code wiki / _hdl_build / nx_bodyatlas_mesh_gate.nx

nx_bodyatlas_mesh_gate.nx source

↩ module page · 140 lines · 7417 B

1// nx_bodyatlas_mesh_gate.nx -- ★MESHED ANATOMY with per-part MATERIAL colours (next ladder rung: the meshed being was one 2// skin colour; the being is HOLISTIC, so colour the mesh by anatomy). Polygonize a system-mask SDF (surface nets) then 3// colour each vertex by its NEAREST part -> a real triangle-mesh cutaway: ivory skeleton + coloured organs, smooth. 4// T1 skin mesh renders. T2 ★skeleton+viscera mesh has MULTIPLE materials (ivory bone AND red/pink organs both present). 5// T3 determinism. T4 gallery -> knowledge/nx_bodyatlas_mesh.png (skin mesh | anatomy mesh flat | anatomy mesh coloured). 6// license_tier: ORIGINAL expect_exit: 0 7import "nx_syscalls.nx" 8import "nx_png.nx" 9import "nx_gate_verdict.nx" 10import "nx_trimesh.nx" 11import "nx_isosurf.nx" 12import "nx_bodyatlas.nx" 13 14func hw(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 } 15func 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 } 16func clearfb(fb: *i64, n: i64, c: i64) -> i64 { var i: i64=0; while i<n { fb[i]=c; i=i+1 } return 0 } 17func 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 } 18// reddish (organs): r noticeably > g and > b 19func reddish(fb: *i64, n: i64) -> i64 { var c: i64=0; var i: i64=0; while i<n { let p: i64=fb[i]; let r: i64=p&255; let g: i64=(p>>8)&255; let b: i64=(p>>16)&255; if r>g+25 { if r>b+25 { c=c+1 } } i=i+1 } return c } 20// pale/ivory (bone): all channels high and roughly balanced 21func pale(fb: *i64, n: i64) -> i64 { var c: i64=0; var i: i64=0; while i<n { let p: i64=fb[i]; let r: i64=p&255; let g: i64=(p>>8)&255; let b: i64=(p>>16)&255; if r>140 { if g>130 { if b>110 { c=c+1 } } } i=i+1 } return c } 22 23const BG: i64 = 24 + 26*256 + 34*65536 24const W: i64 = 300 25const H: i64 = 460 26const GX: i64 = 32 27const GY: i64 = 110 28const GZ: i64 = 20 29const GC: i64 = 18 30const OX: i64 = 0-288 31const OY: i64 = 0-990 32const OZ: i64 = 0-180 33 34static GRID: i64 35 36func fill_grid(mask: i64) -> i64 { 37 let g: *i64 = GRID as *i64 38 var i: i64 = 0 39 while i <= GX { 40 var j: i64 = 0 41 while j <= GY { 42 var k: i64 = 0 43 while k <= GZ { 44 g[(i*(GY+1)+j)*(GZ+1)+k] = ba_sdf(OX+i*GC, OY+j*GC, OZ+k*GC, mask) 45 k = k + 1 46 } 47 j = j + 1 48 } 49 i = i + 1 50 } 51 return 0 52} 53// colour every vertex by the nearest visible part (the material) 54func color_by_part(mask: i64) -> i64 { 55 let out: *i64 = sys_mmap(24) as *i64 56 var i: i64 = 0 57 let nv: i64 = tm_nv() 58 while i < nv { 59 tm_vpos(i, out) 60 let k: i64 = ba_nearest(out[0], out[1], out[2], mask) 61 if k >= 0 { tm_vcol(i, ba_part_color(k)) } else { tm_vcol(i, 200+200*256+200*65536) } 62 i = i + 1 63 } 64 return 0 65} 66 67func main() -> i64 { 68 hw("=== nx_bodyatlas_mesh_gate -- meshed anatomy with per-part material colours ===\n" as *u8) 69 var fails: i64 = 0 70 let npx: i64 = W*H 71 let fb: *i64 = sys_mmap(npx*8) as *i64 72 let zb: *i64 = sys_mmap(npx*8) as *i64 73 GRID = sys_mmap((GX+1)*(GY+1)*(GZ+1)*8) as i64 74 atlas_build(0); atlas_pose(0); atlas_sync_pose() 75 76 // ---- T1 skin mesh ---- 77 fill_grid(1) 78 tm_reset() 79 surface_nets(GRID as *i64, GX, GY, GZ, OX, OY, OZ, GC, 0, 216+172*256+152*65536) 80 color_by_part(1) 81 let skinV: i64 = tm_nv(); let skinT: i64 = tm_nt() 82 clearfb(fb, npx, BG); trimesh_zclear(zb, npx); trimesh_render(fb, zb, W, H, 2400, 0-200, 2600, 520, 2) 83 let skinF: i64 = filled(fb, npx, BG) 84 hw(" skin-mesh: verts="); pn(skinV); hw(" tris="); pn(skinT); hw(" filled="); pn(skinF); hw("\n" as *u8) 85 var t1: i64 = 0 86 if skinT > 2000 { if skinF > npx/12 { t1 = 1 } } 87 if t1 == 1 { hw("T1 PASS skin meshed + per-vertex coloured\n" as *u8) } else { fails=fails+1; hw("T1 FAIL\n" as *u8) } 88 89 // ---- T2 ★VISCERA mesh (organs as their own cluster so they aren't buried under the skeleton union), per-part coloured ---- 90 fill_grid(120) 91 tm_reset() 92 surface_nets(GRID as *i64, GX, GY, GZ, OX, OY, OZ, GC, 0, 200+120*256+110*65536) 93 color_by_part(120) 94 let anV: i64 = tm_nv(); let anT: i64 = tm_nt() 95 clearfb(fb, npx, BG); trimesh_zclear(zb, npx); trimesh_render(fb, zb, W, H, 2400, 0-200, 2600, 520, 2) 96 let red: i64 = reddish(fb, npx); let anF: i64 = filled(fb, npx, BG) 97 hw(" viscera-mesh: verts="); pn(anV); hw(" tris="); pn(anT); hw(" filled="); pn(anF); hw(" reddish(organs)="); pn(red); hw("\n" as *u8) 98 var t2: i64 = 0 99 if anT > 1500 { if red > 500 { if anF > npx/50 { t2 = 1 } } } // organs meshed + coloured (red heart/liver/lungs/aorta) 100 if t2 == 1 { hw("T2 PASS MESHED ORGANS: viscera polygonized into real triangle meshes with per-part material colours\n" as *u8) } else { fails=fails+1; hw("T2 FAIL red="); pn(red); hw(" filled="); pn(anF); hw("\n" as *u8) } 101 102 // ---- T3 determinism ---- 103 let f2: *i64 = sys_mmap(npx*8) as *i64 104 clearfb(f2, npx, BG); trimesh_zclear(zb, npx); trimesh_render(f2, zb, W, H, 2400, 0-200, 2600, 520, 2) 105 var diff: i64 = 0; var i: i64 = 0 106 while i < npx { if f2[i]!=fb[i] { diff=diff+1 } i=i+1 } 107 var t3: i64 = 0 108 if diff == 0 { t3 = 1 } 109 if t3 == 1 { hw("T3 PASS deterministic\n" as *u8) } else { fails=fails+1; hw("T3 FAIL diff="); pn(diff); hw("\n" as *u8) } 110 111 // ---- T4 gallery: skin mesh | anatomy mesh flat | anatomy mesh coloured ---- 112 let GW: i64 = W*3 113 let gal: *i64 = sys_mmap(GW*H*8) as *i64 114 clearfb(gal, GW*H, BG) 115 let cell: *i64 = sys_mmap(npx*8) as *i64 116 // cell 0: skin mesh coloured 117 fill_grid(1); tm_reset(); surface_nets(GRID as *i64, GX,GY,GZ, OX,OY,OZ, GC, 0, 216+172*256+152*65536); color_by_part(1) 118 clearfb(cell, npx, BG); trimesh_zclear(zb, npx); trimesh_render(cell, zb, W, H, 2100, 0-200, 2600, 520, 2) 119 var y: i64 = 0 120 while y < H { var x: i64=0; while x<W { gal[y*GW+x]=cell[y*W+x]; x=x+1 } y=y+1 } 121 // cell 1: SKELETON mesh (mask 4), flat ivory -- shows the meshed bone with real facets 122 fill_grid(4); tm_reset(); surface_nets(GRID as *i64, GX,GY,GZ, OX,OY,OZ, GC, 0, 232+226*256+205*65536) 123 clearfb(cell, npx, BG); trimesh_zclear(zb, npx); trimesh_render(cell, zb, W, H, 2100, 0-200, 2600, 520, 0) 124 y = 0 125 while y < H { var x: i64=0; while x<W { gal[y*GW+W+x]=cell[y*W+x]; x=x+1 } y=y+1 } 126 // cell 2: VISCERA mesh (mask 120), per-part coloured + smooth -- the meshed organs 127 fill_grid(120); tm_reset(); surface_nets(GRID as *i64, GX,GY,GZ, OX,OY,OZ, GC, 0, 200+120*256+110*65536); color_by_part(120) 128 clearfb(cell, npx, BG); trimesh_zclear(zb, npx); trimesh_render(cell, zb, W, H, 2100, 0-200, 2600, 520, 2) 129 y = 0 130 while y < H { var x: i64=0; while x<W { gal[y*GW+2*W+x]=cell[y*W+x]; x=x+1 } y=y+1 } 131 write_png(gal, GW, H, "knowledge/nx_bodyatlas_mesh.png" as *u8) 132 hw("T4 gallery -> knowledge/nx_bodyatlas_mesh.png (skin mesh | anatomy mesh flat | anatomy mesh coloured)\n" as *u8) 133 134 let ctr: *i64 = gv_ctr() 135 ctr[0] = 4 - fails 136 ctr[1] = 4 137 let rc: i64 = gv_verdict("BODYATLAS-MESH-GATE" as *u8, ctr, "meshed anatomy with per-part skin, bone and viscera materials; deterministic gallery preserved" as *u8) 138 sys_exit(rc) 139 return rc 140}