code wiki / (root) / nx_nxa_rig_emit.nx

nx_nxa_rig_emit.nx

buildroot/runtime/nx_nxa_rig_emit.nx

50225 B72 linesdepth 2pulls 2 transitivereach 0 importersview sourcekind tooltopic nxa
docsdependenciesstructsconstsfunctions

about

nx_nxa_rig_emit.nx -- SKINNED-CHARACTER viewer emitter v5: fetches an NXA (VERT/TRIS/SKEL/ SKIN and optionally ANIM), verifies checksums in-browser, then performs REAL LBS SKINNING on the GPU. With an ANIM section (channel 2 = packed world-delta keys baked by nx_nxa_anim) the figure plays the file's REAL MOCAP. v5 = the REVIEW build (operator: "clothes and hair are bizarre... see all of this before we put it into the game"): RIBBON hair (scalp-wide layered roots, face side excluded, nape-long crown-short, calm damped sim), a chest-pinned DRESS with full body colliders (chest/waist/hip spheres + tapered leg capsules), anchor-driven flesh springs, and an inspection UI (Natural/Clothed toggle, wind calm/breeze/windy, pause). usage: nx_nxa_rig_emit <out.html> <title> <nxa-url> license_tier: ORIGINAL

dependencies 1 imports · 0 importers

nx_syscalls.nx nx_nxa_rig_emit.nx

imports: nx_syscalls.nx

imported by: nobody (leaf or entry point)

call flow from main pre-order; caps 40 nodes / depth 6 declared; ↻ = already shown

main nre_w sys_write sys_mmap nre_ap main ↻ clamp sys_openat_wr sys_write ↻ sys_close nre_num sys_mmap ↻ sys_write ↻

structs

none

consts

13const NRE_OUT_CAP: i64 = 1048576

functions

15func nre_ap(out: *u8, pos: i64, s: *u8) -> i64
called by 1: main
21func nre_w(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 }
called by 1: main calls 1: sys_write
22func nre_num(v: i64) -> i64
called by 1: main calls 2: sys_mmapsys_write
34func main(argc: i64, argv: *i64) -> i64