;;-*-Lisp-*- (in-package goal) ;; name: transformq-h.gc ;; name in dgo: transformq-h ;; dgos: ENGINE, GAME ;; the transformq is a transform, but _replaces_ the rotation field with a quaternion. ;; it is much more commonly used than transform. ;; DECOMP BEGINS (deftype transformq (transform) ((quat quaternion :inline :overlay-at (-> rot data 0)) ) ) (deftype trsq (trs) ((quat quaternion :inline :overlay-at (-> rot data 0)) ) ) ;; a transform with: ;; - type information (child of basic) ;; - rotation stored as quaternion ;; - velocity information. ;; This is a very commonly used type to represent the position of an in-game object. ;; The "root" of a process-drawable (the parent "in-game object" type) is a trsqv. ;; Additionally, the collision system uses trsqv as the parent type for foreground ;; collision objects (collide-shape, collide-shape-moving) ;; As a result, this type has a lot of weird methods and extra stuff hidden in it. (deftype trsqv (trsq) ;; some extra info for game objects, hidden in the unused space. ((pause-adjust-distance meters :offset 4) (nav-radius meters :offset 8) ;; velocities (transv vector :inline) (rotv vector :inline) (scalev vector :inline) ;; trsqv also supports the ability to adjust its orientation ;; to face a target. This has some logic to prevent chattering ;; that requires some additional state here: (dir-targ quaternion :inline) (angle-change-time time-frame) (old-y-angle-diff float) ) (:methods (seek-toward-heading-vec! (_type_ vector float time-frame) quaternion) (set-heading-vec! (_type_ vector) quaternion) (seek-to-point-toward-point! (_type_ vector float time-frame) quaternion) (point-toward-point! (_type_ vector) quaternion) (seek-toward-yaw-angle! (_type_ float float time-frame) quaternion) (set-yaw-angle-clear-roll-pitch! (_type_ float) quaternion) (set-roll-to-grav! (_type_ float) quaternion) (set-roll-to-grav-2! (_type_ float) quaternion) (rotate-toward-orientation! (_type_ quaternion float float int int float) quaternion) (set-quaternion! (_type_ quaternion) quaternion) (set-heading-vec-clear-roll-pitch! (_type_ vector) quaternion) (point-toward-point-clear-roll-pitch! (_type_ vector) quaternion) (rot->dir-targ! (_type_) quaternion) (y-angle (_type_) float) (global-y-angle-to-point (_type_ vector) float) (relative-y-angle-to-point (_type_ vector) float) (roll-relative-to-gravity (_type_) float) (set-and-limit-velocity (_type_ int vector float) trsqv :behavior process) (get-quaternion (_type_) quaternion) ) ) (defmethod global-y-angle-to-point ((this trsqv) (arg0 vector)) "Get the angle in the xz plane from the position of this trsqv to the point arg0. (ignores our current yaw)" (vector-y-angle (vector-! (new 'stack-no-clear 'vector) arg0 (-> this trans))) ) (defmethod relative-y-angle-to-point ((this trsqv) (arg0 vector)) "Get the y angle between the current orientation and arg0. (how much we'd have to yaw to point at arg0)" (deg-diff (y-angle this) (vector-y-angle (vector-! (new 'stack-no-clear 'vector) arg0 (-> this trans)))) )