- ludic.wildlife: WildlifeWorld.push / pushed_x / pushed_z (defaults change nothing); a ground walker's step is slid clear of a still thing with a body from its species' size and scale, and a step that gets nowhere turns away as the water does. Birds are not pushed; no dice added. - ludic.npc: NpcWorld.push / pushed_x / pushed_z (a person 0.35 m round) in npc_walk, and NpcWorld.clear (default true), which npc_line_ok asks at 1 m so a detour does not cut a trunk. - ludic.aim: AimView.clear replaces AimView.ground and the ground march; the pick asks the line a body's width short of where the ray enters the thing (aim_clear_at(t, back)), so a solid thing does not hide itself. probe.ludic (the ground-agreement probe) and AimView.dry are gone. - ludic.photo: PhotoLens.clear replaces PhotoLens.ground, PhotoLens.trunk and the march. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
16 lines
999 B
Text
16 lines
999 B
Text
# sight.ludic - in the picture, within reach, and actually seen. A frustum says a subject is in FRONT
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# of the lens, not that the lens can see it: the line must be clear of the ground and the still
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# things (the port's). It is forgiving on purpose - the subject passes if its body or its head is clear.
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function pht_ray_point(x: float, y: float, z: float) -> bool { return PhotoLens.clear(PhotoLens.x(), PhotoLens.y(), PhotoLens.z(), x, y, z) }
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# is (x, y, z) in the picture, within `far`, and can the lens see it?
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export function photo_in_view(x: float, y: float, z: float, far: float) -> bool {
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let dx = x - PhotoLens.x()
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let dy = y - PhotoLens.y()
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let dz = z - PhotoLens.z()
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let d = Math.sqrt(dx * dx + dy * dy + dz * dz)
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if d > far or d < 0.5 { return false }
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if (dx * PhotoLens.fx() + dy * PhotoLens.fy() + dz * PhotoLens.fz()) / d < 0.72 { return false }
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if not PhotoLens.visible(x, y, z, 1.0) { return false }
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return pht_ray_point(x, y, z) or pht_ray_point(x, y + 0.55, z)
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}
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