testbed: room world engine + headless raycaster renderer (bridge skeleton)
This commit is contained in:
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.venv/
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__pycache__/
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*.pyc
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*.egg-info/
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.pytest_cache/
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"""Headless first-person renderer for the testbed room.
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A small raycaster (Pillow-only, no GPU, no display) that produces an honest
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frame: it derives every pixel from the actual world state in ``Room``. Used by
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the ``vision`` and ``depth`` sensor tools.
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Camera model: yaw = heading around Y, pitch = camera tilt. 90° horizontal FOV.
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"""
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from __future__ import annotations
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import math
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from PIL import Image
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from testbed.room.world import ROOM_HEIGHT, ROOM_SIZE, Box, Room
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# Palette
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FOG = (14, 14, 20)
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FLOOR_A = (56, 56, 62)
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FLOOR_B = (64, 64, 70)
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FLOOR_LINE = (42, 42, 48)
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CEIL = (40, 40, 46)
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SKY = (12, 16, 30)
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WALL = (96, 96, 106)
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WALL_TOP_BAND = (70, 70, 78)
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BEACON_OFF = ((0.85, 1.0, 1.0), (0.42, 0.82, 0.92), (0.10, 0.45, 0.62))
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BEACON_ON = ((1.0, 0.98, 0.78), (1.0, 0.75, 0.35), (0.78, 0.43, 0.0))
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MAX_VIEW = 20.0
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_EPS = 1e-9
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class Raycaster:
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"""Renders the room from the capsule's camera. Stateless per frame."""
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def __init__(self, width: int = 160, height: int = 120):
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self.width = width
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self.height = height
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self.tan_fx = 1.0 # 90° horizontal FOV
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self.tan_fy = self.tan_fx * height / width
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def render(
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self, room: Room, max_depth: float = 10.0
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) -> tuple[Image.Image, list[list[float]]]:
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"""Render the current view. Returns (RGB image, aligned depth grid)."""
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w, h = self.width, self.height
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cap = room.capsule
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px = cap.x
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pz = cap.z
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eye = cap.eye_height
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yaw = math.radians(cap.yaw_deg)
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pitch = math.radians(cap.pitch_deg)
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tan_pitch = math.tan(pitch)
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fx = math.sin(yaw)
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fz = math.cos(yaw)
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rx = math.cos(yaw)
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rz = -math.sin(yaw)
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pixels = bytearray(w * h * 3)
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depth = [[MAX_VIEW] * w for _ in range(h)]
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slabs = self._slabs(room)
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for c in range(w):
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u = (2.0 * (c + 0.5) / w - 1.0) * self.tan_fx
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dx = fx + rx * u
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dz = fz + rz * u
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inv = 1.0 / math.hypot(dx, dz)
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dx *= inv
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dz *= inv
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dist, surf = self._cast(px, pz, dx, dz, slabs)
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if surf is None:
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t_wall = math.inf
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s_coord = 0.0
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else:
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t_wall = dist
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s_coord = surf["s"]
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row_top = self._row_of(ROOM_HEIGHT, t_wall, eye, tan_pitch)
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row_bot = self._row_of(0.0, t_wall, eye, tan_pitch)
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r_top = max(0, int(math.ceil(min(row_top, row_bot))))
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r_bot = min(h, int(math.floor(max(row_top, row_bot))))
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base = c * 3
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for r in range(h):
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v = self.tan_fy * (1.0 - 2.0 * (r + 0.5) / h)
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down = v + tan_pitch
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o = (r * w + c) * 3
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if r_top <= r < r_bot and t_wall < MAX_VIEW:
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col = self._shade_wall(surf, dist, s_coord)
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if r == r_top:
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col = _lerp(col, WALL_TOP_BAND, 0.55)
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t = dist
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elif down < -_EPS:
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t = eye / -down
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col = self._shade_floor(px + dx * t, pz + dz * t, t)
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elif down > _EPS:
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t = (ROOM_HEIGHT - eye) / down
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col = _fog(CEIL, t)
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else:
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col = SKY
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t = math.inf
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if t < MAX_VIEW:
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depth[r][c] = t
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pixels[o] = col[0]
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pixels[o + 1] = col[1]
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pixels[o + 2] = col[2]
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self._draw_beacon(room, pixels, depth, fx, fz, rx, rz, eye, tan_pitch)
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img = Image.frombuffer("RGB", (w, h), bytes(pixels), "raw", "RGB", 0, 1)
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grid = self._depth_grid(depth, max_depth)
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return img, grid
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# ---------- helpers ----------
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def _slabs(self, room: Room) -> list[dict]:
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"""Room walls as thin slabs + the obstacle boxes, all axis-aligned."""
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e = 0.01
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slabs: list[dict] = []
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slabs.append(
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{
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"x0": -e,
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"x1": ROOM_SIZE + e,
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"z0": -e,
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"z1": e,
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"kind": "wall",
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"id": "wall_north",
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"top": ROOM_HEIGHT,
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"color": WALL,
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"face": "z0",
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}
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)
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slabs.append(
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{
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"x0": -e,
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"x1": ROOM_SIZE + e,
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"z0": ROOM_SIZE - e,
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"z1": ROOM_SIZE + e,
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"kind": "wall",
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"id": "wall_south",
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"top": ROOM_HEIGHT,
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"color": WALL,
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"face": "z1",
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}
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)
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slabs.append(
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{
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"x0": -e,
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"x1": e,
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"z0": -e,
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"z1": ROOM_SIZE + e,
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"kind": "wall",
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"id": "wall_west",
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"top": ROOM_HEIGHT,
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"color": WALL,
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"face": "x0",
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}
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)
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slabs.append(
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{
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"x0": ROOM_SIZE - e,
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"x1": ROOM_SIZE + e,
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"z0": -e,
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"z1": ROOM_SIZE + e,
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"kind": "wall",
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"id": "wall_east",
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"top": ROOM_HEIGHT,
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"color": WALL,
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"face": "x1",
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}
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)
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for box in room.boxes:
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slabs.append(
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{
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"x0": box.x_min(),
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"x1": box.x_max(),
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"z0": box.z_min(),
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"z1": box.z_max(),
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"kind": "box",
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"id": box.id,
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"top": box.height,
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"color": box.color,
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"face": "box",
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"box": box,
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}
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)
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return slabs
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def _cast(self, ox: float, oz: float, dx: float, dz: float, slabs: list[dict]):
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"""Nearest 2D hit of the ray against all slabs. Returns (dist, surface)."""
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best = math.inf
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best_surf = None
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for s in slabs:
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t = _ray_aabb(ox, oz, dx, dz, s["x0"], s["x1"], s["z0"], s["z1"])
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if t is not None and t < best:
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best = t
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best_surf = s
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if best_surf is None:
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return best, None
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hit_x = ox + dx * best
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hit_z = oz + dz * best
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face = best_surf["face"]
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if face == "z0" or face == "z1":
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s_coord = hit_x
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elif face == "x0" or face == "x1":
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s_coord = hit_z
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else:
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# Box: pick the face by comparing t to each plane.
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s_coord = (
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hit_x if best_surf["box"].half_w <= best_surf["box"].half_d else hit_z
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)
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return best, {"surf": best_surf, "s": s_coord, "hit_x": hit_x, "hit_z": hit_z}
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def _row_of(self, world_h: float, t: float, eye: float, tan_pitch: float) -> float:
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"""Screen row (float) where a height `world_h` at distance `t` lands."""
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if math.isinf(t):
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return 0.0 if world_h > eye else float(self.height)
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vv = (world_h - eye) / t - tan_pitch
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return (1.0 - vv / self.tan_fy) / 2.0 * self.height
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def _shade_wall(
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self, surf: dict | None, dist: float, s: float
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) -> tuple[int, int, int]:
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if surf is None:
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return SKY
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s_def = surf["surf"]
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color = s_def["color"]
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face = s_def["face"]
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shade = 1.0
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if face == "x0":
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shade = 0.9
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elif face == "x1":
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shade = 1.08
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elif face == "z1":
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shade = 1.0
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elif face == "z0":
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shade = 0.95
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# Concrete panel grid: subtle stripes every 1 m.
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if int(abs(s) * 1.0) % 2 == 0:
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shade *= 1.06
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col = (
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min(255, int(color[0] * shade)),
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min(255, int(color[1] * shade)),
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min(255, int(color[2] * shade)),
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)
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return _fog(col, dist)
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def _shade_floor(self, wx: float, wz: float, t: float) -> tuple[int, int, int]:
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cell = int(math.floor(wx)) + int(math.floor(wz))
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col = FLOOR_A if cell % 2 == 0 else FLOOR_B
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fx = wx - math.floor(wx)
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fz = wz - math.floor(wz)
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if min(fx, 1.0 - fx, fz, 1.0 - fz) < 0.07:
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col = FLOOR_LINE
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return _fog(col, t)
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def _draw_beacon(
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self,
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room: Room,
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pixels: bytearray,
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depth: list[list[float]],
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fx: float,
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fz: float,
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rx: float,
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rz: float,
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eye: float,
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tan_pitch: float,
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) -> None:
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"""Billboard the beacon with a soft glow, occluded by the depth buffer."""
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w, h = self.width, self.height
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b = room.beacon
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rel_x = b.x - room.capsule.x
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rel_z = b.z - room.capsule.z
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along = rel_x * fx + rel_z * fz
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if along < 0.25:
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return
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right = rel_x * rx + rel_z * rz
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col_c = (right / along / self.tan_fx + 1.0) / 2.0 * w
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vv = (b.height - eye) / along - tan_pitch
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row_c = (1.0 - vv / self.tan_fy) / 2.0 * h
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r_px = b.radius / along / self.tan_fx * w / 2.0
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if r_px < 1.2:
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r_px = 1.2
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glow = r_px * 3.4
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pulse = 1.0
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if b.active:
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pulse = 0.9 + 0.1 * math.sin(room.tick * 0.6)
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core, mid, outer = BEACON_ON if b.active else BEACON_OFF
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core = tuple(pulse * v for v in core)
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mid = tuple(pulse * v for v in mid)
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outer = tuple(pulse * v for v in outer)
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c0 = max(0, int(col_c - glow))
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c1 = min(w, int(col_c + glow) + 1)
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r0 = max(0, int(row_c - glow))
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r1 = min(h, int(row_c + glow) + 1)
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inv_r2 = 1.0 / (r_px * r_px)
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for r in range(r0, r1):
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for c in range(c0, c1):
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if depth[r][c] <= along - 0.06:
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continue # occluded by a nearer surface
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dc = c - col_c
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dr = r - row_c
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d2 = (dc * dc + dr * dr) * inv_r2
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if d2 > glow * glow * inv_r2:
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continue
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if d2 <= 1.0:
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a = 1.0 - d2 * 0.55
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col = core
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elif d2 <= 4.0:
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f = (d2 - 1.0) / 3.0
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a = 0.85 * (1.0 - f)
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col = tuple(core[i] + (mid[i] - core[i]) * f for i in range(3))
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else:
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f = (d2 - 4.0) / (glow * glow * inv_r2 - 4.0)
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a = 0.5 * (1.0 - f)
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col = tuple(mid[i] + (outer[i] - mid[i]) * f for i in range(3))
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o = (r * w + c) * 3
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base = (pixels[o], pixels[o + 1], pixels[o + 2])
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out = (
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int(base[0] * (1 - a) + col[0] * 255 * a),
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int(base[1] * (1 - a) + col[1] * 255 * a),
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int(base[2] * (1 - a) + col[2] * 255 * a),
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)
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pixels[o] = min(255, out[0])
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pixels[o + 1] = min(255, out[1])
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pixels[o + 2] = min(255, out[2])
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def _depth_grid(
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self, depth: list[list[float]], max_depth: float
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) -> list[list[float]]:
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"""Downsample the per-pixel depth to 1/4 resolution (40x30 at 160x120)."""
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w, h = self.width, self.height
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gw, gh = w // 4, h // 4
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grid = [[0.0] * gw for _ in range(gh)]
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for r in range(gh):
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for c in range(gw):
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total = 0.0
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n = 0
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for rr in range(r * 4, r * 4 + 4):
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row = depth[rr]
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for cc in range(c * 4, c * 4 + 4):
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t = row[cc]
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if t >= MAX_VIEW or t > max_depth:
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continue
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total += t
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n += 1
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grid[r][c] = round(total / n, 2) if n else 0.0
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return grid
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def _ray_aabb(
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ox: float,
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oz: float,
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dx: float,
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dz: float,
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x0: float,
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x1: float,
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z0: float,
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z1: float,
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) -> float | None:
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"""Slab test in 2D. Returns entry distance or None."""
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if abs(dx) < _EPS:
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if ox < x0 - _EPS or ox > x1 + _EPS:
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return None
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tx0, tx1 = -math.inf, math.inf
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else:
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tx0, tx1 = (x0 - ox) / dx, (x1 - ox) / dx
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if tx0 > tx1:
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tx0, tx1 = tx1, tx0
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if abs(dz) < _EPS:
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if oz < z0 - _EPS or oz > z1 + _EPS:
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return None
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tz0, tz1 = -math.inf, math.inf
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else:
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tz0, tz1 = (z0 - oz) / dz, (z1 - oz) / dz
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if tz0 > tz1:
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tz0, tz1 = tz1, tz0
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tin = max(tx0, tz0)
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tout = min(tx1, tz1)
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if tout < 0.0 or tin > tout:
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return None
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if tin > _EPS:
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return tin
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return None if tout <= _EPS else tout
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def _fog(color: tuple[int, int, int], t: float) -> tuple[int, int, int]:
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k = min(1.0, t / MAX_VIEW)
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k = k**1.4
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return (
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int(color[0] + (FOG[0] - color[0]) * k),
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int(color[1] + (FOG[1] - color[1]) * k),
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int(color[2] + (FOG[2] - color[2]) * k),
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)
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def _lerp(
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a: tuple[int, int, int], b: tuple[int, int, int], k: float
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) -> tuple[int, int, int]:
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return (
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int(a[0] + (b[0] - a[0]) * k),
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int(a[1] + (b[1] - a[1]) * k),
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int(a[2] + (b[2] - a[2]) * k),
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)
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def render_preview(
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room: Room, path: str, width: int = 320, height: int = 240
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) -> Image.Image:
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"""Debug helper: render the current view and save it to a PNG file."""
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img, _ = Raycaster(width, height).render(room)
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img.save(path)
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return img
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@@ -0,0 +1,343 @@
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"""Room world: the environment owned by the testbed bridge.
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Single source of truth for all world state. Nothing here is reachable by an
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agent except through the sensor tools in ``testbed.bridge``.
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"""
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from __future__ import annotations
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import math
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from dataclasses import dataclass, field
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ROOM_SIZE = 16.0
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ROOM_HEIGHT = 3.0
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@dataclass
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class Box:
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"""Axis-aligned box obstacle."""
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id: str
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cx: float
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cz: float
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half_w: float
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half_d: float
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height: float
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color: tuple[int, int, int]
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|
||||
def x_min(self) -> float:
|
||||
return self.cx - self.half_w
|
||||
|
||||
def x_max(self) -> float:
|
||||
return self.cx + self.half_w
|
||||
|
||||
def z_min(self) -> float:
|
||||
return self.cz - self.half_d
|
||||
|
||||
def z_max(self) -> float:
|
||||
return self.cz + self.half_d
|
||||
|
||||
|
||||
@dataclass
|
||||
class Beacon:
|
||||
"""The single interactable object: a glowing pillar."""
|
||||
|
||||
id: str = "beacon"
|
||||
x: float = 12.5
|
||||
z: float = 12.5
|
||||
height: float = 1.6
|
||||
radius: float = 0.35
|
||||
active: bool = False
|
||||
activated_tick: int = -1
|
||||
reach: float = 1.6
|
||||
|
||||
|
||||
@dataclass
|
||||
class Capsule:
|
||||
"""The agent's body: position, heading (yaw), camera pitch, velocity."""
|
||||
|
||||
x: float = 1.5
|
||||
z: float = 1.5
|
||||
yaw_deg: float = 45.0
|
||||
pitch_deg: float = 0.0
|
||||
radius: float = 0.35
|
||||
eye_height: float = 0.55
|
||||
health: float = 100.0
|
||||
speed: float = 0.0
|
||||
|
||||
def forward(self) -> tuple[float, float]:
|
||||
"""Unit vector in XZ plane along the current heading."""
|
||||
rad = math.radians(self.yaw_deg)
|
||||
return math.sin(rad), math.cos(rad)
|
||||
|
||||
|
||||
@dataclass
|
||||
class Hit:
|
||||
"""A collision: what was hit, where, and with what force."""
|
||||
|
||||
other: str
|
||||
normal_x: float
|
||||
normal_z: float
|
||||
impulse: float
|
||||
|
||||
|
||||
class Room:
|
||||
"""A 16x16 room: floor, walls, a few boxes, one glowing beacon.
|
||||
|
||||
Tick semantics: ``tick_mode`` is ``event`` — the world advances only when
|
||||
a tool is called. Every tool call bumps ``tick`` by one, so observations
|
||||
and events share a monotonic clock (protocol §8).
|
||||
"""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.tick = 0
|
||||
self.capsule = Capsule()
|
||||
self.beacon = Beacon()
|
||||
self.boxes: list[Box] = [
|
||||
Box(
|
||||
id="crate_red",
|
||||
cx=6.0,
|
||||
cz=6.0,
|
||||
half_w=1.0,
|
||||
half_d=1.0,
|
||||
height=1.4,
|
||||
color=(178, 64, 54),
|
||||
),
|
||||
Box(
|
||||
id="crate_blue",
|
||||
cx=11.0,
|
||||
cz=3.5,
|
||||
half_w=0.9,
|
||||
half_d=0.9,
|
||||
height=1.6,
|
||||
color=(64, 96, 178),
|
||||
),
|
||||
Box(
|
||||
id="crate_olive",
|
||||
cx=4.0,
|
||||
cz=11.0,
|
||||
half_w=0.7,
|
||||
half_d=0.7,
|
||||
height=1.2,
|
||||
color=(128, 128, 60),
|
||||
),
|
||||
]
|
||||
# Pending audio events, drained by the hear sensor.
|
||||
self._audio: list[dict] = []
|
||||
|
||||
# ---------- ticks ----------
|
||||
|
||||
def advance_tick(self) -> int:
|
||||
"""Bump the world clock; returns the new tick."""
|
||||
self.tick += 1
|
||||
return self.tick
|
||||
|
||||
# ---------- audio ----------
|
||||
|
||||
def queue_audio(self, kind: str, direction_deg: float, intensity: float) -> None:
|
||||
self._audio.append(
|
||||
{
|
||||
"kind": kind,
|
||||
"direction_deg": round(direction_deg % 360.0, 1),
|
||||
"intensity": round(intensity, 3),
|
||||
}
|
||||
)
|
||||
|
||||
def drain_audio(self) -> list[dict]:
|
||||
sounds = self._audio
|
||||
self._audio = []
|
||||
return sounds
|
||||
|
||||
def hear_now(self) -> list[dict]:
|
||||
"""The hear sensor: queued events plus the beacon hum if in range."""
|
||||
sounds = self.drain_audio()
|
||||
dx = self.beacon.x - self.capsule.x
|
||||
dz = self.beacon.z - self.capsule.z
|
||||
dist = math.hypot(dx, dz)
|
||||
if dist <= 6.0:
|
||||
bearing = math.degrees(math.atan2(dx, dz)) - self.capsule.yaw_deg
|
||||
intensity = max(0.0, 1.0 - dist / 6.0)
|
||||
if self.beacon.active:
|
||||
intensity = min(1.0, intensity + 0.25)
|
||||
sounds.append(
|
||||
{
|
||||
"kind": "beacon_hum",
|
||||
"direction_deg": round(bearing % 360.0, 1),
|
||||
"intensity": round(intensity, 3),
|
||||
}
|
||||
)
|
||||
return sounds
|
||||
|
||||
# ---------- movement ----------
|
||||
|
||||
def move_forward(self, distance: float) -> tuple[float, Hit | None]:
|
||||
"""Push the capsule forward along its heading, resolving collisions.
|
||||
|
||||
Moves in 0.1 m substeps. Returns (distance actually moved, hit or None).
|
||||
"""
|
||||
moved = 0.0
|
||||
hit: Hit | None = None
|
||||
remaining = max(0.0, distance)
|
||||
if remaining <= 0.0:
|
||||
return 0.0, None
|
||||
fx, fz = self.capsule.forward()
|
||||
while remaining > 0.0 and hit is None:
|
||||
step = min(0.1, remaining)
|
||||
ok, h = self._try_displace(fx * step, fz * step)
|
||||
if not ok and h is not None:
|
||||
h.impulse = remaining
|
||||
hit = h
|
||||
break
|
||||
moved += step
|
||||
remaining -= step
|
||||
self.capsule.speed = moved / 0.1 if moved > 0 else 0.0
|
||||
return moved, hit
|
||||
|
||||
def _try_displace(self, dx: float, dz: float) -> tuple[bool, Hit | None]:
|
||||
"""Move by (dx, dz) with circle-vs-AABB resolution. Returns (moved, hit)."""
|
||||
cap = self.capsule
|
||||
nx = cap.x + dx
|
||||
nz = cap.z + dz
|
||||
|
||||
# Room walls: clamp to bounds (the capsule cannot leave the room).
|
||||
r = cap.radius
|
||||
if nx < r or nx > ROOM_SIZE - r or nz < r or nz > ROOM_SIZE - r:
|
||||
hit = self._wall_hit(nx, nz)
|
||||
return False, hit
|
||||
|
||||
blocked: Hit | None = None
|
||||
for _ in range(8):
|
||||
contact = self._box_contact(nx, nz, r)
|
||||
if contact is None:
|
||||
break
|
||||
nx, nz, normal_x, normal_z, other = contact
|
||||
blocked = Hit(
|
||||
other=other, normal_x=normal_x, normal_z=normal_z, impulse=0.0
|
||||
)
|
||||
if blocked is not None:
|
||||
return False, blocked
|
||||
|
||||
cap.x = nx
|
||||
cap.z = nz
|
||||
return True, None
|
||||
|
||||
def _wall_hit(self, nx: float, nz: float) -> Hit:
|
||||
r = self.capsule.radius
|
||||
if nx < r:
|
||||
return Hit(other="wall_west", normal_x=1.0, normal_z=0.0, impulse=0.0)
|
||||
if nx > ROOM_SIZE - r:
|
||||
return Hit(other="wall_east", normal_x=-1.0, normal_z=0.0, impulse=0.0)
|
||||
if nz < r:
|
||||
return Hit(other="wall_north", normal_x=0.0, normal_z=1.0, impulse=0.0)
|
||||
return Hit(other="wall_south", normal_x=0.0, normal_z=-1.0, impulse=0.0)
|
||||
|
||||
def _box_contact(
|
||||
self, cx: float, cz: float, r: float
|
||||
) -> tuple[float, float, float, float, str] | None:
|
||||
"""If the circle at (cx, cz) overlaps a box, push it out and report contact."""
|
||||
for box in self.boxes:
|
||||
min_x, max_x = box.x_min(), box.x_max()
|
||||
min_z, max_z = box.z_min(), box.z_max()
|
||||
near_x = min(max(cx, min_x), max_x)
|
||||
near_z = min(max(cz, min_z), max_z)
|
||||
dx = cx - near_x
|
||||
dz = cz - near_z
|
||||
d2 = dx * dx + dz * dz
|
||||
if d2 >= r * r:
|
||||
continue
|
||||
if d2 > 1e-12:
|
||||
d = math.sqrt(d2)
|
||||
push = (r - d) / d
|
||||
return (
|
||||
cx + dx * push,
|
||||
cz + dz * push,
|
||||
dx / d,
|
||||
dz / d,
|
||||
box.id,
|
||||
)
|
||||
# Center inside the box: push along the axis of least penetration.
|
||||
ox = min(cx - min_x + r, max_x - cx + r)
|
||||
oz = min(cz - min_z + r, max_z - cz + r)
|
||||
if ox < oz:
|
||||
nx = cx + ox if cx < box.cx else cx - ox
|
||||
return (nx, cz, 1.0 if cx < box.cx else -1.0, 0.0, box.id)
|
||||
nz = cz + oz if cz < box.cz else cz - oz
|
||||
return (cx, nz, 0.0, 1.0 if cz < box.cz else -1.0, box.id)
|
||||
return None
|
||||
|
||||
def turn(self, yaw_delta: float = 0.0, pitch_delta: float = 0.0) -> None:
|
||||
cap = self.capsule
|
||||
cap.yaw_deg = (cap.yaw_deg + yaw_delta) % 360.0
|
||||
cap.pitch_deg = min(85.0, max(-85.0, cap.pitch_deg + pitch_delta))
|
||||
|
||||
def face(self, yaw_deg: float, pitch_deg: float) -> None:
|
||||
self.capsule.yaw_deg = yaw_deg % 360.0
|
||||
self.capsule.pitch_deg = min(85.0, max(-85.0, pitch_deg))
|
||||
|
||||
def look_at_beacon(self) -> tuple[float, float]:
|
||||
"""Orient camera toward the beacon. Returns (yaw_deg, pitch_deg)."""
|
||||
cap = self.capsule
|
||||
dx = self.beacon.x - cap.x
|
||||
dz = self.beacon.z - cap.z
|
||||
dist = math.hypot(dx, dz) or 1.0
|
||||
yaw = math.degrees(math.atan2(dx, dz))
|
||||
pitch = math.degrees(math.atan2(self.beacon.height - cap.eye_height, dist))
|
||||
self.face(yaw, pitch)
|
||||
return yaw, pitch
|
||||
|
||||
def distance_to_beacon(self) -> float:
|
||||
return math.hypot(
|
||||
self.beacon.x - self.capsule.x, self.beacon.z - self.capsule.z
|
||||
)
|
||||
|
||||
def interact_beacon(self) -> tuple[bool, str]:
|
||||
"""Try to activate the beacon. Returns (success, message)."""
|
||||
dist = self.distance_to_beacon()
|
||||
if dist > self.beacon.reach:
|
||||
return (
|
||||
False,
|
||||
f"too far: {dist:.1f} m from the beacon (need <= {self.beacon.reach} m)",
|
||||
)
|
||||
if self.beacon.active:
|
||||
return True, "the beacon is already active and glowing warm yellow"
|
||||
self.beacon.active = True
|
||||
self.beacon.activated_tick = self.tick
|
||||
return True, "the beacon lights up: a warm yellow glow floods the room"
|
||||
|
||||
# ---------- introspection helpers ----------
|
||||
|
||||
def surface_distances(self, x: float, z: float) -> dict[str, float]:
|
||||
"""Distances to the nearest wall on each side (used by demo steering)."""
|
||||
return {
|
||||
"west": x,
|
||||
"east": ROOM_SIZE - x,
|
||||
"north": z,
|
||||
"south": ROOM_SIZE - z,
|
||||
}
|
||||
|
||||
def describe(self) -> dict:
|
||||
return {
|
||||
"room": {
|
||||
"name": "testbed_room_01",
|
||||
"width": ROOM_SIZE,
|
||||
"depth": ROOM_SIZE,
|
||||
"height": ROOM_HEIGHT,
|
||||
},
|
||||
"obstacles": [
|
||||
{
|
||||
"id": b.id,
|
||||
"x": round(b.cx, 2),
|
||||
"z": round(b.cz, 2),
|
||||
"width": round(b.half_w * 2, 2),
|
||||
"depth": round(b.half_d * 2, 2),
|
||||
"height": round(b.height, 2),
|
||||
}
|
||||
for b in self.boxes
|
||||
],
|
||||
"beacon": {
|
||||
"id": self.beacon.id,
|
||||
"x": round(self.beacon.x, 2),
|
||||
"z": round(self.beacon.z, 2),
|
||||
"height": round(self.beacon.height, 2),
|
||||
},
|
||||
}
|
||||
Reference in New Issue
Block a user