material

js实现 数字变化效果

匿名 (未验证) 提交于 2019-12-02 23:41:02
代码: setInterval(function () { var material=Math.random()*(2000-1119+1)+1119; material=Math.round(material); $(".material").html(material); var people=Math.random()*(2000-1119+1)+1119; people=Math.round(people); $(".people").html(people); var design=Math.random()*(2000-1119+1)+1119; design=Math.round(design); $(".design").html(design); var quality=Math.random()*(2000-1119+1)+1119; quality=Math.round(quality); $(".quality").html(quality); var maxfont=material+people+design+quality; $(".maxfont").html(maxfont);},500); Math.random()*(2000-1119+1)+1119; 得到1119-2000之间的一个随机值

How to pass data to material table data source dynamically

元气小坏坏 提交于 2019-12-02 22:07:59
问题 I want to pass the dynamic data to material table. I show my code: parent.component.html <div class="overview"> <div class="vehicle-img"> <img src={{vehicleImg}} /> </div> <div class="board"> <div class="board-column company-overview"> <div class="board-column-header">{{ "COMPANY_OVERVIEW.TITLE" | translate}}</div> <div class="board-column-content"> <app-company-overview [companyOverviewData]="companyOverviewData"></app-company-overview> <div *ngIf="!companyOverviewData" class="loading"> <app

java8的新特性

匿名 (未验证) 提交于 2019-12-02 21:53:52
1.lambda表达式 替换匿名类: 比如大多匿名内部类的多行代码中仅有一行在做实际工作。 public class lambada { //正常线程启动 public static void runSomeThing(){ Runnable runnable = new Runnable() { public void run() { System.out.println("I am running"); } }; new Thread(runnable).start(); } //使用lambda式之后的 public static void runSomeThingByLambda(){ new Thread(() -> System.out.println("I am running")).start(); } public static void test2(){ Runnable r = () -> System.out.println("do something."); } public static void main(String[] args) { // runSomeThing(); runSomeThingByLambda(); // test2(); } } List表进行迭代 // Java 8之前: public static void List(){

Supporting Android material design

余生长醉 提交于 2019-12-02 17:32:09
We're redesigning our android app and a question rises considering the upcoming Android L platform with its material style: what are the ways of supporting older devices? Will this new design be acceptable on 4.x devices? According to Android Material Design compatibility docs I'm going to rehash the material here incase the link gets taken down, which most likely it will be in the near future. For the Material theme The material theme is only available in the Android L Developer Preview. To configure your app to use the material theme on devices running the Android L Developer Preview and an

Overlapping PointLight Shadows using MeshLambertMaterial

拟墨画扇 提交于 2019-12-02 09:56:13
问题 I'm building a small representation of my house in ThreeJS, and I have the walls and such sorted and am in the process of adding the lights. I'm using PointLights as they are representing lightbulbs. The issue I'm having is that with two lights, only the area that they both cover is lit, and the remaining 'half-shadow' is pitch black, when I would expect them to be lit with half of the intensity. Graphical representation below. Graphical Representation In this image, the circles represent the

How to pass data to material table data source dynamically

扶醉桌前 提交于 2019-12-02 08:25:34
I want to pass the dynamic data to material table. I show my code: parent.component.html <div class="overview"> <div class="vehicle-img"> <img src={{vehicleImg}} /> </div> <div class="board"> <div class="board-column company-overview"> <div class="board-column-header">{{ "COMPANY_OVERVIEW.TITLE" | translate}}</div> <div class="board-column-content"> <app-company-overview [companyOverviewData]="companyOverviewData"></app-company-overview> <div *ngIf="!companyOverviewData" class="loading"> <app-loading></app-loading> </div> </div> </div> <div class="board-column feeds"> <div class="board-column

Overlapping PointLight Shadows using MeshLambertMaterial

给你一囗甜甜゛ 提交于 2019-12-02 03:35:57
I'm building a small representation of my house in ThreeJS, and I have the walls and such sorted and am in the process of adding the lights. I'm using PointLights as they are representing lightbulbs. The issue I'm having is that with two lights, only the area that they both cover is lit, and the remaining 'half-shadow' is pitch black, when I would expect them to be lit with half of the intensity. Graphical representation below. Graphical Representation In this image, the circles represent the lights, with the beams representing how I expect the light to fall in the smaller room. The area with

swift 初探ARKit

ε祈祈猫儿з 提交于 2019-12-01 22:19:12
参考 https://www.jianshu.com/p/348678918783 隐私权限 https://www.cnblogs.com/shisishao/p/5872178.html import UIKit import ARKit struct Masks: OptionSet { let rawValue: Int static let ship = Masks(rawValue: 1 << 0) static let bullet = Masks(rawValue: 1 << 1) } class ViewController: UIViewController, ARSCNViewDelegate { var sceneView: ARSCNView! override func viewDidLoad() { super.viewDidLoad() let showHeight : CGFloat = UIScreen.main.bounds.size.height - 100 sceneView = ARSCNView.init(frame: CGRect.init(x: 0, y: 50, width: UIScreen.main.bounds.size.width, height:showHeight)) // 整个场景的大小 self.view

What is the status on Multiple Materials?

自古美人都是妖i 提交于 2019-12-01 12:06:23
I cannot find any documentation on multiple materials - i know MultiMaterial has been deprecated but how does it work now? Does three.js support this and if so how does faceVertexUvs map to multiple material (i mean a practicle example please) To apply multiple materials to an object, you are now able to assign them just as an array to the material property. mesh.material = [material1, material2, material3]; See Migration Guide (r84 → r85) : MultiMaterial has been removed. Use an Array instead. The faceVertexUvs is a multidimensional array, where the first index represents the material index.

颜色,基础光照,材质(二)

*爱你&永不变心* 提交于 2019-12-01 04:31:51
本篇blog讲一下关于材质的知识。 在前面中,我们通过设定几个光照分量以及物体本身的颜色,实现了物体的视觉输出(就是人眼看到的啦)。 设置材质: 我们可以通过进一步地整合数据,来对物体的颜色进行更加严格的控制,既环境光照,漫反射光照,镜面光照三个分量,再加上反光度(为了方便理解,我们把这几个分量看成是物体本身的属性, 也就是材质 ,同各个光照分量对应)。共四个分量,我们可以通过结构体来整合数据: struct Material { vec3 ambient; vec3 diffuse; vec3 specular; float shininess; }; uniform Material material; 在主程序,我们可以传入数据: //in the main.cpp void main() { ... somethingShader.setVec3("material.ambient", 1.0f, 0.5f, 0.31f); somethingShader.setVec3("material.diffuse", 1,0f, 0.5f, 0.31f); somethingShader.setVec3("material.specular", 0.5f, 0.5f, 0.5f); somethingShader.setFloat("material.shininess", 32