;;-*-Lisp-*- (in-package goal) ;; name: transformq-h.gc ;; name in dgo: transformq-h ;; dgos: GAME, ENGINE ;; the transformq is a transform, but _replaces_ the rotation field with a quaternion. ;; it is much more commonly used than transform. (deftype transformq (transform) ;; this overlays the rot field of transform. ((quat quaternion :inline :offset 16) ) :method-count-assert 9 :size-assert #x30 :flag-assert #x900000030 ) ;; trsq is the quaternion version of trs (trs is like a transform, but is basic.) (deftype trsq (trs) ;; this overlays the rot field of trs. ((quat quaternion :inline :offset 32) ) :method-count-assert 9 :size-assert #x40 :flag-assert #x900000040 ) ;; Representing a translate/rotate/scale with a quaternion and a velocity. ;; This is often used as the base type for the position of a game object that can move around ;; so it has methods to do common control functions. ;; many of these functions assume that y is up and assume that roll/pitch is small ;; (a reasonable assumption for most in-game objects that don't do flips) ;; note: Jak's control uses this as a base class. (deftype trsqv (trsq) ((pause-adjust-distance meters :offset 4) ;; hack: adjusts the distance where actor logic is paused, if this is an actor (nav-radius meters :offset 8) ;; hack: the radius of the bounding sphere used by the navigate system. (transv vector :inline :offset-assert 64) ;; velocity (meters/second) (rotv vector :inline :offset-assert 80) ;; angular velocity (deg/second) (scalev vector :inline :offset-assert 96) ;; scale velocity (unused?) ;; there's a hacky ~first-order orientation yaw control with hysteresis ;; it makes the yaw change smoothly and attempts to cancel out oscillations from the collision system (dir-targ quaternion :inline :offset-assert 112) ;; direction target (angle-change-time time-frame :offset-assert 128) ;; the time when we change rotation directions (old-y-angle-diff float :offset-assert 136) ;; the amount we moved last time ) :method-count-assert 28 :size-assert #x8c :flag-assert #x1c0000008c (:methods (seek-toward-heading-vec! (_type_ vector float time-frame) quaternion 9) (set-heading-vec! (_type_ vector) quaternion 10) (seek-to-point-toward-point! (_type_ vector float time-frame) quaternion 11) (point-toward-point! (_type_ vector) quaternion 12) (seek-toward-yaw-angle! (_type_ float float time-frame) quaternion 13) (set-yaw-angle-clear-roll-pitch! (_type_ float) quaternion 14) (set-roll-to-grav! (_type_ float) quaternion 15) (set-roll-to-grav-2! (_type_ float) quaternion 16) (rotate-toward-orientation! (_type_ quaternion float float) quaternion 17) (set-quaternion! (_type_ quaternion) quaternion 18) (set-heading-vec-clear-roll-pitch! (_type_ vector) quaternion 19) (point-toward-point-clear-roll-pitch! (_type_ vector) quaternion 20) (rot->dir-targ! (_type_) quaternion 21) (y-angle (_type_) float 22) (global-y-angle-to-point (_type_ vector) float 23) (relative-y-angle-to-point (_type_ vector) float 24) (roll-relative-to-gravity (_type_) float 25) (TODO-RENAME-26 (_type_ int vector float) trsqv 26) ;; note: child classes can override this method to use a different quaternion ;; to represent the "current" orientation for the above methods. (get-quaternion (_type_) quaternion 27) ) ) (defmethod global-y-angle-to-point trsqv ((obj trsqv) (arg0 vector)) "Get the angle in the xy plane from the position of this trsqv to the point arg0." (vector-y-angle (vector-! (new 'stack-no-clear 'vector) arg0 (-> obj trans))) ) (defmethod relative-y-angle-to-point trsqv ((obj trsqv) (arg0 vector)) "Get the y angle between the current orientation and arg0." (deg-diff (y-angle obj) (vector-y-angle (vector-! (new 'stack-no-clear 'vector) arg0 (-> obj trans))) ) )