Update app.py
Browse files
app.py
CHANGED
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@@ -665,14 +665,13 @@ async(c, o, p, d, n, m)=>{
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}*/
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alert(document.getElementById("output_video").getElementsByTagName("video")[0].src);
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alert(document.getElementById("depth_video").getElementsByTagName("video")[0].src);
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//alert(BABYLON.VideoDome);
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const videoDome = new BABYLON.VideoDome(
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"videoDome",
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[document.getElementById("output_video").getElementsByTagName("video")[0].src],
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{
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resolution: 16,
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size: 512
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}, BABYLON.Engine.LastCreatedScene
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);
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var q = BABYLON.Engine.LastCreatedScene.meshes[BABYLON.Engine.LastCreatedScene.meshes.length-2]._children;
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@@ -689,10 +688,10 @@ async(c, o, p, d, n, m)=>{
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BABYLON.Engine.LastCreatedScene.meshes[BABYLON.Engine.LastCreatedScene.meshes.length-1].alphaIndex = 1;
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BABYLON.Engine.LastCreatedScene.meshes[BABYLON.Engine.LastCreatedScene.meshes.length-1].visibility = 0.9999;
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window.
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window.
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window.
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window.
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window.md = false;
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window.r_old = 1.0;
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@@ -987,10 +986,10 @@ window.snapshot = snapshot;
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mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
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mesh.rotationQuaternion = null;
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mesh.position.z =
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mesh.position.x =
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mesh.rotation.y =
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mesh.rotation.z =
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return mesh;
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}
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}*/
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alert(document.getElementById("output_video").getElementsByTagName("video")[0].src);
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alert(document.getElementById("depth_video").getElementsByTagName("video")[0].src);
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const videoDome = new BABYLON.VideoDome(
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"videoDome",
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[document.getElementById("output_video").getElementsByTagName("video")[0].src],
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{
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resolution: 16,
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size: 512,
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}, BABYLON.Engine.LastCreatedScene
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);
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var q = BABYLON.Engine.LastCreatedScene.meshes[BABYLON.Engine.LastCreatedScene.meshes.length-2]._children;
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BABYLON.Engine.LastCreatedScene.meshes[BABYLON.Engine.LastCreatedScene.meshes.length-1].alphaIndex = 1;
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BABYLON.Engine.LastCreatedScene.meshes[BABYLON.Engine.LastCreatedScene.meshes.length-1].visibility = 0.9999;
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window._Lat = coords[0].lat;
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window._Lng = coords[0].lng;
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window._Heading = coords[0].heading;
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window._Pitch = coords[0].pitch;
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window.md = false;
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window.r_old = 1.0;
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mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
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mesh.rotationQuaternion = null;
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mesh.position.z = _Lat;
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mesh.position.x = _Lng;
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mesh.rotation.y = _Heading / 180 * Math.PI;
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mesh.rotation.z = _Pitch / 180 * Math.PI;
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return mesh;
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}
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