;;-*-Lisp-*- (in-package goal) ;; name: collide-touch.gc ;; name in dgo: collide-touch ;; dgos: GAME, ENGINE ;; DECOMP BEGINS ;;;;;;;;;;;;;;;;;;;;; ;; Touching List ;;;;;;;;;;;;;;;;;;;;; ;; The idea behind the touching list is to determine which things were touched during collision resolution, then ;; send events to processes based on this. ;; In the end, we want to track pairs of collide-shape-prims, and possibly triangles (if one of the prims has triangles). ;; The logic for this is more confusing than you might expect because they don't count every single intersection that ;; occurs in every single iteration of the collision solve. ;;;;;;;;;;;;;;;;;;;; ;; Entry Pool ;;;;;;;;;;;;;;;;;;;; ;; there's a global shared pool of entries that you can alloc and free from. (defmethod get-free-node-count touching-prims-entry-pool ((obj touching-prims-entry-pool)) "Get the number of nodes that are not in use." (let ((v0-0 0)) (let ((v1-0 (-> obj head))) (while v1-0 (+! v0-0 1) (set! v1-0 (-> v1-0 next)) (nop!) (nop!) (nop!) ) ) v0-0 ) ) (defmethod alloc-node touching-prims-entry-pool ((obj touching-prims-entry-pool)) "Allocate a node. Will return #f if there are none left." (let ((gp-0 (-> obj head))) (cond (gp-0 (let ((v1-0 (-> gp-0 next))) (set! (-> obj head) v1-0) (if v1-0 (set! (-> v1-0 prev) #f) ) ) (set! (-> gp-0 allocated?) #t) (set! (-> gp-0 next) #f) (set! (-> gp-0 prev) #f) ) (else (format 0 "ERROR: touching-prims-entry-pool::alloc-node() failed!~%") ) ) gp-0 ) ) (defmethod free-node touching-prims-entry-pool ((obj touching-prims-entry-pool) (arg0 touching-prims-entry)) "Free a node allocated with alloc-node" (when (-> arg0 allocated?) (set! (-> arg0 allocated?) #f) (let ((v1-1 (-> obj head))) (set! (-> arg0 next) v1-1) (set! (-> arg0 prev) #f) (set! (-> obj head) arg0) (if v1-1 (set! (-> v1-1 prev) arg0) ) ) ) ) ;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; Shapes Entry ;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; a single shape entry represents a pair of shapes that collide. ;; There can be multiple colliding primitives. (defmethod free-touching-prims-list touching-shapes-entry ((obj touching-shapes-entry)) "Return all nodes used by this touching-shapes-entry to the touching-prims-entry-pool" (when (-> obj cshape1) (set! (-> obj cshape1) #f) (let ((gp-0 (-> obj head))) (when gp-0 (set! (-> obj head) #f) (let ((s5-0 *touching-prims-entry-pool*)) (while gp-0 (let ((a1-0 gp-0)) (set! gp-0 (-> a1-0 next)) (free-node s5-0 a1-0) ) ) ) #f ) ) ) ) ;;;;;;;;;;;;;;;;;;;;;; ;; Touching List ;;;;;;;;;;;;;;;;;;;;;; ;; A touching list is a list up to TOUCHING_LIST_LENGTH pairs of colliding collide-shapes. (defmethod free-all-prim-nodes touching-list ((obj touching-list)) "Free all prim nodes used by all touching shapes in this touching-list." (let ((s5-0 (the-as touching-shapes-entry (-> obj touching-shapes)))) (countdown (s4-0 (-> obj num-touching-shapes)) (free-touching-prims-list s5-0) (&+! s5-0 16) ) ) (set! (-> obj num-touching-shapes) 0) (set! (-> obj resolve-u) 0) 0 (none) ) (defmethod get-shapes-entry touching-list ((obj touching-list) (arg0 collide-shape) (arg1 collide-shape)) "Get a touching-shapes-entry for the two shapes. If one exists, it will be returned. Otherwise a new one will be made." (let ((v0-0 (the-as touching-shapes-entry (-> obj touching-shapes)))) ;; the candidate (let ((v1-0 (the-as touching-shapes-entry #f))) ;; a good one ;; loop over all touching shapes (countdown (a3-0 (-> obj num-touching-shapes)) (let ((t0-0 (-> v0-0 cshape1))) (set! v1-0 (cond (t0-0 ;; in use. If it's match, return it (allows a,b or b,a to match a,b) (if (or (and (= t0-0 arg0) (= (-> v0-0 cshape2) arg1)) (and (= t0-0 arg1) (= (-> v0-0 cshape2) arg0))) (return v0-0) ) ;; otherwise bad v1-0 ) (else ;; not in use. remember it's free and keep looking. v0-0 ) ) ) ) (&+! v0-0 16) ) ;; done looping. (cond (v1-0 ;; did we find an unused slot? if so return it (set! v0-0 v1-0) ) (else ;; need to add a new one (when (>= (-> obj num-touching-shapes) TOUCHING_LIST_LENGTH) ;; but there's no room! (format 0 "ERROR: touching-list::get-shapes-entry() failed!~%") (return (the-as touching-shapes-entry #f)) ) ;; enough room, increase the size (+! (-> obj num-touching-shapes) 1) ) ) ) ;; if we're doing a new one, set it up. (set! (-> v0-0 cshape1) arg0) (set! (-> v0-0 cshape2) arg1) (set! (-> v0-0 head) #f) (set! (-> v0-0 resolve-u) 1) (set! (-> obj resolve-u) 1) (the-as touching-shapes-entry v0-0) ) ) (deftype add-prims-touching-work (structure) ((tri1 collide-tri-result :offset-assert 0) (tri2 collide-tri-result :offset-assert 4) ) :method-count-assert 9 :size-assert #x8 :flag-assert #x900000008 ) ;;;;;;;;;;;;;;;;;;;;;;;;; ;; Touching List Update ;;;;;;;;;;;;;;;;;;;;;;;;; ;; Note: this code relies a lot on the details of the iterative collision solver they made. ;; Basically, the solver works like this: ;; "What happens if I move forward 1.0 timesteps?" ;; "You'd hit object A after 0.6 of a step, and object B after 0.3 of a step" (touching list has A and B now) ;; "OK. I will move forward 0.3 then. I will remove A from the touching list because I only went 0.3 of a step, and that's not enough to reach A." ;; ~Move forward 0.3, and handle the collision reaction from hitting B~ ;; "I moved forward 0.3, so I now have 0.7 left to move (but potentially in a different direction because I bounced off of B)" ;; "What happens if I move forward 0.7 timesteps?" ;; .. repeat .. (defmethod add-touching-prims touching-list ((obj touching-list) (arg0 collide-shape-prim) (arg1 collide-shape-prim) (arg2 float) (arg3 collide-tri-result) (arg4 collide-tri-result) ) "Tell the touching list that if we end taking a step of at least arg2, the prims arg0/arg1 will collide. However, you don't have to know for sure if you're going to take this big of a step yet. You can provide triangles if you want, but you don't have to. The logic for calling this twice for the same prims in between calls to update-from-step-size is a little weird so I suspect this never happens (and it's probably cheaper to avoid this duplication in the actual prim collision code)." ;; I don't know why they made this type, but I'm guessing it's to avoid the compiler spilling to the stack (let ((gp-0 (new 'stack-no-clear 'add-prims-touching-work))) (set! (-> gp-0 tri1) arg3) (set! (-> gp-0 tri2) arg4) ;; first, grab the entry for the collide-shapes involved. (let ((s2-0 (get-shapes-entry obj (-> arg0 cshape) (-> arg1 cshape)))) (when s2-0 ;; if we ask for a,b, that function might give us b,a. Detect that, and swap our collide shape prims. (when (= (-> s2-0 cshape1) (-> arg1 cshape)) (let ((v1-4 arg0)) (set! arg0 arg1) (set! arg1 v1-4) ) ) (let ((s0-0 (-> s2-0 head))) ;; loop over all the entries in the shapes (while s0-0 ;; and only look at the ones that match these prims (when (and (= (-> s0-0 prim1 cprim) arg0) (= (-> s0-0 prim2 cprim) arg1)) ;; if we already have an entry for this one, only update if this one is closer. (when (< arg2 (-> s0-0 u)) ;; this value is unused. (-> s0-0 u) (let ((v1-12 (-> s0-0 prim1)) (a1-2 (-> gp-0 tri1)) ) (cond (a1-2 ;; we have a tri, copy it (set! (-> v1-12 has-tri?) #t) (mem-copy! (the-as pointer (-> v1-12 tri)) (the-as pointer a1-2) 84) ) (else ;; no tri (set! (-> v1-12 has-tri?) #f) ) ) ) ;; same for the other tri. (let ((v1-15 (-> s0-0 prim2)) (a1-3 (-> gp-0 tri2)) ) (cond (a1-3 (set! (-> v1-15 has-tri?) #t) (mem-copy! (the-as pointer (-> v1-15 tri)) (the-as pointer a1-3) 84) ) (else (set! (-> v1-15 has-tri?) #f) ) ) ) ) ;; after we found the matching node for these prims, we're done! (return 0) ) (set! s0-0 (-> s0-0 next)) ) ) ;; nope, didn't find an entry, so make a new one. (let ((s0-1 (alloc-node *touching-prims-entry-pool*))) ;; allocate a new node, link it. (when s0-1 (let ((v1-22 (-> s2-0 head))) (set! (-> s0-1 next) v1-22) (set! (-> s0-1 prev) #f) (set! (-> s2-0 head) s0-1) (if v1-22 (set! (-> v1-22 prev) s0-1) ) ) ;; and set it up. (set! (-> s0-1 u) arg2) (when (>= arg2 0.0) ;; if we're >0, we have to move (which we haven't done yet) to actually collide. ;; flag us as resolve-u (meaning our u is from the resolve function, which looks at what _would_ ;; happen if we did it all at once.) ;; if we're <0, we started in collision (possible, if we didnt' converge on the last frame) ;; we should still add, but we don't need to bother with the "did we go far enough" checks. (set! (-> s2-0 resolve-u) 1) (set! (-> obj resolve-u) 1) ) (let ((v1-26 (-> s0-1 prim1)) (a1-4 (-> gp-0 tri1)) ) (set! (-> v1-26 cprim) arg0) (cond (a1-4 (set! (-> v1-26 has-tri?) #t) (mem-copy! (the-as pointer (-> v1-26 tri)) (the-as pointer a1-4) 84) ) (else (set! (-> v1-26 has-tri?) #f) ) ) ) (let ((v1-29 (-> s0-1 prim2)) (a1-5 (-> gp-0 tri2)) ) (set! (-> v1-29 cprim) arg1) (cond (a1-5 (set! (-> v1-29 has-tri?) #t) (mem-copy! (the-as pointer (-> v1-29 tri)) (the-as pointer a1-5) 84) ) (else (set! (-> v1-29 has-tri?) #f) ) ) ) ) ) ) ) ) 0 (none) ) (defmethod update-from-step-size touching-list ((obj touching-list) (arg0 float)) "Given that we actually will take a step size of arg0, remove things we won't actually hit." ;; only if we have some un-updated potential collision (when (nonzero? (-> obj resolve-u)) ;; remember we did it (set! (-> obj resolve-u) 0) ;; loop through touching-shape-entries (let ((s5-0 (the-as touching-shapes-entry (-> obj touching-shapes)))) (countdown (s4-0 (-> obj num-touching-shapes)) ;; only when the entry isn't done yet (when (nonzero? (-> s5-0 resolve-u)) ;; remember we did it (set! (-> s5-0 resolve-u) 0) ;; we can have empty entries, so check cshape1 (when (-> s5-0 cshape1) ;; loop over nodes (each node is a pair of prims) (let ((s3-0 (-> s5-0 head))) (while s3-0 (let ((f0-0 (-> s3-0 u))) (set! s3-0 (cond ((>= f0-0 0.0) ;; we'd have to take a step to hit this one! (cond ((>= arg0 f0-0) ;; our step is big enough! ;; we hit it. To prevent this from being possibly removed later on ;; we set the u to -1.0 to indicate that we're massively intersecting. ;; this will no longer be eligible for removal because we actually hit it. (set! (-> s3-0 u) -1.0) (set! s3-0 (-> s3-0 next)) ) (else ;; we would have needed to move more than arg0 to hit this one. ;; at least for now, remove by splicing out of the list and freeing. (let ((a1-1 s3-0)) ;; this (let ((v1-7 (-> s3-0 next))) ;; next (let ((a0-1 (-> s3-0 prev))) ;; prev (if a0-1 (set! (-> a0-1 next) v1-7) (set! (-> s5-0 head) v1-7) ) (if v1-7 (set! (-> v1-7 prev) a0-1) ) ) (set! s3-0 v1-7) ) (free-node *touching-prims-entry-pool* a1-1) ) ) ) s3-0 ) (else ;; not touching, advance to the next. (-> s3-0 next) ) ) ) ) ) ) ;; if we removed everything from this, mark it as dead (the allocation function will reuse it now) (if (not (-> s5-0 head)) (set! (-> s5-0 cshape1) #f) ) ) ) (&+! s5-0 16) ) ) ) 0 (none) ) (defmethod send-events-for-touching-shapes touching-list ((obj touching-list)) "Send all events for touching shapes. Note that the order of event sending is basically random. (this could explain lava walks's unreliable behavior)" ;; PC port note : there is a fatal bug here where the processes are NOT SAFE to use without a handle. ;; this can lead to crashes if for example target hits 2 things at once, and one of those things kills the other. ;; e.g.: target hits eco1 and eco2. eco1 gets processed first and kills eco2 as a result. eco2 is now dead, but ;; the touching list will run its logic on it regardless. ;; this is fixed here by creating a really large list of 2 handles per collide shape and storing all collided ;; process handles there. (process->handle) is then safe to use. ; (* 2 TOUCHING_LIST_LENGTH) -> 64 (let ((handles (new 'stack-no-clear 'array 'handle 64))) (let ((entry (the-as touching-shapes-entry (-> obj touching-shapes)))) (countdown (i (-> obj num-touching-shapes)) (let ((c1 (-> entry cshape1))) (when c1 (let ((c2 (-> entry cshape2))) ;; not quite sure why, but we make it look like cshape1 (s4) is target always. ;; I guess this makes it so the target/enemy events are always sent in the same order. (when (= (-> c2 process type) target) (swap! c1 c2) ) (set! (-> handles (+ 0 (* 2 i))) (process->handle (-> c1 process))) (set! (-> handles (+ 1 (* 2 i))) (process->handle (-> c2 process))) ) ) ) (set! entry (-> (the-as (inline-array touching-shapes-entry) entry) 1)) ) ) (let ((entry (the-as touching-shapes-entry (-> obj touching-shapes)))) (countdown (i (-> obj num-touching-shapes)) (let ((c1 (-> entry cshape1))) (when c1 (let ((c2 (-> entry cshape2))) ;; not quite sure why, but we make it look like cshape1 (s4) is target always. ;; I guess this makes it so the target/enemy events are always sent in the same order. (when (= (-> c2 process type) target) (swap! c1 c2) ) ;; send events! (let ( (c1-proc (handle->process (-> handles (+ 0 (* 2 i))))) (c2-proc (handle->process (-> handles (+ 1 (* 2 i))))) ) (let ((v1-4 (-> c1 event-self))) (if v1-4 (send-event c1-proc v1-4 :from c2-proc entry) ) ) (let ((v1-5 (-> c1 event-other))) (if v1-5 (send-event c2-proc v1-5 :from c1-proc entry) ) ) (let ((v1-6 (-> c2 event-self))) (if v1-6 (send-event c2-proc v1-6 :from c1-proc entry) ) ) (let ((v1-7 (-> c2 event-other))) (if v1-7 (send-event c1-proc v1-7 :from c2-proc entry) ) ) ) ) ) ) (set! entry (-> (the-as (inline-array touching-shapes-entry) entry) 1)) ) ) ) 0 (none) ) (defmethod prims-touching? touching-shapes-entry ((obj touching-shapes-entry) (arg0 collide-shape-moving) (arg1 uint)) "In a pair of collide shapes, is a prim from the given collide shape with the given prim-id mask touching the other shape?" (cond ((= (-> obj cshape1) arg0) (let ((v1-1 (-> obj head))) (while v1-1 (if (logtest? (-> v1-1 prim1 cprim prim-id) arg1) (return v1-1) ) (set! v1-1 (-> v1-1 next)) ) ) ) ((= (-> obj cshape2) arg0) (let ((v1-4 (-> obj head))) (while v1-4 (if (logtest? (-> v1-4 prim2 cprim prim-id) arg1) (return v1-4) ) (set! v1-4 (-> v1-4 next)) ) ) ) (else (format 0 "ERROR: touching-shapes-entry::prims-touching? : Bogus cshape value!~%") ) ) (the-as touching-prims-entry #f) ) (defmethod prims-touching-action? touching-shapes-entry ((obj touching-shapes-entry) (arg0 collide-shape) (arg1 collide-action) (arg2 collide-action)) "In a pair of collide shapes, find a pair of colliding prims where the prim from the given collide shape has at least one of the actions in arg1 and none of the actions in arg2." (cond ((= (-> obj cshape1) arg0) (let ((v1-1 (-> obj head))) (while v1-1 (let ((a0-1 (-> v1-1 prim1 cprim))) (if (and (logtest? arg1 (-> a0-1 prim-core action)) (zero? (logand arg2 (-> a0-1 prim-core action)))) (return v1-1) ) ) (set! v1-1 (-> v1-1 next)) ) ) ) ((= (-> obj cshape2) arg0) (let ((v1-4 (-> obj head))) (while v1-4 (let ((a0-5 (-> v1-4 prim2 cprim))) (if (and (logtest? arg1 (-> a0-5 prim-core action)) (zero? (logand arg2 (-> a0-5 prim-core action)))) (return v1-4) ) ) (set! v1-4 (-> v1-4 next)) ) ) ) (else (format 0 "ERROR: touching-shapes-entry::prims-touching-action? : Bogus cshape value!~%") ) ) (the-as touching-prims-entry #f) ) (defmethod get-touched-shape touching-shapes-entry ((obj touching-shapes-entry) (arg0 collide-shape)) "Get the other shape in a pair of shapes." (cond ((= (-> obj cshape1) arg0) (return (-> obj cshape2)) ) ((= (-> obj cshape2) arg0) (return (-> obj cshape1)) ) ) (the-as collide-shape #f) ) (defmethod get-touched-prim touching-prims-entry ((obj touching-prims-entry) (arg0 trsqv) (arg1 touching-shapes-entry)) "Get the primitive belonging to the collide shape that is touching." (cond ((= (-> arg1 cshape1) arg0) (return (-> obj prim1 cprim)) ) ((= (-> arg1 cshape2) arg0) (return (-> obj prim2 cprim)) ) ) (the-as collide-shape-prim #f) ) (defmethod get-touched-tri touching-prims-entry ((obj touching-prims-entry) (arg0 collide-shape) (arg1 touching-shapes-entry)) "Get the triangle belonging to the the collide shape that is touching (if it has one, otherwise #f)" (let ((v0-0 (the-as collide-tri-result #f))) (cond ((= (-> arg1 cshape1) arg0) (let ((v1-2 (-> obj prim1))) (if (-> v1-2 has-tri?) (set! v0-0 (-> v1-2 tri)) ) ) ) ((= (-> arg1 cshape2) arg0) (let ((v1-5 (-> obj prim2))) (if (-> v1-5 has-tri?) (set! v0-0 (-> v1-5 tri)) ) ) ) ) v0-0 ) ) (defmethod get-middle-of-bsphere-overlap touching-prims-entry ((obj touching-prims-entry) (arg0 vector)) "This is a bit weird... But assuming the the bounding spheres overlap, draw a line between their centers, consider the line segment that is inside of both spheres, and get the midpoint of that." (let* ((s4-0 (-> obj prim1 cprim)) (s3-0 (-> obj prim2 cprim)) ;; compute the offset between the prim cores. (gp-1 (vector-! (new 'stack-no-clear 'vector) (the-as vector (-> s3-0 prim-core)) (the-as vector (-> s4-0 prim-core)) ) ) ) ;; subtract off the two radius. this is now the offset between the "closest" points (and is negative) (let ((f1-2 (- (- (vector-length gp-1) (-> s3-0 prim-core world-sphere w)) (-> s4-0 prim-core world-sphere w)))) ;; this offset is the radius, minus half the overlap distance (vector-normalize! gp-1 (+ (-> s4-0 prim-core world-sphere w) (* 0.5 f1-2))) ) ;; so add it to s4's origin to get to the halfway point (vector+! arg0 gp-1 (the-as vector (-> s4-0 prim-core))) ) arg0 )