Difference between revisions of "JavascriptGraphicsAPI"
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Line 106: | Line 106: | ||
==Skeleton Management== | ==Skeleton Management== | ||
+ | ===Animating a skeleton based on a time based animation=== | ||
{ | { | ||
− | msg:" | + | msg:"Ani", |
+ | id:"f47ac10b-58cc-4372-a567-0e02b2c3d479", | ||
+ | time:489192048120984102,///milliseconds since 1970 that the animation should be started from (skip frames if now is later) | ||
+ | animation:"http://example.com/animation.dae", | ||
+ | weight:1.0 ///how strong this animation should compare with other animations that use the same bones | ||
+ | } | ||
+ | |||
+ | ===Stopping a skeleton based on a time based animation=== | ||
+ | { | ||
+ | msg:"AniStop", | ||
id:"f47ac10b-58cc-4372-a567-0e02b2c3d479", | id:"f47ac10b-58cc-4372-a567-0e02b2c3d479", | ||
animation:"http://example.com/animation.dae" | animation:"http://example.com/animation.dae" | ||
} | } | ||
+ | |||
+ | ===Streaming some joint locations=== | ||
{ | { | ||
msg:"AnimateBone", | msg:"AnimateBone", |
Revision as of 06:41, 7 February 2010
Cross thread communication from Physics and Networking to graphics
Objects are sent across the thread barrier to alter the current scene graph being displayed
Object Management
Creating a new graphics object
{ msg:"Create" id:"f47ac10b-58cc-4372-a567-0e02b2c3d479" time: 2181298451298491284,//milliseconds since 1970 pos:[1,2,3], vel:[.25,0,0], orient:[.5,0,0,.5] rotaxis:[0,0,1] rotvel:.25, parent:"c46ac00b-58cc-4372-a567-0e02b2c3d479"//<-- optional }
Moving a graphics object
//should we define that the graphics system has some sort of interp--otherwise velocity may be useless?
{ msg:"Move" id:"f47ac10b-58cc-4372-a567-0e02b2c3d479" time:39852398592385,//milliseconds since 1970 pos:[1,2,3], vel:[.25,0,0], orient:[.5,0,0,.5] rotaxis:[0,0,1] rotvel:.25, parent:"c46ac00b-58cc-4372-a567-0e02b2c3d479"//<-- optional }
Destroying a graphics object
{ msg:"Destroy" id:"f47ac10b-58cc-4372-a567-0e02b2c3d479" }
Managing object appearance properties
Adding/changing mesh property for an object
{ msg:"Mesh", id:"f47ac10b-58cc-4372-a567-0e02b2c3d479", mesh:"http://example.com/test.dae" }
Removing mesh property for an object
{ msg:"DestroyMesh", id:"f47ac10b-58cc-4372-a567-0e02b2c3d479", }
Adding/changing light property for an object
{ msg:"Light" id:"f47ac10b-58cc-4372-a567-0e02b2c3d479" diffuse_color:[.25,.5,1], specular_color: [.2,1,.5], power=1.0: //exponent on the light ambient_color: [0,0,0], light_range: 1.0e5 constant_falloff: 0.5, linear_falloff: 0.2, quadratic_falloff: 0.1, cone_inner_radians: 0, cone_outer_radians: 0, cone_falloff: 0.5, type: "POINT",//options include "SPOTLIGHT" or "DIRECTIONAL" casts_shadow: true }
Removing light property for an object
{ msg:"DestroyLight" id:"f47ac10b-58cc-4372-a567-0e02b2c3d479" }
Camera Management
Attaching a camera to an object
{ msg:"Camera" id:"f47ac10b-58cc-4372-a567-0e02b2c3d479" primary:true//whether the camera should be attached to the canvas rendering surface (may be overridden with future calls to Camera) }
Detaching a camera from an object
{ msg:"DestroyCamera" id:"f47ac10b-58cc-4372-a567-0e02b2c3d479" }
Attach a camera to an object's texture"
{ msg:AttachCamera", id:"f47ac10b-58cc-4372-a567-0e02b2c3d479", camid:"f47ac10b-58cc-4372-a567-0e02b2c3d479", texname:"example.png"//overwrites this texture }
Skeleton Management
Animating a skeleton based on a time based animation
{ msg:"Ani", id:"f47ac10b-58cc-4372-a567-0e02b2c3d479", time:489192048120984102,///milliseconds since 1970 that the animation should be started from (skip frames if now is later) animation:"http://example.com/animation.dae", weight:1.0 ///how strong this animation should compare with other animations that use the same bones }
Stopping a skeleton based on a time based animation
{ msg:"AniStop", id:"f47ac10b-58cc-4372-a567-0e02b2c3d479", animation:"http://example.com/animation.dae" }
Streaming some joint locations
{ msg:"AnimateBone", id:"f47ac10b-58cc-4372-a567-0e02b2c3d479", time:1250120951209510295;//milliseconds since 1970 bone:["ankle","arm"] pos:[[1,2,3],[2,3,4]] vel:[[.25,0,0],[0,0,0]] orient:[[.5,0,0,.5],[1,0,0,0]] rotaxis:[[0,0,1],[0,1,0]] rotvel:[.25,0] }