How to open photosphere camera? - photosphere

Android API we don't have to open camera in photosphere mode.When we are opening normal camera how to show photosphere mode option in camera options.
To open normal camera I used below intents:
1)Intent intent=new Intent(MediaStore.ACTION_IMAGE_CAPTURE);
startActivityForResult(intent, CAPTURE_IMAGE_ACTIVITY_REQUEST_CODE);
2)Intent intent=new Intent(android.provider.MediaStore.ACTION_IMAGE_CAPTURE);
startActivityForResult(intent, CAPTURE_IMAGE_ACTIVITY_REQUEST_CODE);
3)Intent intent=new Intent("android.media.action.IMAGE_CAPTURE");
startActivityForResult(intent, CAPTURE_IMAGE_ACTIVITY_REQUEST_CODE);

Unfortunately it is not possible to open up the camera in Photo Sphere mode directly right now, but given enough interest I think we should add it.

Related

How to change the camera in three.js / editor using only scripts?

How to change the type of camera used in three.js/editor? I want to do this using scripts, and not using the add camera button (Add → Orthographic Camera). I try to announce the camera again, but I can't. I'm trying to check the view of the main camera using the function (console. log(camera)) — the console shows that the camera has changed. But, when you click the PLAY button, the view remains the same as it was. Thank you for your help and feedback, I am very grateful for this!
It is not possible to do what you are looking for since cameras are handled within the editor. You can't use scripts to change the type of camera used for rendering.
In general, there is no full support for orthographic cameras in the editor. For example the editor's controls only support perspective cameras as well as the app player that playbacks exported/published applications. However, there is a feature request at GitHub that tracks the improvement of orthographic camera support:
https://github.com/mrdoob/three.js/issues/16008

Camera rotation lost when i use orbitcontrols three.js

I am developing a web application that uses 3d buildings as models. I want to create a button that places the camera so that the model is in a suitable position, however when I rotate the camera manually the mouse control resets it again.
Sample here:Link
If I enable //controls.update() the rotation doesn't work. With //controls.update() disabled the camera rotate fine but when I use the mouse, the camera is reset.
¿What can I do? Thanks!
You shouldn't directly change the rotation of the camera, instead you should change the position+target.
When you call controls.update() the rotation of the camera will be calculated based on the position of the camera (the location of the camera) and the target of the controls (the location of focus).
For example you can do:
controls.target.set(0,0,1);
camera.position.set(-0.041, 1.9, -1.21);
controls.update();

How to disable gyro based rotation on mobile phones

i want to disable the camera rotation, while being on mobile.
I though making look-controls="hmdEnabled:false" would disable moving the camera along with the mobile device, yet it didn't work.
I tried to find which controls should i disable, but i only found some intel stating, that WebVr drivers rotate the scene #HMD orientation, not directly from the gyroscopes.
Nonetheless, I have no idea how to lock the camera, so it can be only moved by dragging Your finger.
Thanks in advance
I packaged up a component that does this at https://github.com/AVGP/a-touch-controls:
<a-scene>
<a-entity camera touch-controls></a-entity>
</a-scene>
These controls are using mouse (click and drag) or finger (swipe) movements to move around the camera, but does not use the gyroscope on mobile, except when explicitely entering VR mode, which still permits Cardboard usage etc.
If you want your own control scheme, you'll need to make your own controls. You can copy and paste some code from the look-controls and customize it: https://github.com/aframevr/aframe/blob/master/src/components/look-controls.js

How do I reset to the default Camera setting?

When you first run Unity, it has that scene where an Area Light is acting like a sun, and the camera is a nice shade that allows you to clearly see around you.
I accidentally changed my settings on my Main Camera, and it has stayed there, and is a solid color of blue. How do I get the original camera settings back?
Just click that little gear and reset it:
Delete your main camera. Make a new camera. Drag it back into the hierarchy. Rename it to the name of your original camera. That should, in theory, give you all of the default settings if I remember correctly.
What you're looking for is called a Skybox. Here's how to get it back
Select the Main Camera GameObject. Under the Clear Flags setting, select Skybox
Open the Lighting tab by going to Window -> Lighting
Under the Environment Lighting settings, change your Skybox to Default-Skybox
Profit.
Pictures below
just set the scale in Main Camera for z-axis to -10 as it is set to 0 which renders camera preview with blue screen.
A screenshot is provided so i hope it may help you. just change your settings as depicted in the screenshot

How do I underexpose a camera image in Windows Phone?

I'm trying to get the camera on my Windows Phone to take an underexposed image. I've gone through the PhotoCamera class documentation as well as this tutorial. While I can access the raw camera data and manipulate the buffer before the image is saved this is not sufficient as I need to modify the camera's capture setting.
I'm trying to prevent the highlights from blowing out, because the camera's metering has been fooled by the scene and has decided to overexpose. When the highlights are blown out, the RGB values are 255, 255, 255 and there's nothing I can do to recover any lost detail.
On my non-phone camera, it's common to underexpose such scenes by using the EV compensation facility. Am I missing something or does Windows Phone 7.5 really lack such basic camera functionality?
The Windows Phone 7 camera always selects an exposure time automatically. The only control the user has over this is the 'metering mode', where they can tell the camera to expose based on the average image intensity, or the centre of the image.
Unfortunately you cannot change this setting through the camera API.

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