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>
36 lines
1.5 KiB
Text
36 lines
1.5 KiB
Text
# plate.ludic - the stage: a flat disc 40 m across at y = 0 with a line every metre, lit by the
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# package's own small sky (a sun 40 degrees up), and nothing else. Its files are in plate/.
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var lb_plate: Actor = null
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var lb_plate_dir: string = ""
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# the package's plate/ directory: beside the project (a checkout of the toolchain) or installed
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export function lab_plate_dir() -> string {
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if lb_plate_dir != "" { return lb_plate_dir }
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lb_plate_dir = "packages/ludic.lab/plate"
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if not Fs.exists(`{lb_plate_dir}/plate.gltf`) { lb_plate_dir = `{r3d_home()}/packages/ludic.lab/plate` }
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return lb_plate_dir
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}
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function lab_plate_load() -> void {
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let m = gltf_load(lab_plate_dir(), "plate.gltf", "plate")
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if m == null { return }
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lb_plate = actor_new(m)
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lb_plate.casts = false
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lb_plate.cull = 0.0
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lb_plate.radius = 0.0
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actor_place(lb_plate, 0.0, 0.0, 0.0, 0.0)
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}
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# the ground under (x, z): the plate is flat at 0
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export function lab_ground_y(x: float, z: float) -> float { return 0.0 }
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# an actor stood on the plate at (x, z), facing yaw (radians)
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export function lab_stand(a: Actor, x: float, z: float, yaw: float) -> void {
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if a == null { return }
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actor_place(a, x, lab_ground_y(x, z), z, yaw)
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}
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# a model from a glTF file stood on the plate: the one call a scene usually needs
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export function lab_model(dir: string, file: string, node: string, x: float, z: float, yaw: float) -> Actor {
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let m = gltf_load(dir, file, node)
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if m == null { return null }
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let a = actor_new(m)
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lab_stand(a, x, z, yaw)
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return a
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}
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