Files
jak-project/goal_src/jak1/engine/camera/cam-interface.gc
Tyler Wilding c162c66118 g/j1: Cleanup all main issues in the formatter and format all of goal_src/jak1 (#3535)
This PR does two main things:
1. Work through the main low-hanging fruit issues in the formatter
keeping it from feeling mature and usable
2. Iterate and prove that point by formatting all of the Jak 1 code
base. **This has removed around 100K lines in total.**
- The decompiler will now format it's results for jak 1 to keep things
from drifting back to where they were. This is controlled by a new
config flag `format_code`.

How am I confident this hasn't broken anything?:
- I compiled the entire project and stored it's `out/jak1/obj` files
separately
- I then recompiled the project after formatting and wrote a script that
md5's each file and compares it (`compare-compilation-outputs.py`
- The results (eventually) were the same:

![Screenshot 2024-05-25
132900](https://github.com/open-goal/jak-project/assets/13153231/015e6f20-8d19-49b7-9951-97fa88ddc6c2)
> This proves that the only difference before and after is non-critical
whitespace for all code/macros that is actually in use.

I'm still aware of improvements that could be made to the formatter, as
well as general optimization of it's performance. But in general these
are for rare or non-critical situations in my opinion and I'll work
through them before doing Jak 2. The vast majority looks great and is
working properly at this point. Those known issues are the following if
you are curious:

![image](https://github.com/open-goal/jak-project/assets/13153231/0edfaba1-6d36-40f5-ab23-0642209867c4)
2024-06-05 22:17:31 -04:00

58 lines
2.0 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
(bundles "ENGINE.CGO" "GAME.CGO")
(require "engine/camera/cam-interface-h.gc")
(require "engine/math/quaternion.gc")
(require "kernel/gstate.gc")
(require "engine/gfx/math-camera-h.gc")
(require "engine/entity/entity-h.gc")
(require "engine/math/transformq-h.gc")
;; definition for function position-in-front-of-camera!
(defun position-in-front-of-camera! ((arg0 vector) (arg1 float) (arg2 float))
(vector-float*! arg0 (-> *math-camera* inv-camera-rot vector 2) arg1)
(vector+float*! arg0 arg0 (-> *math-camera* inv-camera-rot vector 1) arg2)
(vector+! arg0 arg0 (-> *math-camera* trans))
arg0)
;; definition for function matrix-local->world
(defun matrix-local->world ((arg0 symbol) (arg1 symbol))
(if arg0 (-> *math-camera* inv-camera-rot-smooth) (-> *math-camera* inv-camera-rot)))
;; definition for function matrix-world->local
(defun matrix-world->local ()
(-> *math-camera* camera-rot))
(define-perm *camera-dummy-vector* vector (vector-reset! (new 'global 'vector)))
;; definition for function camera-pos
;; INFO: Return type mismatch object vs vector.
(defun camera-pos ()
(the-as vector
(cond
(*camera-combiner* (-> *camera-combiner* stack))
(*math-camera* (-> *math-camera* trans))
(else *camera-dummy-vector*))))
;; definition for function math-camera-pos
(defun math-camera-pos ()
(-> *math-camera* trans))
;; definition for function camera-angle
(defun camera-angle ()
(let ((f0-0 (-> *math-camera* camera-rot data 0))
(f1-0 (-> *math-camera* camera-rot data 2)))
(atan f1-0 f0-0)))
;; definition for function camera-teleport-to-entity
;; INFO: Return type mismatch int vs none.
;; Used lq/sq
(defbehavior camera-teleport-to-entity process ((arg0 entity-actor))
(let ((gp-0 (new 'stack 'transformq)))
(set! (-> gp-0 trans quad) (-> (the-as transform (-> arg0 extra)) scale quad))
(quaternion-copy! (-> gp-0 quat) (-> arg0 quat))
(vector-identity! (-> gp-0 scale))
(send-event *camera* 'teleport-to-transformq gp-0))
0
(none))