code wiki / _hdl_build / nx_skin_gate.nx
nx_skin_gate.nx
buildroot/runtime/_hdl_build/nx_skin_gate.nx
about
nx_skin_gate.nx -- GATE for CAP-SKELETAL-ANIM rung-1 (linear blend skinning, mr_skin2 over nx_render_core).
Proves with HARD numbers: (T1) full-weight identity bone leaves the vertex EXACTLY at rest, (T2) a 90deg bone
rotation moves (1,0,0)->(0,0,-1) exactly, (T3) a 50/50 blend of two bones lands at the MIDPOINT, (T4) a 25/75
blend lands proportionally (weights are real, not hardcoded), (T5) skinning actually MOVES the vertex, (T6 teeth)
zero weights => origin (weights gate the contribution; no hallucinated position). All Q14 no-float. expect_exit: 0
dependencies 3 imports · 0 importers
imports: nx_syscalls.nxnx_render_core.nxnx_meshrender.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
| none |
functions
| 10 | func g_puts(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 } |
| 11 | func g_pn(v: i64) -> i64 { let b: *u8=sys_mmap(28); var x: i64=v; if x<0{b[0]=45 as u8;sys_write(1,b,1);x=0-x} if x==0{b[0]=48 as u8;sys_write(1,b,1);return 0} var d: i64=0; var y: i64=x; while y>0{d=d+1;y=y/10} var i: i64=d-1; y=x; while i>=0{b[i]=(48+(y%10)) as u8;y=y/10;i=i-1} sys_write(1,b,d); return 0 } |
| 12 | func ck(name: *u8, c: i64) -> i64 { if c==1 { g_puts(" PASS " as *u8) } else { g_puts(" FAIL " as *u8) } g_puts(name); g_puts("\n" as *u8); return c } |
| 13 | func setrest(r: *i64, x: i64, y: i64, z: i64) -> i64 { r[0]=x; r[1]=y; r[2]=z; r[3]=16384; return 0 } called by 1: main |
| 15 | func main() -> i64 |