Cadlib draw model with images to bitmap - cad

I am using Cadlib to read DWG, DXF and PDF architecture files, some files have images inside it, I create a DXFModel which I want to add those DXFImages to it then export to jpg, I always get a white image.
DxfModel dxfModel = new DxfModel();
foreach(DxfImage image in cadMimages)
{
dxfModel.Images.Add(image.ImageDef);
image.SetDefaultBoundaryVertices();
dxfModel.Entities.Add(image);
}
GraphicsConfig graphicsConfig = new GraphicsConfig(false, ArgbColors.White)
{
FixedForegroundColor = ArgbColors.Black,
CorrectColorForBackgroundColor = false,
ApplyLineType = true,
DisplayLineWeight = true,
DrawImages =true,
DrawImageFrame=true
};
var boundsCalculator = new BoundsCalculator();
boundsCalculator.GetBounds(dxfModel);
var bounds_ = boundsCalculator.Bounds;
Size maxSize = new Size(4096, 4096);
var width = maxSize.Width;
var height = maxSize.Height;
var point1 = new WW.Math.Point3D(0, height - 1, 0);
var point2 = new WW.Math.Point3D(width - 1, 0, 0);
var to2DTransform = DxfUtil.GetScaleTransform(bounds_.Corner1, bounds_.Corner2, point1, point2);
var bitmap = ImageExporter.CreateAutoSizedBitmap(dxfModel, new GDIGraphics3D(graphicsConfig), SmoothingMode.AntiAlias, to2DTransform, maxSize);
using (Stream stream = File.Create("d:/test.png"))
{
ImageExporter.EncodeImageToPng(bitmap, stream);
}

Related

PixiJs mask filter with background image

How can I create effect like on this site (work links)
https://monopo.london/work/
I was trying implement this example, but can't change black background with another image.
https://pixijs.io/examples/#/masks/filter.js
Please, HELP!
const app = new PIXI.Application();
document.body.appendChild(app.view);
// Inner radius of the circle
const radius = 100;
// The blur amount
const blurSize = 12;
app.loader.add('grass', 'https://images.prismic.io/monopolondon/abb53b73-caae-41d2-9031-f889aa27780d_onefinestay_thumb.jpeg?auto=compress,format&rect=0,0,1200,1436&w=600&h=718');
app.loader.load(setup);
function setup(loader, resources) {
const background = new PIXI.Sprite(resources.grass.texture);
app.stage.addChild(background);
background.width = app.screen.width;
background.height = app.screen.height;
const circle = new PIXI.Graphics()
.beginFill(0xFF0000)
.drawCircle(radius + blurSize, radius + blurSize, radius)
.endFill();
circle.filters = [new PIXI.filters.BlurFilter(blurSize)];
const bounds = new PIXI.Rectangle(0, 0, (radius + blurSize) * 2, (radius + blurSize) * 2);
const texture = app.renderer.generateTexture(circle, PIXI.SCALE_MODES.NEAREST, 1, bounds);
const focus = new PIXI.Sprite(texture);
console.log(texture);
app.stage.addChild(focus);
background.mask = focus;
app.stage.interactive = true;
app.stage.on('mousemove', pointerMove);
function pointerMove(event) {
focus.position.x = event.data.global.x - focus.width / 2;
focus.position.y = event.data.global.y - focus.height / 2;
}
}
Try simply adding some other Sprite to stage - before grass is added - like this:
look at usage of some_bg
const app = new PIXI.Application();
document.body.appendChild(app.view);
// Inner radius of the circle
const radius = 100;
// The blur amount
const blurSize = 32;
app.loader.add('grass', 'examples/assets/bg_grass.jpg');
app.loader.add('some_bg', 'examples/assets/bg_plane.jpg');
app.loader.load(setup);
function setup(loader, resources) {
const some_bg = new PIXI.Sprite(resources.some_bg.texture);
some_bg.width = app.screen.width;
some_bg.height = app.screen.height;
app.stage.addChild(some_bg);
console.log(some_bg);
const background = new PIXI.Sprite(resources.grass.texture);
app.stage.addChild(background);
background.width = app.screen.width;
background.height = app.screen.height;
const circle = new PIXI.Graphics()
.beginFill(0xFFFFFF)
.drawCircle(radius + blurSize, radius + blurSize, radius)
.endFill();
circle.filters = [new PIXI.filters.BlurFilter(blurSize)];
const bounds = new PIXI.Rectangle(0, 0, (radius + blurSize) * 2, (radius + blurSize) * 2);
const texture = app.renderer.generateTexture(circle, PIXI.SCALE_MODES.NEAREST, 1, bounds);
const focus = new PIXI.Sprite(texture);
app.stage.addChild(focus);
background.mask = focus;
app.stage.interactive = true;
app.stage.on('mousemove', pointerMove);
function pointerMove(event) {
focus.position.x = event.data.global.x - focus.width / 2;
focus.position.y = event.data.global.y - focus.height / 2;
}
}

mask after finding shape's contour

I'm trying to write ANPR project in nodejs.
I managed to draw the contours around the license plate, but now I want to mask it.
this is what I got now (just without the text):
i want to mask it like so (and even crop it afterwards):
this is my code by now:
import cv from 'opencv4nodejs';
// read image, grayscale
const img = cv.imread('./images/img2.jpg');
const grayImg = img.bgrToGray();
const bfilter = grayImg.bilateralFilter(11, 17, 17);
const edged = bfilter.canny(30, 200);
const getContour = (handMask) => {
const mode = cv.RETR_TREE;
const method = cv.CHAIN_APPROX_SIMPLE;
const contours = handMask.findContours(mode, method);
return contours
.sort((c0, c1) => c1.area - c0.area)
.slice(0, 10)
.find((contour) => {
const x = contour.approxPolyDP(10, true);
return x.length === 4;
});
};
let edgeContour = getContour(edged);
let mask = new cv.Mat(grayImg.rows, grayImg.cols, 0, 0);
let x = img.drawContours([edgeContour.getPoints()], 0, new cv.Vec3(0, 255, 0), {
thickness: 5,
});
x = img.bitwiseAnd(img);
cv.imshow('drawContours', x);
cv.waitKey();

Make zoom images slideshow on canvas

i am trying to making zoomin images slideshow using pixijs on canvas from three images like this
I tried but not succeed. My question in how to add zoomin or zoomout image in pixijs for specific width and height, then second image and so on.
I am writing this code
var pixiapp;
var pixiloader = PIXI.Loader.shared;
initpixiapp();
function initpixiapp() {
pixiapp = new PIXI.Application({ width: 1280, height: 720 });
document.getElementById('canvas-container').appendChild(pixiapp.view);
pixiloader.add('images/img1.png').add('images/img2.png').add('images/img3.png').load(handleimagesload);
}
function handleimagesload() {
var imagessprites=[]
var img1 = new PIXI.Sprite(pixiloader.resources['images/img1.png'].texture);
var img2 = new PIXI.Sprite(pixiloader.resources['images/img2.png'].texture);
var img3 = new PIXI.Sprite(pixiloader.resources['images/img3.png'].texture);
imagessprites.push(img1)
imagessprites.push(img2)
imagessprites.push(img3);
for (let index = 0; index < imagessprites.length; index++) {
const element = imagessprites[index];
pixiapp.stage.addChild(element);
// here will the the code to run zoom image to specific width and heigth and then move to next image,
// here is my code, its only display zooming third image
var ticker = new PIXI.Ticker();
ticker.add(() => {
console.log('ticker called')
element.width += 1;
element.height += 1;
if(element.width==1500)
{
ticker.stop()
}
})
ticker.start()
}
}
One more things, how to display a box with text for three seconds before slideshow start.
Try something like this:
var pixiapp;
var pixiloader = PIXI.Loader.shared;
initpixiapp();
function initpixiapp() {
pixiapp = new PIXI.Application({ width: 1280, height: 720 });
document.getElementById('canvas-container').appendChild(pixiapp.view);
pixiloader
.add('images/img1.png')
.add('images/img2.png')
.add('images/img3.png')
.load(handleimagesload);
}
function handleimagesload() {
var imagessprites = [];
var img1 = new PIXI.Sprite(pixiloader.resources['images/img1.png'].texture);
var img2 = new PIXI.Sprite(pixiloader.resources['images/img2.png'].texture);
var img3 = new PIXI.Sprite(pixiloader.resources['images/img3.png'].texture);
imagessprites.push(img1);
imagessprites.push(img2);
imagessprites.push(img3);
// Put first image on stage:
var currentImageIndex = 0;
var currentImage = imagessprites[currentImageIndex];
pixiapp.stage.addChild(currentImage);
var ticker = new PIXI.Ticker();
// Start "main animation loop":
ticker.add(() => {
currentImage.width += 1;
currentImage.height += 1;
if (currentImage.width >= 1500) {
// remove current image from stage:
pixiapp.stage.removeChild(currentImage);
// Move to next image:
// Increase index - but if it reached maximum then go back to 0 (to first image)
currentImageIndex++;
if (currentImageIndex >= imagessprites.length) {
currentImageIndex = 0;
}
currentImage = imagessprites[currentImageIndex];
// Set initial width and height of image (TODO: adjust this)
currentImage.width = 1000;
currentImage.height = 1000;
// put image on stage:
pixiapp.stage.addChild(currentImage);
}
});
ticker.start()
}

File Sharing is not working in Xamarin iOS

I am using the below code to share the file/image to other apps using xamarin ios. But it is not working properly. No exceptions. Code executing properly. But the app list is not launching. What is an issue in below code? Do we need to do any configuration settings changes in the project?
var documentName = shortName + ".pdf";
var ContentPath = Environment.GetFolderPath(Environment.SpecialFolder.Personal);
var fullFilename = Path.Combine(ContentPath, documentName);
NSData dataToShare = NSFileManager.DefaultManager.Contents(fullFilename);
var items = new NSObject[] { dataToShare };
var controller = new UIActivityViewController(items, null);
UIApplication.SharedApplication.KeyWindow.RootViewController.PresentViewController(controller, true, null);
I'm using this code and it is working properly:
var url = NSUrl.FromFilename(this.filePath);
var item = url.Copy();
var activityItems = new[] { item };
var activityController = new UIActivityViewController(activityItems, null);
float width = (float)this.PdfView.Frame.Width;
float height = (float)this.PdfView.Frame.Height;
UIPopoverController popoverController = new UIPopoverController(activityController);
popoverController.SetPopoverContentSize(new CGSize(width, height), true);
popoverController.PresentFromRect(new CGRect(0, 0, width, height), this.MainView, 0, true);

How to get individual object's width, height, left and top in selection:created event?

I am getting the values of the properties of an object(top,width...) as an object is being scaled/moved by using this function :
canvas.on('object:scaling', onObjectModification);
canvas.on('object:moving', onObjectModification);
canvas.on('object:rotating', onObjectModification);
function onObjectModification(e) {
var activeObject = e.target;
var reachedLimit = false;
objectLeft = activeObject.left,
objectTop = activeObject.top,
objectWidth = activeObject.width,
objectHeight = activeObject.height,
canvasWidth = canvas.width,
canvasHeight = canvas.height;
}
How can I get the same for each object that are being moved as a group? I need the values to be constantly changing as the object:scaling event provide.
I know of the event selection:created but I am lost how to use that to attain what I want. Any help from you guys would be highly appreciated.
Thanks
during object scaling width and height will not change. They will be the same all the time, just scaleX and scaleY will change.
You have to write a function that will iterate on possibile group sub objects.
canvas.on('object:scaling', onObjectModification);
canvas.on('object:moving', onObjectModification);
canvas.on('object:rotating', onObjectModification);
function onObjectModification(e) {
var activeObject = e.target;
if (!activeObject) {
return;
}
var canvasWidth = canvas.width;
var canvasHeight = canvas.height;
var reachedLimit = false;
var objectLeft = activeObject.left;
var objectTop = activeObject.top;
// this provide scaled height and width
var objectWidth = activeObject.getWidth();
var objectHeight = activeObject.getHeight();
if (activeObject._objects) {
objs = activeObject._objects;
for (var i= 0; i < objs.length; i++) {
var obj = objs[i];
var objWidth = activeObject.getWidth() * activeObject.scaleX;
var objHeight = activeObject.getHeight() * activeObject.scaleY;
}
}
}

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