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OpenGL
The Armature needs Lumina-0.2.0


Bone

void setJoint(number x,number y, number z);
sets the initial joint position to (x;y;z) This bone and all child bones will rotate
around this point

void Rotate(number x, number y, number z, number w);
Rotate a bone with quaternion (x;y;z;w) around the joint. (x;y;z) are the Vector part
and w the Scalar part.

void Rotation(number a, number b , number c, number d);
Set the rotation to quaternion (x;y;z;w). Example: Rotation(0, 0, 0, 1) rotates a bone
into initial position.

void EulerRotate(number a, number b, number c);
This function rotates a bone by Euler angles in Radians.

void EulerRotation(number a, number b,number c);
This function set the rotation of a bone to Euler angles in Radians.

string getType()
returns a String containing "Bone"

Armature
The Armature objects inherits all properties of the Bone object.

void Reset();
Set all Bones into initial position

void Quaternions(shader, string var);
void Joints(shader, string var);
void Matrices(shader, string var);


Functions for passing the armatures data tho a shader. "shader" is the shaderobject
created by gl.Shader(...). "var" is a String that contains the name of the uniform
variable.
This declarations in vertex shaders are valid:
Quaternions: "uniform vec4"
Joints: "uniform vec3"
Matrices: "uniform mat4"

string getType()
returns a String containing "Armature"
EDIT