code wiki / _hdl_build / nx_wasm_charlab_gate.nx

nx_wasm_charlab_gate.nx

buildroot/runtime/_hdl_build/nx_wasm_charlab_gate.nx

12505 B256 linesdepth 5pulls 13 transitivereach 0 importersview sourcekind gate/prooftopic wasm
docsdependenciesstructsconstsfunctions

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

nx_syscalls.nx nx_png.nx nx_wasm_charlab.nx nx_wasm_charlab_gate.nx

imports: nx_syscalls.nxnx_png.nxnx_wasm_charlab.nx

imported by: nobody (leaf or entry point)

structs

none

consts

none

functions

15func hw(s: *u8) -> i64 { var n: i64 = 0; while s[n] != (0 as u8) { n = n + 1 } sys_write(1, s, n); return 0 }
16func pn(v: i64) -> i64
28func gabs(v: i64) -> i64 { if v < 0 { return 0 - v } return v }
29func 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 }
31func main() -> i64