Concepts

Image : Simutlator with square anaglyph & scenes selection

L J has 5 main components :

"Plugins" are points generators (to one or more lasers). Lot examples comes with LJ : planetarium, 3D anaglyph animations,... See plugins page.

A "tracer" 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".

A "manager" 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,...)

A web GUI in html, css, and vanilla js. No html server or js framework here : it's complex enough. This GUI has a (currently slow) simulator, but one can used a builtin python simulator (pysimu) or an etherdream/laser emulator (from nannou) to work without physical lasers !!

A network available database (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.


Sprites : "Polyline" (i.e : 4 closed points to draw a square) or "rPolyline" (with built in resize, rotations, translations,...)
"Layers" : Store multiple Polylines or rPolylines. No layers limits. "Layer" = "Point List"
"Destination" : To what Scene/laser send a given layer. One layer can have multiple destinations (to duplicate content on different lasers). "Destination" can be fixed or relative (like rPolyline with builtin resize, rotations,...

Up to 4 Virtual scenes and 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 uses 4 "relative destinations" with different builtin resizes.

"Objects" : Store parameters for a category. Imagine in a game suddenly all NPC turn to red. A"FixedObject"store parameters used in polylines, a"RelativeObject" store also additionnal parameters like rPolylines parameters