############################################### # # ASCII format version: LaserBoy-txt-09-07-2022 # ############################################### #---------------------------------------------- # Directives #---------------------------------------------- #---------------------------------------------- # Reset the LBO to default values. math LBO1 reset math LBO1_ reset math _LBO1 reset math _LBO1_ reset math LBO2 reset math LBO2_ reset math _LBO2 reset math _LBO2_ reset math LBO3 reset math LBO3_ reset math _LBO3 reset math _LBO3_ reset math LBO4 reset math LBO4_ reset math _LBO4 reset math _LBO4_ reset math LBO5 reset math LBO5_ reset math _LBO5 reset math _LBO5_ reset math LBO6 reset math LBO6_ reset math _LBO6 reset math _LBO6_ reset math LBO_reset_all #---------------------------------------------- # Must be followed by three unsigned char values. # Sets the color of every vector in every frame # of the last frame_set loaded in the registers. math color_rgb 255 255 255 #---------------------------------------------- # Must be followed by a value in hexadecimal # in 0xRRGGBB order. # Sets the color of every vector in every frame # of the last frame_set loaded in the registers. math color_hex 0xffffff #---------------------------------------------- # "hue" is an ordered set of the only 1530 RGB values # that are fully saturated color. # It is essentially the color wheel of RGB space. # it joins end-to-end seamlessly. #---------------------------------------------- #---------------------------------------------- # Sets the colors of every vertex in every frame # by indexing through hue. # hues_index_multiple indicates how many consecutive # vertices get each hue. # hues_shift indicates a shift in the starting point # in hues between frames in the frame_set # (color animation). math hues_index_multiple 1 math hues_shift 0 math color_index_hues #---------------------------------------------- # Sets the colors of every vertex in every frame # by spanning the vector sets with hue. # hues_span_factor indicates how many cycles of hue # span the vector sets. # hues_shift indicates a shift in the starting point # in hues between frames in the frame_set # (color animation). math hues_span_factor 1.0 math hues_shift 0 math color_span_hues #---------------------------------------------- # Sets the colors of each frame (one solid hue) # by indexing through hue. # hues_index_multiple indicates how many consecutive # frames get each hue. math hues_index_multiple 1 math color_set_index_hues #---------------------------------------------- # Sets the colors of each frame (one solid hue) # by spanning the frame_set with hue. # hues_span_factor indicates how many cycles of hue # span the frame_set. math hues_span_factor 1.0 math color_set_span_hues #---------------------------------------------- # Copies the last frame_set added to the registers # to the "list", a place to store frame_sets # outside of the registers. # First frame_set in the list must be named. math store name #---------------------------------------------- # Must be followed by a valid name in the frame_set list. # Finds name in list and copies it into the registers math recall name #---------------------------------------------- # Must be followed by a valid name in the frame_set list. # Creates a new frame_set in the registers by # splicing end-to-end, all frame_sets from name # to the last frame_set in list. # The new frame_set will have a number of frames # equal to the sum of the numbers of frames in each set. math splice_list_from_name name #---------------------------------------------- # Must be followed by a valid name in the frame_set list. # Creates a new frame_set in the registers by # splicing the contents of each frame (the vector images) # end-to-end. Each frame from every frame_set is added # together to make a new frame_set with a number of frames # equal to the highest number of frames of any of the # frame_sets composited together. math composite_list_from_name name #---------------------------------------------- # Must be followed by a valid name in the frame_set list. # Deletes the named frame_set from the list. math delist name #---------------------------------------------- # Deletes all unnamed frame_sets in the list. math glean_list #---------------------------------------------- # Deletes the entire list. math clear_list #---------------------------------------------- # Makes a copy of the last frame_set added to the # registers and scales it to fit inside of short integer space. # Loads copy into LaserBoy_space for viewing in the running app. # Effected by the values of math normalize_frames_with_origin no math normalize_frames_individually no math include_unit_reference no math to_space 0.9 # The value of to_space is the portion of the whole cube # of short integer space for the real number frame_set # in the registers to be scaled. math render #---------------------------------------------- # Joins all of the frame_sets in the list from # name to the end of the list end-to-end and scales # them all together in the same dimensional space # to fit inside of short integer space. # loads this copy into LaserBoy_space for viewing. # Effected by the values of math normalize_frames_with_origin no math normalize_frames_individually no math include_unit_reference no math to_space 0.9 # The value of to_space is the portion of the whole cube # of short integer space for the real number frame_set # in the registers to be scaled to. math render_list_from_name #---------------------------------------------- # Makes a copy of whatever is loaded into LaserBoy_space # before the txt file is loaded. # Scales the copy to unit space size # (from -1.0 to +1.0 in all axis) # and loads the copy into the registers. math import_space #---------------------------------------------- # Must be followed by valid file name inside of ./LaserBoy/txt/ # Opens a LaserBoy formatted ASCII text file into the registers. math import_txt file.txt #---------------------------------------------- # Must be followed by valid directory name inside of ./LaserBoy/dxf/ # Opens a dxf directory (set of frames) into the registers. math import_dxf directory #---------------------------------------------- # Must be followed by name x_res y_res. # Creates a directory inside ./LaserBoy/bmp/ # with the name given and fills that directory with # named_numbered bitmap files of x_res by y_res pixels. # Relies on the settings of math bmp_render_vertices no math bmp_render_vectors yes math disable_bmp no math bmp_line_width 1 # Setting "math disable_bmp yes" prevents the action # of saving any bmp files after it is defined. # Putting this at the top of the file acts as a # global switch to either save or not save bmp files # when loading the script. math save_as_bmp image 1920 1080 #---------------------------------------------- # Must be followed by name. # Creates a directory inside ./LaserBoy/dxf/ # with the name given and fills that directory with # named_numbered dxf files of the frames in the last # frame_set added to the registers. # Relies on the settings of math save_true_color_dxf no math disable_dxf no # Setting "math disable_dxf yes" prevents the action # of saving any dxf files after it is defined. # Putting this at the top of the file acts as a # global switch to either save or not save dxf files # when loading the script. math save_as_dxf #---------------------------------------------- # Must be followed by name. # Saves the last frame_set added to the registers # in LaserBoy Formatted ASCII text (tables of vertex values) # to a file of name.txt inside ./LaserBoy/txt/ # Relies on the settings of math overwrite_txt_files no math save_txt_with_color {value of running app. Can be set yes or no} math save_txt_color_hex {value of running app. Can be set yes or no} math disable_txt no # Setting "math disable_txt yes" prevents the action # of saving any txt files after it is defined. # Putting this at the top of the file acts as a # global switch to either save or not save txt files # when loading the script. math save_as_txt #---------------------------------------------- # Must be followed by list_name file_name x_res y_res # Makes a new frame_set by splicing all of the frame_sets # in list from list_name to the end of the list. # Creates a directory inside ./LaserBoy/bmp/ # with the file_name given and fills that directory with # named_numbered bitmap files of x_res by y_res pixels # from the spliced list. # Relies on the settings of math bmp_render_vertices no math bmp_render_vectors yes math disable_bmp no math bmp_line_width 1 # Setting "math disable_bmp yes" prevents the action # of saving any bmp files after it is defined. # Putting this at the top of the file acts as a # global switch to either save or not save bmp files # when loading the script. math save_list_from_name_as_bmp list_name file_name x_res y_res #---------------------------------------------- # Must be followed by list_name dxf_name # Makes a new frame_set by splicing all of the frame_sets # in list from list_name to the end of the list. # Creates a directory inside ./LaserBoy/dxf/ # with the dxf_name given and fills that directory with # named_numbered dxf files of the frames from the spliced list. # Relies on the settings of math save_true_color_dxf no math disable_dxf no # Setting "math disable_dxf yes" prevents the action # of saving any dxf files after it is defined. # Putting this at the top of the file acts as a # global switch to either save or not save dxf files # when loading the script. math save_list_from_name_as_dxf list_name dxf_dir_name #---------------------------------------------- # Must be followed by list_name file_name. # Makes a new frame_set by splicing all of the frame_sets # in list from list_name to the end of the list. # Saves the spliced list as # LaserBoy Formatted ASCII Text (tables of vertex values) # to a file of name.txt inside ./LaserBoy/txt/ # Relies on the settings of math overwrite_txt_files no math save_txt_with_color {value of running app. Can be set yes or no} math save_txt_color_hex {value of running app. Can be set yes or no} math disable_txt no # Setting "math disable_txt yes" prevents the action # of saving any txt files after it is defined. # Putting this at the top of the file acts as a # global switch to either save or not save txt files # when loading the script. math save_list_from_name_as_txt list_name file_name