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## Protocol packets
Vec is stored as `len:u32 *(data:T)`. All packets are preceeded by a u32
indicating its length.
```rs
type Obj = [u8; 16]
type Res = [u8; 32]
00 connect(identity: u128)
ff disconnect()
01 request_resource(name: Res)
02 respond_resource(data: Vec<u8>)
03 add(id: Obj, prefab: Res)
04 remove(id: Obj)
05 position(id: Obj, pos: Vec3, rot: Vec3)
06 pose(id: Obj, params: Vec<f32>)
07 parent(parent: Obj, child: Obj)
08 sound(id: Obj, data: Vec<u8>)
09 prefab_index(res: Res)
```
## Resource formats
### PrefabIndex
```
PrefabIndex = *(len_key:u16 len_value:u16 *(key:u8) *(value:u8))
```
Key is string with model name. Value is prefab resource.
### Prefab
```
Prefab = *(pos:f32x3 mat:f32_3x3 part:Res<Part>)
```
### Part
```
Part = *(len_key:u16 len_value:u16 *(key:u8) *(value:u8))
Attribute = 0x01 constant:f32 / 0x02 buffer:Res / 0x03 texture:Res<Texture>
NewAttribute = flag:u8 constant:f32 buffer:Res texture:Res<Texture>
```
Combinations of g__, va__ and tex_* are multiplied except normal which is added.
Defaults should be the identity for that operation, so default is 1 / white
except normals are zero.
| Key | Value Type |
| ---------------- | ------------- |
| index | Resource |
| g_metallic | f32 |
| g_roughness | f32 |
| g_albedo | Vec3A |
| g_transmission | f32 |
| va_position | [Resource; 3] |
| va_normal | [Resource; 3] |
| va_texcoord | [Resource; 2] |
| va_roughness | Resource |
| va_metallic | Resource |
| va_albedo | [Resource; 3] |
| va_transmission | Resource |
| tex_normal | Resource |
| tex_roughness | Resource |
| tex_metallic | Resource |
| tex_albedo | Resource |
| tex_transmission | Resource |
### Texture
WebP
### Shader
glsl source, todo
## Player tree
- LowerTorso (2x leg tilt)
- FootL
- FootR
- UpperTorso (2x arm tilt)
- HandL (5x finger, 5x tilt)
- HandR (5x finger, 5x tilt)
- Head (2x brow, 2x eyelid, 2x eye, 3x mouth)
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