code wiki / _hdl_build / nx_creature_motion_gate.nx
nx_creature_motion_gate.nx source
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1// nx_creature_motion_gate.nx -- SWAP + MOTION UNIFIED, proven: a swapped creature (horned, eared, tailed body)
2// performs a MOVE and ships as a sovereign animated PNG, rendered on the production skin shader. This is the
3// convergence of the two threads -- one reusable synthetic asset, diversified by swap slots, given motion->video.
4// T1 valid APNG (acTL num_frames == N)
5// T2 MOTION present (frame checksums differ -- the creature actually moves)
6// T3 SWAP present (creaturepose part count > the 36 base parts -- horns/ears/tail were added)
7// T4 body on screen (foreground coverage >= 4%)
8// Writes knowledge/synth_beastman.png (APNG). license_tier: ORIGINAL expect_exit: 0
9import "nx_syscalls.nx"
10import "nx_sdfrender.nx"
11import "nx_skeleton.nx"
12import "nx_figure_render.nx"
13import "nx_movelib.nx"
14import "nx_creature_motion.nx"
15import "nx_apng.nx"
16
17func hw(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 }
18func pn(v: i64) -> i64 {
19 let b: *u8 = sys_mmap(32) as *u8
20 var x: i64 = v; var neg: i64 = 0
21 if x < 0 { neg = 1; x = 0 - x }
22 var i: i64 = 31
23 if x == 0 { b[i] = 48 as u8; i = i - 1 }
24 while x > 0 { b[i] = (48 + x % 10) as u8; x = x / 10; i = i - 1 }
25 if neg == 1 { b[i] = 45 as u8; i = i - 1 }
26 sys_write(1, (b as i64 + i + 1) as *u8, 31 - i)
27 return 0
28}
29func cksum(fb: *i64, n: i64) -> i64 {
30 var s: i64 = 1469598103
31 var i: i64 = 0
32 while i < n { s = (s * 31 + (fb[i] & 0xffffff)) & 0x0fffffffffffffff; i = i + 1 }
33 return s
34}
35func find4(buf: *u8, n: i64, a: i64, b: i64, c: i64, d: i64) -> i64 {
36 var i: i64 = 0
37 while i + 4 <= n {
38 if (buf[i]&0xff)==a { if (buf[i+1]&0xff)==b { if (buf[i+2]&0xff)==c { if (buf[i+3]&0xff)==d { return i } } } }
39 i = i + 1
40 }
41 return 0 - 1
42}
43func plcount(fb: *i64, n: i64) -> i64 {
44 var c: i64 = 0
45 var i: i64 = 0
46 while i < n { let px: i64 = fb[i]; let r: i64 = px & 255; let b: i64 = (px >> 16) & 255; if r >= b { c = c + 1 } i = i + 1 }
47 return c
48}
49
50const RW: i64 = 128
51const RH: i64 = 96
52const RFOCAL: i64 = 146
53
54func cg_render(base: i64, fb: *i64, yaw: i64) -> i64 {
55 let R: i64 = 5 * 1024
56 let cy4: i64 = it_cos4096(yaw)
57 let sy4: i64 = it_sin4096(yaw)
58 let rox: i64 = 0 - sy4 * R / 4096
59 let roz: i64 = 0 - cy4 * R / 4096
60 var y: i64 = 0
61 while y < RH {
62 let mc1: i64 = 26 + y * 34 / RH
63 let mc2: i64 = 28 + y * 32 / RH
64 let mc3: i64 = 44 + y * 28 / RH
65 let misscol: i64 = mc1 + mc2 * 256 + mc3 * 65536
66 var x: i64 = 0
67 while x < RW {
68 let ndcx: i64 = (2 * x + 1 - RW) * 1024 / (2 * RFOCAL)
69 let ndcy: i64 = (RH - (2 * y + 1)) * 1024 / (2 * RFOCAL)
70 let rl: i64 = sdf_isqrt(ndcx * ndcx + ndcy * ndcy + 1024 * 1024)
71 let vdx: i64 = ndcx * 1024 / rl
72 let rdy: i64 = ndcy * 1024 / rl
73 let vdz: i64 = 1024 * 1024 / rl
74 let rdx: i64 = (cy4 * vdx + sy4 * vdz) / 4096
75 let rdz: i64 = (0 - sy4 * vdx + cy4 * vdz) / 4096
76 let col: i64 = sdf_shade_ray(base, rox, 0, roz, rdx, rdy, rdz, 150, 182, 120, misscol) // greenish beast skin
77 fb[y * RW + x] = col
78 x = x + 1
79 }
80 y = y + 1
81 }
82 return 0
83}
84
85func main() -> i64 {
86 hw("=== nx_creature_motion_gate -- a SWAPPED creature (horns/ears/tail) performs a MOVE -> sovereign video ===\n" as *u8)
87 let base: i64 = sys_mmap(sdf_bytes()) as i64
88 let fb: *i64 = sys_mmap(RW * RH * 8) as *i64
89 let sk: i64 = sys_mmap(sk_bytes()) as i64
90 rig_build(sk)
91 let move: i64 = sys_mmap(move_bytes()) as i64
92 move_gen(move, 5) // LOOKAROUND: head yaw sweep -> horns/ears visibly swing (bone-anchored)
93 let period: i64 = (mv_hdr(move))[1]
94
95 let apbuf: *u8 = sys_mmap(16 * 1024 * 1024)
96 let seq: *i64 = sys_mmap(8) as *i64; seq[0] = 0
97 let nframes: i64 = 8
98 var delay_cs: i64 = period / nframes / 10
99 if delay_cs < 4 { delay_cs = 4 }
100 var o: i64 = apng_open(apbuf, RW, RH, nframes)
101 var sum0: i64 = 0
102 var summid: i64 = 0
103 var nparts0: i64 = 0
104 var fg0: i64 = 0
105 var f: i64 = 0
106 while f < nframes {
107 let t: i64 = f * period / nframes
108 move_pose_at(move, sk, t)
109 sk_update(sk)
110 let np: i64 = creaturepose_fill(base, sk, 1, 1, 1, 100) // horns + ears + tail, normal build
111 cg_render(base, fb, 0)
112 if f == 0 {
113 sum0 = cksum(fb, RW * RH)
114 nparts0 = np
115 fg0 = plcount(fb, RW * RH)
116 hw(" beastman: parts=" as *u8); pn(np); hw(" (36 body + horns/ears/tail) fg-px=" as *u8); pn(fg0); hw("\n" as *u8)
117 }
118 if f == nframes / 2 { summid = cksum(fb, RW * RH) }
119 var first: i64 = 0
120 if f == 0 { first = 1 }
121 o = apng_frame(apbuf, o, seq, fb, RW, RH, delay_cs, first)
122 f = f + 1
123 }
124 o = apng_close(apbuf, o)
125 let fd: i64 = sys_openat_wr("knowledge/synth_beastman.png" as *u8, 0x1a4)
126 if fd >= 0 { sys_write(fd, apbuf, o); sys_close(fd) }
127 hw(" wrote knowledge/synth_beastman.png bytes=" as *u8); pn(o); hw(" frames=" as *u8); pn(nframes); hw("\n" as *u8)
128
129 var fails: i64 = 0
130 var t1: i64 = 1
131 if (apbuf[0]&0xff) != 137 { t1 = 0 }
132 let actl: i64 = find4(apbuf, o, 97, 99, 84, 76)
133 var nf_field: i64 = 0
134 if actl >= 0 { nf_field = ((apbuf[actl+4]&0xff)<<24)|((apbuf[actl+5]&0xff)<<16)|((apbuf[actl+6]&0xff)<<8)|(apbuf[actl+7]&0xff) }
135 if nf_field != nframes { t1 = 0 }
136 if find4(apbuf, o, 102, 100, 65, 84) < 0 { t1 = 0 }
137 if t1 == 1 { hw("T1 PASS valid APNG (acTL num_frames=" as *u8); pn(nf_field); hw(")\n" as *u8) }
138 else { fails = fails + 1; hw("T1 FAIL APNG invalid\n" as *u8) }
139 if sum0 != summid { hw("T2 PASS motion present (the creature moves; head+horns swing)\n" as *u8) }
140 else { fails = fails + 1; hw("T2 FAIL no motion\n" as *u8) }
141 if nparts0 > 36 { hw("T3 PASS swap slots present (part count " as *u8); pn(nparts0); hw(" > 36 base = horns/ears/tail added)\n" as *u8) }
142 else { fails = fails + 1; hw("T3 FAIL no swap slots (parts=" as *u8); pn(nparts0); hw(")\n" as *u8) }
143 let fgmin: i64 = RW * RH * 4 / 100
144 if fg0 >= fgmin { hw("T4 PASS creature on screen (" as *u8); pn(fg0 * 100 / (RW * RH)); hw(" percent coverage)\n" as *u8) }
145 else { fails = fails + 1; hw("T4 FAIL not visible (fg=" as *u8); pn(fg0); hw(")\n" as *u8) }
146
147 if fails == 0 { hw("CREATURE-MOTION-GATE 4/4 GREEN -- swap + motion UNIFIED: a horned/eared/tailed creature performs a move as sovereign video\n" as *u8); sys_exit(0); return 0 }
148 hw("CREATURE-MOTION-GATE RED fails=" as *u8); pn(fails); hw("\n" as *u8)
149 sys_exit(1); return 1
150}