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Manifold Standard

Version: 0.1.50

Abstract

The Manifold Standard maps digital data to a space. It defines several types of JSON objects and how to reliably reconstruct the space from them. The reconstructed space contains a three-dimensional scene, and may specify how users can interact and leave traces in the scene.

Status of This Memo

This document is currently not open to the public.

Relation to the reference implementations

One of the reference implementations of the standard is the project Exterior Space. Exterior Space is an open-source browser for spaces stored on-chain, planned to launch alongside the standard.

Exterior Space implements the standard with its own profile for optional fields and modules. It also includes additional features optimized for browsing and editing spaces. Exterior Space supports the standard, and its major version aligns with the standard’s major version. The maintainers plan to extract the conformant core into a standalone open-source package as the reference implementation of the standard, which Exterior Space will then use. Until that is complete, this document will include footnotes about Exterior Space where relevant.

01 Table of Content

This table of contents is provided as a guide for navigating this document. It does not list all the subsections, but only lists sections to a manageable depth for navigation.

02 Copyright Notice

Copyright (c) 2026 The Manifold Standard Editing Committee and the persons identified as the document authors. All rights reserved.

03 Conventions

03.01 Requirements Language

The key words "MUST", "MUST NOT", "REQUIRED", "SHALL", "SHALL NOT", "SHOULD", "SHOULD NOT", "RECOMMENDED", "NOT RECOMMENDED", "MAY", and "OPTIONAL" in this document are to be interpreted as described in BCP 14 RFC2119 RFC8174 when, and only when, they appear in all capitals, as shown here.

03.02 Conventions Used in This Document

Any JSON object defined in this document MUST conform to RFC8259.

Some examples use the combination of a TypeScript single-line comment (//) followed by an ellipsis (...) as placeholder notation for content deemed irrelevant by the authors. These placeholders must of course be deleted or otherwise replaced, before attempting to validate the corresponding JSON code example.

Whitespace is used in the examples inside this document to help illustrate the data structures, but it is not required. Unquoted whitespace is not significant in JSON.

03.03 Type Definitions

In this document, a JSON object type defines the required and optional name-value pairs of a JSON object. An object belongs to a type — or "is of that type" — if it contains all required name-value pairs and only name-value pairs that are either required or optional for that type. Each name-value pair in a type definition specifies the name of the pair and the constraint on its value. Required name-value pairs are indicated by the keywords MUST or REQUIRED; optional name-value pairs by MAY, OPTIONAL, SHOULD, or RECOMMENDED, as defined in Section 03.01.

A JSON type, or simply a type, is a constraint on a JSON value. A JSON object type, as defined above, is a type that constrains an object by specifying its required and optional name-value pairs. A type may also constrain a non-object value by specifying the set of allowed values, for example, a number within a particular range, or a string equal to one of a specified set.

03.04 Representation of Data

In this document, TypeScript code is used to represent data, such as JSON object and JSON object type. However, the TypeScript code SHOULD NOT be considered the only form in which the data can be realized in an implementation.

03.99 Notes

The section 03.02 significantly references the standard RFC 7946.

04 Version Control

In this section, the meaning and handling of the version of the standard are defined.

04.01 Version Number

The version number of the standard and each section of the standard use the format MAJOR.MINOR.PATCH. Notice this is not the standard semantic versioning.

  1. MAJOR version number is the released stable version of the standard. Each MAJOR bump is a release of a stable version, which is a closure of a set of proposed changes to the standard. Each MAJOR bump resets the MINOR version number to zero and increases the MAJOR version number by one. One can refer to a stable version of the standard by the MAJOR version number. For example, Manifold Standard Version 1 refers to Version 1.0.0 of the standard.
  2. MINOR version numbers are used for proposed changes for the next stable version of the standard. Each MINOR bump is a closure of a set of section changes to the standard, with each change labeled with a PATCH version number. Each MINOR bump resets the PATCH version number to zero and increases the MINOR version number by one.
  3. PATCH version numbers are used for proposed changes for the next stable version of one section of the standard. A PATCH bump of the standard is performed when a section of the standard is changed. This section is also marked with the full version number it was last changed. This mark can be referred to as the version number of this section.

04.02 Breaking Changes

A breaking change is a change that either:

  1. Makes the data format not backward compatible, or
  2. Alters the relationship between the data and the reconstructed space in a non-compatible way. This includes changes of default behaviors.

It is RECOMMENDED that stable releases of the standard do not introduce breaking changes. The version number does not imply whether changes are breaking or non-breaking. If a breaking change is included in a stable release, an attachment describing migration from the previous version to the current version MUST be provided in Section 90 of the release.

04.03 Notes on Implementation

  1. Closure is an event of obtaining and confirming the consensus of the Manifold Standard Editing Committee. The Manifold Standard Editing Committee is the maintenance team for the Manifold Standard before version 1.0.0. Each closure MUST ends with a version number bump and a tag of the version to the Git repository.
  2. If a change in one section requires edits in another section, and if the changes have a clear logical order, each edit SHOULD be followed by a PATCH bump. If term changes, typo changes, or convention changes occur in multiple sections, changes to multiple sections MAY be merged into one PATCH bump. If there is a set of inseparable changes across multiple sections, these changes MAY be merged into one PATCH bump.
  3. A section of the standard is defined as one markdown file.

04.04 Implementation of Referencing

  1. Each release of the stable version contains an archive action, for which the released standard MUST be uploaded to durable storage, obtaining the URI for referencing the standard of the particular stable version.
  2. Each proposed version can be referred to using the git tag.
  3. MINOR/PATCH version of the standard MUST NOT be cited as normative in external integrations.

04.05 Errata for Stable Releases

Each post-release erratum of the stable release version is additional documentation called amendments to the stable release version, specifying fixes to the standard of the stable release version. The amended stable release version of the standard is referred to using the version number MAJOR.0.0.ERRATA. It is RECOMMENDED not to issue an erratum for the stable release version unless critical mistakes are made. The amendments MUST be uploaded to durable storage, obtaining the URI for referencing.

04.06 Expiration of This Section

The version numbering, meaning, and handling described in this section are for versions before version 1.0.0. At version 1.0.0, versioning and change control transfer to the governance model that is defined at that time. The governance model after version 1.0.0 may or may not follow this handling of version numbers.

05 Conformance Profile

#todo

Base/Chart/Atlas

10 Introduction

The Manifold Standard specifies a mapping between a defined set of data and a space. Its goal is to define a virtual space where users can store, arrange, decorate, present, generate, update, and interact with digital assets. It provides a canonical data format for serializing these spaces and reliably reconstructing a space from that data. Although similar implementations exist in products and games, they remain closed and therefore fragment users’ memories, creations, and belongings, while a standard provides the common ground for decentralized, user-owned spaces open to anyone, anytime, anywhere, with any digital assets.

The standard is organized into three parts that together define a framework enabling users to experience virtual spaces. The core specifications form the minimal kernel of the standard. They define the scene space and its artifacts, and hence how artifacts are placed within the scene. The extension specifications define how users are connected to the space, that is, how users present themselves and interact within and across spaces. Finally, modules are optional specifications built upon the core and extension specifications to enhance how users experience the space, providing additional layers of interaction, personalization, and growth. Together, the standard enables the space and its artifacts to encode users' live events, helps users share their spaces anywhere, assists users in discovering and engaging with other spaces, brings a sense of time or living creatures into the space, and much more.

11 Scope and Structure

#todo

11.01 Core Systems

Core systems form the minimal kernel for the standard, which constitute the conformance profile Manifold Base. Any implementation of the standard must include all core systems.

11.01.01 Space System

The Space System defines the Form object and its portable variant, ExtForm, which describe the scene layout. Form must follow the rules of the selected layout mode, which specifies alignment constraints or free placement.

11.01.02 Artifact System

The Artifact System defines Artifacts, which are digital assets that are presented as objects in the virtual space. Implementations may directly wrap any digital asset as an Artifact with default properties; using the optional interfaces defined in the standard can further enhance the user experience.

11.02 Optional Systems

Optional systems add users and their actions to the space, creating context for spaces and connections to users.

Optional systems can be implemented separately, though some features within a system require one or more other systems.

It is recommended to implement the Avatar, Trace, and Interaction systems together. Combined with the core systems, they constitute the Manifold Chart conformance profile.

It is also recommended to implement the Visit and Authorization systems together. When the core systems and all optional systems are implemented, they constitute the Manifold Atlas conformance profile.

11.02.01 Avatar System

The Avatar System defines the Avatar object, a movable, user-linked agent that acts as the user's presence in the virtual space. Avatars may be used to initiate spatial interactions or act as interaction targets.

11.02.02 Trace System

The Trace System defines Trace, a two-fold representation of data stored as History and State. History records events in the space, and State records the current status of the space.

11.02.03 Interaction System

The Interaction System defines how a user or their avatar interacts with the virtual space. Concretely, interactions are functions triggered by the user interface, either via the avatar or directly, that modify the space.

11.02.04 Visit System

The Visit System defines asynchronous and synchronous visit mechanisms across spaces, with or without user presence.

11.02.05 Authorization System

The Authorization System defines access control mechanisms for Forms and Artifacts.

11.03 Modules

While systems define the fundamental structure of a virtual space, modules build upon these systems to enhance user experience, emotional engagement, and social dynamics.

Each module is optional and can be implemented independently, although some modules are designed to work better when combined with certain systems or with each other.

Each module has its own document, including its identifier, version, dependencies, and governance model. In this document, we provide a catalog of modules accepted by the standard. Each module is stated with its accepted stable version and relevant information, and it is recommended that the implementation of the standard includes them.

Here we list a few highlighted modules that one may frequently encounter.

11.03.01 Monument Module

The idea of the Monument Module is to allow people to bring their existence from the physical world online. Most importantly, it offers a way to digitally capture users’ lived experiences — a living memory. In other words, its purpose is not merely to replicate a digital twin, but to realize a conceptual embodiment — a digital form shaped by users’ own experiences and choices.

The Monument Module relates users’ “verifiable” offline behavior to the generation and updating of digital assets.

11.03.02 Quest Module

The idea of the Quest Module is similar to that of the Monument Module. It serves as the living memory of a digital life. Its advantage is that, in the online world, verification can be reliably enforced. Thus, the form of a quest can be more versatile, ranging from traditional puzzle-solving quests in games to online wedding events.

The Quest Module relates users’ online behavior in virtual spaces to the generation and updating of digital assets.

11.03.03 Share Module

The Share Module captures the impulse to open our doors to friends and share the things we’ve picked up along our journeys. Through sharing, a space becomes a conversation, and objects carry our stories from one space to another.

The Share Module allows users to share their spaces and digital assets with friends or on external social platforms.

11.03.04 Connection Module

The Connection Module helps users explore other spaces, whether those of friends or strangers. Visits initiated by related artifacts or spaces can provide a softer, lower-pressure scenario by enabling naturally initiated social interactions. This lowers the barrier to starting new friendships and exploring new worlds.

The Connection Module defines an address book for each user to record friends’ space addresses. It also enables random or condition-triggered visits initiated by related artifacts.

Beyond one-to-one relationships, this module creates a geographic network of spaces, a directed network of spaces, and a directed network of artifacts, allowing users to link their spaces with friends or people with shared interests and to discover new spaces along these networks.

11.03.05 Creature Module

The idea of the Creature Module is that people naturally form strong emotional connections with different creatures, as they can react, remember, and grow. Their presence turns a static space into a flowing, evolving environment.

The Creature Module defines a subclass of Artifact that resembles an autonomous agent to users. Creatures can move around and interact with the environment independently, and not only within their owner’s space. Beyond that, they can guide users to explore new spaces, creating new experiences and shared memories.

11.03.06 Plant Module

The idea of the Plant Module is to bring life, growth, and the quiet passing of time into virtual spaces, letting users feel seasons change and their spaces slowly grow and transform. Beyond that, plants naturally produce small gifts — a green leaf, a flower petal, a dandelion puff — that fall over time. These small gifts can be offered to others, left in others’ spaces, or attached to their memories as gentle signs of appreciation. Through plants, small acts of care become organic parts of the virtual world’s memory.

The Plant Module defines a subclass of Artifact that represents a plant. It provides Artifacts that grow and change over time and introduces a gift mechanism that replaces the traditional “like,” providing immediate positive feedback while minimizing long-term metrics and competition by emphasizing each gift event rather than aggregate counts.

20 Core Specification

The Core Specification defines objects that can be mapped to a scene and objects that represent assets which can be included in the scene.

21 Scene

21.01 Scene and Coordinate type

A scene is a vector space R3\mathbb{R}^3. We fix the right-handed orientation and an orthonormal basis, labeled x^\hat x, y^\hat y, and z^\hat z. A point in the space can be expressed as a 3-tuple (x,y,z)=xx^+yy^+zz^(x, y, z) = x\,\hat x + y\,\hat y + z\,\hat z, where xx, yy, and zz are real numbers.

A Coordinate type represents a point in the scene and is an array of three real numbers. It is represented as

type Coordinate = [number, number, number]

where the three numbers correspond to xx, yy, and zz, in that order.

The ground plane is the subspace of the scene spanned by the basis x^\hat x and y^\hat y, i.e., the set {(x,y,0)  xR,  yR}\{(x, y, 0)\ |\ x \in \mathbb{R},\; y \in \mathbb{R}\}. A coordinate projected onto the ground plane can therefore be specified by a 2-tuple (x,y)(x, y), referred to as the ground plane coordinate.

On a plane in the scene, a point can be expressed as a 2-tuple (u,v)(u, v) with respect to a given orthonormal basis u^\hat u and v^\hat v, similar to above. A Coordinate2D type represents a point in such a plane and is an array of two real numbers. It is represented as

type Coordinate2D = [number, number]

where the two numbers correspond to uu and vv, in that order. One can therefore use Coordinate2D to express points in the ground plane using the basis u^=x^\hat u = \hat x and v^=y^\hat v = \hat y.

For a plane in the scene, the up direction is defined as n^=u^×v^\hat n = \hat u \times \hat v, where ×\times is the usual cross product and u^\hat u and v^\hat v are the orthonormal basis vectors mentioned above. The up direction of the scene is the up direction of the ground plane, i.e., the positive direction of the basis vector z^\hat z.

21.02 Coordinate Transformation

A coordinate transformation with uniform scale in the scene defined above transforms a vector v=(vx,vy,vz)\vec v = (v_x, v_y, v_z) to sRv+ts\, R \, \vec v + \vec t, where RR is a rotation operator, ss is a real number for uniform scale, and t\vec t is the translation of the origin. Such a transformation can therefore be encoded in three pieces of information: translation t\vec t, rotation RR, and scale ss.

21.02.01 Rotation and Euler Type

Rotation can be represented by the type Euler, specifying the Euler angles as a 3-tuple (x,y,z)(x, y, z) in degree. The rotations are applied in the order of the xx-axis, then the yy-axis, then the zz-axis. It can be represented as

type Euler = [number, number, number]

where the three numbers correspond to rotation in degree around the xx-axis, yy-axis, and zz-axis, in that order. For each rotation, a positive value means counterclockwise rotation. A zero rotation on all axes implies that the axes of the transformed coordinate align with those of the scene coordinate.

Rotation on a plane can also be represented by an Euler angle as a single number. The rotation is applied around the up-axis of the plane. A Euler2D represents such data as

type Euler2D = number

where a positive Euler2D value means counterclockwise rotation.

21.02.02 Scale and Scale Type

The type Scale represents the scaling of the transformed coordinate about its local origin and is a real number, where a value of 1 means no scaling. It can be represented as

type Scale = number

21.02.03 Local Coordinate

A coordinate distinct from the scene coordinate, also referred to as the global coordinate, is called a local coordinate. A local coordinate can be defined by the coordinate transformation above with respect to the scene coordinate, or can be specified by the origin of the local coordinate in the scene coordinate along with the transformed basis; see Section TODO: local scene.

21.03 Entity in the scene

Each entity in the scene comes with its own local coordinate, and its placement can therefore be described by the three pieces of information defined in Section 21.02. That is, one starts with the entity's local coordinate coinciding with the scene coordinate, then applies the transformation defined in Section 21.02 to the entity.

22 Form Type Object

A Form type object represents the layout of the scene.

Form type is defined as

interface Form {
    version: string // REQUIRED
    layout: Embedding[] // REQUIRED
    metadata?: FormMetadata // OPTIONAL
    properties?: FormProperties // OPTIONAL
}

where

  • version is REQUIRED, and its value MUST be of type string equal to one of the standard’s version numbers (see Section 04-Version-Control).
  • layout is REQUIRED, and its value MUST be an array of Embedding, representing placed artifacts in the space. An empty layout MUST have the value [].
  • metadata is OPTIONAL, and its value MUST be of type FormMetadata. It is used to hold any additional descriptive data about the space. If not provided, an empty FormMetadata is used by default.
  • properties is OPTIONAL, and its value MUST be of type FormProperties. It represents additional properties of the scene. If not provided, an empty FormProperties is used by default.

23 Embedding Type Object

An Embedding type object represents an artifact being placed in the scene.

Embedding type is define as

interface Embedding {
	artifact: Artifact // REQUIRED
    position: Coordinate // REQUIRED
    rotation: Euler // REQUIRED
    scale?: Scale //OPTIONAL
    properties?: EmbeddingProperties // OPTIONAL
}

where

  • artifact is REQUIRED, and its value MUST be of type Artifact.
  • position is REQUIRED, and its value MUST be of type Coordinate.
  • rotation is REQUIRED, and its value MUST be of type Euler.
  • scale is OPTIONAL, and its value MUST be of type Scale.
  • properties is OPTIONAL, and its value MUST be of type EmbeddingProperties. It stores data that modifies or enhances the placed artifact.

An Embedding type object represent an artifact been placed at position with rotation and scale, as defined in 21-Scene#21.03 Entity in the scene.

24 Artifact Type Object

The Artifact type object represents an asset that can be loaded into the space.

Artifact type is defined as

interface Artifact {
	content: string // REQUIRED
	type: ArtifactType // REQUIRED
	metadata: Metadata // RECOMMENDED
}

where

  • content is REQUIRED, and stores the content to be loaded into the scene.
  • type is REQUIRED, and its value MUST be of type ArtifactType. It specifies the artifact type of content and therefore implies the possible loaders that an implementation can use to load the content.
  • metadata is RECOMMENDED, and its value MUST be of type Metadata. It stores relevant information about the asset. If it is not provided, the default MUST be used.

24.01 ArtifactType data

The ArtifactType indicates the artifact type of the asset and therefore the loader that the implementation needs to use to correctly load it. Modules can define more ArtifactType values than those specified in this section.

type ArtifactType = "model"
  • For model artifact type, the implementation need to use a GLTFLoader to load the content, following the glTF standard.

The artifact type, the type member of Artifact, and the ArtifactType type should not be confused with the JSON object type or JSON type. In this document, the single word "type" is reserved for JSON type.

24.02 Artifact Content

The artifact content, as specified in the content field of the Artifact object, MUST be a path or Uniform Resource Locator (URL) to the data that can be loaded by the loader and presented in the scene.

For artifact content of type "model", it is RECOMMENDED that the data be a model file following the GLTF standard. When loaded, such a model contains a local origin.

25 Metadata Type Object

The Metadata type object stores data relevant to an asset.

All members in Metadata are OPTIONAL and if they are not specified, the default value will be used. Modules and extension specifications can define additional members in type Metadata beyond those specified in this section. It is RECOMMENDED that modules make use of the attachment and propertiesmembers rather than introducing new members in the Metadata type.

Metadata type is define as

interface Metadata {
	id: string,
	name: string,
	description: string,
	preview: string,
	creators: string[],
	attachments: ArtifactAttachments
	properties: ArtifactProperties
	// ...
}

where

  • id MUST be of type string representing the path or asset ID of the artifact. Its default value is the content string of the artifact. It is RECOMMENDED that all artifacts loaded in the scene have distinct id values.
  • name MUST be of type string and is the display name of the artifact. Its default value is "Artifact".
  • description MUST be of type string and is the display description of the artifact. Its default value is "", i.e., an empty string.
  • preview MUST be of type string containing the URL to the preview image file, and it is RECOMMENDED that the preview image file be of type PNG.
  • creators MUST be an array of string representing the creators of the artifact.
  • attachment MUST be of type ArtifactAttachments, representing any associated files relevant to this artifact. The attachment member is mainly used by modules and extension specifications.
  • properties MUST be of type ArtifactProperties. It stores data that modifies or enhances the artifact's behavior in the scene. The properties member is mainly used by modules and extension specifications.

26 Enhancing and Modifying the Scene

From the Form data, one can reconstruct a scene by placing each artifact in layout according to its placement as specified in the Embedding, defined in 21-Scene. Modules can also add additional information to enhance or modify the scene by making use of the FormMetadataFormProperties, and EmbeddingProperties types. These types by default include only empty objects, i.e., objects with no members, representing no additional or altered behavior beyond placing artifacts in the layout member.

In this section, we go through some modules that can be used to enhance or modify the scene. These modules are not part of the core specification and implementations MAY implement them.

26.01 Form Metadata Module

The Form Metadata module enhances the scene by adding descriptive data for the space, specified in the FormMetadata object.

It is RECOMMENDED to include the following data to record basic information about the space:

  • name of type string
  • description of type string
  • owner of type string
  • creator of type string

All other data in FormMetadata are OPTIONAL.

An example of FormMetadata can be represented as:

interface FormMetadata {  
    name: string // RECOMMENDED
    description: string // RECOMMENDED
    owner: string // RECOMMENDED
    creator: string // RECOMMENDED
    // ...
}

26.02 Sky Module

The Sky module enhances the scene by introducing two new members in FormProperties and a new artifact type, allowing a skybox to be specified for the scene.

The new member in FormProperties is defined as

interface FormProperties {
	sky: Artifact // OPTIONAL
	skyVisible: boolean // OPTIONAL
	// ...
}

where

  • sky is OPTIONAL, and its value MUST be of type Artifact with artifact type hdri.
  • skyVisible is OPTIONAL, and its value MUST be of type boolean. If it is not provided, the default value false MUST be used.

The new artifact type is defined as

type ArtifactType = "hdri" // ...

and the implementation MUST use an EXRLoader to load the content, following the EXR standard.

When sky in FormProperties is specified, a supported implementation MUST use the content of the specified artifact as the skybox of the scene. If the sky member is not provided, the implementation may use a default skybox or no skybox. When a skybox is present and skyVisible is true, the skybox MUST be rendered as the visible background. Otherwise, there MUST be no visible background rendered, and the skybox, if present, is used only for environment lighting and reflections.

An implementation that does not support the Sky module MUST ignore the sky and skyVisible member of FormProperties and discard any artifact with artifact type hdri.

When used with the Category module, the artifact MUST use sky as its artifact category.

type Category = "sky" // ...

26.03 Environment Model Module

The Environment Model module enhances the scene by introducing a new member in FormProperties, allowing an environment model to be specified for the scene.

The new member in FormProperties is defined as

interface FormProperties {
	environmentModel: Artifact // OPTIONAL
	// ...
}

where

  • environmentModel is OPTIONAL, and its value MUST be of type Artifact with artifact type model.

When environmentModel in FormProperties is specified, a supported implementation MUST place the content of the specified artifact at the origin of the scene. If the environmentModel member is not provided, the implementation MUST NOT render any environment model.

An implementation that does not support the Environment Model module MUST ignore the environmentModel member of FormProperties.

When used with the Category module, the artifact MUST use environment as its artifact category.

type Category = "environment" // ...

26.04 Boundary Module and Tile Module

26.04.01 Boundary Module

The Boundary module modifies the scene by introducing a new member in FormProperties, defining a horizontal boundary of the scene.

The new member in FormProperties is defined as

interface FormProperties {
	boundary: OBB[]  // OPTIONAL
	// ...
}

where

  • boundary is OPTIONAL, and its value MUST be an array of OBB type objects.

An OBB type object represents an oriented rectangle on the ground plane, defined by its center, its rotation about the center, and its halfWidth and halfLength. The OBB type is defined as

interface OBB {  
    center: Coordinate2D // REQUIRED
    rotation: Euler2D // REQUIRED
    halfWidth: number // REQUIRED
    halfLength: number // REQUIRED
}

where

  • center is REQUIRED, and its value MUST be of type Coordinate2D. It represents the center of the oriented rectangle on the ground plane.
  • rotation is REQUIRED, and its value MUST be of type Euler2D. It represents the rotation of the rectangle about its center.
  • halfWidth is REQUIRED, and its value MUST be a number. It represents half the width of the rectangle, aligned with the xx-axis at rotation 0.
  • halfLength is REQUIRED, and its value MUST be a number. It represents half the length of the rectangle, aligned with the yy-axis at rotation 0.

26.04.02 Tile Module

The Tile module modifies the scene by introducing three new members in FormProperties, defining a tiled horizontal boundary of the scene.

The new members in FormProperties are defined as

interface FormProperties {
	tileList: Coordinate2D[] // OPTIONAL
    tileModel: Artifact // OPTIONAL
    tileVisible: boolean // OPTIONAL
    // ...
}

where

  • tileList is OPTIONAL, and its value MUST be an array of Coordinate2D. It represents a tiled horizontal boundary of the scene as an array of positions of square tiles on the ground plane.
  • tileModel is OPTIONAL, and its value MUST be of type Artifact. It represents the visual representation of each tile in the scene. Its value MUST be ignored if tileList is not specified, or if tileVisible is false, or both.
  • tileVisible is OPTIONAL, and its value MUST be of type boolean. It represents the visibility toggle of the tile model. If it is not provided, the default value true MUST be used. Its value MUST be ignored if tileList is not specified.

When tileVisible is true and tileModel is specified, the implementation MUST place tileModel at each position on the ground plane specified by tileList with zero rotation as the visual representation of each tile. When working with the Layout Mode module, the placed tileModel MUST NOT affect the reconstruction logic of the scene and MUST NOT appear in the layout data.

When tileVisible is true and tileModel is not specified, the implementation MAY use its own Artifact as tileModel for the visual representation of the tile. It is RECOMMENDED to use a mid-tone gray plane with dimensions 1 by 1 as the default visual representation of each tile.

When tileVisible is false, there MUST NOT be any visual representation of the tile and the value of tileModel MUST be ignored.

When used with the Category module, the artifact that can be used as value of tileModel MUST use tile as its artifact category.

type Category = "tile" // ...

26.04.03 Horizontal Boundary of the Scene

A horizontal boundary of the scene is defined by a list of oriented rectangles, commonly referred to as oriented bounding boxes (OBBs), as defined in 26.04-Boundary-Module-and-Tile-Module#26.02.02 Boundary Module, lying on the ground plane. The union of the specified list of OBBs defines the inside of the scene, and any point that does not lie within this union is considered outside of the scene. The line where the outside and the inside of the scene meet is the scene boundary.

For general artifacts, the ground plane (x,y)(x, y) placement, i.e., the projection of its (x,y,z)(x, y, z) placement onto the ground plane, MUST NOT lie outside of the scene. This means its (x,y)(x, y) placement may lie on the scene boundary by the definition of outside of the scene. Any artifact whose (x,y)(x, y) placement lies outside of the scene MUST be removed during reconstruction of the scene.

When working with the Layout Mode module, for artifacts participating in stacking logic, no point of such an artifact's footprint MUST lie outside of the scene. That is, such artifacts in layout MUST be removed before the stacking logic is applied.

When the Boundary module, the Tile module, or both are used, the boundary can be specified by the boundary member, the tileList member, or both, in FormProperties. When the boundary is specified by boundary, its value directly gives the OBBs of the boundary. When the boundary is specified by tileList, it is equivalent to a list of OBBs with zero rotation and width and length of 1, i.e., halfWidth and halfLength of 0.5, centered at each element of tileList. When both boundary and tileList are specified, the boundary is their intersection.

When neither boundary nor tileList is specified, or both modules are not supported by the implementation, there is no boundary for the scene and every point in the scene is considered to lie within the boundary.

One MUST NOT confuse the case where these data are specified as empty lists, which indicates that every point lies outside of the boundary, with the case where these data are not specified, which indicates that there is no boundary and every point in the scene lies within the boundary.

Please note that this boundary is the boundary of the scene, not the boundary for avatar movement. For the boundary of avatar movement, please see TODO.

26.05 Layout Mode Module

The Layout Mode module modifies the scene by introducing different layout modes. The original layout, i.e., each artifact placed in the scene with all possible positions, rotations, and scales as specified in the Embedding type object, is referred to as the freeform layout mode in the Layout Mode module. Other layout modes are restrictions on the freeform mode that are more suitable for particular uses of the space.

Besides the freeform layout mode, four layout modes are specified, each with a two-dimensional and a three-dimensional version. Other modules can extend this module by introducing new layout modes. The layout modes defined by this module are:

  • Continuous layout mode
  • Discrete layout mode
  • Block layout mode
  • Slot layout mode

The Layout Mode module introduces a few new members in FormProperties. The central member is the layoutMode member, defined as

interface FormProperties {
	layoutMode: LayoutMode // OPTIONAL
	// ...
}

where

  • layoutMode is OPTIONAL, and its value MUST be of type LayoutMode. It specifies which layout mode is used. If not provided, the freeform layout mode is used by default.

The LayoutMode type is defined as

type LayoutMode =
  | 'freeform' | 'continuous' | 'discrete' | 'block' | "slot"
  | 'flat-freeform' | 'flat-continuous' | 'flat-discrete' | 'flat-block'

where

  • freeform indicates the freeform layout mode in three dimensions.
  • continuous indicates the continuous layout mode in three dimensions. It does not have restrictions on position, but the placement must follow the stacking logic.
  • discrete indicates the discrete layout mode in three dimensions. It imposes a cell-placement rule and a stacking logic.
  • block indicates the block layout mode in three dimensions. It imposes a block-placement rule and allows only artifacts whose volume in each dimension is exactly 1 or an integer to be placed in the scene.
  • slot indicates the slot layout mode. It allows artifacts to be placed only at specified slots with specified orientations.
  • flat-freeform indicates the freeform layout mode in two dimensions.
  • flat-continuous indicates the continuous layout mode in two dimensions.
  • flat-discrete indicates the discrete layout mode in two dimensions.
  • flat-block indicates the block layout mode in two dimensions.

The terms "cell-placement rule", "stacking logic", "block-placement rule", and "volume" will be defined throughout this section.

Other modules extending this module can define more LayoutMode values than those specified in this section. Implementations supporting the Layout Mode module MAY support only one or more of the layout modes. Implementations SHOULD state which layout modes are supported.

26.05.01 Reconstruction Logic

The reconstruction logic takes a Form with a specified layout mode and outputs a layout following the specified layout mode restrictions, derived from the original layout in Form. The output layout is then used to reconstruct the scene by placing each artifact in the output layout according to its placement as specified in the Embedding, as defined in 21-Scene. The reconstruction logic therefore refers to how to produce a layout following the restrictions from the original layout. The reconstruction logic MUST be idempotent: re-applying it to its own output MUST yield the same layout, i.e., if ff is the function representing a given reconstruction logic and Λ\Lambda is the input Form, then f(f(Λ))=f(Λ)f(f(\Lambda)) = f(\Lambda).

For the freeform layout mode, the layout in the input Form is the output layout and is directly used for the reconstruction of the scene.

26.05.02 Artifact Volume

Artifact volume models each artifact as a three-dimensional box. The box then participates in the reconstruction logic, instead of relying on the explicit content of the artifact. For layout modes that use artifact volume, the scale member of the Embedding object SHOULD be ignored and a new member is introduced to Artifact's properties:

interface ArtifactProperties {
	volume: Volume // RECOMMENDED
	// ...
}

where

  • volume is RECOMMENDED, and its value MUST be of type Volume. If it is not provided but is needed for the reconstruction logic, the default value MUST be used.

The Volume type object is used to represent the dimensions of the artifact for the reconstruction logic, such as the stacking logic. The Volume type is defined as

type Volume = {
    width: number   // REQUIRED
    length: number  // REQUIRED
    height: number  // REQUIRED
}

where each member is REQUIRED. If the artifact has not been rotated in the scene, then

  • width corresponds to the x-axis in the scene.
  • length corresponds to the y-axis in the scene.
  • height corresponds to the z-axis in the scene.

The default value for volume is 1 for each member of the Volume type.

Implementations SHOULD proportionally scale down oversized artifacts to fit within their volume box, or their volume box multiplied by a factor. The Layout Mode module introduces two new members in FormProperties:

interface FormProperties {
	volumeBoxLimit: [boolean, boolean, boolean] // OPTIONAL
	scaleVolumeMultiplier: [number, number, number] // OPTIONAL
	// ...
}

where

  • volumeBoxLimit is OPTIONAL and its value MUST be an array of 3 boolean values, corresponding to which directions the volume box limit is imposed on, where the three boolean values represent whether the limit is imposed on width, length, and height, in that order. If it is not provided, the default value [true, true, true] MAY be used, or implementations MAY use their own default value and SHOULD state the default value they use.1
  • scaleVolumeMultiplier is OPTIONAL and its value MUST be an array of 3 number values. It represents the tolerance for oversized artifacts and the target size of the scale-down on width, length, and height, in that order. On each direction, the artifact SHOULD be scaled down to its volume on that direction multiplied by the corresponding element in scaleVolumeMultiplier. If the corresponding value in volumeBoxLimit is false for that direction, then the corresponding value in scaleVolumeMultiplier MUST be ignored. If it is not provided, the default value [1, 1, 1] MAY be used, or implementations MAY use their own default value and SHOULD state the default value they use.2

Footnotes

  1. In the reference implementation Exterior Space, the default value [true, true, false] is used for volumeBoxLimit to allow oversizing in height.

  2. In the reference implementation Exterior Space, the default value [1.5, 1.5, 1.5] is used for scaleVolumeMultiplier to allow slightly oversized artifacts.

26.05.03 Stacking Logic

The idea of the stacking logic is to provide an intuitive way to organize the space for general users. The intuition behind the stacking logic is to airdrop artifacts from above, one by one, so that each newly dropped artifact stacks on top of the existing artifacts.

The stacking logic makes use of the volume of the artifact, as defined in 26.05.02-Artifact-Volume.

26.05.03.01 Requirements of the Stacking Logic

The artifact itself, i.e., the Artifact object, that participates in the stacking logic MUST have volume, as defined in 26.05.02-Artifact-Volume.

Artifact objects MAY have additional data, evenPlacement and stackable, to alter their behavior in the stacking logic. If these data are not provided, default behavior applies, corresponding to the specified default values.

Form objects MAY have additional data in FormProperties, such as spaceHeightevenBandTolerancecoverageThreshold, and coverageThresholdEven, to alter the behavior of the stacking logic. If these data are not provided, default behavior applies, corresponding to the specified default values.

26.05.03.02 Alter the Scene Level Stacking Logic

The Layout Mode module introduces a few new members in FormProperties to adjust the behavior of the stacking logic. The new members in FormProperties are defined as

interface FormProperties {
    spaceHeight: number // OPTIONAL
    evenBandTolerance: number // OPTIONAL
    coverageThreshold: number // OPTIONAL
    coverageThresholdEven: number // OPTIONAL
    // ...
}

where

  • spaceHeight, evenBandTolerance, coverageThreshold, and coverageThresholdEven are all OPTIONAL and their values MUST all be of type number. They are parameters that can be specified to alter the default behavior of the stacking logic. When not specified, the implementation MUST use their default values in the stacking logic.

The default values for these parameters are given in the following table.

Parameter Default value
spaceHeight 3
evenBandTolerance 0.05
coverageThreshold 0.1
coverageThresholdEven 0.9

26.05.03.03 Alter the Artifact Level Stacking Logic

The Layout Mode module introduces a few new members in ArtifactProperties to adjust the behavior of the stacking logic. The new members in ArtifactProperties are defined as

interface ArtifactProperties {
	evenPlacement: boolean // OPTIONAL
	stackable: boolean // OPTIONAL
	stacking: boolean // OPTIONAL
	// ...
}

where evenPlacement, stackable, and stacking are all OPTIONAL and their values MUST all be of type boolean. They are parameters that can be specified to alter the default behavior of the stacking logic. When not specified, the implementation MUST use their default values in the stacking logic if no other module alters the default value. The default value for evenPlacement is false, for stackable is true, and for stacking is true. When working with the Category module, the default values MUST follow the default values defined for each category.

An artifact with stacking set to false will not participate in the stacking logic.

26.05.03.04 The Input and Result of the Stacking Logic

The stacking logic takes an input layout from Form and produces a resulting layout in which each element, if it participates in the stacking logic, follows the stacking logic.

For artifact ii, its original placement can be written as (xi,yi,zi)(x_i', y_i', z_i') before performing the stacking logic, where ii indexes artifacts in the input layout that participate in the stacking logic. The resulting placement can be written as (xi,yi,zi)(x_i, y_i, z_i) after performing the stacking logic.

For artifact ii, its original rotation can be written as the Euler angle (αi,βi,γi)(\alpha_i', \beta_i', \gamma_i') before performing the stacking logic, where ii indexes artifacts in the input layout that participate in the stacking logic. The resulting rotation can be written as (αi,βi,γi)(\alpha_i, \beta_i, \gamma_i) after performing the stacking logic.

The stacking logic alters the height of the artifact and the rotations around the xx- and yy-axes. The ground plane coordinate and the rotation around the zz-axis are left unchanged.

26.05.03.05 Stacking Index

A stacking index can be intuitively understood as the order in which artifacts are air-dropped into the scene.

Given a list of Embedding objects, i.e., the Embeddings in the layout of the Form object that are participating in the stacking logic, one can order them by their height, i.e., ziz_i' as defined in 26.05.03-Stacking-Logic#26.05.03.04 The Input and Result of the Stacking Logic, from smallest to largest, with ties broken by order of appearance in the layout list.

The stacking index of an Embedding in the list is then defined by the position of the Embedding in the ordered list. In the following sections, this stacking index obtained from the layout with artifacts participating in the stacking logic will be referred to as stackIndex.

26.05.03.06 Performing the Stacking Logic

Conceptually, the stacking logic models each artifact as a box according to its volume and airdrops the to-be-placed artifact ii in ascending order of its stackIndex at the ground plane coordinate (xi,yi)(x_i', y_i'), placing it on top of the already placed artifacts. The height of the top of the supporting artifact is therefore the ziz_i of the to-be-placed artifact ii, and the ground plane coordinate is unchanged, i.e., (xi,yi)=(xi,yi)(x_i, y_i) = (x_i', y_i'). Each artifact has only zz-axis rotation and rotations around other axes are ignored. Therefore the resulting rotation is (αi,βi,γi)=(0,0,γi)(\alpha_i, \beta_i, \gamma_i) = (0, 0, \gamma_i').

If the placed artifact that directly supports the to-be-placed artifact is not stackable, the airdrop fails, the to-be-placed artifact is withdrawn, and the process moves on to airdrop the next artifact.

If the to-be-placed artifact would be supported by multiple artifacts that do not form an even surface, and the to-be-placed artifact requires evenPlacement, the airdrop fails, the to-be-placed artifact is withdrawn, and the process moves on to airdrop the next artifact.

Algorithm

This process of performing stacking logic can be operated by the following steps. The ziz_i of the placed artifact ii in the scene MUST be able to be reproduced by these steps regardless of the implementation of the stacking logic.

Definitions

  • Footprint of an Embedding: the oriented rectangle on the ground plane obtained from its ground plane coordinate and the zz-axis rotation at the beginning of the stacking logic, and the artifact’s volume.width and volume.length. Mesh geometry is not consulted. At 0 zz-axis rotation, width aligns with xx, length with yy.
  • Top of a support: the support’s base height zz plus its volume.height.
  • Positive-area overlap: two ground rectangles “overlap” only if their intersection has non-zero area; touching along an edge or at a point does not count.

Algorithm

  1. Preparing for the Stacking Logic For each artifact in the input layout, identify only those participating in the stacking logic and set their xx- and yy-axis rotations to zero. To focus only on the relevant data in the stacking logic, in the following steps, rotation refers to the zz-axis rotation, position refers to the ground plane coordinate, and layout refers to the input layout with only participating artifacts. Artifacts that do not participate in the stacking logic are output as-is.
  2. Order to place.
    Order all embeddings in layout by ascending stackIndex. Process them in that order. Let the already processed ones be the “placed set.”
  3. For each to-be-placed artifact ii: build its ground context.
    1. Compute its footprint from its positionrotation, and volume.
    2. Create an initial list of supports consisting of:
      1. the floor at height 0 with the same footprint, treated as stackable = true; and
      2. every embedding already in the placed set whose footprint has positive-area overlap with ii’s footprint.
    3. For each such support, record its footprint, its top (base zz plus volume.height), and whether its artifact is stackable.
  4. Find the highest resting level.
    Let HH be the maximum top among all supports gathered in step 2 (including the floor’s top at 0). Intuitively, this is the height where ii would first make contact from above.
  5. Respect the form’s height cap.
    1. Let hih_i be ii’s volume.height, and let ZmaxZ_{\max} be the form’s spaceHeight.
    2. If H+hiH + h_i exceeds ZmaxZ_{\max}, the placement of ii is invalid (it would protrude past the allowed space height). Do not place ii; continue with the next artifact from step 2.
  6. Select which supports “count” at the contact level.
    Collect the band supports: those supports whose top lies at and within this band.
    • If ii’s artifact has evenPlacement = true, then the support band is the vertical interval from HevenBandToleranceH - \texttt{evenBandTolerance} up to HH.
    • Otherwise, the support band collapses to the single level HH.
  7. Enforce the stackable rule at the band.
    Every band support must be stackable.
    • If any band support is not stackable, the placement of ii is invalid. Do not place ii; continue with the next artifact from step 2.
  8. Require sufficient supporting area at the band.
    Compute how much of ii’s footprint is covered by the union of the band supports’ footprints (on the ground plane). The coverage is the ratio of the covered area to the total area of ii’s footprint, a value between 0 and 1.
    • If ii has evenPlacement = true, this coverage MUST be at least coverageThresholdEven.
    • Otherwise, the coverage MUST be at least coverageThreshold. If the required coverage is not met, the placement of ii is invalid. Do not place ii; continue with the next artifact from step 2.
  9. Assign the height.
    If steps 4–7 all pass, set zi=Hz_i = H. The artifact ii is considered placed at (xi,yi,zi)(x_i, y_i, z_i), where (xi,yi)(x_i, y_i) comes from its original position. Add ii to the placed set and proceed to the next artifact from step 2.

After iterating through the ordered layout, each successfully placed artifact ii has a determined height ziz_i. Artifacts that violated the height cap, stackability, or area-coverage requirements at their contact level are not placed.

26.05.03.07 The Stacking Logic in the Flat Layout Mode

In the flat layout mode, the stacking logic is applied with spaceHeight set to zero and volume.height overridden to zero. This forbids overlapping footprints. If a to-be-placed artifact’s footprint overlaps an existing one, do not place it. Effectively, when any overlap occurs, the artifact with the smaller stackIndex prevails.

26.05.04 Cell Placement

Cell-placement constrains the placement of artifacts onto a grid for easy placement for general users. Cell-placement is not compatible with block-placement.

The cell-placement makes use of the volume of the artifact, as defined in 26.05.02-Artifact-Volume.

26.05.04.01 Requirements of the Cell-placement

The artifact itself, i.e., the Artifact object, that participates in the cell-placement MUST have volume, as defined in 26.05.02-Artifact-Volume.

26.05.04.02 Alter the Artifact Level Cell-placement

The Layout Mode module introduces a new member in ArtifactProperties to adjust the behavior of the cell-placement. The new member in ArtifactProperties is defined as

interface ArtifactProperties {
	snapping: boolean // OPTIONAL
	// ...
}

where snapping is OPTIONAL and its value MUST be of type boolean. When not specified, the implementation MUST use the default value true if no other module alters the default value. When working with the Category module, the default value MUST follow the default value defined for each category.

An artifact with snapping set to false will not participate in the cell-placement.

26.05.04.03 The Input and Result of the Cell-placement Snapping

The cell-placement snapping takes an input layout from Form and produces a resulting layout in which each element in the layout list, if it participates in the snapping, follows the cell-placement.

For artifact ii, its original placement can be written as (xi,yi,zi)(x_i', y_i', z_i') before performing the cell-placement snapping, where ii indexes artifacts in the input layout that participate in the cell-placement snapping. The resulting placement can be written as (xi,yi,zi)(x_i, y_i, z_i) after performing the cell-placement snapping.

For artifact ii, its original rotation can be written as the Euler angle (αi,βi,γi)(\alpha_i', \beta_i', \gamma_i') before performing the cell-placement snapping, where ii indexes artifacts in the input layout that participate in the cell-placement snapping. The resulting rotation can be written as (αi,βi,γi)(\alpha_i, \beta_i, \gamma_i) after performing the cell-placement snapping.

The cell-placement snapping alters the ground plane coordinate of the artifact and the rotation. The height is left unchanged.

26.05.04.04 Snap the Rotation

The cell placement allows only zz-axis rotation. The input xx and yy-axis rotations will be mapped to 0 during the snapping. To focus only on the relevant data in the cell-placement, in the following sections, rotation refers to the zz-axis rotation, as rotation around any other axis is mapped to zero. The snapped zz-axis rotation together with zero rotation on the other axes is the resulting rotation for each Embedding.

Cell-placement allows artifacts to have only zz-axis rotations of 0, 90, 180, or 270 degrees. This means the value of the resulting rotation around zz-axis MUST be in the set {k90°kZ}\{k\, 90\degree\mid k\in\mathbb{Z}\}.

26.05.04.05 Snap the Position

The cell placement constrains the position horizontally, i.e., the ground plane coordinate (x,y)(x, y), and the height zz is left unchanged. In the following section, it should be understood that the snapping is performed on the ground plane coordinate.

The ground plane is divided into cells of size 12\frac{1}{2} by 12\frac{1}{2}. The cells are placed so that the origin of the ground plane coincides with the corner points of nearby cells. Therefore,

  • the center of a cell belongs to the set {(a,b)a,bZ+{±14}}\{(a, b)\mid a, b \in \mathbb{Z} + \{\pm\frac{1}{4}\}\}, known as the cell lattice,
  • the corners (vertices) of the cells belong to the set {(a,b)a,b12Z}\{(a, b)\mid a, b \in \tfrac{1}{2}\mathbb{Z}\}, where 12Z\tfrac{1}{2}\mathbb{Z} denotes all integers and half-integers, known as the vertex lattice.

A valid placement of an Embedding MUST have the corners of its rounded volume’s footprint, as defined in 26.05.04-Cell-Placement#26.05.04.06 Rounding Rule, coincide exactly with points in the vertex lattice.

Moreover, the above rules mean:

  • If the rounded volume.length is an integer, then the coordinate in the length direction must lie in 12Z\tfrac{1}{2}\mathbb{Z}.
  • If the rounded volume.length is a half-integer, then the coordinate in the length direction must lie in Z+{±14}\mathbb{Z} + \{\pm\tfrac{1}{4}\}.
  • The same rule applies to the rounded volume.width. Note that a 90 or 270 degrees rotation swaps length and width in the scene coordinates.

26.05.04.06 Rounding Rule

When performing cell-placement snapping, an Embedding MUST be rounded to respect the cell-placement as follows in the following order

  1. The rotation of the Embedding MUST be rounded to the nearest value defined in 26.05.04-Cell-Placement#26.05.04.04 Snap the Rotation. If it is exactly between two legal values, it MUST round to the larger value.
  2. Each element of the Artifact’s volume, for the purposes of cell-placement and stacking logic, MUST be rounded up (ceiling) to the next integer or half-integer, i.e., an element in 12Z\tfrac{1}{2}\mathbb{Z}. The volume after being rounded up is called the rounded volume. The footprint calculated using the rounded volume is therefore its rounded volume’s footprint.
  3. Each element of the Embedding’s position MUST be rounded to the nearest value defined in 26.05.04-Cell-Placement#26.05.04.05 Snap the Position. If it is exactly between two legal values, it MUST round to the larger value.

26.05.05 Block Placement

Block-placement snaps the placement of artifacts onto a block grid. Block-placement is not compatible with cell-placement.

The block-placement makes use of the volume of the artifact, as defined in 26.05.02-Artifact-Volume.

26.05.05.01 Requirements of the Block-placement

The artifact itself, i.e., the Artifact object, that participates in the block-placement MUST have volume, as defined in 26.05.02-Artifact-Volume.

26.05.05.02 Alter the Artifact Level Block-placement

The Layout Mode module introduces a new member in ArtifactProperties to adjust the behavior of the block-placement. The new member in ArtifactProperties is defined as

interface ArtifactProperties {
	snapping: boolean // OPTIONAL
	// ...
}

where snapping is OPTIONAL and its value MUST be of type boolean. When not specified, the implementation MUST use the default value true if no other module alters the default value. When working with the Category module, the default value MUST follow the default value defined for each category.

An artifact with snapping set to false will not participate in the block-placement.

26.05.05.03 The Input and Result of the Block-placement Snapping

The block-placement snapping takes an input layout from Form and produces a resulting layout in which each element in the layout list, if it participates in the snapping, follows the block-placement.

For artifact ii, its original placement can be written as (xi,yi,zi)(x_i', y_i', z_i') before performing the block-placement snapping, where ii indexes artifacts in the input layout that participate in the block-placement snapping. The resulting placement can be written as (xi,yi,zi)(x_i, y_i, z_i) after performing the block-placement snapping.

For artifact ii, its original rotation can be written as the Euler angle (αi,βi,γi)(\alpha_i', \beta_i', \gamma_i') before performing the block-placement snapping, where ii indexes artifacts in the input layout that participate in the block-placement snapping. The resulting rotation can be written as (αi,βi,γi)(\alpha_i, \beta_i, \gamma_i) after performing the block-placement snapping.

26.05.05.04 Snap the Rotation

Block-placement allows artifacts to have only rotations of 0, 90, 180, or 270 degrees. This means all values of all members of the resulting rotation MUST be in the set {k90°kZ}\{k\, 90 \degree\mid k\in\mathbb{Z}\}.

26.05.05.05 Snap the Position

The scene is divided into cells of size 11 by 11 by 11. The cells are placed so that the origin of the scene is the center of a cell. Therefore,

  • the center of a cell belongs to the set {(a,b,c)a,b,cZ}\{(a, b, c)\mid a, b, c \in \mathbb{Z}\}, known as the cell lattice,
  • the corners (vertices) of the cells belong to the set {(a,b,c)a,b,cZ+12}\{(a, b, c)\mid a, b, c \in \mathbb{Z} + \tfrac{1}{2}\}, where Z+12\mathbb{Z} + \tfrac{1}{2} denotes all half-integers, known as the vertex lattice.

A valid placement of an Embedding MUST have the corners of its rotated rounded volume, as defined in 26.05.05-Block-Placement#26.05.05.06 Rounding Rule, coincide exactly with points in the vertex lattice.

Moreover, the above rules mean:

  • If volume.length is an odd integer, then the coordinate in the length direction must lie in Z\mathbb{Z}.
  • If volume.length is an even integer, then the coordinate in the length direction must lie in Z+12\mathbb{Z} + \tfrac{1}{2}.
  • The same rule applies to volume.width and volume.height. Note that a 90 or 270 degrees rotation swaps between length, width, and height in the scene coordinates.

26.05.05.06 Rounding Rule

When performing block-placement snapping, an Embedding MUST be rounded to respect the block-placement as follows in the following order

  1. Each member of rotation for the Embedding MUST be rounded to the nearest value defined in 26.05.05-Block-Placement#26.05.05.04 Snap the Rotation. If a value is exactly between two legal values, it MUST be rounded up to the larger value.
  2. Each element of the Artifact’s volume, for the purposes of block-placement, MUST be rounded up (ceiling) to an integer. The volume after being rounded up is called the rounded volume.
  3. Each element of the Embedding’s position MUST be rounded to the nearest value defined in 26.05.05-Block-Placement#26.05.05.05 Snap the Position. If it is exactly between two legal values, it MUST round to the larger value.

To respect the block-placement, it is usually easier in an implementation to round the rotation and volume first, then round the position.

26.05.05.07 Block-placement in Flat Layout Mode

In flat layout mode, artifacts are placed on the ground plane. The ground plane is divided into cells of size 11 by 11. The cells are placed so that the origin of the scene is the center of a cell. Therefore,

  • the center of a cell belongs to the set {(a,b)a,bZ}\{(a, b)\mid a, b \in \mathbb{Z}\}, known as the cell lattice,
  • the corners (vertices) of the cells belong to the set {(a,b)a,bZ+12}\{(a, b)\mid a, b \in \mathbb{Z} + \tfrac{1}{2}\}, where Z+12\mathbb{Z} + \tfrac{1}{2} denotes all half-integers, known as the vertex lattice.

A valid placement of an Embedding MUST have the corners of its rotated rounded volume, as defined in 26.05.05-Block-Placement#26.05.05.06 Rounding Rule, coincide exactly with points in the vertex lattice. The volume.height data of the artifact is ignored and is effectively overridden to zero. The rotation snapping works as specified in 26.05.05-Block-Placement#26.05.05.04 Snap the Rotation.

26.05.06 Slot Placement

Slot-placement places artifacts in a set of predefined slots.

26.05.06.01 Requirements of the Slot-placement

The Slot-placement introduces a new member in FormProperties to represent the slots allowing for placing artifacts. It is defined as

interface FormProperties {
	slotProfile: SlotProfile // OPTIONAL
	// ...
}

where slotProfile is OPTIONAL and MUST be of type SlotProfile. If slotProfile is not present, then slot-placement MUST NOT be performed regardless of layout mode. If layout mode is not slot layout mode, slotProfile SHOULD be ignored unless specified and used by other modules.

The input Form for slot-placement MUST have a slotProfile in its properties member.

The slot-placement introduces two new members in EmbeddingProperties to represent which slot the artifact is placed in. They are defined as

interface EmbeddingProperties {
	slotIndex: number // OPTIONAL
	slotOrientationIndex: number // OPTIONAL
	// ...
}

where

  • slotIndex is OPTIONAL and MUST be of type number and MUST be an integer.
  • slotOrientationIndex is OPTIONAL, and MUST be of type number and MUST be an integer.

The Embedding participating in slot-placement MUST have an EmbeddingProperties with member slotIndex. Embeddings not carrying it MUST NOT participate in slot-placement.

26.05.06.02 Define Slot and SlotProfile and Slot Type Object

A SlotProfile type object defines the slots available in the scene. It is defined as

interface SlotProfile {
  slots: Slot[] // REQUIRED
}

where

  • slots is REQUIRED and MUST be an array of Slot. Each Slot in the array MUST have a distinct slotIndex.

A Slot defines a slot in the scene. It MUST be representable as a JSON object, contain only JSON-serializable values, and contain the following data.

interface Slot {
	slotIndex: number // REQUIRED
	position: Coordinate // REQUIRED
	slotRotation: SlotRotation // OPTIONAL
}

where

  • slotIndex is REQUIRED, and its value MUST be of type number and MUST be an integer.
  • position is REQUIRED and it MUST be of type Coordinate.
  • slotRotation is OPTIONAL, and its value MUST be of type SlotRotation. When slotRotation is not provided, it indicates zero rotation on all axes.

A SlotRotation defines the possible rotations for the artifact.

interface SlotRotation {
	rotationStep: number // OPTIONAL
	rotationStepAxis: Coordinate // OPTIONAL
	eulerStep: Euler[] // OPTIONAL
}
  • rotationStep is OPTIONAL and its value MUST be of type number and MUST be an integer. rotationStep indicates the allowed rotations around rotationStepAxis by k360°N\frac{k\,360\degree}{N}, where NN is the integer specified by rotationStep and kk is an integer that can be specified via slotOrientationIndex in EmbeddingProperties. A rotationStep of zero indicates that smooth rotation is allowed and, in the Embedding, the rotation MUST be specified in rotation.
  • rotationStepAxis is OPTIONAL and its value MUST be of type Coordinate. It specifies the axis around which rotationStep rotations are applied. The magnitude of rotationStepAxis MUST be ignored; only its direction is used. If not provided, the default axis is the zz-axis, i.e., [0, 0, 1].
  • eulerStep is OPTIONAL and its value MUST be an array of type Euler. eulerStep indicates the allowed Euler rotations. In the Embedding, the choice can be specified in slotOrientationIndex by the index of an element in eulerStep, where the index starts from zero. An empty eulerStep array indicates that smooth Euler rotation is allowed and, in the Embedding, the rotation MUST be specified in rotation.

The default value for SlotRotation is {eulerStep: [[0, 0, 0]]}.

26.05.06.03 The Input and Result of the Slot-placement

The slot-placement takes an input layout from Form and produces a resulting layout in which each element, if it participates in the slot-placement, is placed in a slot.

For artifact ii, its original placement can be written as (xi,yi,zi)(x_i', y_i', z_i') before performing the slot-placement, where ii indexes artifacts in the input layout that participate in the slot-placement. The resulting placement can be written as (xi,yi,zi)(x_i, y_i, z_i) after performing the slot-placement.

For artifact ii, its original rotation can be written as the Euler angle (αi,βi,γi)(\alpha_i', \beta_i', \gamma_i') before performing the slot-placement, where ii indexes artifacts in the input layout that participate in the slot-placement. The resulting rotation can be written as (αi,βi,γi)(\alpha_i, \beta_i, \gamma_i) after performing the slot-placement.

The input (xi,yi,zi)(x_i', y_i', z_i') will not be used for slot-placement. (xi,yi,zi)(x_i, y_i, z_i) is completely determined by the SlotProfile.

26.05.06.04 Performing the Slot-placement

In this section, we illustrate how to place an artifact at a slot. To place an artifact ii, where ii indexes artifacts in the layout, is to derive its placement (xi,yi,zi)(x_i, y_i, z_i) and its rotation in the scene.

The process of placing at slots can be operated by the following steps. The placement (xi,yi,zi)(x_i, y_i, z_i) of the artifact ii in the scene MUST be reproducible by these steps, regardless of the implementation.

  1. Order to place. Process embeddings in the order they appear in the layout. Keep a set of “used slots.”
  2. Select the slot. Using the slotIndex in the Embedding, find the matching Slot in slotProfile.
    • If no matching Slot exists, do not place ii; continue with the next artifact from step 2.
    • If this slotIndex is already in the “used slots” set, do not place ii; continue with the next artifact from step 2.
    • Otherwise, add this slotIndex to the “used slots” set.
  3. Derive the position. Determine (xi,yi,zi)(x_i, y_i, z_i) from the selected Slot.
    • If position is provided, set (xi,yi,zi)(x_i, y_i, z_i) to position.
    • Otherwise, do not place ii; continue with the next artifact from step 2.

After iterating through the layout, each placed artifact ii has a determined placement (xi,yi,zi)(x_i, y_i, z_i). It is RECOMMENDED not to define slotProfile entries whose slots lie outside the scene.

The process of deriving the rotation of the placed artifact can be operated by the following steps. The rotation of the artifact ii in the scene MUST be reproducible by these steps, regardless of the implementation.

  1. Select the slot.
    Using the slotIndex in the Embedding, find the matching Slot in slotProfile.
    • If no matching Slot exists, do not place ii; continue with the next artifact from step 1.
    • Otherwise, proceed to step 2.
  2. No slotRotation specified.
    If the Slot has no slotRotation, the rotation of the artifact is zero on all axes.
  3. rotationStep is a non-zero integer NN.
    Allowed rotations are around the axis of rotationStepAxis only, from the set {k360°NkZ}\{\tfrac{k\,360\degree}{N}\mid k\in\mathbb{Z}\};
    1. If slotOrientationIndex is present and is an integer kk, set the rotation around rotationStepAxis to k360°N\tfrac{k\,360\degree}{N}.
    2. Else if rotation is present, round it to the nearest value in rotation around rotationStepAxis to k360°N\tfrac{k\,360\degree}{N}, where “nearest” is the shortest Euclidean distance after wrapping angles on the lattice with basis {360°x^,360°y^,360°z^}\{360\degree\,\hat x,360\degree\,\hat y,360\degree\,\hat z\}. If exactly between two options, select the one with larger kk.
    3. Else set the zz rotation to 0.
  4. rotationStep is zero. A smooth rotation around rotationStepAxis is allowed.
    • If rotation is present, use it.
    • Otherwise set the rotation around rotationStepAxis to 0.
  5. eulerStep is a non-empty array.
    Allowed rotations are the Euler triples listed in eulerStep.
    1. If slotOrientationIndex is present and is an integer, select the Euler triple at that index; if the index exceeds the array length, select the first element (index 0).
    2. Else if rotation is present, select the nearest Euler triple from eulerStep, where “nearest” is the shortest Euclidean distance after wrapping angles on the lattice with basis {360°x^,360°y^,360°z^}\{360\degree\,\hat x,360\degree\,\hat y,360\degree\,\hat z\}. If exactly between two options, select the one with the smaller array index.
    3. Else select the first element (index 0) of eulerStep.
  6. eulerStep is an empty array.
    A smooth Euler rotation is allowed.
    • If rotation is present, use it.
    • Otherwise the rotation is zero on each axis.

26.05.07 Reconstruction Logic by Layout Mode

For the layout modes defined in the Layout Mode module, as in 26.05-Layout-Mode-Module, a general reconstruction logic of the scene can be described by the following steps. Given an input Form object, perform the following steps on its layout. The resulting layout of each step is the input layout for the next step.

  1. Read the layout mode and determine the reconstruction logic from the Form object.
  2. If cell-placement is to be imposed, i.e., the layout mode is discrete, perform the cell-placement snapping, as specified in 26.05.04-Cell-Placement.
  3. If block-placement is to be imposed, i.e., the layout mode is block, perform the block-placement snapping, as specified in 26.05.05-Block-Placement.
  4. If slot-placement is to be imposed, i.e., the layout mode is slot, perform the slot placement, as specified in 26.05.06-Slot-Placement.
  5. If the Boundary module or the Tile module, or both, are in use, remove elements in layout that lie outside of the boundary, as specified in 26.04-Boundary-Module-and-Tile-Module.
  6. If stacking logic is to be imposed, i.e., the layout mode is discrete or continuous, perform the stacking logic, as specified in 26.05.03-Stacking-Logic.

The resulting layout is the output of the reconstruction logic.

26.05.07.01 Flat Layout Mode

Layout modes in two dimensions can be referred to as flat layout modes. They use only the ground plane in the scene, and artifacts' volume.height is ignored, or equivalently, taken as zero. The stacking logic is the same as in the three-dimensional layout with spaceHeight set to zero. The ground plane is used for flat layout. When working with the Local Scene module, if the Form object is not specified in a local scene, it uses the ground plane.

26.07 Storage Module

The Storage module is used to indicate the storage for artifacts. The Storage module introduces a new type Storage defined as

type Storage = Artifact[]

where all Artifact type objects in it MUST have an id member in their metadata and the id values MUST be unique.

interface Metadata {
	id: string // REQUIRED if Storage module is in use
	// ...
}

The id MUST be used to resolve the Artifact in Form to the Artifact in Storage, i.e., they are considered the same object. If two or more Artifact objects share the same id, the Artifact appearing first in the array MUST be considered the only Artifact with that id and the rest MUST be discarded.

The Storage module also introduces new members in FormProperties, defined as

interface FormProperties {
	storage: "path" | "impl" // OPTIONAL
	storagePath: string // OPTIONAL
	storageOverwrite: boolean // OPTIONAL
	storageEnforce: boolean // OPTIONAL
	// ...
}

where

  • storage is OPTIONAL and its value MUST be one of those specified above. When it is provided, the Storage module is in use. When its value is "impl", the implementation MUST specify the Storage and use it to resolve the scene with the Form object.
  • storagePath is OPTIONAL and its value MUST be of type string and MUST be a path or URL to a JSON file of the Storage data used for the Form. If it is not provided, the default value "./storage.json" MUST be used. Its value MUST be ignored if storage has a value other than "path".
  • storageOverwrite is OPTIONAL and its value MUST be of type boolean. If it is not provided, the default value true MUST be used. Its value MUST be ignored if storage is not specified. When it is true, any conflict between an Artifact in Form and an Artifact in Storage MUST be resolved in favor of the Artifact in Storage; when it is false, the Artifact in Form MUST be merged into the corresponding Artifact in Storage member by member at every level, where each member present in Form overwrites the corresponding member in Storage, and the merged Artifact MUST be used, providing further customization of the scene in addition to the Storage data.
  • storageEnforce is OPTIONAL and its value MUST be of type boolean. If it is not provided, the default value true MUST be used. Its value MUST be ignored if storage is not specified. When it is true, any Artifact in Form that is not present in Storage MUST be discarded.

Storage MUST contain the full information of artifacts.

When a storage value is provided, any member whose value is of type Artifact MAY be a string. When it is a string, it MUST be the id of an Artifact in Storage and MUST be resolved accordingly. If the relevant artifact is missing from Storage, the relevant member MUST fall back to its default value; if no default value is specified, the member MUST be treated as not provided.

In particular, when a storage value is provided, the artifact member of the Embedding object MAY be a string to reference the artifact in Storage.

  interface Embedding {
	artifact: Artifact | string // REQUIRED
	// ...
  }

where

  • The value of artifact MUST be either of type Artifact or a string. When it is a string, it MUST be the id of an Artifact in Storage. If Storage is not provided or the relevant Artifact is missing from Storage, an Embedding whose artifact is of type string MUST be discarded.

An Embedding whose artifact is of type string MUST always be resolved in favor of the Artifact in Storage, regardless of the storageOverwrite value.

30 Extension Specification

Extension Specifications define objects that represent users and their actions within the space, creating context for spaces and connections between users.

31 User and User Interface

#todo

A user is an being that must own or have access to an interface, and may have an inventory. Concretely, users include, but are not limited to, human beings, other intelligent beings, programs.

Interface

An interface is the input from a user to space and output to a user from space. The input from a user is a set of events that can trigger a set of corresponding functions known as interactions that changes the space. The output to a user is what user experienced from the space.

Camera

Each user may be associated with a camera. The camera can be moved in response to interface interactions and serves as the user’s primary visual viewport.

External interface

There are predefined sets of external interfaces commonly available on different platforms:

  • Desktop:
    • Mouse click (left or right) (at a place)
    • Mouse drag (along a path)
    • Keyboard input (with some characters)
  • Mobile:
    • Single tap and multi-tap (at places)
    • long tap (at a place)
    • Tap and drag (along a path)
    • On-screen keyboard input (with some characters)
  • System / Null users:
    • System interface: may monitor user-defined events occurring in the space or inventory as interfaces.
    • A null user is a system user that is implemented in a non-explicit way.

Avatar interface

The avatar interface has two layers: the control layer and the avatar layer.

The control layer is the external interface. When triggered, it calls an interaction function to control the avatar and perform a behavior.

The avatar’s behavior then acts as an interface in the avatar layer. Common behaviors include:

  • Moving (towards a direction or along a path)
  • Standing (at a location)
  • Engaging (with an object, self, or another avatar, may with options)

Inventory

An inventory is a list of items associated with a user. It represents the set of artifacts currently held by the user.

An inventory may include special slots that are monitored by system users. These are sometimes referred to as equipment slots or state slots.

In implementation, inventory elements may correspond to items or tokens stored in a user's wallet, or to contextual contents such as a backpack.

Item

Items are typically Artifact objects, but may be any object. They can also be monitored by system users.

32 Space

#todo

A space is the totality of what a user can experience. Concretely, a space can include the scene, its state, how it evolves and responds to user input, its recorded history, and any data stored within it along with how that data is presented.

In this section we define a few potential constituents of a space besides the scene. The constituents defined here should not be considered the only possible parts of a space beyond the scene.

State

A state of the scene is

UI Component

Interaction

Time

History

Background music and sounds effect

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