code wiki / _hdl_build / nx_indoor_gate.nx
nx_indoor_gate.nx
buildroot/runtime/_hdl_build/nx_indoor_gate.nx
about
nx_indoor_gate.nx -- ★R8: INDOOR scenes (room + constraint-solved furniture layout).
T1 a furnished room builds + renders (shell + furniture; interior renders, walls/floor fill the frame)
T2 ★CONSTRAINT VALIDITY: the placed furniture has ZERO overlapping pairs (collision-free layout) + in-bounds
T3 SEED VARIETY: different seeds -> different valid layouts (layout signature differs, both collision-free)
T4 determinism + interior render knowledge/nx_indoor.png (3 furnished rooms)
license_tier: ORIGINAL expect_exit: 0
dependencies 3 imports · 0 importers
imports: nx_syscalls.nxnx_png.nxnx_indoor.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
| 16 | const W: i64 = 640 |
| 17 | const H: i64 = 480 |
functions
| 11 | 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 } |
| 12 | 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 } |
| 13 | func lum(px: i64) -> i64 { return (px&255)+((px>>8)&255)+((px>>16)&255) } called by 1: main |
| 14 | func L1(a: *i64, b: *i64, n: i64) -> i64 { var s: i64=0; var i: i64=0; while i<n { var d: i64=(a[i]&255)-(b[i]&255); if d<0{d=0-d} s=s+d; i=i+1 } return s } |
| 19 | func main() -> i64 |