A scene is an entry in the open registry LabScenes, shown on a plate: a flat lit disc, the package's own small sky with the sun at one hour, and a frame clock. Headless each camera (lab_shot, lab_shot_at) settles and is written as build/lab/<scene>/<shot>.png (a stored PNG, written here); in a window N and P step through them. tools/lab/run.sh and sheet.py make the contact sheet; tools/lab/plate_build.py makes plate/. ludic.render3d gains r3d_plate_mode (no terrain, grass or water is made) and r3d_sky_path. quit() in a program with no frame loop links. The example takes ~120 MB resident, 417 MiB peak footprint. Reseed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
20 lines
945 B
Text
20 lines
945 B
Text
# plate.ludic - the lab's example: one model on the plate, photographed from three cameras.
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# ludic build packages/ludic.lab/example/plate.ludic --headless -o build/lab_plate
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# yes '' | head -300 | ./build/lab_plate -> build/lab/probe/{front,side,above}.png
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# The model is the package's own probe (a box with a ball on it), so the example needs nothing
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# from any game.
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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() -> 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 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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