nx_bodybind.nx
buildroot/runtime/nx_bodybind.nx
about
nx_bodybind.nx -- REGION-TO-BONE BINDING (Elara bar E4): a soft-body region rides a skeleton bone -- the
region's anchor = boneWorldPos + boneWorldRot * localOffset, recomputed after every sk_update. A posed or
animated skeleton thereby DRIVES its flesh (chest bone -> breast region; pelvis -> glute; the TittyMagic
anchoring model), and the region's spring/occlusion dynamics play out around the moving anchor.
A BINDING IS DATA: rows {bone, offx, offy, offz, regionArenaOffset} in a bind arena -- a rig ships as data.
license_tier: ORIGINAL
dependencies 3 imports · 2 importers
imports: nx_syscalls.nxnx_skeleton.nxnx_softbody_region.nx
imported by: nx_bodybind_gate.nxnx_wasm_charlab.nx
structs
| none |
consts
| 12 | const BB_MAXB: i64 = 16 |
functions
| 14 | func bb_hdr(base: i64) -> *i64 { return base as *i64 } |
| 15 | func bb_row(base: i64, i: i64) -> *i64 { return (base + 64 + i * 64) as *i64 } |
| 16 | func bb_bytes() -> i64 { return 64 + BB_MAXB * 64 } called by 1: main |
| 18 | func bb_init(base: i64) -> i64 |
| 23 | func bb_add(base: i64, bone: i64, ox: i64, oy: i64, oz: i64, region_off: i64) -> i64 |
| 36 | func bb_drive(base: i64, skBase: i64, world: i64) -> i64 |