nx_gltf_scene.nx
buildroot/runtime/nx_gltf_scene.nx
about
nx_gltf_scene.nx -- ★MULTI-MESH glTF export: assemble MANY nx_trimesh meshes (one per anatomical system) into ONE .glb
scene -- each a named node/mesh/material -> a PEELABLE holistic being as a single standard 3D asset. Reuses the byte +
float encoders from nx_gltf_mesh. Flow: sc_reset() ; for each system { build mesh in trimesh ; sc_add_mesh(name) } ;
sc_finalize(out). Each system is tm_reset separately so its indices are already local/0-based per mesh. license_tier: ORIGINAL
dependencies 3 imports · 1 importers
imports: nx_syscalls.nxnx_trimesh.nxnx_gltf_mesh.nx
imported by: nx_gltf_scene_gate.nx
structs
| none |
consts
| 8 | const SC_MAGIC_16777216: i64 = 16777216 |
| 9 | const SC_MAGIC_2000000000: i64 = 2000000000 |
| 10 | const SC_MAGIC_32767: i64 = 32767 |
| 11 | const SC_MAGIC_65535: i64 = 65535 |
| 12 | const SC_MAGIC_131072: i64 = 131072 |
| 14 | const SC_MAXM: i64 = 16 |
functions
| 34 | func sc_jfrac(o: *u8, at: i64, milli: i64) -> i64 called by 1: sc_finalize |
| 46 | func sc_reset() -> i64 |
| 59 | func sc_add_mesh(name: *u8, rough: i64, metal: i64) -> i64 |
| 111 | func sc_mesh_count() -> i64 { return SC_M } called by 1: main |
| 113 | func sc_finalize(out: *u8) -> i64 |