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## Protocol packets

Vec is stored as `len:u8 *(data:T)`

```rs
type Obj = [u8; 16]
type Res = [u8; 32]
len 00 connect(identity: u128)
len ff disconnect()
len 01 request_resource(name: Res)
len 02 respond_resource(data: Vec<u8>)
len 03 add(id: Obj, prefab: Res)
len 04 remove(id: Obj)
len 05 position(id: Obj, pos: Vec3, rot: Vec3)
len 06 pose(id: Obj, params: Vec<f32>)
len 07 parent(parent: Obj, child: Obj)
len 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               | `Res<[[u16; 3]]>` |
| va_position         | `[Attribute; 3]`  |
| va_normal           | `[Attribute; 3]`  |
| va_texcoord         | `[Attribute; 2]`  |
| va_pbr_roughness    | `Attribute`       |
| va_pbr_metallic     | `Attribute`       |
| va_pbr_albedo       | `[Attribute; 3]`  |
| va_pbr_transmission | `Attribute`       |

### 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)