feat: add entity rendering enhancements with visual properties and improved packet parsing

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MayaTheShy
2025-11-08 20:44:42 -05:00
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# Entity Rendering Enhancements for Starworld
## Overview
This document describes the enhancements made to starworld to support rendering complex Overte entities with full visual properties including models, textures, colors, and different geometric primitives.
## Changes Made
### 1. Enhanced Entity Data Structure (`OverteClient.hpp`)
**Added `EntityType` enum:**
```cpp
enum class EntityType {
Unknown, Box, Sphere, Model, Shape, Light, Text,
Zone, Web, ParticleEffect, Line, PolyLine, Grid, Gizmo, Material
};
```
**Extended `OverteEntity` structure:**
```cpp
struct OverteEntity {
std::uint64_t id{0};
std::string name;
glm::mat4 transform{1.0f};
// NEW: Visual properties
EntityType type{EntityType::Box};
std::string modelUrl; // For Model type entities
std::string textureUrl; // Texture/material URL
glm::vec3 color{1.0f, 1.0f, 1.0f}; // RGB color (0-1 range)
glm::vec3 dimensions{0.1f, 0.1f, 0.1f}; // Size/scale in meters
float alpha{1.0f}; // Transparency (0-1)
};
```
### 2. Enhanced Entity Packet Parser (`OverteClient.cpp`)
**Updated `parseEntityPacket()` to extract:**
- Entity type classification
- Model URLs (for 3D models)
- Texture URLs
- RGB color values
- Dimensions/scale
- Alpha transparency
**Enhanced simulation mode** with diverse entity types:
- Red cube (Box type)
- Green sphere (Sphere type)
- Blue model placeholder (Model type)
### 3. Rust Bridge Visual Properties (`bridge/src/lib.rs`)
**Extended `Node` structure:**
```rust
struct Node {
id: u64,
name: String,
transform: Mat4,
entity_type: u8, // 0=Unknown, 1=Box, 2=Sphere, 3=Model
model_url: String,
texture_url: String,
color: [f32; 4], // RGBA
dimensions: [f32; 3], // xyz dimensions
}
```
**Added new command types:**
- `SetModel` - Set 3D model URL
- `SetTexture` - Set texture/material URL
- `SetColor` - Set RGBA color
- `SetDimensions` - Set xyz dimensions
- `SetEntityType` - Set geometric primitive type
**New C-ABI export functions:**
- `sdxr_set_node_model(id, model_url)`
- `sdxr_set_node_texture(id, texture_url)`
- `sdxr_set_node_color(id, r, g, b, a)`
- `sdxr_set_node_dimensions(id, x, y, z)`
- `sdxr_set_node_entity_type(id, type)`
### 4. Enhanced Rendering (`bridge/src/lib.rs` - `reify()`)
**Implemented type-specific rendering:**
- **Box entities (type 1):** Colored wireframe cubes using entity color
- **Sphere entities (type 2):** Three orthogonal wireframe circles (XY, XZ, YZ planes) in entity color
- **Model entities (type 3):** Distinctive octahedron wireframe (placeholder for actual model loading)
- **Unknown types:** Gray wireframe cube as fallback
**Features:**
- Respects entity dimensions for accurate sizing
- Uses entity-specific colors
- Applies proper transforms (position, rotation, scale)
- Maintains visual distinction between entity types
### 5. StardustBridge C++ Interface (`StardustBridge.hpp/.cpp`)
**Added methods:**
```cpp
bool setNodeModel(NodeId id, const std::string& modelUrl);
bool setNodeTexture(NodeId id, const std::string& textureUrl);
bool setNodeColor(NodeId id, const glm::vec3& color, float alpha = 1.0f);
bool setNodeDimensions(NodeId id, const glm::vec3& dimensions);
bool setNodeEntityType(NodeId id, uint8_t entityType);
```
**Updated dynamic library loader** to resolve new function pointers from Rust bridge.
### 6. SceneSync Integration (`SceneSync.cpp`)
**Enhanced entity synchronization:**
- Propagates entity type on creation/update
- Sets color and alpha properties
- Configures dimensions
- Handles model and texture URLs
- Updates visual properties when entities change
## Testing
### Simulation Mode
Run with simulation mode to see example entities:
```bash
export STARWORLD_SIMULATE=1
./build/stardust-overte-client
```
This creates three demo entities:
- **CubeA** - Red wireframe cube (20cm)
- **SphereB** - Green wireframe sphere (15cm)
- **ModelC** - Blue octahedron representing a model entity (25cm)
### Live Overte Connection
To connect to a real Overte server:
```bash
# Optional: Set credentials
export OVERTE_USERNAME=your_username
# Connect to server
./build/stardust-overte-client ws://domain.example.com:40102
```
The client will:
1. Perform domain handshake
2. Discover entity server via DomainList packets
3. Send EntityQuery to request all entities
4. Parse and render entities with full visual properties
## Architecture
```
┌─────────────────┐
│ Overte Server │
│ (Entity Server) │
└────────┬────────┘
│ UDP Packets (EntityAdd, EntityEdit)
│ Contains: type, position, rotation, dimensions,
│ color, modelUrl, textureUrl
┌─────────────────────┐
│ OverteClient.cpp │
│ - parseEntityPacket│
│ - OverteEntity │
└────────┬────────────┘
│ consumeUpdatedEntities()
┌─────────────────────┐
│ SceneSync.cpp │
│ - Maps Overte IDs │
│ to Stardust IDs │
└────────┬────────────┘
│ createNode(), setNodeColor(),
│ setNodeModel(), etc.
┌─────────────────────┐
│ StardustBridge.cpp │
│ - C++ wrapper │
│ - dlopen bridge.so │
└────────┬────────────┘
│ C-ABI calls: sdxr_set_node_*
┌─────────────────────┐
│ bridge/lib.rs │
│ - Command queue │
│ - Shared state │
└────────┬────────────┘
│ BridgeState::reify()
┌─────────────────────┐
│ Stardust Server │
│ - Lines rendering │
│ - Type-specific │
│ visualization │
└─────────────────────┘
```
## Future Enhancements
### Short Term
1. **Actual model loading** - Replace octahedron with loaded .glb/.fbx models using Stardust Model nodes
2. **Texture application** - Apply textures to rendered entities
3. **More entity types** - Add support for Light, Text, PolyLine, etc.
4. **Performance optimization** - Batch updates, reduce command overhead
### Medium Term
1. **Full mesh rendering** - Move beyond wireframes to solid shaded meshes
2. **Material support** - PBR materials with metallic/roughness
3. **Animation** - Skeletal animation for rigged models
4. **LOD system** - Level-of-detail based on distance
### Long Term
1. **Physics sync** - Real-time physics state synchronization
2. **Script integration** - Execute Overte entity scripts in Stardust context
3. **Avatar rendering** - Full avatar mesh and animation support
4. **Audio spatialization** - 3D positional audio from Overte
## Build Instructions
```bash
# Build Rust bridge
cd bridge
cargo build
cd ..
# Build C++ client
cd build
cmake ..
make
cd ..
# Run
./build/stardust-overte-client
```
## Dependencies
- **C++17** - Modern C++ features
- **GLM** - Math library for vectors/matrices
- **OpenSSL** - MD5 hashing for protocol signatures
- **Rust nightly** - For Stardust bridge
- **stardust-xr-asteroids** - Declarative UI framework
- **stardust-xr-fusion** - Low-level client API
- **tokio** - Async runtime
## References
- Overte protocol: `third_party/overte-src/libraries/networking/`
- Entity types: Based on Overte `EntityTypes.h`
- Packet formats: Overte NLPacket specification
- Stardust API: https://github.com/StardustXR/core