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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" |
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