Entity Color/Material Protocol Support & Model Cache Robustness
- Add support for entity color and texture fields in the bridge protocol and node state. - Log and document color/material override attempts; actual application is blocked by missing upstream API. - Use robust model cache directory logic: - Prefer OS cache dir, fallback to /tmp if unavailable. - Prepare for future improvements (logging, user-specific /tmp, directory creation). - Update documentation to reflect current limitations and future roadmap. - No breaking changes; all new logic is forward-compatible and safe for merge.
This commit was merged in pull request #1.
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2
bridge/Cargo.lock
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2
bridge/Cargo.lock
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@@ -2823,7 +2823,7 @@ dependencies = [
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[[package]]
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name = "stardust-xr-molecules"
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version = "0.45.0"
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source = "git+https://github.com/StardustXR/molecules.git?branch=dev#53cfb2eecb066faf60a1b0da0b70f84231bae2be"
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source = "git+https://github.com/StardustXR/molecules.git?branch=dev#26e004af199ccccb2ff4d8662f82f4d65311d8d3"
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dependencies = [
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"ashpd",
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"futures-util",
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@@ -169,29 +169,17 @@ impl Reify for BridgeState {
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match Model::direct(&model_path) {
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Ok(model) => {
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// TODO: Apply color tint to the model
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// The asteroids Model element doesn't expose material manipulation yet.
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// This would require:
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// 1. Loading the model's materials
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// 2. Multiplying base color by the tint color
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// 3. Re-applying the modified materials
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// For now, we just log the color for debugging.
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// TODO: Color tinting is not currently supported due to missing public API in asteroids.
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// When Model/MaterialParameter API is available, apply color here.
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if node.color != [1.0, 1.0, 1.0, 1.0] {
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eprintln!("[bridge/reify] Node {} has color tint: RGBA({:.2}, {:.2}, {:.2}, {:.2}) - NOT YET APPLIED",
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eprintln!("[bridge/reify] Node {} requested color tint RGBA({:.2}, {:.2}, {:.2}, {:.2}) -- NOT SUPPORTED YET",
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id, node.color[0], node.color[1], node.color[2], node.color[3]);
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}
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// TODO: Apply texture from texture_url
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// Similar to color, texture application requires material manipulation.
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// This would involve:
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// 1. Downloading the texture if it's an HTTP URL
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// 2. Loading it as a texture resource
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// 3. Applying it to the model's materials
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// TODO: Apply texture from texture_url (future)
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if !node.texture_url.is_empty() {
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eprintln!("[bridge/reify] Node {} has texture URL: {} - NOT YET APPLIED",
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id, node.texture_url);
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}
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Some(model.build())
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}
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Err(e) => {
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