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#ifndef _LOVE_H_
#define _LOVE_H_
/*
What do we need as an internal world object format?
Can't call it Things, that's taken already.
"Stuffs" works though. B-)
Love server needs to manage in world stuffs, and send changes to everyone.
Extantz needs to manage what's shown in world, and edit that stuffs.
Combining the data structures seems sane. Letting the love server
define those data structures also seems sane, hence this file.
Extantz needs -
what it looks like (Evas_3D stuff)
"link sets"
what is attached to what
mesh
vertices, triangles, ...
local position and orientation relative to parent
material
textures
colours, including alpha
light
shade mode
where it is
position, orientation
animation stuff
common
UUID
name & description
owner
position, orientation
"link sets"
love needs
UUID
name & description
owner
position, orientation
"link sets"
LL used a list of prims, we can do better I'm sure.
Though for the sake of this experimental version, just use an array of stuffs.
contents
scripts, cards, other stuffs, animations, sounds, textures, ...
content types
*/
/* Stuffs is a single "primitive" object, it can be -
single mesh object - NOTE: Should include a list of materials.
LL style prim, including tree, defined as a small bunch of data defining the type and parameters
LL style mesh "file"
single mesh file, collada, other mesh format
height field, for land, or water
LuaSL script
"notecard", just a text file, with no limits
animation, BVH, Alice's BVJ, or perhaps any other animation file format
sounds, MP3, other sound formats
textures, PNG, JPEG, JPEG2000, TIFF, GIF, other texture formats
other LL stuff
landmark
clothing
body part, shape, skin, hair, or eyes
gesture
calling card
*/
#include "evas_macros.h"
#include "evas_3d_utils.h" // TODO - Hopefully I can convince the authors to make this public.
#include "Runnr.h"
#define FAKE_UUID "%08lx-%04lx-%04lx-%04lx-%012lx", random(), random() % 0xFFFF, random() % 0xFFFF, random() % 0xFFFF, random()
typedef struct _vec4
{
float x;
float y;
float z;
float w;
} vec4;
typedef struct _vec3
{
float x;
float y;
float z;
} vec3;
typedef struct _vec2
{
float x;
float y;
} vec2;
typedef enum
{
TT_FACE = -2,
TT_NORMAL = -1
} TextureType;
typedef enum
{
MT_CUBE,
MT_MESH,
MT_SPHERE
} MeshType;
typedef struct _material
{
int face;
TextureType type;
char texture[PATH_MAX];
//colour
//alpha
//other stuff
} Material;
typedef struct _mesh
{
char fileName[PATH_MAX];
MeshType type;
vec3 pos;
vec4 rot;
Eina_Inarray *materials; // Material
Eina_Inarray *parts; // Mesh
} Mesh;
typedef struct _stuffs
{
char UUID[45], name[PATH_MAX], description[PATH_MAX], owner[45], file[PATH_MAX];
//type
union
{
Eina_Inarray stuffs; // Stuffs in the sim
Mesh *mesh;
script *scrip; // Not a typo, C++ is fussy about reusing names like this.
void *other;
} details;
} Stuffs;
typedef struct _loveStuffs
{
Stuffs stuffs;
Eina_Inarray *contents; // Stuffs
} LoveStuffs;
/* Data flow
love server starts up
scans sim disk structure looking for scripts in stuffs
keep track of which script is in which stuffs
hashed by stuffs uuid, store pointer to script structure
-> LuaSL compile script
-> LuaSL load this saved state
-> LuaSL run script
Extantz client starts up
-> love login(name, password)
loads user details
<- love this is your user uuid and start sim
get sim details from lspace at this URL (or local disk directory file://)
-> lspace gimme the sim (or just pick up the index.omg file from disk)
<- lspace index.omg
figure out which mesh stuffs to load
-> lspace gimme(uuid) (or load it from disk)
<- lspace uuid.omg
figure out which mesh and texture files to load
-> lspace gimme this mesh file (or load it from disk)
<- lspace mesh file
-> lspace gimme this texture file (or load it from disk)
<- lspace texture file
user clicks on in world stuffs
-> love touched(user uuid, stuffs.uuid)
looks up stuffs, loops through scripts
-> LuaSL script.uuid.touch_start() and the detected stuff
user edits stuffs in world
-> love get contents(stuffs.uuid)
loads stuffs.omg from disk
loads stuffs.index.omg
<- love here's the list of contents Stuffs
-> love change this bit
changes that bit and stores on disk
send update nails commands to everyone/thing watching
*/
#endif
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