- 0007: input layers so WASD/look never fire person-verbs; freeze while modal - 0008: cone focus + billboarded head ring; no type names in the world - 0009: doughnut action menu (LMB/Space open, click or A/D then Space, Esc/RMB cancel); emergency stays on R - 0010: keep procedural rigs, add face/hair/neck; no Mixamo this pass Linked from architecture.md, PLAN.md, TODO.md, MEMORY.md.
47 lines
2.6 KiB
Markdown
47 lines
2.6 KiB
Markdown
# ADR-0008: Cone focus and head ring
|
|
|
|
- **Status:** Accepted
|
|
- **Date:** TBD
|
|
|
|
## Context
|
|
|
|
The prototype picks a person with an 8 m physics ray from the camera. The collider is a capsule. A few pixels off the body, or a bob during a walk, clears the target. The HUD then prints a name and hint, but nothing in the world shows who is selected. `Tab` already cycles people within 12 m as an aim-free path.
|
|
|
|
The next pass needs the player to look at a person, know they have them, and only then open an action menu. A hairline ray is too brittle for that, and a HUD line is easy to miss in a crowd.
|
|
|
|
## Decision
|
|
|
|
Focus is a **cone**, not a ray.
|
|
|
|
- People within about 10 m whose **head** projects inside a screen-space circle around the crosshair (about 90 px / 10 degrees) are candidates.
|
|
- If several heads sit in the circle, pick the one closest to the center; if tied, the nearer one.
|
|
- The person must be in front of the camera. A short ray to the head skips people fully hidden by the building.
|
|
- A few frames of grace keep walk-bob from dropping focus.
|
|
- `Tab` still cycles people inside 12 m and sets the same focused person.
|
|
|
|
When someone is in focus, draw a **thin ring** around their head, attached to the avatar `Head` node, billboarded so it stays a circle on screen. Pale gold while idle; brighter and slightly larger while the action menu is open on that person. Optional `display_name` under the ring. One ring at a time.
|
|
|
|
The world must not show the internal type name (`Trespasser`, `Violent Threat`). The debug overlay (`F`) can still print it.
|
|
|
|
## Consequences
|
|
|
|
### Positive
|
|
|
|
- Looking near a person is enough; the player does not have to pin a capsule.
|
|
- The ring is visible in the scene, so the HUD is not the only focus cue.
|
|
- `Tab` remains the accessibility path and shares the same focused person.
|
|
- The action menu (ADR-0009) has a clear subject.
|
|
|
|
### Negative
|
|
|
|
- Two heads in the same circle can steal focus; center-distance is a heuristic, not a lock-on.
|
|
- Hats and protester signs can z-fight a 3D torus. A screen-space circle unprojected from the head is an allowed fallback.
|
|
- Occlusion rays can fail on unusual geometry; grace frames hide some of that.
|
|
|
|
## Alternatives considered
|
|
|
|
- **Keep the hairline ray:** Rejected because it drops people too easily and has no world mark.
|
|
- **Sticky lock-on until cancelled:** Rejected because the job is to watch a crowd, not duel one person.
|
|
- **Screen reticle only, no world ring:** Rejected; in a crowd the player needs a mark on the head, not only a HUD line.
|
|
- **Click a person to select, then act:** Rejected for default play. The mouse is captured for look (ADR-0007). Click opens the action menu on whoever is already in the cone.
|