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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>)
```

## Resource formats

### 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>
```

| 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_pbr_roughness     | Resource      |
| va_pbr_metallic      | Resource      |
| va_pbr_albedo        | [Resource; 3] |
| va_pbr_transmission  | Resource      |
| tex_normal           | Resource      |
| tex_pbr_roughness    | Resource      |
| tex_pbr_metallic     | Resource      |
| tex_pbr_albedo       | Resource      |
| tex_pbr_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)