;
index = index_;
sum = channelSamples[i];
count = 1;
}
}
}
float[] samplesNew;
if (clip.channels == 1)
{
samplesNew = channelsNew[0];
}
else
{
samplesNew = new float[channelsNew[0].Length + channelsNew[1].Length];
for (var i = 0; i < samplesNew.Length; i++)
{
samplesNew[i] = channelsNew[i % 2][i / 2];
}
}
clipNew.SetData(samplesNew, 0);
return clipNew;
}

Get two offset points between two points

Hi I need help finding coordinate or points offset from two endpoints of a line. In my program, I would like to specify the two points and the offset. Then I need to calculate the two offset coordinates.
I worked something out using trigonometry but it only works in some cases and when the line is in the positive quadrant.
Here is an image describing what I need to find:
Points on line
Ok so I need to find X3,Y3 and X4,Y4 coordinates.
My method I followed:
Calculate angle:
Ang = atan((Y2 - Y1)/(X2 - X1))
To find X3:
X3 = X1 + Offset * Cos(Ang)
The same concept for Y3
The issue is that if the line is in a different quadrant the point info is not correct... Any help, please.
This question is a clear case for using 2d vector math. The idea is that we subtract p1 from p2 to give us a vector that describes the length and direction of the line. We then normalize this vector, such that it has a length of 1. If you then multiply this normalized vector with the number of units you'd like to move away from the end and add the result to the end-point, you'll have a new point.
Consider an example walking along the x axis:
p1 = 0,0
p2 = 10,0
dif = p2 - p1 = (10,0)
length is 10, so it's 10 times too long - we divide it by 10 to get a vector 1 unit long.
If we then move 5 times (1,0), we end up at 5,0 - 5 units away, bewdy!
Here's a function that achieves the same thing:
function calcOffsetPoint(x1,y1, x2,y2, distTowardsP2fromP1)
{
var p1 = new vec2d(x1,y1);
var p2 = new vec2d(x2,y2);
var delta = p2.sub(p1);
var dirVec = delta.clone();
dirVec.normalize();
dirVec.timesEquals(distTowardsP2fromP1);
var resultPoint = p1.add(dirVec);
return resultPoint;
}
As you can see, this makes use of something I've called vec2d. There's a copy of it in the following snippet:
"use strict";
function byId(id){return document.getElemetById(id)}
function newEl(tag){return document.createElement(tag)}
window.addEventListener('load', onDocLoaded, false);
function onDocLoaded(evt)
{
var end1 = new vec2d(0,0);
var end2 = new vec2d(10,0);
var midPoint = calcOffsetPoint(end1.x,end1.y, end2.x,end2.y, 5);
console.log( midPoint.toStringN(2) );
}
class vec2d
{
constructor(x=0, y=0)
{
this.mX = x;
this.mY = y;
}
get x(){return this.mX;}
set x(newX){this.mX = newX;}
get y(){return this.mY;}
set y(newY){this.mY = newY;}
add(other)
{
return new vec2d(this.x+other.x, this.y+other.y);
}
sub(other)
{
return new vec2d(this.x-other.x, this.y-other.y);
}
timesEquals(scalar)
{
this.x *= scalar;
this.y *= scalar;
return this;
}
divByEquals(scalar)
{
this.x /= scalar;
this.y /= scalar;
return this;
}
dotProd(other)
{
return this.x*other.x + this.y*other.y;
}
length()
{
return Math.hypot(this.x, this.y);
}
normalize()
{
this.divByEquals( this.length() );
return this;
}
perpendicular()
{
var tmp = this.x;
this.x = -this.y;
this.y = tmp;
return this;
}
clone()
{
return vec2d.clone(this);
}
static clone(other)
{
return new vec2d(other.x, other.y);
}
toString(){return `vec2d {x: ${this.x}, y: ${this.y}}`}
toStringN(n){return `vec2d {x: ${this.x.toFixed(n)}, y: ${this.y.toFixed(n)}}`}
}
function calcOffsetPoint(x1,y1, x2,y2, distTowardsP2fromP1)
{
var p1 = new vec2d(x1,y1);
var p2 = new vec2d(x2,y2);
var delta = p2.sub(p1);
var dirVec = delta.clone();
dirVec.normalize();
dirVec.timesEquals(distTowardsP2fromP1);
var resultPoint = p1.add(dirVec);
return resultPoint;
}
I had some spare time over the weekend, so put together a working demo of the image you posted. Have a play around. Make sure you run it in full-screen, so you can see the sliders that set the offsets for p3 and p4. Disregard the coordinate-system transformation stuff, that's just there to allow me to make an image the same dimensions as your image yet conveniently display it in a window with about 5% the area. The questions come from the exercise section of some old text-book I was reading over the weekend.
"use strict";
class vec2d
{
constructor(x=0,y=0)
{
this.x = x;
this.y = y;
}
abs()
{
this.x = Math.abs(this.x);
this.y = Math.abs(this.y);
return this;
}
add(vec1)
{
return new vec2d(this.x+vec1.x, this.y+vec1.y);
}
sub(vec1)
{
return new vec2d(this.x-vec1.x, this.y-vec1.y);
}
mul(scalar)
{
return new vec2d(this.x*scalar, this.y*scalar);
}
plusEquals(vec1)
{
this.x += vec1.x;
this.y += vec1.y;
return this;
}
minusEquals(vec1)
{
this.x -= vec1.x;
this.y -= vec1.y;
return this;
}
timesEquals(scalar)
{
this.x *= scalar;
this.y *= scalar;
return this;
}
divByEquals(scalar)
{
this.x /= scalar;
this.y /= scalar;
return this;
}
normalize()
{
var len = this.length;
this.x /= len;
this.y /= len;
return this;
}
get length()
{
//return Math.sqrt( (this.x*this.x)+(this.y*this.y) );
return Math.hypot( this.x, this.y );
}
set length(newLen)
{
var invLen = newLen / this.length;
this.timesEquals(invLen);
}
dotProd(vec1)
{
return this.x*vec1.x + this.y*vec1.y;
}
perp()
{
var tmp = this.x;
this.x = -this.y;
this.y = tmp;
return this;
}
wedge(other)
{ // computes an area for parallelograms
return this.x*other.y - this.y*other.x;
}
static clone(other)
{
var result = new vec2d(other.x, other.y);
return result;
}
clone() // clone self
{
return vec2d.clone(this);
}
setTo(other)
{
this.x = other.x;
this.y = other.y;
}
get(){ return {x:this.x, y:this.y}; }
toString(){ return `vec2d {x: ${this.x}, y: ${this.y}}` }
toStringN(n){ return `vec2d {x: ${this.x.toFixed(n)}, y: ${this.y.toFixed(n)}}` }
print(){console.log(this.toString())}
};
class mat3
{
static clone(other)
{
var result = new mat3();
other.elems.forEach(
function(el, index, collection)
{
result.elems[index] = el;
}
);
return result;
}
clone()
{
return mat3.clone(this);
}
constructor(a,b,c,d,e,f)
{
if (arguments.length < 6)
this.setIdentity();
else
this.elems = [a,b,0,c,d,0,e,f,1];
}
setIdentity()
{
this.elems = [1,0,0, 0,1,0, 0,0,1];
}
multiply(other, shouldPrepend)
{
var a, b, c = new mat3();
if (shouldPrepend === true)
{
a = other;
b = this;
}
else
{
a = this;
b = other;
}
c.elems[0] = a.elems[0]*b.elems[0] + a.elems[1]*b.elems[3] + a.elems[2]*b.elems[6];
c.elems[1] = a.elems[0]*b.elems[1] + a.elems[1]*b.elems[4] + a.elems[2]*b.elems[7];
c.elems[2] = a.elems[0]*b.elems[2] + a.elems[1]*b.elems[5] + a.elems[2]*b.elems[8];
// row 1
c.elems[3] = a.elems[3]*b.elems[0] + a.elems[4]*b.elems[3] + a.elems[5]*b.elems[6];
c.elems[4] = a.elems[3]*b.elems[1] + a.elems[4]*b.elems[4] + a.elems[5]*b.elems[7];
c.elems[5] = a.elems[3]*b.elems[2] + a.elems[4]*b.elems[5] + a.elems[5]*b.elems[8];
// row 2
c.elems[6] = a.elems[6]*b.elems[0] + a.elems[7]*b.elems[3] + a.elems[8]*b.elems[6];
c.elems[7] = a.elems[6]*b.elems[1] + a.elems[7]*b.elems[4] + a.elems[8]*b.elems[7];
c.elems[8] = a.elems[6]*b.elems[2] + a.elems[7]*b.elems[5] + a.elems[8]*b.elems[8];
for (var i=0; i<9; i++)
this.elems[i] = c.elems[i];
}
transformVec2s(pointList)
{
var i, n = pointList.length;
for (i=0; i<n; i++)
{
var x = pointList[i].x*this.elems[0] + pointList[i].y*this.elems[3] + this.elems[6];
var y = pointList[i].x*this.elems[1] + pointList[i].y*this.elems[4] + this.elems[7];
pointList[i].x = x;
pointList[i].y = y;
}
}
makeTransformedPoints(pointList)
{
var result = [];
for (var i=0,n=pointList.length;i<n;i++)
{
var x = pointList[i].x*this.elems[0] + pointList[i].y*this.elems[3] + this.elems[6];
var y = pointList[i].x*this.elems[1] + pointList[i].y*this.elems[4] + this.elems[7];
result.push( new vec2d(x,y) );
}
return result;
}
rotate(degrees, shouldPrepend)
{
var tmp = new mat3();
tmp.elems[0] = Math.cos( degrees/180.0 * Math.PI );
tmp.elems[1] = -Math.sin( degrees/180.0 * Math.PI );
tmp.elems[3] = -tmp.elems[1];
tmp.elems[4] = tmp.elems[0];
this.multiply(tmp, shouldPrepend);
}
scaleEach(scaleX, scaleY, shouldPrepend)
{
var tmp = new mat3();
tmp.elems[0] = scaleX;
tmp.elems[4] = scaleY;
this.multiply(tmp, shouldPrepend);
}
scaleBoth(scaleAmount, shouldPrepend)
{
var tmp = new mat3();
tmp.elems[0] = scaleAmount;
tmp.elems[4] = scaleAmount;
this.multiply(tmp, shouldPrepend);
}
translate(transX, transY, shouldPrepend)
{
var tmp = new mat3();
tmp.elems[6] = transX;
tmp.elems[7] = transY;
this.multiply(tmp, shouldPrepend);
}
determinant()
{
var result, a, b;
a = ( (this.elems[0]*this.elems[4]*this.elems[8])
+ (this.elems[1]*this.elems[5]*this.elems[6])
+ (this.elems[2]*this.elems[3]*this.elems[7]) );
b = ( (this.elems[2]*this.elems[4]+this.elems[6])
+ (this.elems[1]*this.elems[3]+this.elems[8])
+ (this.elems[0]*this.elems[5]+this.elems[7]) );
result = a - b;
return result;
}
isInvertible()
{
return (this.determinant() != 0);
}
invert()
{
var det = this.determinant();
if (det == 0)
return;
var a,b,c,d,e,f,g,h,i;
a = this.elems[0]; b = this.elems[1]; c = this.elems[2];
d = this.elems[3]; e = this.elems[4]; f = this.elems[5];
g = this.elems[6]; h = this.elems[7]; i = this.elems[8];
this.elems[0] = (e*i - f*h); this.elems[1] = -((b*i) - (c*h)); this.elems[2] = (b*f)-(c*e);
this.elems[3] = -(d*i - f*g); this.elems[4] = (a*i) - (c*g); this.elems[5] = -( (a*f) - (c*d) );
this.elems[6] = (d*h - e*g); this.elems[7] = -((a*h) - (b*g)); this.elems[8] = (a*e)-(b*d);
var detInv = 1.0 / det;
for (var i=0; i<9; i++)
this.elems[i] *= detInv;
return this;
}
reset()
{
this.setIdentity();
}
print()
{
var str = '';
for (var i=0; i<9; i++)
{
if (i && i%3==0)
str += "\n";
str += " " + this.elems[i].toFixed(5);
}
console.log(str);
}
}
function byId(id){return document.getElementById(id)}
function newEl(tag){return document.createElement(tag)}
window.addEventListener('load', onDocLoaded, false);
function onDocLoaded(evt)
{
byId('output').addEventListener('mousemove', onMouseMove, false);
byId('slider1').addEventListener('input', onSliderInput, false);
byId('slider2').addEventListener('input', onSliderInput, false);
draw();
}
//(400-48)/400 = 0.88
var invMat, svgInvMat;
function onMouseMove(evt)
{
var mousePos = new vec2d(evt.offsetX,evt.offsetY);
var worldPos = mousePos.clone();
invMat.transformVec2s( [worldPos] );
byId('screenMouse').textContent = `screen: ${mousePos.x},${mousePos.y}`;
byId('worldMouse').textContent = `world: ${worldPos.x.toFixed(1)}, ${worldPos.y.toFixed(1)}`;
}
function onSliderInput(evt)
{
draw();
}
function updateSliderLabels()
{
byId('ofset1Output').textContent = byId('slider1').value;
byId('ofset2Output').textContent = byId('slider2').value;
}
function draw()
{
var can = byId('output');
var ctx = can.getContext('2d');
ctx.clearRect(0,0,can.width,can.height);
var orientMat = evaluateViewOrientationMatrix(0.06*can.width,can.height-24, 0,-1);
var scaleMat = computeWindowToViewPortMatrix(2052,1317, can.width,can.height);
var viewMat = scaleMat.clone();
viewMat.multiply(orientMat);
console.log('viewMat');
viewMat.print();
invMat = viewMat.clone().invert();
for (var i=0; i<9; i++)
invMat.elems[i] /= invMat.elems[8];
ctx.strokeStyle = '#fff';
var axisPts = [ new vec2d(0,1070), new vec2d(0,0), new vec2d(0.88*2052,0) ]; // xAxis line 88% of image width
var axis = viewMat.makeTransformedPoints(axisPts);
drawLine(axis[0].x,axis[0].y, axis[1].x,axis[1].y, ctx);
drawLine(axis[1].x,axis[1].y, axis[2].x,axis[2].y, ctx);
var lineEnds = [new vec2d(330,263), new vec2d(1455,809)];
var pts2 = viewMat.makeTransformedPoints(lineEnds);
drawCircle(pts2[0].x,pts2[0].y, 4, ctx);
drawCircle(pts2[1].x,pts2[1].y, 4, ctx);
drawLine(pts2[0].x,pts2[0].y, pts2[1].x,pts2[1].y, ctx);
var rawP3 = calcOffsetCoords(lineEnds[0].x,lineEnds[0].y, lineEnds[1].x,lineEnds[1].y, byId('slider1').value);
var rawP4 = calcOffsetCoords(lineEnds[1].x,lineEnds[1].y, lineEnds[0].x,lineEnds[0].y, byId('slider2').value);
var ofsPts = viewMat.makeTransformedPoints( [rawP3, rawP4] );
drawCircle(ofsPts[0].x,ofsPts[0].y, 4, ctx);
drawCircle(ofsPts[1].x,ofsPts[1].y, 4, ctx);
updateSliderLabels();
}
function calcOffsetCoords(x1,y1, x2,y2, offset)
{
var dx = x2 - x1;
var dy = y2 - y1;
var lineLen = Math.hypot(dx, dy);
var normDx=0, normDy=0;
if (lineLen != 0)
{
normDx = dx / lineLen;
normDy = dy / lineLen;
}
var resultX = x1 + (offset * normDx);
var resultY = y1 + (offset * normDy);
return {x:resultX,y:resultY};//new vec2d(resultX,resultY); //{x:resultX,y:resultY};
}
// Exercise 6-1:
// Write a procedure to implement the evaluateViewOrientationMatrix function that calculates the elements of the
// matrix for transforming world coordinates to viewing coordinates, given the viewing coordinate origin Porigin and
// the viewUp vector
function evalViewOrientMatrix(screenOriginX,screenOriginY, worldUpVectorX,worldUpVectorY)
{
var worldUp = {x: worldUpVectorX, y: worldUpVectorY};
var len = Math.hypot(worldUp.x, worldUp.y);
if (len != 0)
len = 1.0 / len;
worldUp.x *= len;
worldUp.y *= len;
var worldRight = {x: worldUp.y, y: -worldUp.x};
var rotMat = svg.createSVGMatrix();
rotMat.a = worldRight.x;
rotMat.b = worldRight.y;
rotMat.c = worldUp.x;
rotMat.d = worldUp.y;
var transMat = svg.createSVGMatrix();
transMat = transMat.translate(screenOriginX, screenOriginY);
var result = rotMat.multiply(transMat);
return result;
}
function evaluateViewOrientationMatrix(screenOriginX,screenOriginY, worldUpVectorX,worldUpVectorY)
{
var worldUp = new vec2d(worldUpVectorX, worldUpVectorY);
worldUp.normalize();
var worldRight = worldUp.clone().perp();
var rotMat = new mat3();
rotMat.elems[0] = worldRight.x; rotMat.elems[1] = worldRight.y;
rotMat.elems[3] = worldUp.x; rotMat.elems[4] = worldUp.y;
var transMat = new mat3();
transMat.translate(screenOriginX,screenOriginY);
var result = rotMat.clone();
result.multiply(transMat);
return result;
}
/*
0 1 2
3 4 5
6 7 8
translation
-----------
1 0 0
0 1 0
tX tY 1
scaling
---------
sX 0 0
0 sY 0
0 0 1
rotation
--------
cosX -sinX 0
sinX cosX 0
0 0 1
*/
// Exercise 6-2:
// Derive the window to viewport transformation equations 6-3 by first scaling the window to
// the size of the viewport and then translating the scaled window to the viewport position
function computeWindowToViewPortMatrix(windowWidth,windowHeight,viewPortWidth,viewPortHeight)
{
var result = new mat3();
result.scaleEach(viewPortWidth/windowWidth,viewPortHeight/windowHeight);
return result;
}
// returns an SVGMatrix
function compWnd2ViewMat(windowWidth,windowHeight,viewPortWidth,viewPortHeight)
{
var result = svg.createSVGMatrix();
return result.scaleNonUniform(viewPortWidth/windowWidth,viewPortHeight/windowHeight);
}
function drawLine(x1,y1,x2,y2,ctx)
{
ctx.beginPath();
ctx.moveTo(x1,y1);
ctx.lineTo(x2,y2);
ctx.stroke();
}
function drawCircle(x,y,radius,ctx)
{
ctx.beginPath();
ctx.arc(x, y, radius, 0, (Math.PI/180)*360, false);
ctx.stroke();
ctx.closePath();
}
canvas
{
background-color: black;
}
.container
{
display: inline-block;
background-color: #888;
border: solid 4px #555;
}
#screenMouse, #worldMouse, .control
{
display: inline-block;
width: calc(513px/2 - 2*8px);
margin-left: 8px;
}
<body>
<div class='container'>
<canvas id='output' width='513' height='329'></canvas><br>
<div id='screenMouse'></div><div id='worldMouse'></div>
<div>
<div class='control'>P2 ofs: <input id='slider1' type='range' min='0' max='500' value='301'><span id='ofset1Output'></span></div>
<div class='control'>P3 ofs: <input id='slider2' type='range' min='0' max='500' value='285'><span id='ofset2Output'></span></div>
</div>
</div>
</body>

inserting into SQL via sqlbulk

hallo i have this sniped code like this:
public static void Put_CSVtoSQL_Adhesion()
{
bool IsFirst = true;
DataTable dt = new DataTable();
string line = null;
int i = 0;
try
{
string fileName = Path.Combine(HttpContext.Current.Server.MapPath(UploadDirectory), TheFileName);
using (StreamReader sr = File.OpenText(fileName))
{
while ((line = sr.ReadLine()) != null)
{
string[] data = line.Split(';');
if (data.Length > 0)
{
if (i == 0)
{
foreach (var item in data)
{
dt.Columns.Add(new DataColumn());
}
i++;
}
DataRow row = dt.NewRow();
row.ItemArray = data;
// Pour enlever la tete
if (!IsFirst) dt.Rows.Add(row);
IsFirst = false;
}
}
}
using (var connectionWrapper = new Connexion())
{
var connectedConnection = connectionWrapper.GetConnected();
using (SqlBulkCopy copy = new SqlBulkCopy(connectionWrapper.conn))
{
int CountColl = dt.Columns.Count;
copy.ColumnMappings.Add(0, 1);
copy.ColumnMappings.Add(1, 2);
copy.ColumnMappings.Add(2, 3);
copy.ColumnMappings.Add(3, 4);
copy.ColumnMappings.Add(4, 5);
copy.DestinationTableName = "cotisation";
copy.WriteToServer(dt);
}
}
}
catch (Exception excThrown)
{
throw new Exception(excThrown.Message);
}
}
this code work well, but now i have more than 60 column, should i type manualy from 1 to 60 column or there are another methode ?
copy.ColumnMappings.Add(0, 1);
copy.ColumnMappings.Add(1, 2);
copy.ColumnMappings.Add(2, 3);
copy.ColumnMappings.Add(3, 4);
copy.ColumnMappings.Add(4, 5);
...until 60 column ?
the column is all the same i just shifted 1 column, because the first one is autoincremented column as an ID
Write a loop?
for (int i = 0; i < dt.Columns.Count - 1; i++)
{
copy.ColumnMappings.Add(i, i + 1);
}

kineticjs - createImageRegion for pixels with opacity > 0 not only 1

So the createImageRegion method ignores all pixels with a tiny bit of alpha/opacity.
How can you make this function so that also pixels with an opacity of .5 or something will be count for hitdetection?
I looked into KineticJS. A colorKey is added to a hitregion, but it transforms the key to a hex key with no alpha. I can't figure out a way how i could make this work.
Help is much appriciated!
this is where the magic happens. But i don't understand how i can include pixels whith any kind of transpanacy but 0
createImageHitRegion: function (callback) {
var canvas = new Kinetic.Canvas(this.attrs.width, this.attrs.height);
var context = canvas.getContext();
context.drawImage(this.attrs.image, 0, 0);
try {
var imageData = context.getImageData(0, 0, canvas.getWidth(), canvas.getHeight());
var data = imageData.data;
var rgbColorKey = Kinetic.Type._hexToRgb(this.colorKey);
// replace non transparent pixels with color key
for (var i = 0, n = data.length; i < n; i += 4) {
data[i] = rgbColorKey.r;
data[i + 1] = rgbColorKey.g;
data[i + 2] = rgbColorKey.b;
// i+3 is alpha (the fourth element)
}
var that = this;
Kinetic.Type._getImage(imageData, function (imageObj) {
that.imageHitRegion = imageObj;
if (callback) {
callback();
}
});
}
catch (e) {
Kinetic.Global.warn('Unable to create image hit region. ' + e.message);
}
}
When i include: data[i + 3] = 255 (rgbColorKey.a) does not excist, none of the imageevents are working anymore
I found the answer:
for (var i = 0, n = data.length; i < n; i += 4) {
data[i] = rgbColorKey.r;
data[i + 1] = rgbColorKey.g;
data[i + 2] = rgbColorKey.b;
if (!ignoreAlpha && data[i + 3] > 0) {
data[i + 3] = 255;
}
}
This way, every pixel which has a bit of transparancy left, it will get a full color. So if you prototype this to kinetixJS it should work:
Kinetic.Image.prototype.createImageHitRegion = function (callback, ignoreTransparantPixels) {
var canvas = new Kinetic.Canvas(this.attrs.width, this.attrs.height);
var context = canvas.getContext();
var _ignoreTransparantPixels;
if(typeof ignoreTransparantPixels == 'undefined'){
_ignoreTransparantPixels = false;
}
context.drawImage(this.attrs.image, 0, 0);
try {
var imageData = context.getImageData(0, 0, canvas.getWidth(), canvas.getHeight());
var data = imageData.data;
var rgbColorKey = Kinetic.Type._hexToRgb(this.colorKey);
// replace non transparent pixels with color key
for (var i = 0, n = data.length; i < n; i += 4) {
data[i] = rgbColorKey.r;
data[i + 1] = rgbColorKey.g;
data[i + 2] = rgbColorKey.b;
if (!_ignoreTransparantPixels && data[i + 3] > 0) {
data[i + 3] = 255;
}
//trace(data[i + 3]);
// i+3 is alpha (the fourth element)
}
var that = this;
Kinetic.Type._getImage(imageData, function (imageObj) {
that.imageHitRegion = imageObj;
if (callback) {
callback();
}
});
}
catch (e) {
Kinetic.Global.warn('Unable to create image hit region. ' + e.message);
}
}

how to highlight user selected text within a piece of text which has already been highlighted?

I have a page where I am displaying some text in a div and I need to highlight this text in certain parts. I have done this by surrounding the text I need to highlight with a tag and appropriate css styling.
E.g.
<div>
My text will look like this with <span class="highlight">highlighted bits</span> in it.
</div>
This works fine. However, another requirement for this page is that the user must be able to select texts, click a button, and the selected text must be highlighted too.
The problem I have is when trying to identify the range of the selected text to grab (using window.getSelection.getRangeAt(0)), this gives me the range which resets after every <span> tag in the text, not from the beginning of the text.
For those who would like to know in the future this is how I did it:
jQuery.fn.highlight = function(startOffset,endOffset,type) {
function innerHighlight(node, startOffset,endOffset) {
var calledStartOffset = parseInt(startOffset);
var startOffsetNode=getChildNodeForOffset(node,parseInt(startOffset));
var endOffsetNode=getChildNodeForOffset(node,parseInt(endOffset));
startOffset = resizeOffsetForNode(startOffsetNode,parseInt(startOffset));
if (startOffsetNode == endOffsetNode){
endOffset = resizeOffsetForNode(endOffsetNode,parseInt(endOffset));
highlightSameNode(startOffsetNode, parseInt(startOffset),parseInt(endOffset),type,calledStartOffset);
} else {
highlightDifferentNode(startOffsetNode,endOffsetNode,parseInt(startOffset),parseInt(endOffset),type,calledStartOffset);
}
}
return this.each(function() {
innerHighlight(this, startOffset,endOffset);
});
};
function resizeOffsetForNode(offsetNode,offset){
if (offsetNode.id >= 0){
offset = parseInt(offset)-parseInt(offsetNode.id);
} else if (offsetNode.previousSibling != null && offsetNode.previousSibling.id > 0){
offset = parseInt(offset)-parseInt(offsetNode.previousSibling.id)-parseInt(offsetNode.previousSibling.textContent.length);
}
return offset;
}
function getChildNodeForOffset(testNode,offset) {
if (testNode.nodeType == 1 && testNode.childNodes && !/(script|style)/i.test(testNode.tagName)) {
var offsetNode=null;
var currentNode;
for (var i = 0; i < testNode.childNodes.length; ++i) {
currentNode=testNode.childNodes[i];
if (currentNode.id >= 0 && parseInt(currentNode.id) <= parseInt(offset) && ((parseInt(currentNode.id) + parseInt(currentNode.textContent.length)) >= parseInt(offset))){
offsetNode = currentNode;
break;
} else if (currentNode.id >= 0 && parseInt(currentNode.id) > parseInt(offset)){
offsetNode = currentNode.previousSibling;
break;
}
}
if (offsetNode==null){
offsetNode = testNode.childNodes[testNode.childNodes.length-1];
}
return offsetNode;
}
}
function highlightSameNode(node, startOffset,endOffset,type,calledStartOffset) {
var skip = 0;
if (node.nodeType == 3) {
if (startOffset >= 0) {
var spannode = document.createElement('span');
spannode.className = 'entity '+ type;
spannode.id=calledStartOffset;
var middlebit = node.splitText(startOffset);
var endbit = middlebit.splitText(endOffset-startOffset);
var middleclone = middlebit.cloneNode(true);
spannode.appendChild(middleclone);
middlebit.parentNode.replaceChild(spannode, middlebit);
}
} else if (node.nodeType == 1 && node.childNodes && !/(script|style)/i.test(node.tagName)) {
var childnode = node.childNodes[0];
highlightSameNode(childnode, startOffset,endOffset,type,calledStartOffset);
}
}
function highlightDifferentNode(startnode, endnode, startOffset,endOffset,type,calledStartOffset) {
var skip = 0;
if (startnode.nodeName == "#text") {
if (startOffset >= 0) {
var spannode = document.createElement('span');
spannode.className = 'entity '+ type;
spannode.id=calledStartOffset;
var endbit = node.splitText(startOffset);
var endclone = endbit.cloneNode(true);
spannode.appendChild(endclone);
endbit.parentNode.replaceChild(spannode, endbit);
}
} else if (startnode.nodeName == "SPAN") {
if (startOffset >= 0) {
var spannode = document.createElement('span');
spannode.className = 'entity '+ type;
spannode.id=calledStartOffset;
var endTextbit = startnode.childNodes[0].splitText(startOffset);
spannode.appendChild(endTextbit);
startnode.parentNode.insertBefore(spannode, startnode.nextSibling);
}
}
var currentTestNode=startnode.nextSibling;
while (currentTestNode!=endnode){
if (currentTestNode.nodeName == "#text") {
var spannode = document.createElement('span');
spannode.className = 'entity '+ type;
spannode.id=parseInt(currentTestNode.previousSibling.id)+parseInt(currentTestNode.previousSibling.textContent.length);
var currentNodeClone=currentTestNode.cloneNode(true);
spannode.appendChild(currentNodeClone);
endbit.parentNode.replaceChild(spannode, currentTestNode);
} else if (currentTestNode.nodeName == "SPAN") {
currentTestNode.className = 'entity overlap';
}
currentTestNode=currentTestNode.nextSibling;
}
var previousNodeEnd = parseInt(endnode.previousSibling.id)+parseInt(endnode.previousSibling.textContent.length);
var spannode = document.createElement('span');
spannode.className = 'entity '+ type;
spannode.id=previousNodeEnd;
if (endnode.nodeName == "#text") {
if (endOffset >= 0) {
//end offset here is the original end offset from the beginning of the text, not node
var unwantedbit = endnode.splitText(parseInt(endOffset)-parseInt(previousNodeEnd));
var endclone = endnode.cloneNode(true);
spannode.appendChild(endclone);
endnode.parentNode.replaceChild(spannode, endnode);
}
} else if (endnode.nodeName == "SPAN") {
if (endOffset >= 0) {
var wantTextbit = endnode.childNodes[0].splitText(parseInt(endOffset)-parseInt(previousNodeEnd));
spannode.appendChild(wantTextbit);
wantTextbit.parentNode.parentNode.insertBefore(spannode, endnode);
}
}
if (startnode.textContent.length < 1){
startnode.parentNode.removeChild(startnode);
}
if (endnode.textContent.length < 1){
endnode.parentNode.removeChild(endnode);
}
}
jQuery.fn.removeHighlight = function() {
return this.find("span.entity").each(function() {
this.parentNode.firstChild.nodeName;
with (this.parentNode) {
replaceChild(this.firstChild, this);
normalize();
}
}).end();
};
function contains(a, b){
return a.contains ? a != b && a.contains(b) : !!(a.compareDocumentPosition(b) & 16);
}