Refactor TODO comments to clarify future enhancements for model material manipulation and texture application
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@@ -169,29 +169,21 @@ impl Reify for BridgeState {
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match Model::direct(&model_path) {
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match Model::direct(&model_path) {
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Ok(model) => {
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Ok(model) => {
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// TODO: Apply color tint to the model
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// TODO(starworld): Apply color tint to the model's materials when StardustXR asteroids API supports it.
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// The asteroids Model element doesn't expose material manipulation yet.
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// See https://github.com/StardustXR/asteroids/issues/1 (example issue link)
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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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if node.color != [1.0, 1.0, 1.0, 1.0] {
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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 {} has color tint: RGBA({:.2}, {:.2}, {:.2}, {:.2}) - NOT YET APPLIED (API limitation, see TODO)",
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id, node.color[0], node.color[1], node.color[2], node.color[3]);
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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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}
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// TODO(starworld): When material API is available, set model material color here.
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// TODO: Apply texture from texture_url
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// For now, this is a no-op.
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// Similar to color, texture application requires material manipulation.
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// This would involve:
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// TODO: Apply texture from texture_url (pending API)
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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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if !node.texture_url.is_empty() {
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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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eprintln!("[bridge/reify] Node {} has texture URL: {} - NOT YET APPLIED (API limitation)",
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id, node.texture_url);
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id, node.texture_url);
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}
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}
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Some(model.build())
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Some(model.build())
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}
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}
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Err(e) => {
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Err(e) => {
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