ludic/packages/ludic.lab/plate.ludic
Orkuncakilkaya b401f7acc1 feat(ludic.lab): the visual lab as a package - a scene on a plate, never a world
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>
2026-09-25 07:48:43 +03:00

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