# ludic.aim What the crosshair is on, and which thing the use key means. The crosshair is the exact middle of the screen and the projection is symmetric, so the ray through it is the camera's position along its forward - no unprojection. Each candidate is an upright cylinder widened by a fixed angular forgiveness, and the pick is the nearest one the ray enters that nothing hides: the line up to where the ray enters it is asked of the game (`clear`), so a thing that is itself solid does not hide itself. Uses [`ludic.base`](../ludic.base/README.md) and nothing else. ```ludic import "ludic.aim" ``` The package keeps no list of things: the game offers every candidate each frame (`aim_offer`), keeps the object behind the id it gave, and draws the rim and the prompt. ## The rule it keeps **The crosshair decides WHICH, the distance decides WHETHER** (`aim_use(kind)`): | | | | --- | --- | | under the crosshair and in reach | `AIM_USE_THIS` - that, whatever else is nearer | | under the crosshair and too far, within `AIM_USE_MAX` (10 m) | `AIM_USE_NOTHING` - and the prompt says why | | nothing of that kind aimed at, or aimed past 10 m | `AIM_USE_NEAREST` - proximity is right again | Every reach is floored at `AIM_REACH_MIN` (3 m) by `aim_reach_of(reach)`: a per-kind reach chosen against its model was never chosen against standing between two props and looking at one. Anything that asks "am I close enough to this" asks `aim_reach_of`. ## The port ```ludic export port AimView { x, y, z, fx, fy, fz, fov, # the camera (the ray) clear: fn(ax, ay, az, bx, by, bz) -> bool, # nothing between: the ground and every still thing body_x, body_z # distances and reach are the body's, not the camera's } ``` Every member has a default: a camera 1.5 m up at the origin looking down -z at nothing in the way. ## API | | | | --- | --- | | `aim_begin()`, `aim_offer(kind, id, x, y0, y1, z, r, reach, far) -> bool` | a frame's candidates: true when this one is now the pick (`reach` `AIM_NEVER` is never in reach) | | `aim_kind()` (`AIM_NONE` for nothing), `aim_id()`, `aim_dist()`, `aim_in_reach()`, `aim_t()`, `aim_off_centre()` | the pick | | `aim_use(kind)` -> `AIM_USE_THIS` / `_NOTHING` / `_NEAREST`, `aim_reach_of(reach)` | the use key | | `aim_ray_cyl(cx, y0, y1, cz, r)`, `aim_slack_m(dist)`, `aim_clear_to(x, y, z)`, `aim_clear_at(t, back)`, `aim_range(x, z)`, `aim_miss(cx, cz, r)` | the geometry, for a game's own probes (`aim_clear_at`: the ray clear to `back` short of t along it) | ## Tests ```bash ludic test packages/ludic.aim ``` A camera over flat ground with a ridge: the ray against a cylinder, the forgiveness, near before far, the ridge hiding a thing and a solid thing not hiding itself, the reach floor and the three answers for the use key.