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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      | Use only green channel |
| tex_metallic     | Resource      | Use only blue channel  |
| 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)