code wiki / _hdl_build / nx_isosurf_gate.nx
nx_isosurf_gate.nx
buildroot/runtime/_hdl_build/nx_isosurf_gate.nx
about
nx_isosurf_gate.nx -- ★F0 UNIFY: polygonize a signed-distance FIELD into a real TRIANGLE MESH (surface nets), then
MESH THE BEING (operator: build logically up the foundation ladder -> unify implicit+explicit + real geometry, not blobs).
T1 polygonize a known SPHERE SDF -> mesh (tris, watertight-ish, renders round + SMOOTH via SDF-gradient normals).
T2 ★polygonize the holistic BEING's skin SDF -> a real triangle mesh; render it SMOOTH (Gouraud). The ellipsoid blob is
now genuine triangle geometry on the unified pipeline. T3 determinism. T4 gallery -> knowledge/nx_isosurf.png.
license_tier: ORIGINAL expect_exit: 0
dependencies 5 imports · 0 importers
imports: nx_syscalls.nxnx_png.nxnx_trimesh.nxnx_isosurf.nxnx_bodyatlas.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
| 24 | const BG: i64 = 24 + 26*256 + 34*65536 |
| 25 | const W: i64 = 300 |
| 26 | const H: i64 = 460 |
functions
| 13 | 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 } |
| 14 | 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 } |
| 15 | 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 |
| 16 | func filled(fb: *i64, n: i64, bg: i64) -> i64 { var c: i64=0; var i: i64=0; while i<n { if fb[i]!=bg { c=c+1 } i=i+1 } return c } called by 1: main |
| 17 | func isq(v: i64) -> i64 { if v<=0 {return 0} var x: i64=v; var y: i64=(x+1)/2; while y<x {x=y;y=(x+v/x)/2} return x } called by 1: main |
| 18 | func facetedges(fb: *i64, W: i64, H: i64, bg: i64) -> i64 called by 1: main |
| 28 | func main() -> i64 |