Update example.neu
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example.neu
36
example.neu
@ -1,11 +1,26 @@
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// & declares a key pointing to object instantiated by that declaration (in this case, we're using integers in hex)
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// & declares a key pointing to object instantiated by that declaration (in this case, we're using integers in hex)
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// keys are NOT indices - ultimately they should be ingested as keys to a dictionary containing each object in the Neutrino file
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// keys are NOT indices - ultimately they should be ingested as keys to a dictionary containing each object in the Neutrino file
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// * gets a reference to a key's object (Neutrino will try to preserve this reference in the target software whenever possible)
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// * gets a reference to a key's object (Neutrino will try to preserve this reference in the target software whenever possible)
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// # gets a copy of a key's object (Neutrino will simply replace this reference with a copy of its value - this is simply to consolidate repetitive data in-exchange)
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// # gets a copy from a cached object's key (Neutrino will simply replace this reference with a copy of its value - this is simply to consolidate repetitive data in-exchange)
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// scene graph
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// overall structure:
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scene {
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/*
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&0: object {
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meta = {},
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graph = {
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scene = {},
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assets = {}
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},
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cache = {}
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*/
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meta = {
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//
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},
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graph = {
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// note - "scene" and "assets" are essentially namespaces
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// the scene itself
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scene = {
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&0: object = {
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name: string = "SM_LargeWindow_A",
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name: string = "SM_LargeWindow_A",
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mesh: mesh = *2,
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mesh: mesh = *2,
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transform: trans = {
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transform: trans = {
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@ -14,14 +29,13 @@ scene {
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scale: vec3 = #9,
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scale: vec3 = #9,
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}
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}
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},
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},
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&1: object {
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&1: object = {
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name: string = "SM_LargeWindow_A2",
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name: string = "SM_LargeWindow_A2",
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mesh: mesh = *2,
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mesh: mesh = *2,
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transform: trans = *3
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transform: trans = *3
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}
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}
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},
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},
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// assets used by the scene
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// assets
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assets {
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assets {
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&2: mesh {
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&2: mesh {
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source: path = "/Assets/Props/LargeWindowA.obj",
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source: path = "/Assets/Props/LargeWindowA.obj",
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@ -57,10 +71,10 @@ assets {
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&7: shader {
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&7: shader {
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source: path = "/Assets/Shaders/PBRBasic.wgsl"
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source: path = "/Assets/Shaders/PBRBasic.wgsl"
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}
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}
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}
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},
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},
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// objects shared by multiple other objects - optimization, essentially
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// anonymous objects shared by multiple other objects
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shared {
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cache {
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// this vector is common as a position or rotation value
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// this vector is common as a position or rotation value
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&8: vec3 = (0.0, 0.0, 0.0),
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&8: vec3 = (0.0, 0.0, 0.0),
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// this vector is common as a scale value
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// this vector is common as a scale value
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