Implement Overte Authentication and Add Test Entities
- Added documentation for Overte authentication implementation in `docs/OVERTE_AUTH.md`. - Introduced new GLB files for cube and sphere primitives in `examples/primitives/`. - Created a JSON file `examples/test_entities.json` containing sample entities for testing. - Added a build and test script `scripts/build_and_test.sh` for streamlined building and verification of the project. - Implemented a CI test runner script `scripts/ci-test.sh` to automate testing processes. - Created a script `scripts/run_with_auth.sh` to facilitate running the Starworld client with Overte authentication.
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docs/ENTITY_RENDERING_ENHANCEMENTS.md
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docs/ENTITY_RENDERING_ENHANCEMENTS.md
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# Entity Rendering Implementation for Starworld
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## Overview
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This document describes the entity rendering system in Starworld, which loads and displays Overte entities as 3D GLTF/GLB models in the StardustXR compositor.
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## Current Implementation
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### 1. Entity Data Structure (`OverteClient.hpp`)
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**`EntityType` enum:**
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```cpp
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enum class EntityType {
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Unknown, Box, Sphere, Model, Shape, Light, Text,
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Zone, Web, ParticleEffect, Line, PolyLine, Grid, Gizmo, Material
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};
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```
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**`OverteEntity` structure:**
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```cpp
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struct OverteEntity {
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std::uint64_t id{0};
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std::string name;
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glm::mat4 transform{1.0f};
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// Visual properties
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EntityType type{EntityType::Box};
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std::string modelUrl; // For Model type entities
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std::string textureUrl; // Texture/material URL
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glm::vec3 color{1.0f, 1.0f, 1.0f}; // RGB color (0-1 range)
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glm::vec3 dimensions{0.1f, 0.1f, 0.1f}; // Size/scale in meters
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float alpha{1.0f}; // Transparency (0-1)
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};
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```
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### 2. Entity Packet Parser (`OverteClient.cpp`)
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The `parseEntityPacket()` function extracts:
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- Entity type classification
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- Model URLs (for 3D models)
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- Texture URLs
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- RGB color values
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- Dimensions/scale
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- Alpha transparency
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Simulation mode creates diverse entity types:
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- Red cube (Box type)
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- Green sphere (Sphere type)
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- Blue suzanne model (Model type)
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### 3. Rust Bridge Node Structure (`bridge/src/lib.rs`)
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**`Node` structure with entity data:**
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```rust
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struct Node {
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id: u64,
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name: String,
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transform: Mat4,
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entity_type: u8, // 0=Unknown, 1=Box, 2=Sphere, 3=Model
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model_url: String,
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texture_url: String,
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color: [f32; 4], // RGBA
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dimensions: [f32; 3], // xyz dimensions
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}
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```
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**C-ABI export functions:**
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- `sdxr_set_node_model(id, model_url)` - Set model URL
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- `sdxr_set_node_texture(id, texture_url)` - Set texture URL
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- `sdxr_set_node_color(id, r, g, b, a)` - Set RGBA color
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- `sdxr_set_node_dimensions(id, x, y, z)` - Set dimensions
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- `sdxr_set_node_entity_type(id, type)` - Set entity type
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### 4. 3D Model Rendering (`bridge/src/lib.rs` - `reify()`)
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**Current implementation uses GLTF/GLB model loading:**
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The rendering system loads pre-generated primitive models based on entity type:
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```rust
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fn get_model_path(entity_type: u8) -> Option<PathBuf> {
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let cache_dir = dirs::cache_dir()?.join("starworld/primitives");
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let filename = match entity_type {
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1 => "cube.glb", // Box
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2 => "sphere.glb", // Sphere
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3 => "model.glb", // Model (Suzanne placeholder)
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_ => return None,
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};
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// ...
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}
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```
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**Model Loading Process:**
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1. Determine entity type (Box, Sphere, Model)
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2. Look up corresponding GLTF/GLB file in cache
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3. Load model using `Model::direct(PathBuf)`
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4. Apply transform (position, rotation, scale from dimensions)
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5. Render in StardustXR scene
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**Features:**
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- Respects entity dimensions for sizing
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- Applies proper transforms (position, rotation, scale)
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- Loads models asynchronously
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- Provides error logging for missing models
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- Uses cached primitives for Box, Sphere, Model types
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- Model entity type loads Suzanne (Blender monkey head) as placeholder
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**Primitive Model Generation:**
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Models are generated using `tools/blender_export_simple.py`:
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- Creates cube.glb, sphere.glb, model.glb (Suzanne)
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- Exports to `~/.cache/starworld/primitives/`
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- Run: `blender --background --python tools/blender_export_simple.py`
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### 5. HTTP Asset Downloading (`ModelCache.cpp/.hpp`)
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**ModelCache singleton** handles HTTP/HTTPS model downloads:
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```cpp
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ModelCache::instance().requestModel(
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"https://example.com/models/chair.glb",
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[](const std::string& url, bool success, const std::string& localPath) {
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if (success) {
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// Pass localPath to bridge for rendering
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}
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}
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);
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```
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**Features:**
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- SHA256-based filename hashing for cache
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- Async downloads with libcurl
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- Progress callbacks
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- Caches to `~/.cache/starworld/models/`
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- Thread-safe resource tracking
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### 6. StardustBridge C++ Interface (`StardustBridge.hpp/.cpp`)
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**Bridge methods:**
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```cpp
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bool setNodeModel(NodeId id, const std::string& modelUrl);
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bool setNodeTexture(NodeId id, const std::string& textureUrl);
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bool setNodeColor(NodeId id, const glm::vec3& color, float alpha = 1.0f);
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bool setNodeDimensions(NodeId id, const glm::vec3& dimensions);
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bool setNodeEntityType(NodeId id, uint8_t entityType);
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```
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**HTTP model handling:**
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- Detects http:// and https:// URLs
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- Requests download via ModelCache
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- Passes local cached path to Rust bridge
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- Fallback to direct URLs for file://, atp://, etc.
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### 7. SceneSync Integration (`SceneSync.cpp`)
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**Entity synchronization:**
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- Propagates entity type on creation/update
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- Sets color and alpha properties
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- Configures dimensions
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- Handles model and texture URLs
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- Updates visual properties when entities change
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## Testing
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### Simulation Mode
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Run with simulation mode to see example entities:
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```bash
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export STARWORLD_SIMULATE=1
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./build/starworld
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```
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This creates three demo entities:
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- **CubeA** - Red cube model (20cm)
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- **SphereB** - Green sphere model (15cm)
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- **ModelC** - Blue Suzanne model (25cm)
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### Live Overte Connection
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To connect to a real Overte server:
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```bash
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# Optional: Set credentials
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export OVERTE_USERNAME=your_username
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# Connect to server
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./build/starworld ws://domain.example.com:40102
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```
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The client will:
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1. Perform domain handshake
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2. Discover entity server via DomainList packets
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3. Send EntityQuery to request all entities
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4. Parse and render entities with full visual properties
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## Architecture
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```
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┌─────────────────┐
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│ Overte Server │
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│ (Entity Server) │
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└────────┬────────┘
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│ UDP Packets (EntityAdd, EntityEdit)
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│ Contains: type, position, rotation, dimensions,
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│ color, modelUrl, textureUrl
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▼
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┌─────────────────────┐
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│ OverteClient.cpp │
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│ - parseEntityPacket│
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│ - OverteEntity │
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└────────┬────────────┘
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│ consumeUpdatedEntities()
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▼
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┌─────────────────────┐
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│ SceneSync.cpp │
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│ - Maps Overte IDs │
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│ to Stardust IDs │
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└────────┬────────────┘
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│ createNode(), setNodeColor(),
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│ setNodeModel(), etc.
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▼
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┌─────────────────────┐
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│ StardustBridge.cpp │
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│ - C++ wrapper │
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│ - dlopen bridge.so │
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└────────┬────────────┘
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│ C-ABI calls: sdxr_set_node_*
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▼
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┌─────────────────────┐
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│ bridge/lib.rs │
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│ - Command queue │
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│ - Shared state │
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└────────┬────────────┘
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│ BridgeState::reify()
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▼
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┌─────────────────────┐
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│ Stardust Server │
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│ - Model rendering │
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│ - GLTF/GLB loading │
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└─────────────────────┘
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```
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## Implemented Features ✅
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1. **3D Model Rendering** - Loads GLTF/GLB models using Stardust Model element
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2. **Entity Type Support** - Box (cube), Sphere, Model (Suzanne placeholder)
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3. **Transform Support** - Position, rotation, scale from dimensions
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4. **HTTP Downloads** - ModelCache with SHA256 caching, async libcurl
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5. **Primitive Generation** - Blender export script for test models
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6. **Local Caching** - Two-tier cache (primitives + downloaded models)
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## Future Enhancements
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### Short Term
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1. **Material color application** - Apply entity.color to model materials
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2. **Texture support** - Load and apply entity.textureUrl to models
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3. **More entity types** - Add support for Light, Text, PolyLine, etc.
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4. **ATP protocol** - Support atp:// URLs for Overte asset server
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### Medium Term
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1. **Material parameters** - PBR materials with metallic/roughness
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2. **Animation** - Skeletal animation for rigged models
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3. **Entity updates** - Real-time property changes
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4. **Entity deletion** - Remove entities from scene
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### Long Term
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1. **Physics sync** - Real-time physics state synchronization
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2. **Script integration** - Execute Overte entity scripts in Stardust context
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3. **Avatar rendering** - Full avatar mesh and animation support
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4. **Audio spatialization** - 3D positional audio from Overte
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## Build Instructions
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```bash
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# Build Rust bridge
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cd bridge
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cargo build
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cd ..
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# Build C++ client
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cd build
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cmake ..
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make
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cd ..
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# Run
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./build/starworld
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```
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## Dependencies
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- **C++17** - Modern C++ features
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- **GLM** - Math library for vectors/matrices
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- **OpenSSL** - MD5 hashing for protocol signatures
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- **Rust nightly** - For Stardust bridge
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- **stardust-xr-asteroids** - Declarative UI framework
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- **stardust-xr-fusion** - Low-level client API
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- **tokio** - Async runtime
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## References
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- Overte protocol: `third_party/overte-src/libraries/networking/`
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- Entity types: Based on Overte `EntityTypes.h`
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- Packet formats: Overte NLPacket specification
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- Stardust API: https://github.com/StardustXR/core
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