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| .. | ||
| tests | ||
| index.ludic | ||
| package.ludic | ||
| pick.ludic | ||
| ports.ludic | ||
| probe.ludic | ||
| ray.ludic | ||
| README.md | ||
| use.ludic | ||
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 the ground does not hide. Uses
ludic.base and nothing else.
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
export port AimView {
x, y, z, fx, fy, fz, fov, # the camera (the ray)
ground: fn(float, float) -> float,
dry: fn(float, float) -> bool, # land, for the probe's viewpoints
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 over flat ground.
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_range(x, z), aim_miss(cx, cz, r) |
the geometry, for a game's own probes |
aim_probe_ground(px, pz, look) -> bool, aim_probe_seen(), aim_probe_blocked(), aim_probe_disagree() |
from a point and a ring round it, lines at 60, 120 and 200 m on 36 bearings: the ground's own answer against aim_clear_to; look(x, y, z) puts the game's camera there |
Tests
ludic test packages/ludic.aim
A camera over flat ground with a ridge: the ray against a cylinder, the forgiveness, near before far, the ground hiding a thing, the reach floor and the three answers for the use key, and the probe.