135 lines
6.6 KiB
HTML
135 lines
6.6 KiB
HTML
<!DOCTYPE HTML>
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<!--
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Prologue by HTML5 UP
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html5up.net | @ajlkn
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Free for personal and commercial use under the CCA 3.0 license (html5up.net/license)
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-->
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<html>
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<head>
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<title>LJ Laser server</title>
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<meta charset="utf-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1" />
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<!--[if lte IE 8]><script src="assets/js/ie/html5shiv.js"></script><![endif]-->
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<link rel="stylesheet" href="assets/css/main.css" />
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<!--[if lte IE 8]><link rel="stylesheet" href="assets/css/ie8.css" /><![endif]-->
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<!--[if lte IE 9]><link rel="stylesheet" href="assets/css/ie9.css" /><![endif]-->
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</head>
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<body>
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<!-- Header -->
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<div id="header">
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<div class="top">
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<!-- Logo -->
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<div id="logo">
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<h1 id="title">L J doc</h1>
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<p>by <a href="http://www.protonphoton.art">ProtonPhoton</a></p>
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</div>
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<!-- Nav -->
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<nav id="nav">
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<!--
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Prologue's nav expects links in one of two formats:
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1. Hash link (scrolls to a different section within the page)
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<li><a href="#foobar" id="foobar-link" class="icon fa-whatever-icon-you-want skel-layers-ignoreHref"><span class="label">Foobar</span></a></li>
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2. Standard link (rbss the user to another page/site)
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<li><a href="http://foobar.tld" id="foobar-link" class="icon fa-whatever-icon-you-want"><span class="label">Foobar</span></a></li>
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-->
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<ul>
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<li><a href="../www/index.html"id="top-link" class="skel-layers-ignoreHref"><span class="icon fa-home">Home</span></a></li>
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<li><a href="features.html" id="portfolio-link" class="skel-layers-ignoreHref"><span class="icon fa-wifi">Features</span></a></li>
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<li><a href="concepts.html" id="contact-link" class="skel-layers-ignoreHref"><span class="icon fa-cog">Concepts</span></a></li>
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<li><a href="aurora.html" id="contact-link" class="skel-layers-ignoreHref"><span class="icon fa-cog">Aurora</span></a></li>
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<li><a href="plugins.html" id="contact-link" class="skel-layers-ignoreHref"><span class="icon fa-cog">Plugins</span></a></li>
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<li><a href="pointslists.html" id="contact-link" class="skel-layers-ignoreHref"><span class="icon fa-cog">Pointlists</span></a></li>
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<li><a href="references.html" id="contact-link" class="skel-layers-ignoreHref"><span class="icon fa-cog">References</span></a></li>
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<li><a href="etherdream/protocol.html" id="contact-link" class="skel-layers-ignoreHref"><span class="icon fa-cog">etherdream</span></a></li>
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</ul>
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</nav>
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</div>
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</div>
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<!-- Main -->
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<div id="main">
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<!-- Sat -->
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<section id="sat" class="three">
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<div class="container" style="text-align: left">
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<header>
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<h2>Concepts</h2>
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</header>
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<img src="images/simu.png" style="border: 2px solid #111" alt="" /><br />
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<span style="font-size: 0.9em;">webUI simulator</span><br /><br />
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<p>L J has 5 main <strong>components</strong> :
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<ul>
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<li><strong>"Plugins"</strong> : points generators (to one or more lasers). Lot examples comes with LJ : planetarium, 3D anaglyph animations,... See plugins <a href="plugins.html" id="contact-link" class="skel-layers-ignoreHref">page</a>.</li>
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<li>A <strong>"tracer"</strong> per etherdream/laser : take its given point list, correct geometry, recompute in laser controller coordinates, send it and report the etherdream status to the "manager". </li>
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<li>A <strong>"manager"</strong> that talk to all tracers (which point list to draw, new geometry correction, setup parameters,...), handle I/Os (UI functions, OSC commands,...) and manage plugins (launch, checks,...)</li>
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<li>A <strong>web GUI</strong> in html, css, and vanilla js. No html server or js framework here : it's complex enough. This GUI has a simulator, but one can used a builtin python simulator (pysimu) or an included etherdream/laser emulator ("visualiser" from nannou) to work without physical lasers !!</li>
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<li>A <strong>network available database</strong> (redis) as backbone. "Plugins" send directly their points lists to redis and each "tracer" is instructed to get one of the available points list in redis.</li>
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</ul>
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<img src="images/layer.png" style="border: 2px solid #111" alt="" /><br />
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<span style="font-size: 0.9em;">Add polylines to layers</span><br /><br />
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<ul>
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<li>
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<strong>Sprites</strong> : "Polyline" (i.e : 4 closed points to draw a square) or "rPolyline" (with built in parameters to resize, rotate, translate,...).</li>
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<li>
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<strong>"Layers"</strong> : Store multiple Polylines or rPolylines. No layers limits. "Layer" = "Point List".</li>
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<li>
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<strong>"Destinations"</strong> : To what Scene/laser send a given layer. One layer can have multiple destinations (to duplicate content on different lasers). Destinations can be <strong>fixed</strong> or <strong>relative</strong> (like rPolyline with builtin resize, rotations,...).
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</li>
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</ul>
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<img src="images/scenes.png" width="580" style="border: 2px solid #111" alt="" /><br />
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<span style="font-size: 0.9em;">Virtual scenes with different or same layers.</span><br /><br />
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<ul>
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<li>
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Up to 4 <strong>Virtual scenes</strong> for up to 4 lasers. You choose at anytime wich scene is actually drawn by lasers. Look, scene 3 uses the exact same man on one layer, but this layer is registered on 4 "relative destinations"(with different builtin resize parameter, one destination per laser).
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</li>
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<li>
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<strong>"Objects"</strong> : Store parameters for a category. Imagine in a game suddenly all NPC turn to red. A<strong>"FixedObject"</strong>store parameters used in polylines, a<strong>"RelativeObject"</strong> store also additionnal parameters like rPolylines parameters.<br />
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</li>
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</ul>
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</div>
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</section>
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</div>
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<!-- Footer -->
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<div id="footer">
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<!-- Copyright -->
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<p class="copyright">
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LJ is CC NC
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</p>
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</div>
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<!-- Scripts -->
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<script src="assets/js/jquery.min.js"></script>
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<script src="assets/js/jquery.scrolly.min.js"></script>
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<script src="assets/js/jquery.scrollzer.min.js"></script>
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<script src="assets/js/skel.min.js"></script>
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<script src="assets/js/util.js"></script>
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<!--[if lte IE 8]><script src="assets/js/ie/respond.min.js"></script><![endif]-->
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<script src="assets/js/main.js"></script>
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</body>
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</html> |