8.3 KiB
Entity Rendering Implementation for Starworld
Overview
This document describes the entity rendering system in Starworld, which loads and displays Overte entities as 3D GLTF/GLB models in the StardustXR compositor.
Current Implementation
1. Entity Data Structure (OverteClient.hpp)
EntityType enum:
enum class EntityType {
Unknown, Box, Sphere, Model, Shape, Light, Text,
Zone, Web, ParticleEffect, Line, PolyLine, Grid, Gizmo, Material
};
OverteEntity structure:
struct OverteEntity {
std::uint64_t id{0};
std::string name;
glm::mat4 transform{1.0f};
// 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. Entity Packet Parser (OverteClient.cpp)
The parseEntityPacket() function extracts:
- Entity type classification
- Model URLs (for 3D models)
- Texture URLs
- RGB color values
- Dimensions/scale
- Alpha transparency
Simulation mode creates diverse entity types:
- Red cube (Box type)
- Green sphere (Sphere type)
- Blue suzanne model (Model type)
3. Rust Bridge Node Structure (bridge/src/lib.rs)
Node structure with entity data:
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
}
C-ABI export functions:
sdxr_set_node_model(id, model_url)- Set model URLsdxr_set_node_texture(id, texture_url)- Set texture URLsdxr_set_node_color(id, r, g, b, a)- Set RGBA colorsdxr_set_node_dimensions(id, x, y, z)- Set dimensionssdxr_set_node_entity_type(id, type)- Set entity type
4. 3D Model Rendering (bridge/src/lib.rs - reify())
Current implementation uses GLTF/GLB model loading:
The rendering system loads pre-generated primitive models based on entity type:
fn get_model_path(entity_type: u8) -> Option<PathBuf> {
let cache_dir = dirs::cache_dir()?.join("starworld/primitives");
let filename = match entity_type {
1 => "cube.glb", // Box
2 => "sphere.glb", // Sphere
3 => "model.glb", // Model (Suzanne placeholder)
_ => return None,
};
// ...
}
Model Loading Process:
- Determine entity type (Box, Sphere, Model)
- Look up corresponding GLTF/GLB file in cache
- Load model using
Model::direct(PathBuf) - Apply transform (position, rotation, scale from dimensions)
- Render in StardustXR scene
Features:
- Respects entity dimensions for sizing
- Applies proper transforms (position, rotation, scale)
- Loads models asynchronously
- Provides error logging for missing models
- Downloading Overte model assets (typically GLTF/GLB format)
- Caching them locally
- Using
Model::direct(PathBuf)with local file paths - The current implementation uses wireframe placeholders as Overte model URLs are HTTP-based and require asset pipeline integration
Future enhancement: Implement a background asset downloader that fetches Overte models and textures, caches them locally, and dynamically updates the scene graph to replace wireframe placeholders with actual 3D models.
5. StardustBridge C++ Interface (StardustBridge.hpp/.cpp)
Added methods:
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:
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:
# Optional: Set credentials
export OVERTE_USERNAME=your_username
# Connect to server
./build/stardust-overte-client ws://domain.example.com:40102
The client will:
- Perform domain handshake
- Discover entity server via DomainList packets
- Send EntityQuery to request all entities
- 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
- Actual model loading - Replace octahedron with loaded .glb/.fbx models using Stardust Model nodes
- Texture application - Apply textures to rendered entities
- More entity types - Add support for Light, Text, PolyLine, etc.
- Performance optimization - Batch updates, reduce command overhead
Medium Term
- Full mesh rendering - Move beyond wireframes to solid shaded meshes
- Material support - PBR materials with metallic/roughness
- Animation - Skeletal animation for rigged models
- LOD system - Level-of-detail based on distance
Long Term
- Physics sync - Real-time physics state synchronization
- Script integration - Execute Overte entity scripts in Stardust context
- Avatar rendering - Full avatar mesh and animation support
- Audio spatialization - 3D positional audio from Overte
Build Instructions
# 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