nx_gltf_export_multipart_candidate_t345.nx
buildroot/runtime/nx_gltf_export_multipart_candidate_t345.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 · 0 importers
imports: nx_syscalls.nxnx_atomic_rewrite.nxnx_gltf_writer_candidate_t345.nxnx_vecmath.nxnx_vnormals_lib.nxnx_glbnorm_lib.nx
imported by: nobody (leaf or entry point)
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)} calls 1: gl_write_glb_scalar |
| 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 |