Update example.neu

This commit is contained in:
Skye Terran 2021-08-17 18:33:24 -07:00
parent c52420a78c
commit 624344b185

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