nx_gltf_export.nx
buildroot/runtime/nx_gltf_export.nx
about
nx_gltf_export.nx -- export a bestiary mesh as binary glTF (.glb), roadmap R7 / the VRM foundation. glTF 2.0
is THE modern interchange format (web three.js/babylon, Unity/Godot/Blender, and the container VRM extends for
riggable avatars). Extends the STL/OBJ export (nx_meshgen verts+tris) to a real scene-graph format: a JSON
chunk (scene/node/mesh/accessors) + a BIN chunk (float32 positions + uint32 indices). Positions are the fx1024
integer verts encoded as float32, with a node scale of 1/1024 so the imported mesh is correctly sized. v0 =
static mesh; the skeleton + skin + VRM humanoid extension are the next layer. license_tier: ORIGINAL
dependencies 6 imports · 15 importers
diagram shows first 10 each side; +0 more imports, +5 more importers in the complete lists below.
imports: nx_syscalls.nxnx_atomic_rewrite.nxnx_gltf_writer.nxnx_vecmath.nxnx_vnormals_lib.nxnx_glbnorm_lib.nx
imported by: nx_char_asset.nxnx_faceanat_hires_gate.nxnx_faceanat_mesh_gate.nxnx_faceanat_texbake_gate.nxnx_glbnorm_gate.nxnx_gltf_export_gate.nxnx_gltf_multipart_gate_t345.nxnx_meshgen_cell_audit_t337.nxnx_meshgen_connected_audit_t335.nxnx_meshgen_connected_locations_t335.nxnx_meshgen_domain_gate_t337.nxnx_meshgen_domain_locations_t337.nxnx_meshgen_orientation_gate_t336.nxnx_vnormals_gate.nxnx_xport_lib.nx
structs
| 286 | struct GlMaterialParts { face_material:*i64, face_count:i64, materials:*i64, material_count:i64, material_words:i64 } |
consts
| 13 | const K_MAGIC_8192: i64 = 8192 |
| 158 | const GL_MAT_R:i64=0 |
| 159 | const GL_MAT_G:i64=1 |
| 160 | const GL_MAT_B:i64=2 |
| 161 | const GL_MAT_METALLIC:i64=3 |
| 162 | const GL_MAT_ROUGHNESS:i64=4 |
| 163 | const GL_MAT_WORDS:i64=5 |
| 164 | const GL_MAT_IO_RC_BASE:i64=-100 |
| 165 | const GL_MAT_LINEAR_Q:i64=100000 |
| 166 | const GL_MAT_RATIO_Q:i64=1000 |
| 287 | const GL_PART_U32_MAX:i64=4294967295 |
functions
| 16 | func gl_i2f32(v: i64) -> i64 |
| 30 | func gl_wr32(buf: *u8, o: i64, v: i64) -> i64 |
| 34 | func gl_cat(d: *u8, o: i64, s: *u8) -> i64 { var i: i64=0; while s[i]!=(0 as u8){d[o+i]=s[i]; i=i+1} return o+i } |
| 35 | func gl_num(d: *u8, o: i64, v: i64) -> i64 |
| 64 | func gl_vnormals(vbuf: *i64, fbuf: *i64, nv: i64, nf: i64, nrm: *i64) -> i64 |
| 71 | func write_glb_colored(vbuf: *i64, fbuf: *i64, cbuf: *i64, nv: i64, nf: i64, path: *u8) -> i64 |
| 167 | func gl_material_ok(m:*i64,words:i64)->i64 |
| 173 | func gl_material_decimal(out:*u8,pos:i64,value:i64,q:i64)->i64 |
| 177 | func gl_material_json(out:*u8,pos:i64,m:*i64)->i64 |
| 185 | func gl_write_glb_scalar(vbuf: *i64, fbuf: *i64, nv: i64, nf: i64, path: *u8, material:*i64) -> i64 called by 2: write_glbwrite_glb_material calls 14: sys_mmapgl_vnormalsgl_wr32gl_i2f32gn_unit3gn_f32+8 |
| 278 | func write_glb(vbuf:*i64,fbuf:*i64,nv:i64,nf:i64,path:*u8)->i64{return gl_write_glb_scalar(vbuf,fbuf,nv,nf,path,0 as *i64)} |
| 280 | func write_glb_material(vbuf:*i64,fbuf:*i64,nv:i64,nf:i64,material:*i64,words:i64,path:*u8)->i64 |
| 288 | func gl_parts_decimal(w:*i64,value:i64,q:i64)->i64 |
| 291 | func gl_parts_material(w:*i64,m:*i64)->i64 |
| 298 | func gl_parts_json(w:*i64,nv:i64,nf:i64,recipe:*GlMaterialParts,counts:*i64,bounds:*i64)->i64 |
| 314 | func gl_parts_admit(vbuf:*i64,fbuf:*i64,nv:i64,nf:i64,r:*GlMaterialParts)->i64 |
| 322 | func write_glb_material_parts(vbuf:*i64,fbuf:*i64,nv:i64,nf:i64,r:*GlMaterialParts,path:*u8)->i64 called by 1: main calls 10: gl_parts_admitsys_mmap_trygl_parts_jsonsys_munmap_directgl_wr32gl_i2f32+4 |