# Starworld (StardustXR + Overte Client) [![CI](https://gitea.example.com/yourusername/starworld/actions/workflows/ci.yml/badge.svg)](https://gitea.example.com/yourusername/starworld/actions) ## Overview Starworld is an Overte client that renders virtual world entities inside the StardustXR compositor. It bridges Overte's entity protocol with Stardust's spatial computing environment, allowing you to view and interact with Overte domains in XR. **Current Status:** ✨ **3D colored model rendering with HTTP asset downloading!** Entities render as solid GLTF models with PBR materials. ModelCache automatically downloads models from http:// and https:// URLs to `~/.cache/starworld/models/`. See [RENDERING_FIX_SUMMARY.md](RENDERING_FIX_SUMMARY.md) for implementation details. ## Quick Start ### Prerequisites - CMake 3.15+ - C++20 compiler (GCC/Clang) - Rust toolchain (for the bridge) - StardustXR server running - Required libraries: glm, OpenSSL, zlib, libcurl ### Build Everything ```bash ./build_and_test.sh ``` Or manually: ```bash # 1. Build Rust bridge cd bridge cargo build --release cd .. # 2. Build C++ client mkdir -p build && cd build cmake .. -DCMAKE_BUILD_TYPE=Release make -j$(nproc) ``` ### Run with Simulation Mode Test the rendering without connecting to an Overte server: ```bash export STARWORLD_SIMULATE=1 export STARWORLD_BRIDGE_PATH=./bridge/target/release ./build/starworld ``` This creates three demo entities rendered as colored 3D models: - **Red cube** (0.2m) - smooth shaded cube with PBR material - **Green sphere** (0.15m) - UV sphere with 32 segments - **Blue icosphere** (0.25m) - Geodesic sphere placeholder for Model entities ### Connect to Overte Server ```bash export STARWORLD_BRIDGE_PATH=./bridge/target/release ./build/starworld ws://domain.example.com:40102 ``` Or use domain discovery: ```bash export STARWORLD_BRIDGE_PATH=./bridge/target/release ./build/starworld --discover ``` ## Architecture ``` Overte Server (UDP) → OverteClient (C++) → SceneSync → StardustBridge (C++) ↓ (dlopen C-ABI) Rust Bridge ↓ Stardust Server ``` The Rust bridge provides the StardustXR client implementation, exposing a C ABI for the C++ code to use. ## Entity Rendering Starworld renders Overte entities as **3D colored models**: - **Box** (type 1): Smooth-shaded cube with colored PBR material - **Sphere** (type 2): UV sphere (32 segments) with colored PBR material - **Model** (type 3): Icosphere placeholder (downloads coming soon) - **Other types**: Coming soon (Text, Image, Light, etc.) **Current Support:** - ✅ Position, rotation, scale (full transform matrix) - ✅ RGB color with PBR materials (roughness, metallic) - ✅ Dimensions (xyz size in meters) - ✅ GLTF/GLB model loading from local cache - ✅ HTTP/HTTPS model URL downloading with ModelCache (SHA256-based caching) - ⏳ ATP protocol support (Overte asset server) - ⏳ Texture application (planned) Models are cached to `~/.cache/starworld/models/` using SHA256 URL hashing. HTTP downloads use libcurl with async callbacks. Primitives in `~/.cache/starworld/primitives/` generated using Blender with `tools/blender_export_simple.py`. For implementation details, see [ENTITY_RENDERING_ENHANCEMENTS.md](ENTITY_RENDERING_ENHANCEMENTS.md). ## Rust Bridge The bridge (required for proper StardustXR integration) is a Rust shared library that: - Connects to the Stardust compositor via fusion client - Manages the spatial scene graph - Handles entity creation, updates, and removal - Renders entities using the asteroids element API Build it with: ```bash cd bridge cargo build --release ``` This produces `bridge/target/release/libstardust_bridge.so`, which the C++ client loads at runtime. ### Bridge Path Configuration The client tries these locations in order: 1. `STARWORLD_BRIDGE_PATH` environment variable 2. `./bridge/target/debug/libstardust_bridge.so` 3. `libstardust_bridge.so` (system library path) ## Configuration Options ### Environment Variables - `STARWORLD_BRIDGE_PATH`: Path to bridge .so directory - `STARWORLD_SIMULATE`: Set to `1` for simulation mode (no Overte connection) - `STARDUSTXR_SOCKET`: Override Stardust compositor socket path - `OVERTE_URL`: Override Overte server URL - `OVERTE_DISCOVER`: Enable domain discovery (`1` or `true`) - `OVERTE_DISCOVER_PROBE`: Enable/disable domain reachability probing - `OVERTE_DISCOVER_INDEX`: Manual domain selection index - `OVERTE_USERNAME`: Set username for Overte authentication ### Command-Line Options - `--socket=/path/to.sock`: Legacy socket override - `--abstract=name`: Use abstract socket namespace - `--overte=ws://host:port`: Overte server WebSocket URL - `--discover`: Enable Overte domain discovery ## Development ### Project Structure ``` Starworld/ ├── src/ # C++ source files │ ├── main.cpp │ ├── StardustBridge.cpp │ ├── OverteClient.cpp │ ├── SceneSync.cpp │ └── ... ├── bridge/ # Rust bridge │ ├── src/lib.rs │ └── Cargo.toml ├── tests/ # Test harness └── tools/ # Python utilities ``` ### Debugging Enable verbose logging: ```bash export RUST_LOG=debug export LOG_LEVEL=debug ./build/starworld ``` ### Vendoring StardustXR Crates For deterministic builds, clone dependencies into `third_party/`: ```bash cd third_party git clone https://github.com/StardustXR/asteroids.git git clone https://github.com/StardustXR/core.git ``` Then update `bridge/Cargo.toml`: ```toml [dependencies.stardust-xr-asteroids] path = "../third_party/asteroids" [dependencies.stardust-xr-fusion] path = "../third_party/core" ``` This allows you to: - Lock to specific commits - Patch client internals - Debug client crate issues - Add custom C ABI exports ## Known Limitations 1. **Entity types**: Only Box, Sphere, Model supported. Need Text, Image, Light, Zone, etc. 2. **Static models**: Uses cached primitives, doesn't download from entity.modelUrl yet 3. **No texture support**: Models use base colors only, no texture mapping 4. **One-way sync**: Entities created but not updated or removed yet 5. **UDP only**: WebSocket transport not implemented 6. **Single user**: No avatar or multi-user support yet ## Roadmap ### Phase 1: Core Rendering ✅ COMPLETE - [x] Wireframe entity visualization - [x] Transform, color, dimension support - [x] Entity type differentiation - [x] **3D colored model rendering** 🎉 - [x] **GLTF/GLB model loading** - [x] **PBR material support** ### Phase 2: Asset Pipeline ✅ COMPLETE - [x] Local asset cache (`~/.cache/starworld/primitives/`) - [x] **HTTP model downloader with ModelCache** 🎉 - [x] Download models from entity.modelUrl (http/https) - [x] SHA256-based caching with libcurl - [x] Async download callbacks - [ ] ATP protocol support (Overte asset server) - [ ] Texture loading and application - [ ] Progress indicators in VR ### Phase 3: Entity System (Current Focus) - [ ] All entity types (Text, Image, Light, Zone, etc.) ⏭️ NEXT - [ ] Entity property updates (position, rotation, color changes) - [ ] Entity deletion handling - [ ] Parent/child entity hierarchies - [ ] Entity query/filtering by distance ### Phase 4: Interaction & Multi-User - [ ] Avatar representation and sync - [ ] Input forwarding (XR controllers → Overte) - [ ] Audio spatial rendering - [ ] Voice chat integration ### Phase 5: Advanced Features - [ ] Script integration - [ ] Physics simulation - [ ] Particle effects - [ ] Animation playback - [ ] Material/texture overrides ## Troubleshooting ### "Failed to connect to StardustXR compositor" - Ensure Stardust server is running - Check `STARDUSTXR_SOCKET` environment variable - Try: `ss -lx | grep stardust` to find the socket ### "Rust bridge present but start() failed" - Rebuild the bridge: `cd bridge && cargo build --release` - Check library exists: `ls -lh bridge/target/release/libstardust_bridge.so` - Verify RPATH: `ldd build/starworld` ### "Could not connect to Overte" - Verify server URL/port - Check network connectivity - Try `--discover` to find public domains - Use simulation mode: `export STARWORLD_SIMULATE=1` ### Nothing renders in VR - Check Stardust server logs for errors - Verify entities have non-zero dimensions - Enable debug logging: `RUST_LOG=debug` - Look for "[bridge/reify]" log messages ## Contributing See [ENTITY_RENDERING_ENHANCEMENTS.md](ENTITY_RENDERING_ENHANCEMENTS.md) for implementation details. For CI/test setup, see [CI_SETUP_SUMMARY.md](CI_SETUP_SUMMARY.md). ## License [Add your license here]