wip(0.S2): migrate - a var nothing writes becomes a let; a state is keyed by its module, directory or program, so every program's plan agrees; paths normalized; program states named SceneDemoState / scene_demo_st; the LSP reads state, mut and entry/handler parameters
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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463 changed files with 72045 additions and 67421 deletions
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@ -6,15 +6,15 @@
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import "ludic.lab"
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program LabPlate {
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numbers float
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function probe_setup(lab_st: mut LabState, render3d_st: mut Render3dState) -> void {
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lab_model(render3d_st, lab_plate_dir(lab_st), "probe.gltf", "probe", 0.0, 0.0, 0.5)
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lab_note(lab_st, "a box and a ball, in the plate's light")
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lab_shot_at(lab_st, "front", 0.0, 0.7, 0.0, 4.0, 0.0, 12.0)
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lab_shot_at(lab_st, "side", 0.0, 0.7, 0.0, 4.0, 90.0, 12.0)
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lab_shot_at(lab_st, "above", 0.0, 0.5, 0.0, 7.0, 30.0, 55.0)
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function probe_setup() -> void {
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lab_model(lab_plate_dir(), "probe.gltf", "probe", 0.0, 0.0, 0.5)
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lab_note("a box and a ball, in the plate's light")
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lab_shot_at("front", 0.0, 0.7, 0.0, 4.0, 0.0, 12.0)
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lab_shot_at("side", 0.0, 0.7, 0.0, 4.0, 90.0, 12.0)
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lab_shot_at("above", 0.0, 0.5, 0.0, 7.0, 30.0, 55.0)
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}
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def LabScenes probe { setup: fn probe_setup }
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handler Boot(lab_st: mut LabState, render3d_st: mut Render3dState) phase Start { lab_boot(lab_st, render3d_st) }
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handler Look(lab_st: mut LabState, render3d_st: mut Render3dState) phase Input { lab_input(lab_st, render3d_st) }
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handler Draw(lab_st: mut LabState, render3d_st: mut Render3dState) phase Render { lab_render(lab_st, render3d_st) }
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handler Boot phase Start { lab_boot() }
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handler Look phase Input { lab_input() }
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handler Draw phase Render { lab_render() }
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}
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