Files
Toastconcern--FrameStudio/tools/walktest/listcolliders.cpp
T
ToastconcernandClaude Opus 5.5 f7345a5ac3 Frame Studio and Frame Home: cross-platform builds
Frame Studio now builds for Windows (x64, x86, ARM64), Linux (x64, x86, ARM64)
and macOS (Apple Silicon, Intel):
- studio/platform.h with Win32 and POSIX implementations (dialogs through
  tinyfiledialogs on Linux/macOS), a GLFW window beside the Win32 one, and a
  platform-neutral frame pacer
- MoltenVK support in the renderer (portability enumeration) and bundled in
  the macOS app
- 32-bit builds: large-address-aware, LZMA packing within a 32-bit address space
- unaligned file reads in the loaders go through loadUnaligned (no UB)
- scripts/build-studio.sh, studio/build_windows.bat [x64|x86|arm64],
  cmake/llvm-mingw.cmake, and a GitHub Actions workflow building every target

Frame Home installs without Studio: frame/install-frame-home.{sh,ps1} and
"Install Frame Home.bat" (packaged as FrameHome-installer.zip).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-21 12:03:25 -05:00

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C++

// The world's non-mesh colliders (boxes, spheres, capsules): name, role, size and height.
#include "hsl_scene.h"
#include <cmath>
#include <cstdio>
int main(int argc, char** argv) {
HslScene s; std::string err;
if (!loadHslScene(std::string(argv[1]), s, err)) return 1;
for (const WorldCollider& c : s.world.colliders) {
if (c.kind == WorldCollider::Mesh) continue;
auto len = [&](int a) { return std::sqrt(c.world[a*4]*c.world[a*4] + c.world[a*4+1]*c.world[a*4+1] + c.world[a*4+2]*c.world[a*4+2]); };
std::printf(" %-36s kind %d role %d size %.2f x %.2f x %.2f at y %.2f\n", c.name.c_str(), c.kind, c.role,
2 * c.half[0] * len(0), 2 * c.half[1] * len(1), 2 * c.half[2] * len(2), c.world[13]);
}
}