code wiki / _hdl_build / nx_engine_phys_gate.nx
nx_engine_phys_gate.nx
buildroot/runtime/_hdl_build/nx_engine_phys_gate.nx
about
nx_engine_phys_gate.nx -- ★ENGINE PHYSICS RUNG 1 (the census GAP axis): a rigid body FALLS under gravity, IMPACTS
the generated terrain, BOUNCES with restitution, and comes to REST exactly on the surface -- integer-deterministic.
(First physics rung = point-mass + ground collision; placed in-gate now, promoted to an organ when object-object
collision/inertia arrive -- ecosystem-placement noted.) T1 it falls. T2 it rests ON the surface. T3 it really
BOUNCED (dynamics, not a teleport-clamp). T4 causal: no gravity -> no fall. T5 bit-deterministic trajectories.
T6 evidence: air | impact | rest over the streamed worldpipe terrain (textured + sun-shadowed).
license_tier: ORIGINAL expect_exit: 0
dependencies 5 imports · 0 importers
imports: nx_syscalls.nxnx_png.nxnx_trimesh.nxnx_worldpipe.nxnx_objload.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
| 18 | const BR: i64 = 292 // body radius (the bunny's half-height at scale 450) |
| 19 | const GRAV: i64 = 40 // gravity per tick (units/tick^2; tick = 1/64 s) |
| 20 | const REST: i64 = 340 // restitution x1024 (energy lost each bounce) |
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 { let b: *u8=sys_mmap(32) as *u8; var x: i64=v; var ng: i64=0; if x<0{ng=1;x=0-x} var i: i64=31; if x==0{b[i]=48 as u8;i=i-1} while x>0{b[i]=(48+x%10) as u8;x=x/10;i=i-1} if ng==1{b[i]=45 as u8;i=i-1} sys_write(1,(b as i64+i+1) as *u8,31-i); return 0 } |
| 16 | func clearfb(fb: *i64, n: i64, c: i64) -> i64 { var i: i64=0; while i<n { fb[i]=c; i=i+1 } return 0 } called by 1: main |
| 23 | func sim_drop(x: i64, z: i64, y0: i64, grav: i64, out: *i64) -> i64 |
| 50 | func main() -> i64 |