code wiki / _hdl_build / nx_bodybind_gate.nx
nx_bodybind_gate.nx
buildroot/runtime/_hdl_build/nx_bodybind_gate.nx
about
nx_bodybind_gate.nx -- gate for REGION-TO-BONE BINDING (Elara bar E4): bones + flesh + contact COMPOSED.
T1 STATIC bind: anchor = boneWorld + boneRot*offset, hand-computed at 45deg yaw
T2 POSE DRIVES FLESH: sweep the bone -> nodes LAG the moving anchor (secondary motion survives binding),
then settle tracking it
T3 OCCLUSION UNDER MOTION: a fixed capsule pressed by the ROCKING bone-driven region -> never-inside holds
AND the far side still bulges (the law works around a MOVING anchor)
T4 determinism: two rigs, same script -> region state byte-identical
+ PNG knowledge/nx_bodybind.png. Arenas are SEPARATE mmaps (sk_bytes()=188736 -- packing them in one 64KB
world overlapped; caught by the arena guard BEFORE running). license_tier: ORIGINAL expect_exit: 0
dependencies 3 imports · 0 importers
imports: nx_syscalls.nxnx_png.nxnx_bodybind.nx
imported by: nobody (leaf or entry point)
call flow from main pre-order; caps 40 nodes / depth 6 declared; ↻ = already shown
structs
| none |
consts
| none |
functions
| 14 | func hw(s: *u8) -> i64 { var n: i64 = 0; while s[n] != (0 as u8) { n = n + 1 } sys_write(1, s, n); return 0 } |
| 15 | func pn(v: i64) -> i64 |
| 27 | func gabs(v: i64) -> i64 { if v < 0 { return 0 - v } return v } called by 1: main |
| 28 | func isq(v: i64) -> i64 { if v <= 0 { return 0 } var x: i64 = v; var y: i64 = (x + 1) / 2; while y < x { x = y; y = (x + v / x) / 2 } return x } |
| 30 | func mkrig(sk: i64, sr: i64, bb: i64) -> i64 |
| 42 | func lagd(sr: i64) -> i64 |
| 49 | func main() -> i64 |