code wiki / _hdl_build / nx_wasm_charlab_gate.nx
nx_wasm_charlab_gate.nx
buildroot/runtime/_hdl_build/nx_wasm_charlab_gate.nx
about
nx_wasm_charlab_gate.nx -- gate for CHARLAB (the composed character surface: skeleton+morph-era organs
+regions+binding+IK in ONE interactive sim).
T1 BREATHING drives flesh: chest micro-rotation moves the bound region anchors measurably; click-toggle
stops it (controls are data)
T2 the IK ARM reaches a scripted mouse target (effector converges near it across ticks)
T3 HAND-IN-FLESH interactive: drive the hand into the right region -> contact holds (never-inside), far
side bulges; pull away -> area recovers to ~rest (elastic)
T4 determinism: two labs, same 300-tick mouse script -> region+skeleton state byte-identical
T5 render draws + PNG knowledge/nx_charlab.png (the eyeball: torso, two flesh rings, arm, hand)
license_tier: ORIGINAL expect_exit: 0
dependencies 3 imports · 0 importers
imports: nx_syscalls.nxnx_png.nxnx_wasm_charlab.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
| 15 | 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 } |
| 16 | func pn(v: i64) -> i64 |
| 28 | func gabs(v: i64) -> i64 { if v < 0 { return 0 - v } return v } |
| 29 | 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 |
| 31 | func main() -> i64 |