Files
jak-project/goal_src/jak1/engine/collide/collide-shape.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

2475 lines
120 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
(bundles "ENGINE.CGO" "GAME.CGO")
(require "engine/camera/camera-h.gc")
(require "engine/geometry/cylinder.gc")
(require "engine/collide/collide-target-h.gc")
(require "engine/math/transformq.gc")
(require "engine/collide/collide-probe.gc")
(require "engine/collide/collide-mesh.gc")
(require "engine/collide/collide-edge-grab.gc")
(require "engine/gfx/sprite/sparticle/sparticle-launcher.gc")
(require "engine/gfx/background/subdivide-h.gc")
(require "engine/collide/collide-touch.gc")
;; DECOMP BEGINS
;; The collide shape system is used to handle collision reactions.
;;;;;;;;;;;;;;;;;;;;;;;
;; Should Push Away
;;;;;;;;;;;;;;;;;;;;;;;
;; The overlap algorithm determines if the new position of obj should push away arg0.
;; If shapes are far away, it will abort early and just return #f.
;; both check collision flags and require "solid" flags. So this is only for solid collisions.
;; the collision isn't symmetric [collide(a, b) != collide(b, a)] because the with/as flags.
;; so there's some weirdness to get all the method dispatch stuff to work around (you can only dispatch on one type)
(defmethod should-push-away ((obj collide-shape) (arg0 collide-shape) (arg1 collide-overlap-result))
"Find the overlap between two collide shapes. This is the main entry point for the overlap algorithm.
The result is returned in arg1. The obj is collided _with_ arg0 (meaning obj uses its collide-with, arg0 uses colide-as).
The best-dist is only valid if the result is #t (it should be negative then)"
;; this method begins the recursive traversal through the tree of collide-shape-prims, starting with the
;; root of each shape.
(local-vars (v1-3 collide-action) (v1-4 float) (a2-2 collide-action) (a3-2 collide-action))
(rlet ((acc :class vf)
(vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf)
(vf3 :class vf)
(vf4 :class vf)
(vf5 :class vf))
(init-vf0-vector)
;; reset the overlap result
(let ((v1-0 arg1)) (set! (-> v1-0 best-dist) 0.0) (set! (-> v1-0 best-from-prim) #f) (set! (-> v1-0 best-to-prim) #f))
;; grab the roots
(let ((a0-1 (-> obj root-prim))
(a1-1 (-> arg0 root-prim)))
(let ((a3-0 (-> a0-1 collide-with)) ;; this object's collide with
(t0-0 (-> a1-1 prim-core collide-as)) ;; the incoming object's as
(v1-2 (-> a0-1 prim-core action)) ;; our action
)
(let ((a2-1 (-> a1-1 prim-core action))) ;; their action
;; reject if (logand with as) fails
(b! (zero? (logand a3-0 t0-0)) cfg-8 :delay (set! a3-2 (logand a2-1 1)))
;; reject if non-solid
(b! (zero? a3-2) cfg-8 :delay (set! a2-2 (logand a2-1 8))))
;; reject if edgegrab-active on us fails (not sure what this means yet)
(b! (nonzero? a2-2) cfg-8 :delay (set! v1-3 (logand v1-2 1))))
;; reject if non-solid
(b! (zero? v1-3) cfg-8 :delay (nop!))
;; if we're here, our collision types allow us to collide
(.lvf vf1 (&-> a0-1 prim-core world-sphere quad))
(.lvf vf2 (&-> a1-1 prim-core world-sphere quad))
;; see if bsphere's overlap
(.sub.vf vf3 vf1 vf2)
(.add.w.vf vf4 vf1 vf2 :mask #b1000)
(.mul.vf vf3 vf3 vf3 :mask #b111)
(.mul.w.vf vf4 vf4 vf4 :mask #b1000)
(.mul.x.vf acc vf0 vf3 :mask #b1000)
(.add.mul.y.vf acc vf0 vf3 acc :mask #b1000)
(.add.mul.z.vf vf3 vf0 vf3 acc :mask #b1000)
(.sub.w.vf vf5 vf3 vf4 :mask #b1000)
(let ((f0-1 0.0))
(.add.w.vf vf5 vf0 vf5 :mask #b1)
(.mov v1-4 vf5)
(b! (<= f0-1 v1-4) cfg-8) ;; they don't, fail!
)
;; our bsphere's overlap. We need a more detailed test to know for sure
;; this will dispatch a more specific method for a0-1.
(should-push-away-test a0-1 a1-1 arg1))
;; return the result of the more detailed test.
(let ((v0-1 (< (-> arg1 best-dist) 0.0))) (b! #t cfg-9 :delay (nop!)) (label cfg-8) (set! v0-1 #f) (label cfg-9) v0-1)))
;; the should-push-away-test will update the collide-overlap-result. The best-dist will be negative if they overlap.
;; it works on collide prims.
(defmethod should-push-away-test ((obj collide-shape-prim) (arg0 collide-shape-prim) (arg1 collide-overlap-result))
"Should be impossible to call - collide-shape-prim is abstract."
(format 0 "ERROR: collide-shape-prim::should-push-away-test was called illegally!~%")
(none))
(defmethod should-push-away-test ((obj collide-shape-prim-group) (arg0 collide-shape-prim) (arg1 collide-overlap-result))
"Update test for a group against an unknown prim.
The grouip prims use their collide with "
(local-vars (a1-3 float))
(rlet ((acc :class vf)
(vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf)
(vf3 :class vf)
(vf4 :class vf))
(init-vf0-vector)
(nop!)
(let ((s4-0 (-> obj prims))
(s3-0 (-> obj num-prims-u)))
(nop!)
;; very similar to compute-overlap.
;; check collide-as/collide-with and solid
(let ((v1-0 (-> arg0 prim-core collide-as)))
(nop!)
(.lvf vf1 (&-> arg0 prim-core world-sphere quad))
(label cfg-1)
(b! (zero? s3-0) cfg-6 :delay (nop!))
(+! s3-0 -1)
(let ((a0-1 (-> s4-0 0)))
(set! s4-0 (&-> s4-0 1))
(let ((a2-1 (-> a0-1 collide-with)))
(nop!)
(let* ((a1-1 (-> a0-1 prim-core action))
(a2-2 (logand a2-1 v1-0))
(a1-2 (logand a1-1 (collide-action solid))))
;; on reject, just move to the next thing in the group.
(b! (zero? a2-2) cfg-1 :delay (.lvf vf2 (&-> a0-1 prim-core world-sphere quad)))
(b! (zero? a1-2) cfg-1 :delay (nop!))))
;; check bspheres
(.sub.vf vf3 vf2 vf1)
(.add.w.vf vf4 vf2 vf1 :mask #b1000)
(.mul.vf vf3 vf3 vf3 :mask #b111)
(.mul.w.vf vf4 vf4 vf4 :mask #b1000)
(.mul.x.vf acc vf0 vf3 :mask #b1000)
(.add.mul.y.vf acc vf0 vf3 acc :mask #b1000)
(.add.mul.z.vf vf3 vf0 vf3 acc :mask #b1000)
(.sub.w.vf vf3 vf3 vf4 :mask #b1000)
(let ((f0-0 0.0)) (.add.w.vf vf3 vf0 vf3 :mask #b1) (.mov a1-3 vf3) (b! (<= f0-0 a1-3) cfg-1))
;; bspheres overlap, more accurate test is required.
(should-push-away-test a0-1 arg0 arg1))
(set! v1-0 (-> arg0 prim-core collide-as))))
(b! #t cfg-1 :delay (.lvf vf1 (&-> arg0 prim-core world-sphere quad)))
(label cfg-6)
0
(none)))
(defmethod should-push-away-reverse-test ((obj collide-shape-prim) (arg0 collide-shape-prim-group) (arg1 collide-overlap-result))
"This is a flipped version of should-push-away-test.
the group uses their collide-as"
(local-vars (a0-3 float))
(rlet ((acc :class vf)
(vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf)
(vf3 :class vf)
(vf4 :class vf))
(init-vf0-vector)
(nop!)
(let ((s4-0 (-> arg0 prims))
(s3-0 (-> arg0 num-prims-u)))
(nop!)
(let ((v1-0 (-> obj collide-with)))
(nop!)
(.lvf vf2 (&-> obj prim-core world-sphere quad))
(label cfg-1)
(b! (zero? s3-0) cfg-6 :delay (nop!))
(+! s3-0 -1)
(let ((a1-1 (-> s4-0 0)))
(set! s4-0 (&-> s4-0 1))
(let ((a2-1 (-> a1-1 prim-core collide-as)))
(nop!)
(let* ((a0-1 (-> a1-1 prim-core action))
(a2-2 (logand v1-0 a2-1))
(a0-2 (logand a0-1 (collide-action solid))))
(b! (zero? a2-2) cfg-1 :delay (.lvf vf1 (&-> a1-1 prim-core world-sphere quad)))
(b! (zero? a0-2) cfg-1 :delay (nop!))))
(.sub.vf vf3 vf2 vf1)
(.add.w.vf vf4 vf2 vf1 :mask #b1000)
(.mul.vf vf3 vf3 vf3 :mask #b111)
(.mul.w.vf vf4 vf4 vf4 :mask #b1000)
(.mul.x.vf acc vf0 vf3 :mask #b1000)
(.add.mul.y.vf acc vf0 vf3 acc :mask #b1000)
(.add.mul.z.vf vf3 vf0 vf3 acc :mask #b1000)
(.sub.w.vf vf3 vf3 vf4 :mask #b1000)
(let ((f0-0 0.0)) (.add.w.vf vf3 vf0 vf3 :mask #b1) (.mov a0-3 vf3) (b! (<= f0-0 a0-3) cfg-1))
(should-push-away-test obj a1-1 arg1))
(set! v1-0 (-> obj collide-with))))
(b! #t cfg-1 :delay (.lvf vf2 (&-> obj prim-core world-sphere quad)))
(label cfg-6)
0
(none)))
(defmethod should-push-away-test ((obj collide-shape-prim-mesh) (arg0 collide-shape-prim) (arg1 collide-overlap-result))
"Collide a prim with a mesh. The prim must be a sphere or group of spheres"
;; first, check the prim type
(let ((v1-0 (-> arg0 prim-core prim-type)))
(b! (nonzero? v1-0) cfg-2 :delay (nop!))
;; if we got a group, recurse.
(should-push-away-reverse-test obj (the-as collide-shape-prim-group arg0) arg1)
(b! #t cfg-13 :delay (nop!))
(label cfg-2)
;; mesh to mesh. abort!
(b! (> v1-0 0) cfg-12 :delay (nop!)))
(let ((s3-0 (-> obj mesh)))
;; if we don't have a mesh, then abort.
(b! (not s3-0) cfg-11 :delay (nop!)) ;; empty-form
;; we must put the mesh in the cache before we can collide.
;; NOTE: this is not the full collide-cache, but instead a smaller, simpler collide-mesh-cche.
(let ((s2-0 *collide-mesh-cache*))
(let ((v1-4 (-> s2-0 id)))
;; if we already got it, don't bother populating the cache again.
(b! (= (-> obj mesh-cache-id) v1-4) cfg-9 :delay (nop!)))
;; "allocate" triangles.
(let ((v1-8 (allocate! s2-0 (* 96 (-> s3-0 num-tris)))))
(b! (not v1-8) cfg-7 :delay (nop!))
;; remember that we got these triangles
(set! (-> obj mesh-cache-tris) (the-as (inline-array collide-mesh-cache-tri) v1-8)))
;; and remember the cache has this
(set! (-> obj mesh-cache-id) (-> s2-0 id)))
;; load this mesh into the cache.
;; strangely, they transform the entire mesh.
(populate-cache! s3-0
(the-as collide-mesh-cache-tri (-> obj mesh-cache-tris))
(-> obj cshape process node-list data (-> obj transform-index) bone transform))
(b! #t cfg-9 :delay (nop!))
(label cfg-7) ;; cache failure abort
(b! #t cfg-14 :delay (nop!))
(the-as none 0)
(label cfg-9)
;; now, use the cache!
(let ((s2-1 (new 'stack-no-clear 'collide-tri-result)))
(let ((f0-1 (should-push-away-test s3-0
(the-as collide-mesh-cache-tri (-> obj mesh-cache-tris))
s2-1
(the-as vector (-> arg0 prim-core))
(-> arg1 best-dist))))
;; did we find something closer?
(b! (>= f0-1 (-> arg1 best-dist)) cfg-11 :delay #f)
;; we did!
(set! (-> arg1 best-dist) f0-1))
;; remeber this triangle!
(set! (-> arg1 best-from-prim) obj)
(set! (-> arg1 best-to-prim) arg0)
(set! (-> arg1 best-from-tri vertex 0 quad) (-> s2-1 vertex 0 quad))
(set! (-> arg1 best-from-tri vertex 1 quad) (-> s2-1 vertex 1 quad))
(set! (-> arg1 best-from-tri vertex 2 quad) (-> s2-1 vertex 2 quad))
(set! (-> arg1 best-from-tri intersect quad) (-> s2-1 intersect quad))
(set! (-> arg1 best-from-tri normal quad) (-> s2-1 normal quad))
(set! (-> arg1 best-from-tri pat) (-> s2-1 pat))))
(label cfg-11)
(b! #t cfg-13 :delay (nop!))
(label cfg-12)
(format 0 "ERROR: Attempted unsupported mesh -> mesh test in collide-shape-prim::should-push-away-test!~%")
(label cfg-13)
0
(label cfg-14)
(none))
(defmethod should-push-away-test ((obj collide-shape-prim-sphere) (arg0 collide-shape-prim) (arg1 collide-overlap-result))
"The push away where we manually dispatch on the type of the second."
(local-vars (v1-3 float))
(rlet ((acc :class vf)
(Q :class vf)
(vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf)
(vf3 :class vf)
(vf4 :class vf)
(vf5 :class vf)
(vf6 :class vf))
(init-vf0-vector)
(let ((v1-0 (-> arg0 prim-core prim-type)))
(b! (nonzero? v1-0) cfg-2 :delay (nop!))
;; we're colliding with group, we've got a whole other function for that.
(should-push-away-reverse-test obj (the-as collide-shape-prim-group arg0) arg1)
(b! #t cfg-13 :delay (nop!))
(label cfg-2)
(b! (> v1-0 0) cfg-5 :delay (nop!)))
;; if we're here, it's sphere->sphere.
(.lvf vf1 (&-> obj prim-core world-sphere quad))
(.lvf vf2 (&-> arg0 prim-core world-sphere quad))
(.sub.vf vf3 vf2 vf1 :mask #b111)
(.add.w.vf vf5 vf1 vf2 :mask #b1000)
(.mul.vf vf4 vf3 vf3 :mask #b111)
(.mul.x.vf acc vf0 vf4 :mask #b1000)
(.add.mul.y.vf acc vf0 vf4 acc :mask #b1000)
(.add.mul.z.vf vf4 vf0 vf4 acc :mask #b1000)
(.sqrt.vf Q vf4 :ftf #b11)
(.mov.vf vf3 vf0 :mask #b1000)
(.add.w.vf vf5 vf0 vf5 :mask #b1)
(let ((f2-0 (-> arg1 best-dist)))
(.wait.vf)
(nop!)
(.add.vf vf4 vf0 Q :mask #b1)
(.sub.x.vf vf6 vf4 vf5 :mask #b1)
(.mul.x.vf vf3 vf3 vf4 :mask #b111)
(.mov v1-3 vf6)
(let ((f1-0 v1-3))
(b! (<= f2-0 f1-0) cfg-13)
(let ((v1-4 (-> obj pat)))
(set! (-> arg1 best-dist) f1-0)
(set! (-> arg1 best-from-prim) obj)
(set! (-> arg1 best-to-prim) arg0)
(.svf (&-> arg1 best-from-tri normal quad) vf3)
(set! (-> arg1 best-from-tri pat) v1-4))))
;; make up a triangle.
(let ((s4-1 (-> arg1 best-from-tri normal))
(s3-0 (-> arg1 best-from-tri intersect)))
(vector-float*! s3-0 s4-1 (-> obj prim-core world-sphere w))
(vector+! s3-0 s3-0 (the-as vector (-> obj prim-core)))
(set! (-> arg1 best-from-tri vertex 0 quad) (-> s3-0 quad))
(point-in-plane-<-point+normal! (-> arg1 best-from-tri vertex 1) s3-0 s4-1)
(let* ((v1-10 (vector-normalize! (vector-! (new 'stack-no-clear 'vector) (-> arg1 best-from-tri vertex 1) (the-as vector (-> arg1 best-from-tri)))
1.0))
(a2-4 (vector-cross! (new 'stack-no-clear 'vector) s4-1 v1-10)))
(vector+*! (-> arg1 best-from-tri vertex 2) s3-0 a2-4 4096.0)))
(b! #t cfg-13 :delay (nop!))
;; Mesh. this is the same as the above function. start with populating the cache.
(label cfg-5)
(let ((s3-1 (-> (the-as collide-shape-prim-mesh arg0) mesh)))
(b! (not s3-1) cfg-13)
(let ((s2-0 *collide-mesh-cache*))
(let ((v1-13 (-> s2-0 id))) (b! (= (-> (the-as collide-shape-prim-mesh arg0) mesh-cache-id) v1-13) cfg-11))
(let ((v1-17 (allocate! s2-0 (* 96 (-> s3-1 num-tris)))))
(b! (not v1-17) cfg-9 :delay (nop!))
(set! (-> (the-as collide-shape-prim-mesh arg0) mesh-cache-tris) (the-as (inline-array collide-mesh-cache-tri) v1-17)))
(set! (-> (the-as collide-shape-prim-mesh arg0) mesh-cache-id) (-> s2-0 id)))
(populate-cache! s3-1
(the-as collide-mesh-cache-tri (-> (the-as collide-shape-prim-mesh arg0) mesh-cache-tris))
(-> (the-as collide-shape-prim-mesh arg0)
cshape
process
node-list
data
(-> (the-as collide-shape-prim-mesh arg0) transform-index)
bone
transform))
(b! #t cfg-11 :delay (nop!))
(label cfg-9)
(b! #t cfg-14 :delay (nop!))
(the-as none 0)
(label cfg-11)
;; do the collision
(let ((s2-1 (new 'stack-no-clear 'collide-tri-result)))
(let ((f0-2 (should-push-away-test s3-1
(the-as collide-mesh-cache-tri (-> (the-as collide-shape-prim-mesh arg0) mesh-cache-tris))
s2-1
(the-as vector (-> obj prim-core))
(-> arg1 best-dist))))
(b! (>= f0-2 (-> arg1 best-dist)) cfg-13 :delay #f)
(set! (-> arg1 best-dist) f0-2))
;; but this time, we need a tri from the sphere. So make one up again.
(set! (-> arg1 best-from-prim) obj)
(set! (-> arg1 best-to-prim) arg0)
(let ((s4-2 (-> arg1 best-from-tri normal)))
(vector-! s4-2 (-> s2-1 intersect) (the-as vector (-> obj prim-core)))
(vector-normalize! s4-2 1.0)
(let ((s3-2 (-> arg1 best-from-tri intersect)))
(vector-float*! s3-2 s4-2 (-> obj prim-core world-sphere w))
(vector+! s3-2 s3-2 (the-as vector (-> obj prim-core)))
(set! (-> arg1 best-from-tri vertex 0 quad) (-> s3-2 quad))
(point-in-plane-<-point+normal! (-> arg1 best-from-tri vertex 1) s3-2 s4-2)
(let* ((v1-37 (vector-normalize! (vector-! (new 'stack-no-clear 'vector) (-> arg1 best-from-tri vertex 1) (the-as vector (-> arg1 best-from-tri)))
1.0))
(a2-11 (vector-cross! (new 'stack-no-clear 'vector) s4-2 v1-37)))
(vector+*! (-> arg1 best-from-tri vertex 2) s3-2 a2-11 4096.0))))))
(set! (-> arg1 best-from-tri pat) (-> obj pat))
(label cfg-13)
0
(label cfg-14)
(none)))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Moving Collision Resolutions
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; These functions see if we canmove a given length in a given direction.
;; If not, they adjust the length so we are just touching, and add the prim to the touching list.
;; these use the "offense". The offense of the thing in the cache must be higher. If the cache has 0, we reject always.
;; these use the "solid" bit of action. This must be set on both.
(defmethod collide-with-collide-cache-prim-mesh ((obj collide-shape-prim) (arg0 collide-shape-intersect) (arg1 collide-cache-prim))
"abstract base class version."
(format 0 "ERROR: Unsupported prim type in collide-shape-prim::collide-with-collide-cache-prim-mesh!~%")
(none))
(defmethod collide-with-collide-cache-prim-mesh ((obj collide-shape-prim-sphere) (arg0 collide-shape-intersect) (arg1 collide-cache-prim))
"Collide this sphere with the mesh in the real collide cache."
(local-vars (v1-4 collide-offense))
(rlet ((vf1 :class vf)
(vf2 :class vf)
(vf3 :class vf)
(vf4 :class vf)
(vf5 :class vf))
(let* ((s5-0 (new 'stack-no-clear 'collide-tri-result))
;; try to move the sphere by best-u.
(f0-1 (resolve-moving-sphere-tri arg1 s5-0 (-> obj prim-core) (-> arg0 move-vec) (-> arg0 best-u) (-> obj prim-core action))))
;; did we hit something?
(when (>= f0-1 0.0)
;; yup.
(let ((a2-2 (the-as collide-shape-prim #f)))
;; not really sure why we do this, need to learn more about the stuff in the collide cache
(let ((a1-2 (-> arg1 prim-core prim-type))
(a3-1 2)
(t0-1 (-> arg1 prim))
(v1-3 0)
(a0-2 (-> arg1 prim-core offense)))
(b! (!= a1-2 a3-1) cfg-3 :likely-delay (set! a2-2 t0-1))
(label cfg-3)
(nop!)
(let ((a3-2 (-> obj prim-core offense)))
(nop!)
(let ((a1-3 (-> obj prim-core action)))
(nop!)
(let ((t0-2 (-> arg1 prim-core action)))
(b! (= a0-2 v1-3) cfg-7 :delay (set! v1-4 (- a3-2 a0-2)))
(let ((a1-4 (logand a1-3 t0-2))
(a0-3 (-> s5-0 pat)))
(let ((a1-5 (logand a1-4 (collide-action solid))))
(.lvf vf1 (&-> s5-0 intersect quad))
(b! (> (the-as int v1-4) 0) cfg-7 :delay (.lvf vf2 (&-> s5-0 normal quad)))
(b! (zero? a1-5) cfg-7 :delay (.lvf vf3 (&-> s5-0 vertex 0 quad))))
(.lvf vf4 (&-> s5-0 vertex 1 quad))
(.lvf vf5 (&-> s5-0 vertex 2 quad))
;; remember what we hit
(set! (-> arg0 best-u) f0-1)
(set! (-> arg0 best-to-prim) a2-2)
(set! (-> arg0 best-from-prim) obj)
(set! (-> arg0 best-tri pat) a0-3))))))
;; remember the tri
(.svf (&-> arg0 best-tri intersect quad) vf1)
(.svf (&-> arg0 best-tri normal quad) vf2)
(.svf (&-> arg0 best-tri vertex 0 quad) vf3)
(.svf (&-> arg0 best-tri vertex 1 quad) vf4)
(.svf (&-> arg0 best-tri vertex 2 quad) vf5)
(nop!)
(label cfg-7)
(b! (= a2-2 #f) cfg-9 :delay (nop!))
;; add prim to list.
(add-touching-prims *touching-list* obj a2-2 f0-1 (the-as collide-tri-result #f) s5-0))
(label cfg-9)
0))
0
(none)))
(defmethod collide-with-collide-cache-prim-mesh ((obj collide-shape-prim-mesh) (arg0 collide-shape-intersect) (arg1 collide-cache-prim))
(format 0 "ERROR: collide-shape-prim-mesh vs. collide-cache-prim mesh is not currently supported!~%")
(none))
(defmethod collide-with-collide-cache-prim-mesh ((obj collide-shape-prim-group) (arg0 collide-shape-intersect) (arg1 collide-cache-prim))
(let ((s3-0 (-> arg1 prim-core collide-as)))
(dotimes (s2-0 (-> obj num-prims))
(let ((a0-1 (-> obj prims s2-0)))
(if (logtest? (-> a0-1 collide-with) s3-0) (collide-with-collide-cache-prim-mesh a0-1 arg0 arg1)))))
(none))
(defmethod collide-with-collide-cache-prim-sphere ((obj collide-shape-prim) (arg0 collide-shape-intersect) (arg1 collide-cache-prim))
(format 0 "ERROR: Unsupported prim type in collide-shape-prim::collide-with-collide-cache-prim-sphere!~%")
(none))
(defmethod collide-with-collide-cache-prim-sphere ((obj collide-shape-prim-sphere) (arg0 collide-shape-intersect) (arg1 collide-cache-prim))
(local-vars (v1-4 collide-offense) (a3-2 pat-surface))
(rlet ((vf1 :class vf)
(vf2 :class vf)
(vf3 :class vf)
(vf4 :class vf)
(vf5 :class vf))
(let* ((s5-0 (new 'stack-no-clear 'collide-tri-result))
(f0-1 (resolve-moving-sphere-sphere arg1
s5-0
(-> obj prim-core)
(-> arg0 move-vec)
(-> arg0 best-u)
(-> obj prim-core action))))
(when (>= f0-1 0.0)
(let ((v1-3 0)
(a1-2 (-> obj prim-core action)))
(nop!)
(let ((a2-2 (-> arg1 prim-core action)))
(nop!)
(let ((a0-2 (-> arg1 prim-core offense))
(a1-3 (logand a1-2 a2-2))
(a2-3 (-> arg1 prim)))
(let ((a3-1 (logand a1-3 (collide-action solid)))
(a1-4 (-> obj prim-core offense)))
(b! (zero? a3-1) cfg-5 :delay (set! a3-2 (-> s5-0 pat)))
(b! (= a0-2 v1-3) cfg-5 :delay (set! v1-4 (- a1-4 a0-2))))
(b! (> (the-as int v1-4) 0) cfg-5 :delay (.lvf vf1 (&-> s5-0 intersect quad)))
(.lvf vf2 (&-> s5-0 normal quad))
(.lvf vf3 (&-> s5-0 vertex 0 quad))
(.lvf vf4 (&-> s5-0 vertex 1 quad))
(.lvf vf5 (&-> s5-0 vertex 2 quad))
(set! (-> arg0 best-u) f0-1)
(set! (-> arg0 best-to-prim) a2-3)
(set! (-> arg0 best-from-prim) obj)
(set! (-> arg0 best-tri pat) a3-2)
(.svf (&-> arg0 best-tri intersect quad) vf1)
(.svf (&-> arg0 best-tri normal quad) vf2)
(.svf (&-> arg0 best-tri vertex 0 quad) vf3)
(.svf (&-> arg0 best-tri vertex 1 quad) vf4)
(.svf (&-> arg0 best-tri vertex 2 quad) vf5)
(label cfg-5)
(add-touching-prims *touching-list* obj a2-3 f0-1 (the-as collide-tri-result #f) s5-0))))))
0
(none)))
(defmethod collide-with-collide-cache-prim-sphere ((obj collide-shape-prim-mesh) (arg0 collide-shape-intersect) (arg1 collide-cache-prim))
(format 0 "ERROR: collide-shape-prim-mesh vs. collide-cache-prim sphere is not currently supported!~%")
(none))
(defmethod collide-with-collide-cache-prim-sphere ((obj collide-shape-prim-group) (arg0 collide-shape-intersect) (arg1 collide-cache-prim))
(let ((s3-0 (-> arg1 prim-core collide-as)))
(dotimes (s2-0 (-> obj num-prims))
(let ((a0-1 (-> obj prims s2-0)))
(if (logtest? (-> a0-1 collide-with) s3-0) (collide-with-collide-cache-prim-sphere a0-1 arg0 arg1)))))
(none))
;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Target Specific Stuff
;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; This implements the default collision reaction function.
;; This is a target-specific reaction.
(defun find-ground-point ((target-ctrl control-info) (ground-result vector) (start-len float) (max-len float))
"Find somewhere safe to land. This is used to find where to bounce back the player if you jump on fire canyon.
It's a nice example function for the collision system."
(local-vars (direction-idx int) (sv-192 int))
;; first, let's find our heading
(let ((current-heading (if (< 819.2 (vector-xz-length (-> target-ctrl transv))) ;; if we're moving in the xz plane
(vector-y-angle (-> target-ctrl transv)) ;; use the direction we're moving
(y-angle target-ctrl) ;; otherwise, use the direction we're facing.
))
;; the current position of jak
(current-pos (-> target-ctrl trans))
(probe-dir (new 'stack-no-clear 'vector))
(result-tri (new 'stack-no-clear 'collide-tri-result)))
;; create a bounding box, centered around our current location.
(let ((bbox (new 'stack-no-clear 'bounding-box)))
(set! (-> ground-result w) 0.0)
;; look at most max-len away from where we are..
(dotimes (v1-1 3)
(set! (-> bbox min data v1-1) (- (-> current-pos data v1-1) max-len))
(set! (-> bbox max data v1-1) (+ (-> current-pos data v1-1) max-len)))
;; except for in y (height). Look 10m down, and 5m up.
(set! (-> bbox min y) (+ -40960.0 (-> current-pos y)))
(set! (-> bbox max y) (+ 20480.0 (-> current-pos y)))
;; fill the collide cache will all the triangles in bounding box.
(fill-using-bounding-box *collide-cache*
bbox
(-> target-ctrl root-prim collide-with)
(-> target-ctrl process)
(new 'static 'pat-surface :noentity #x1)))
;; loop over 8 directions to check.
(set! direction-idx 0)
(while (< direction-idx 8)
;; this picks starts with the current direction, then a little to the left, then a little to the right,
;; then a little more to the left.... so ideally we go in the direction the player is facing, if that's possible.
(let ((probe-heading (+ current-heading
(if (zero? (logand direction-idx 1)) (* 8192.0 (the float (/ direction-idx 2))) (* -8192.0 (the float (/ direction-idx 2)))))))
;; this will count the number of hits we have in this direction.
(set! sv-192 0)
;; we don't know anything, so assume we can go the maximum length in this direction
(let ((max-len-this-dir max-len))
;; but, if we did max-len bounce in this direction, we might hit some wall mid-bounce.
;; start with a probe of max len, pointing straight forward.
(set-vector! probe-dir 0.0 0.0 max-len 1.0)
;; rotate to point along our heading
(vector-rotate-y! probe-dir probe-dir probe-heading)
;; see how far we can go, 10m above the current target.
;; this is likely checking to see if we'll hit a wall mid-bounce
(if (>= (probe-using-line-sphere *collide-cache*
(vector+! (new 'stack-no-clear 'vector) current-pos (new 'static 'vector :y 20480.0 :w 1.0))
probe-dir
2048.0
(-> target-ctrl root-prim collide-with)
result-tri
(new 'static 'pat-surface :noentity #x1))
0.0)
(set! max-len-this-dir (+ -6144.0 (vector-vector-xz-distance current-pos (-> result-tri intersect)))))
;; now, let's search between start-len and max-len-this-dir to see if there's somewhere safe to bounce.
(let ((current-len start-len))
(while (>= max-len-this-dir current-len)
;; probe heading
(set-vector! probe-dir 0.0 0.0 current-len 1.0)
(vector-rotate-y! probe-dir probe-dir probe-heading)
;; put probe dir at the end of the probe
(vector+! probe-dir current-pos probe-dir)
;; start 10m above the curren pos.
(set! (-> probe-dir y) (+ 20480.0 (-> current-pos y)))
;; and probe straight down, to find the first ground after a 10m jump.
(when (>= (probe-using-line-sphere *collide-cache*
probe-dir
(new 'static 'vector :y -251658240.0 :w 1.0)
10240.0
(-> target-ctrl root-prim collide-with)
result-tri
(new 'static 'pat-surface :noentity #x1))
0.0)
(cond
((and (= (-> result-tri pat mode) (pat-mode ground)) ;; we found ground
(= (-> result-tri pat event) (pat-event none)) ;; and it's not more dangerous ground
(< 0.7 (-> result-tri normal y)) ;; and it's pretty flat
)
(set! (-> ground-result quad) (-> result-tri intersect quad)) ;; remember it
;; count this as a success
(set! sv-192 (+ sv-192 1))
;; if we get 2 or more hits, it seems like a good place to land, let's do it!
(if (>= sv-192 2) (return ground-result)))
((and (= (-> result-tri pat mode) (pat-mode wall)) (< (+ 4096.0 (-> current-pos y)) (-> result-tri intersect y)))
;; give up on this direction. There's a wall in the way (missed by the earlier fast wall check)
(goto cfg-35))))
;; move 1m out more.
(set! current-len (+ 4096.0 current-len))))))
(label cfg-35)
(set! direction-idx (+ direction-idx 1))))
(the-as vector #f))
(defun target-attack-up ((arg0 target) (arg1 symbol) (arg2 symbol))
"Handle an attack up. This launches the player in the air, forcing them back to a safe location."
;; attempt to find a safe ground.
(let ((s4-0 (find-ground-point (-> arg0 control) (new 'stack-no-clear 'vector) (meters 2) (meters 10))))
(set! s4-0
(cond
(s4-0 ;; if we found it, use that
s4-0)
(else
;; failed to find it. Use the last known safe ground point instaed.
(-> arg0 control last-known-safe-ground))))
(let* ((s2-1 (vector-! (new 'stack-no-clear 'vector) s4-0 (-> arg0 control trans))) ;; jump direction
(f30-1 (fmax (meters 2) (fmin (meters 10) (vector-xz-length s2-1)))) ;; distance we should jump (limited)
)
;; note: the above limit is the same as the limit passed into find-ground-point. So the limiting should only kick in
;; if we use last safe ground.
(cond
((< (fabs (vector-dot (-> arg0 control dynam gravity-normal) (vector-! (new 'stack-no-clear 'vector) s4-0 (-> arg0 control trans))))
(meters 10))
;; if we reach here, we have to jump up or down less than 10m.
;; reduce our jump direction to within reasonable distance
(vector-xz-normalize! s2-1 f30-1)
;; send an attack
;; the shove is proportional to how high we jump (and has a min, so we at least get off the ground)
(send-event arg0
arg1
#f
(static-attack-info ((mode arg2)
(vector s2-1)
(shove-up (+ (lerp-scale (meters 1) (meters 4) f30-1 (meters 1) (meters 10)) (fmax 0.0 (- (-> s4-0 y) (-> arg0 control trans y)))))
(angle 'up)))))
(else
;; the last safest place we jumped is too high. just launch jak in the air and hope for the best.
;; fire canyon skip jumps
(send-event arg0
arg1
#f
(static-attack-info ((mode arg2) (vector (new 'static 'vector :y (meters 10) :w 1.0)) (shove-up (meters 10)) (angle 'up) (control 1.0))))))))
(none))
(defmethod set-and-handle-pat! ((obj collide-shape-moving) (arg0 pat-surface))
"Handle landing on the given pat-surface. This is likely target-specific."
;; set our pat
(set! (-> obj cur-pat) arg0)
(set! (-> obj poly-pat) arg0)
;; set our surface
(case (-> arg0 material)
(((pat-material ice)) (set! (-> obj surf) *ice-surface*))
(((pat-material quicksand)) (set! (-> obj surf) *quicksand-surface*))
(((pat-material tube)) (set! (-> obj surf) *no-walk-surface*))
(((pat-material rotate)) (set! (-> obj surf) *rotate-surface*))
(else (set! (-> obj surf) *standard-ground-surface*)))
;; racer gets set whenever you get on the zoomer. If we are on the zoomer, just go to "race-track"
(if (logtest? (-> obj root-prim prim-core action) (collide-action racer)) (set! (-> obj surf) *race-track-surface*))
(when (nonzero? (-> arg0 event))
(case (-> arg0 event)
(((pat-event deadly))
;; deadly. Send a deadly event
(send-event (-> obj process) 'attack #f (static-attack-info ((mode 'deadly) (shove-up (meters 3))))))
(((pat-event burn))
;; burn. Send a burn event
(send-event (-> obj process) 'attack #f (static-attack-info ((mode 'burn) (shove-up (meters 3))))))
(((pat-event deadlyup))
;; deadlyup. Launch!
(target-attack-up (the-as target (-> obj process)) 'attack-or-shove 'deadlyup))
(((pat-event burnup))
;; burnup (like fire canyon lava).
;; only send if we don't have racer (on zoomer)
(if (zero? (logand (-> (the-as target (-> obj process)) control root-prim prim-core action) (collide-action racer)))
(target-attack-up (the-as target (-> obj process)) 'attack-or-shove 'burnup)))
(((pat-event melt))
;; just send melt
(send-event (-> obj process) 'attack-invinc #f (static-attack-info ((mode 'melt)))))
(((pat-event endlessfall))
;; endless pit death plane.
(send-event (-> obj process) 'attack-invinc #f (static-attack-info ((mode 'endlessfall)))))))
0
(none))
(defun default-collision-reaction ((arg0 collide-shape-moving) (arg1 collide-shape-intersect) (arg2 vector) (arg3 vector))
"Move into collision!"
(local-vars (sv-64 vector) (sv-68 vector) (sv-72 vector) (sv-80 int) (sv-128 symbol))
(set! sv-64 (new-stack-vector0))
(set! sv-68 (new-stack-vector0))
(set! sv-72 (new 'stack-no-clear 'vector))
(set! sv-80 0)
(set! (-> sv-72 quad) (-> arg3 quad))
;; move along the vector by the best move-vec
;; this will hit the best-tri
(let ((a1-1 (new 'stack-no-clear 'vector)))
(vector-float*! a1-1 (-> arg1 move-vec) (-> arg1 best-u))
(move-by-vector! arg0 a1-1))
;; so handle hitting that tri
(set-and-handle-pat! arg0 (-> arg1 best-tri pat))
(vector-! sv-64 (the-as vector (-> arg1 best-from-prim prim-core)) (-> arg1 best-tri intersect))
(set! (-> sv-64 w) 1.0)
(vector-normalize! sv-64 1.0)
(set! (-> arg0 coverage) (vector-dot sv-64 (-> arg1 best-tri normal)))
(let ((v1-16 (-> sv-64 quad))) (set! (-> sv-68 quad) v1-16))
;; ?
(if (= (-> arg1 best-u) 0.0) (move-by-vector! arg0 sv-68))
;;
(set! (-> arg0 surface-normal quad) (-> sv-68 quad))
(set! (-> arg0 poly-normal quad) (-> arg1 best-tri normal quad))
(set! (-> arg0 surface-angle) (vector-dot sv-68 (-> arg0 dynam gravity-normal)))
(set! (-> arg0 poly-angle) (vector-dot (-> arg0 poly-normal) (-> arg0 dynam gravity-normal)))
(set! (-> arg0 touch-angle) (vector-dot sv-68 (vector-normalize! (vector-negate! (new-stack-vector0) sv-72) 1.0)))
(if (< (-> arg0 poly-angle) -0.2) (set! sv-80 (logior sv-80 16)))
(set! sv-128 (< (fabs (-> arg0 surface-angle)) (-> *pat-mode-info* (-> arg0 cur-pat mode) wall-angle)))
(when (zero? (logand (-> arg0 prev-status) 1))
;; hit the ground!
(set! (-> arg0 ground-impact-vel) (- (vector-dot (-> arg0 transv) (-> arg0 dynam gravity-normal))))
(when (not sv-128)
(let ((f30-0 (- 1.0 (-> arg0 surf impact-fric))))
(when (< f30-0 1.0)
(let ((s3-1 (new-stack-vector0))
(f28-0 (vector-dot (-> arg0 dynam gravity-normal) sv-72)))
0.0
(vector-! s3-1 sv-72 (vector-float*! s3-1 (-> arg0 dynam gravity-normal) f28-0))
(let* ((f0-22 (vector-length s3-1))
(f1-4 f0-22))
(if (< f28-0 0.0) (set! f28-0 (* f28-0 f30-0)))
(vector+! sv-72 (vector-float*! sv-72 (-> arg0 dynam gravity-normal) f28-0) (vector-float*! s3-1 s3-1 (/ f0-22 f1-4)))))))))
;; set t-surf (touching a surface)
(set! sv-80 (logior sv-80 4))
(if (-> arg1 best-to-prim)
(set! sv-80 (logior sv-80 32)) ;; t-ceil. not sure why this is the case.
)
(cond
(sv-128
(set! sv-80 (logior sv-80 8)) ;; using it as a wall
(set! (-> arg0 cur-pat mode) 1))
(else
(set! sv-80 (logior sv-80 1)) ;; on.
(set! (-> arg0 local-normal quad) (-> sv-68 quad))))
(vector-reflect-flat! arg2 sv-72 sv-68)
(when (and (not sv-128) (>= (-> arg0 coverage) 0.9))
(set! sv-80 (logior sv-80 2))
(set! (-> arg0 ground-poly-normal quad) (-> arg0 poly-normal quad))
(when (!= (-> arg0 poly-pat mode) (pat-mode wall))
(set! (-> arg0 ground-pat) (-> arg0 poly-pat))
(set! (-> arg0 ground-touch-point quad) (-> arg1 best-tri intersect quad))))
(logior! (-> arg0 status) sv-80)
(the-as cshape-moving-flags sv-80))
(defun simple-collision-reaction ((arg0 collide-shape-moving) (arg1 collide-shape-intersect) (arg2 vector) (arg3 vector))
"A much simpler collide reaction."
(let ((s5-0 0))
(let ((a1-1 (new 'stack-no-clear 'vector)))
;; move by the amount we should.
(vector-float*! a1-1 (-> arg1 move-vec) (-> arg1 best-u))
(move-by-vector! arg0 a1-1))
(let ((f0-2 (vector-dot (-> arg0 transv) (-> arg1 best-tri normal)))
(v1-6 (new 'stack-no-clear 'vector)))
;; bounce off
(vector-float*! v1-6 (-> arg1 best-tri normal) (* 1.5 f0-2))
(vector-! (-> arg0 transv) (-> arg0 transv) v1-6))
(let ((v0-1 (logior s5-0 7))) (logior! (-> arg0 status) v0-1) (the-as cshape-moving-flags v0-1))))
(defmethod step-collison! ((obj collide-shape-moving) (arg0 vector) (arg1 vector) (arg2 float))
"Take 1 step in the collision. Attempt to move at velocity of arg1, for arg2 of a step.
The resulting velocity is stored in arg0. The amount of a step actually taken is returned."
(local-vars (sv-192 int))
(let ((s5-0 (new 'stack 'collide-shape-intersect))
(s2-0 (new 'stack-no-clear 'vector)))
;; integrate our velocity, get the "move vector"
;; which is what we'd move if we hit nothing.
(vector-float*! s2-0 arg1 (* arg2 (-> *display* seconds-per-frame)))
;; initialize the collision data.
(init! s5-0 s2-0)
;; only if we have something in the collide cache, I guess.
(let* ((s1-1 (-> obj root-prim))
(v1-4 *collide-cache*)
(s0-0 (the-as collide-cache-prim (-> v1-4 prims))))
(set! sv-192 (-> v1-4 num-prims))
;; collide with everything in the collide cache.
(while (nonzero? sv-192)
(set! sv-192 (+ sv-192 -1))
(when (logtest? (-> s1-1 collide-with) (-> s0-0 prim-core collide-as))
;; pick between sphere and mesh.
(if (>= (-> s0-0 prim-core prim-type) 0)
(collide-with-collide-cache-prim-mesh s1-1 s5-0 s0-0)
(collide-with-collide-cache-prim-sphere s1-1 s5-0 s0-0)))
(set! s0-0 (-> (the-as (inline-array collide-cache-prim) s0-0) 1))))
;; now we've collided with everything. If we have a best-u of > 0, it means we can't do the full move.
(let ((f30-0 (-> s5-0 best-u)))
(cond
((>= f30-0 0.0)
(let ((s2-1 (new 'stack-no-clear 'vector)))
;; if debugging, remember our input velocity.
(if *display-collision-marks* (set! (-> s2-1 quad) (-> arg1 quad)))
;; do the collision reaction! this function should move the collide shape.
(set! (-> obj prev-status) (the-as cshape-moving-flags ((-> obj reaction) obj s5-0 arg0 arg1)))
;; debug draw collision marks.
(when *display-collision-marks*
(let ((t1-0 (-> *pat-mode-info* (-> s5-0 best-tri pat mode) hilite-color)))
(add-debug-outline-triangle #t
(bucket-id debug-no-zbuf)
(the-as vector (-> s5-0 best-tri))
(-> s5-0 best-tri vertex 1)
(-> s5-0 best-tri vertex 2)
t1-0))
(add-debug-vector #t
(bucket-id debug-no-zbuf)
(-> s5-0 best-tri intersect)
s2-1
(meters 0.00007324219)
(new 'static 'rgba :r #xff :g #xa0 :a #x80))
(add-debug-vector #t
(bucket-id debug-no-zbuf)
(-> s5-0 best-tri intersect)
arg0
(meters 0.00007324219)
(new 'static 'rgba :r #xff :g #xff :b #xff :a #x80))
(if (= (-> obj process type) target)
(add-debug-vector #t
(bucket-id debug-no-zbuf)
(-> s5-0 best-tri intersect)
(-> obj surface-normal)
(meters 0.5)
(-> *pat-mode-info* (-> obj cur-pat mode) hilite-color)))))
;; and return the step size we could take.
(return f30-0))
(else
;; didn't hit anything! call the no-reaction function.
(set! (-> obj reaction-flag) (cshape-reaction-flags))
((-> obj no-reaction) obj s5-0 arg0 arg1)
(set! (-> obj prev-status) (cshape-moving-flags))
;; and do the move ourself
(move-by-vector! obj s2-0)
;; velocity is unchanged
(set! (-> arg0 quad) (-> arg1 quad))
;; moved the whole way!
(return 1.0)))))
1.0)
(defmethod integrate-and-collide! ((obj collide-shape) (arg0 vector))
"For a non-moving collide shape, we just move ourself. We have no reaction to anything we hit."
(local-vars (at-0 int))
(rlet ((vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf))
(init-vf0-vector)
(let ((t9-0 (method-of-object obj move-by-vector!))
(v1-1 (new 'stack-no-clear 'vector)))
(.lvf vf1 (&-> arg0 quad))
(let ((f0-0 (-> *display* seconds-per-frame))) (.mov at-0 f0-0))
(.mov vf2 at-0)
(.mov.vf vf1 vf0 :mask #b1000)
(.mul.x.vf vf1 vf1 vf2 :mask #b111)
(.svf (&-> v1-1 quad) vf1)
(t9-0 obj v1-1))
(none)))
(defmethod integrate-and-collide! ((obj collide-shape-moving) (arg0 vector))
"Integrate forward, with collisions and collision responses.
This will adjust our velocity based on collision.
It will process updates from hitting triangles with pat-surfaces
It will update the touching list.
It will update the current surface and surface flags."
;; update the world-spheres for us and our children.
(update-transforms! obj)
;; remember our history
(set! (-> obj trans-old 2 quad) (-> obj trans-old 1 quad))
(set! (-> obj trans-old 1 quad) (-> obj trans-old 0 quad))
(set! (-> obj trans-old 0 quad) (-> obj trans quad))
(set! (-> obj prev-status) (-> obj status))
;; setup
(logclear! (-> obj status)
(cshape-moving-flags onsurf onground tsurf twall t-ciel t-act csmf06 csmf07 csmf09 on-water csmf11 csmf12 csmf13))
(set! (-> obj local-normal quad) (-> obj dynam gravity-normal quad))
(set! (-> obj surface-normal quad) (-> obj dynam gravity-normal quad))
(set! (-> obj poly-normal quad) (-> obj dynam gravity-normal quad))
(set! (-> obj coverage) 0.0)
(set! (-> obj touch-angle) 0.0)
;; we want to take a step of 1.0
(let ((f30-0 1.0)
(s4-0 0) ;; iterations
)
(while (and (< 0.05 f30-0) ;; at least 5% left
(and (< s4-0 (the-as int (-> obj max-iteration-count))) ;; iterations left
(not (and (= (-> arg0 x) 0.0) (= (-> arg0 y) 0.0) (= (-> arg0 z) 0.0))) ;; nonzero velocity
))
;; note that in between step-collision! and update-from-step-szie, the touching list is in an invalid state.
(let ((f28-0 (step-collison! obj arg0 arg0 f30-0))) ;; step forward!
(update-from-step-size *touching-list* f28-0) ;; update touching list.
(set! f30-0 (- f30-0 (* f28-0 f30-0))) ;; advance the fraction of the remaining step.
)
(+! s4-0 1)))
0
(none))
(defmethod integrate-and-collide! ((obj control-info) (arg0 vector))
"Specialization of integrate and collide for the target"
;; time it
(stopwatch-start (-> *collide-stats* total-target))
;; check and correct massive velocity.
(when (< 1638400.0 (vector-length arg0))
(format 0 "WARNING: target vel is ~M m/s, reseting to zero.~%" (vector-length arg0))
(vector-reset! arg0))
;; ???
(set! (-> obj unknown-vector15 quad) (-> obj unknown-vector14 quad))
(vector-matrix*! (-> obj unknown-vector14) (-> obj unknown-vector13) (-> obj unknown-matrix02))
(vector-! (-> obj unknown-vector16) (-> obj unknown-vector14) (-> obj unknown-vector15))
(let ((a1-6 (vector-! (new 'stack-no-clear 'vector) (-> obj unknown-vector11) (-> obj unknown-vector14))))
(vector-seek! (-> obj unknown-vector12) a1-6 (* 16384.0 (-> *display* seconds-per-frame))))
(let ((s3-1 (vector+float*! (new-stack-vector0) arg0 (-> obj unknown-vector16) 60.0))
(s4-1 (new 'stack-no-clear 'vector)))
(set! (-> s4-1 quad) (-> arg0 quad))
;; call the normal integrate.
(let ((t9-7 (method-of-type collide-shape-moving integrate-and-collide!))) (t9-7 obj s3-1))
(let ((s1-0 (new-stack-vector0)))
(set! (-> s1-0 quad) (-> s4-1 quad))
(let ((s2-1 (new-stack-vector0)))
(set! (-> s2-1 quad) (-> s3-1 quad))
(let ((s0-0 (new-stack-vector0)))
(let ((f0-4 (vector-dot (-> obj dynam gravity-normal) s1-0)))
0.0
(vector-! s0-0 s1-0 (vector-float*! s0-0 (-> obj dynam gravity-normal) f0-4)))
(let* ((f0-5 (vector-length s0-0))
(f1-2 f0-5)
(f2-0 0.0))
(vector+! s1-0 (vector-float*! s1-0 (-> obj dynam gravity-normal) f2-0) (vector-float*! s0-0 s0-0 (/ f0-5 f1-2)))))
(let ((s0-1 (new-stack-vector0)))
(let ((f0-8 (vector-dot (-> obj dynam gravity-normal) s2-1)))
0.0
(vector-! s0-1 s2-1 (vector-float*! s0-1 (-> obj dynam gravity-normal) f0-8)))
(let* ((f0-9 (vector-length s0-1))
(f1-4 f0-9)
(f2-1 0.0))
(vector+! s2-1 (vector-float*! s2-1 (-> obj dynam gravity-normal) f2-1) (vector-float*! s0-1 s0-1 (/ f0-9 f1-4)))))
(vector-normalize! s1-0 1.0)
(vector-normalize! s2-1 1.0)
(let ((f30-1 (vector-dot s1-0 s2-1)))
(cond
((and (!= (vector-length (-> obj unknown-vector01)) 0.0)
(if (logtest? (-> obj status) 8) (< f30-1 0.9999) (< f30-1 0.95)))
(set! (-> obj unknown-float70) (seek (-> obj unknown-float70) 1.0 (* 4.0 (-> *display* seconds-per-frame))))
(set! (-> obj unknown-float71)
(seek (-> obj unknown-float71)
(if (= (-> obj unknown-surface00 mode) 'air) 1.0 0.0)
(* 4.0 (-> *display* seconds-per-frame))))
(logior! (-> obj status) 512))
(else
(set! (-> obj unknown-float70) (seek (-> obj unknown-float70) 0.0 (* 2.0 (-> *display* seconds-per-frame))))
(set! (-> obj unknown-float71) (seek (-> obj unknown-float71) 0.0 (* 2.0 (-> *display* seconds-per-frame)))))))))
(if (logtest? (-> obj status) 1)
(set! (-> arg0 quad) (-> s3-1 quad))
(vector--float*! arg0 s3-1 (-> obj unknown-vector16) 60.0))
(if (and (logtest? (-> obj status) 1)
(and (zero? (logand (-> obj status) 520)) (< (vector-length (-> obj unknown-vector61)) (vector-length s4-1))))
(set! (-> obj unknown-vector61 quad) (-> s4-1 quad))))
(let ((s5-1 (vector-normalize-copy! (new 'stack-no-clear 'vector) (-> obj unknown-vector120) 1.0))
(f0-32 (vector-length (-> obj unknown-vector120))))
(set! (-> obj unknown-float140) (if (= f0-32 0.0) 0.0 (fmax 0.0 (/ (vector-dot (-> obj transv) s5-1) f0-32)))))
(stopwatch-stop (-> *collide-stats* total-target))
0
(none))
(defmethod move-to-ground-point! ((obj collide-shape-moving) (arg0 vector) (arg1 vector) (arg2 vector))
"Move the collide shape to the ground immediately:
arg0: ground point
arg1: velocity (will be modified)
arg2: ground normal.
Even if the ground is sloped, transv.y is set to 0."
(move-to-point! obj arg0)
(set! (-> arg1 y) 0.0)
(logior! (-> obj status) 7)
(set! (-> obj poly-normal quad) (-> arg2 quad))
(set! (-> obj surface-normal quad) (-> arg2 quad))
(set! (-> obj local-normal quad) (-> arg2 quad))
(set! (-> obj ground-poly-normal quad) (-> arg2 quad))
(set! (-> obj ground-impact-vel) (- (vector-dot arg1 (-> obj dynam gravity-normal))))
(set! (-> obj ground-touch-point quad) (-> arg0 quad))
0
(none))
(defmethod integrate-no-collide! ((obj collide-shape-moving) (arg0 vector))
"Integrate, but ignore all collisions.
Will set both trans and shadow-pos"
(local-vars (at-0 int))
(rlet ((vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf))
(init-vf0-vector)
(update-transforms! obj)
(set! (-> obj trans-old 2 quad) (-> obj trans-old 1 quad))
(set! (-> obj trans-old 1 quad) (-> obj trans-old 0 quad))
(set! (-> obj trans-old 0 quad) (-> obj trans quad))
(set! (-> obj prev-status) (-> obj status))
(logclear! (-> obj status)
(cshape-moving-flags onsurf onground tsurf twall t-ciel t-act csmf06 csmf07 csmf09 on-water csmf11 csmf12 csmf13))
(set! (-> obj local-normal quad) (-> obj dynam gravity-normal quad))
(set! (-> obj surface-normal quad) (-> obj dynam gravity-normal quad))
(set! (-> obj poly-normal quad) (-> obj dynam gravity-normal quad))
(set! (-> obj coverage) 0.0)
(set! (-> obj touch-angle) 0.0)
(let* ((a0-12 obj)
(t9-1 (method-of-object a0-12 move-by-vector!))
(a1-1 (new 'stack-no-clear 'vector)))
(.lvf vf1 (&-> arg0 quad))
(let ((f0-2 (-> *display* seconds-per-frame))) (.mov at-0 f0-2))
(.mov vf2 at-0)
(.mov.vf vf1 vf0 :mask #b1000)
(.mul.x.vf vf1 vf1 vf2 :mask #b111)
(.svf (&-> a1-1 quad) vf1)
(t9-1 a0-12 a1-1))
(set! (-> obj shadow-pos quad) (-> obj trans quad))
0
(none)))
(defmethod collide-shape-moving-method-58 ((obj collide-shape-moving) (arg0 vector))
;; not sure yet. moves shadow-pos, but possibly not trans.
(integrate-no-collide! obj arg0)
(let ((a1-1 (new 'stack-no-clear 'overlaps-others-params)))
(set! (-> a1-1 options) (the-as uint 1))
(set! (-> a1-1 tlist) *touching-list*)
(when (find-overlapping-shapes obj a1-1)
(move-to-point! obj (the-as vector (-> obj trans-old)))
(return #t)))
#f)
(defmethod move-to-tri! ((obj collide-shape-moving) (arg0 collide-tri-result) (arg1 vector))
"Move us to tri arg0, at point arg1."
(move-to-point! obj arg1)
(logior! (-> obj status) (cshape-moving-flags onsurf onground tsurf))
(let ((v1-4 (-> arg0 normal)))
(set! (-> obj poly-normal quad) (-> v1-4 quad))
(set! (-> obj surface-normal quad) (-> v1-4 quad))
(set! (-> obj local-normal quad) (-> v1-4 quad))
(set! (-> obj ground-poly-normal quad) (-> v1-4 quad)))
(set! (-> obj poly-pat) (-> arg0 pat))
(set! (-> obj cur-pat) (-> arg0 pat))
(set! (-> obj ground-pat) (-> arg0 pat))
(set! (-> obj ground-touch-point quad) (-> arg1 quad))
0
(none))
(defmethod integrate-for-enemy-with-move-to-ground! ((obj collide-shape-moving) (arg0 vector) (arg1 collide-kind) (arg2 float) (arg3 symbol) (arg4 symbol) (arg5 symbol))
"This is likely the main method for stepping an enemy.
arg0: velocity
arg1: ground collision
arg2: ground height probe start
arg3: revert move if blocked
arg4: hover if ran off the ground
arg5: use misty hack"
(local-vars (sv-128 float) (sv-144 collide-tri-result))
(set! sv-128 arg2)
(let ((s5-0 arg3))
(let ((s3-0 arg4)
(s1-0 arg5))
(if *debug-segment*
(add-frame (-> *display* frames (-> *display* on-screen) frame profile-bar 0)
'draw
(new 'static 'rgba :r #x40 :b #x40 :a #x80)))
;; move us forward!
(integrate-no-collide! obj arg0)
;; set our position to shadow (not sure why)
(let ((s0-0 (-> obj shadow-pos)))
(set! (-> s0-0 quad) (-> obj trans quad))
(set! sv-144 (new 'stack-no-clear 'collide-tri-result))
;; move off the ground by the given height probe offset
(+! (-> s0-0 y) sv-128)
0.0
;; probe the ground!
(let ((f0-4 (if s1-0
(misty-ambush-height-probe s0-0 81920.0)
(fill-and-probe-using-line-sphere *collide-cache*
s0-0
(new 'static 'vector :y -81920.0 :w 1.0) ;; probe down.
40.96
arg1
(-> obj process)
sv-144
(new 'static 'pat-surface :noentity #x1)))))
(cond
((>= f0-4 0.0)
;; found the ground!
(let ((a2-3 (new 'static 'vector :y -81920.0 :w 1.0)))
;; set s0-0 to the ground.
(vector+float*! s0-0 s0-0 a2-3 f0-4))
(when (>= (-> s0-0 y) (-> obj trans y))
;; we're in the ground, move us out of the ground.
(move-to-tri! obj sv-144 s0-0)
;; remember how hard we hit
(set! (-> obj ground-impact-vel) (- (vector-dot arg0 (-> obj dynam gravity-normal))))
;; and kill our vertical velocity.
(set! (-> arg0 y) 0.0)))
(s3-0
;; no ground. if the hover flag is set, we just hover.
(set! (-> obj trans y) (-> obj trans-old 0 y)))))))
;; if we need to collide with things.
(when (logtest? (-> obj root-prim collide-with) (collide-kind cak-1 cak-2 cak-3 target))
(let ((a1-7 (new 'stack-no-clear 'overlaps-others-params)))
(set! (-> a1-7 options) (the-as uint 1))
(set! (-> a1-7 tlist) *touching-list*)
;; compute overlaps.
(when (find-overlapping-shapes obj a1-7)
;; if we have the revert move if blocked, go back to our old point.
(if s5-0 (move-to-point! obj (the-as vector (-> obj trans-old))))))))
(if *debug-segment*
(add-frame (-> *display* frames (-> *display* on-screen) frame profile-bar 0) 'draw (new 'static 'rgba :g #xff :a #x80)))
0
(none))
(defmethod move-to-ground ((obj collide-shape-moving) (arg0 float) (arg1 float) (arg2 symbol) (arg3 collide-kind))
"Move to the ground now."
(if *debug-segment*
(add-frame (-> *display* frames (-> *display* on-screen) frame profile-bar 0)
'draw
(new 'static 'rgba :r #x40 :b #x40 :a #x80)))
(let ((s4-0 (new 'stack-no-clear 'vector))
(s3-0 (new 'stack-no-clear 'collide-tri-result)))
(let ((f30-0 (+ arg0 arg1)))
(set! (-> s4-0 quad) (-> obj trans quad))
(+! (-> s4-0 y) arg0)
0.0
;; find the ground
(let ((f0-4 (fill-and-probe-using-y-probe *collide-cache*
s4-0
f30-0
arg3
(-> obj process)
s3-0
(new 'static 'pat-surface :noentity #x1))))
(when (< f0-4 0.0)
(if arg2
(format 0
"WARNING: move-to-ground: (~f ~f) failed to locate ground [~S type ~S]~%"
(* 0.00024414062 (-> s4-0 y))
(* 0.00024414062 f30-0)
(-> obj process name)
(-> obj process type symbol)))
(return #f))
;; calulate the ground position.
(set! (-> s4-0 y) (- (-> s4-0 y) (* f0-4 f30-0)))))
;; move our shadow there too
(set! (-> obj shadow-pos quad) (-> s4-0 quad))
;; and move us there!
(move-to-tri! obj s3-0 s4-0))
(if *debug-segment*
(add-frame (-> *display* frames (-> *display* on-screen) frame profile-bar 0)
'draw
(new 'static 'rgba :r #xff :g #xff :b #xff :a #x80)))
#t)
(defmethod compute-acc-due-to-gravity ((obj collide-shape-moving) (arg0 vector) (arg1 float))
"Compute the acceleration due to gravity."
(let* ((s4-0 (vector-negate! (new-stack-vector0) (-> obj dynam gravity))) ;; this is the acceleration from gravity.
(a2-1 (-> obj local-normal))
(a2-2 (vector-reflect-flat! (new-stack-vector0) s4-0 a2-1)) ;; figure out the accleration from sliding down a sloped wall.
)
;; apply that. note that we scale the slopiness by arg1
;; (this is not really how things work.)
(vector--float*! arg0
s4-0
a2-2
(cond
((logtest? (-> obj status) (cshape-moving-flags onsurf)) (empty) arg1)
(else 0.0))))
arg0)
(defmethod fill-cache-integrate-and-collide! ((obj collide-shape) (arg0 vector) (arg1 collide-kind))
"Fill the collide cache for the object, integrate, and handle collisions!"
(local-vars (at-0 int))
(rlet ((vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf))
(init-vf0-vector)
;; scale the velocity, to see how far we can go, at max.
(let ((a0-1 (new 'stack-no-clear 'vector)))
(let ((v1-0 a0-1))
(.lvf vf1 (&-> arg0 quad))
(let ((f0-0 (-> *display* seconds-per-frame))) (.mov at-0 f0-0))
(.mov vf2 at-0)
(.mov.vf vf1 vf0 :mask #b1000)
(.mul.x.vf vf1 vf1 vf2 :mask #b111)
(.svf (&-> v1-0 quad) vf1))
;; add a bonus size if we are target.
(let ((f0-2 (+ (vector-length a0-1) (if (= (-> obj process type) target) 4096.0 0.0))))
;; and now fill the cache with all things we could hit
(fill-cache-for-shape! obj f0-2 arg1)))
;; do the integration, colliding with stuff in the cache.
(integrate-and-collide! obj arg0)
(none)))
(defmethod fill-cache-for-shape! ((obj collide-shape) (arg0 float) (arg1 collide-kind))
"Fill cache for a box."
(let ((s5-0 (new 'stack-no-clear 'bounding-box)))
(cond
((build-bounding-box-for-shape obj s5-0 arg0 arg1) ;; <- this generates the box
;; fill with the gox
(fill-using-bounding-box *collide-cache* s5-0 arg1 (-> obj process) (-> obj pat-ignore-mask))
;; only draw collide cache, if we're the target
(when (and *display-collide-cache* (= (-> obj process type) target))
(debug-draw *collide-cache*)
;; og:preserve-this added
(add-debug-box #t (bucket-id debug) (-> s5-0 min) (-> s5-0 max) (new 'static 'rgba :a #x80 :b #x70 :g #x70))))
(else
;; no need. the cache can be empty.
(initialize *collide-cache*))))
(none))
;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; bounding box of shape
;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; og:preserve-this these functions don't obey calling conventions, so they are modified for the PC port.
(deftype pc-bounding-box-work (structure)
((reg-vf29 vector :inline)
(reg-vf30 vector :inline)
(reg-vf31 vector :inline)))
(define *pc-bounding-box-work* (new 'global 'pc-bounding-box-work))
(defmacro save-bounding-box-work ()
`(begin
(.svf (&-> *pc-bounding-box-work* reg-vf31 quad) vf31)
(.svf (&-> *pc-bounding-box-work* reg-vf30 quad) vf30)
(.svf (&-> *pc-bounding-box-work* reg-vf29 quad) vf29)))
(defmacro load-bounding-box-work ()
`(begin
(.lvf vf29 (&-> *pc-bounding-box-work* reg-vf29 quad))
(.lvf vf30 (&-> *pc-bounding-box-work* reg-vf30 quad))
(.lvf vf31 (&-> *pc-bounding-box-work* reg-vf31 quad))))
(defmethod build-bounding-box-for-shape ((obj collide-shape) (arg0 bounding-box) (arg1 float) (arg2 collide-kind))
"Build a bounding box containing the whole shape.
If the box is empty, returns #f."
(rlet ((vf0 :class vf)
(vf1 :class vf)
(vf29 :class vf)
(vf30 :class vf)
(vf31 :class vf))
(init-vf0-vector)
(let ((v1-0 (new 'static 'vector :x 4.096))
(a0-1 (-> obj root-prim)))
(cond
((logtest? (-> a0-1 collide-with) arg2)
(.mov vf31 arg1)
(.lvf vf1 (&-> v1-0 quad))
(.add.x.vf vf31 vf31 vf1 :mask #b1)
(.svf (&-> *pc-bounding-box-work* reg-vf31 quad) vf31) ;; added
(cond
((add-to-bounding-box a0-1 arg2)
(.lvf vf29 (&-> *pc-bounding-box-work* reg-vf29 quad)) ;; added
(.lvf vf30 (&-> *pc-bounding-box-work* reg-vf30 quad)) ;; added
(.mov.vf vf29 vf0 :mask #b1000)
(.mov.vf vf30 vf0 :mask #b1000)
(.svf (&-> arg0 min quad) vf29)
(.svf (&-> arg0 max quad) vf30)
(return #t))
(else (return #f)))
(the-as none 0))
(else (return #f))))
(the-as symbol 0)))
;; ERROR: Bad vector register dependency: vf31
(defmethod add-to-bounding-box ((obj collide-shape-prim) (arg0 collide-kind))
"Add a single prim to the bounding box. (just adds the bsphere)"
(rlet ((vf1 :class vf)
(vf2 :class vf)
(vf29 :class vf)
(vf30 :class vf)
(vf31 :class vf))
(load-bounding-box-work)
(.lvf vf1 (&-> obj prim-core world-sphere quad))
(.add.w.vf vf2 vf31 vf1 :mask #b1)
(.add.x.vf vf30 vf1 vf2 :mask #b111)
(.sub.x.vf vf29 vf1 vf2 :mask #b111)
(save-bounding-box-work)
#t))
(defmethod add-to-bounding-box ((obj collide-shape-prim-group) (arg0 collide-kind))
"Add a group of prims."
(local-vars (v1-0 int) (v1-10 none) (v1-11 int) (v1-19 float))
(rlet ((vf1 :class vf)
(vf2 :class vf)
(vf29 :class vf)
(vf3 :class vf)
(vf30 :class vf)
(vf31 :class vf)
(vf4 :class vf))
(load-bounding-box-work)
;; this first loop looks for a non-empty group.
(let ((s4-0 (-> obj num-prims))
(s3-0 0))
(label cfg-1)
(b! (= s3-0 s4-0) cfg-11 :delay (set! v1-0 (* s3-0 4)))
(let ((a0-1 (-> (the-as (pointer collide-shape-prim) (+ v1-0 (the-as int obj))) 19)))
(when (logtest? (-> a0-1 collide-with) arg0)
(cond
((= (-> a0-1 type) collide-shape-prim-group)
(save-bounding-box-work)
(when (add-to-bounding-box a0-1 arg0)
(load-bounding-box-work)
(empty)
(goto cfg-12))
(load-bounding-box-work))
(else
(.lvf vf1 (&-> a0-1 prim-core world-sphere quad))
(.add.w.vf vf2 vf31 vf1 :mask #b1)
(.add.x.vf vf30 vf1 vf2 :mask #b111)
(b! #t cfg-12 :delay (.sub.x.vf vf29 vf1 vf2 :mask #b111))
(.mov v1-10 vf29)))))
;; and now
(b! #t cfg-1 :delay (set! s3-0 (+ s3-0 1)))
(label cfg-11)
(let ((v0-1 #f))
(b! #t cfg-21 :delay (nop!))
(label cfg-12)
(let ((s3-1 (+ s3-0 1)))
(label cfg-13)
(b! (= s3-1 s4-0) cfg-19 :delay (set! v1-11 (* s3-1 4)))
(let ((a0-2 (-> (the-as (pointer collide-shape-prim) (+ v1-11 (the-as int obj))) 19)))
(when (logtest? (-> a0-2 collide-with) arg0)
(cond
((= (-> a0-2 type) collide-shape-prim-group)
(save-bounding-box-work)
(add-to-non-empty-bounding-box (the-as collide-shape-prim-group a0-2) arg0)
(load-bounding-box-work))
(else
(.lvf vf1 (&-> a0-2 prim-core world-sphere quad))
(.add.w.vf vf2 vf31 vf1 :mask #b1)
(.add.x.vf vf4 vf1 vf2 :mask #b111)
(.sub.x.vf vf3 vf1 vf2 :mask #b111)
(.min.vf vf29 vf29 vf3)
(.max.vf vf30 vf30 vf4)
(.mov v1-19 vf30)))))
(b! #t cfg-13 :delay (set! s3-1 (+ s3-1 1))))
(label cfg-19)
(save-bounding-box-work)
(return #t)
(label cfg-21)
(save-bounding-box-work)
v0-1))))
(defmethod add-to-non-empty-bounding-box ((obj collide-shape-prim-group) (arg0 collide-kind))
(local-vars (v1-0 int) (v1-8 float))
(rlet ((vf1 :class vf)
(vf2 :class vf)
(vf29 :class vf)
(vf3 :class vf)
(vf30 :class vf)
(vf31 :class vf)
(vf4 :class vf))
(load-bounding-box-work)
(let ((s4-0 (-> obj num-prims))
(s3-0 0))
(label cfg-1)
(b! (= s3-0 s4-0) cfg-7 :delay (set! v1-0 (* s3-0 4)))
(let ((a0-1 (-> (the-as (pointer collide-shape-prim) (+ v1-0 (the-as int obj))) 19)))
(when (logtest? (-> a0-1 collide-with) arg0)
(cond
((= (-> a0-1 type) collide-shape-prim-group)
(save-bounding-box-work)
(add-to-non-empty-bounding-box (the-as collide-shape-prim-group a0-1) arg0)
(load-bounding-box-work))
(else
(.lvf vf1 (&-> a0-1 prim-core world-sphere quad))
(.add.w.vf vf2 vf31 vf1 :mask #b1)
(.add.x.vf vf4 vf1 vf2 :mask #b111)
(.sub.x.vf vf3 vf1 vf2 :mask #b111)
(.min.vf vf29 vf29 vf3)
(.max.vf vf30 vf30 vf4)
(.mov v1-8 vf30)))))
(b! #t cfg-1 :delay (set! s3-0 (+ s3-0 1))))
(label cfg-7)
(save-bounding-box-work)
0
(none)))
;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; prim lookup
;;;;;;;;;;;;;;;;;;;;;;;;;;;
(defmethod find-prim-by-id ((obj collide-shape) (arg0 uint))
"Find a prim in this shape with the given id."
(find-prim-by-id (-> obj root-prim) arg0))
(defmethod find-prim-by-id ((obj collide-shape-prim) (arg0 uint))
"Find a prim in this shape or its children with the given id."
(if (= (-> obj prim-id) arg0) ;; it's us!
(return obj))
(the-as collide-shape-prim #f))
(defmethod find-prim-by-id ((obj collide-shape-prim-group) (arg0 uint))
"Find a prim in this shape or its children with the given id."
(if (= (-> obj prim-id) arg0) ;; it's us
(return obj))
(countdown (s4-0 (-> obj num-prims))
(let ((a0-1 (-> obj prims s4-0)))
(cond
((= (-> a0-1 type) collide-shape-prim-group) (let ((a0-2 (find-prim-by-id a0-1 arg0))) (if a0-2 (return a0-2))))
(else
;; just check here, to avoid the virtual call
(if (= (-> a0-1 prim-id) arg0) (return a0-1))))))
(the-as collide-shape-prim #f))
;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; debug
;;;;;;;;;;;;;;;;;;;;;;;;;;;
(defun-debug collide-shape-draw-debug-marks ()
"Draw collision debug."
(add-debug-sphere (or *display-collision-marks* *display-target-marks*)
(bucket-id debug)
(target-pos 0)
819.2
(new 'static 'rgba :r #xff :g #xff :b #xff :a #x80))
(when *display-collision-marks*
(let ((v1-4 (-> *collide-player-list* alive-list next0)))
*collide-player-list*
(let ((gp-1 (-> v1-4 next0)))
(while (!= v1-4 (-> *collide-player-list* alive-list-end))
(let ((s5-1 (-> (the-as connection v1-4) param1)))
(if (or (and (not *display-actor-anim*) (not *display-process-anim*))
(or (= (-> (the-as collide-shape s5-1) process) *target*)
(name= *display-actor-anim* (-> (the-as collide-shape s5-1) process name))
(= (ppointer->process *display-process-anim*) (-> (the-as collide-shape s5-1) process))))
(debug-draw (the-as collide-shape s5-1))))
(set! v1-4 gp-1)
*collide-player-list*
(set! gp-1 (-> gp-1 next0)))))
(let ((v1-19 (-> *collide-hit-by-player-list* alive-list next0)))
*collide-hit-by-player-list*
(let ((gp-2 (-> v1-19 next0)))
(while (!= v1-19 (-> *collide-hit-by-player-list* alive-list-end))
(let ((s5-2 (-> (the-as connection v1-19) param1)))
(if (or (and (not *display-actor-anim*) (not *display-process-anim*))
(or (= (-> (the-as collide-shape s5-2) process) *target*)
(name= *display-actor-anim* (-> (the-as collide-shape s5-2) process name))
(= (ppointer->process *display-process-anim*) (-> (the-as collide-shape s5-2) process))))
(debug-draw (the-as collide-shape s5-2))))
(set! v1-19 gp-2)
*collide-hit-by-player-list*
(set! gp-2 (-> gp-2 next0)))))
(let ((v1-34 (-> *collide-usually-hit-by-player-list* alive-list next0)))
*collide-usually-hit-by-player-list*
(let ((gp-3 (-> v1-34 next0)))
(while (!= v1-34 (-> *collide-usually-hit-by-player-list* alive-list-end))
(let ((s5-3 (-> (the-as connection v1-34) param1)))
(if (or (and (not *display-actor-anim*) (not *display-process-anim*))
(or (= (-> (the-as collide-shape s5-3) process) *target*)
(name= *display-actor-anim* (-> (the-as collide-shape s5-3) process name))
(= (ppointer->process *display-process-anim*) (-> (the-as collide-shape s5-3) process))))
(debug-draw (the-as collide-shape s5-3))))
(set! v1-34 gp-3)
*collide-usually-hit-by-player-list*
(set! gp-3 (-> gp-3 next0)))))
(let ((v1-49 (-> *collide-hit-by-others-list* alive-list next0)))
*collide-hit-by-others-list*
(let ((gp-4 (-> v1-49 next0)))
(while (!= v1-49 (-> *collide-hit-by-others-list* alive-list-end))
(let ((s5-4 (-> (the-as connection v1-49) param1)))
(if (or (and (not *display-actor-anim*) (not *display-process-anim*))
(or (= (-> (the-as collide-shape s5-4) process) *target*)
(name= *display-actor-anim* (-> (the-as collide-shape s5-4) process name))
(= (ppointer->process *display-process-anim*) (-> (the-as collide-shape s5-4) process))))
(debug-draw (the-as collide-shape s5-4))))
(set! v1-49 gp-4)
*collide-hit-by-others-list*
(set! gp-4 (-> gp-4 next0))))))
0
(none))
(defmethod debug-draw ((obj collide-shape))
"Draw a collide shape"
(if (sphere-in-view-frustum? (the-as sphere (-> obj root-prim prim-core))) (debug-draw-world-sphere (-> obj root-prim)))
(none))
(define *col-timer* (new 'global 'stopwatch))
(define *frame-timer* (new 'global 'stopwatch))
(define *col-timer-enable* #t)
(defun debug-report-col-stats ()
(when *col-timer-enable*
(stopwatch-end *frame-timer*)
(format *stdcon* "col stats:~%")
(format *stdcon* " col ~F ms~%" (* 1000.0 (stopwatch-elapsed-seconds *col-timer*)))
(format *stdcon* " frame ~F ms~%" (* 1000.0 (stopwatch-elapsed-seconds *frame-timer*)))
(stopwatch-init *col-timer*)
(stopwatch-init *frame-timer*)
(stopwatch-begin *frame-timer*)))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; transform spheres by joints
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
(defmethod update-transforms! ((obj collide-shape))
"Update all transforms for this shape. After this is called, you can use the
world-spheres."
(update-transforms! (-> obj root-prim) (-> obj process))
#f)
(defmethod update-transforms! ((obj collide-shape-prim) (arg0 process-drawable))
"Update our world sphere, and our children's world sphere's too."
(local-vars (a0-2 float) (a0-4 float) (a0-6 float))
(rlet ((acc :class vf)
(Q :class vf)
(vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf)
(vf3 :class vf)
(vf4 :class vf)
(vf5 :class vf))
(init-vf0-vector)
(let ((a1-1 (-> arg0 node-list))
(v1-0 (-> obj cshape))
(a0-1 (-> obj transform-index)))
(cond
((nonzero? a1-1)
(cond
((>= a0-1 0)
(let ((v1-4 (-> a1-1 data a0-1 bone transform)))
(.lvf vf5 (&-> v1-4 vector 3 quad))
(.lvf vf1 (&-> obj local-sphere quad))
(.lvf vf2 (&-> v1-4 vector 0 quad))
(.mul.w.vf acc vf5 vf0)
(.div.vf Q vf0 vf5 :fsf #b11 :ftf #b11)
(.lvf vf3 (&-> v1-4 vector 1 quad))
(.add.mul.x.vf acc vf2 vf1 acc)
(.lvf vf4 (&-> v1-4 vector 2 quad)))
(.add.mul.y.vf acc vf3 vf1 acc)
(.add.mul.z.vf vf1 vf4 vf1 acc :mask #b111)
(.mul.vf vf1 vf1 Q :mask #b111)
(.svf (&-> obj prim-core world-sphere quad) vf1)
(.mov a0-2 vf1))
(else
(when (= a0-1 -2)
(.lvf vf1 (&-> obj local-sphere quad))
(.lvf vf2 (&-> v1-0 trans quad))
(.add.vf vf1 vf1 vf2 :mask #b111)
(.svf (&-> obj prim-core world-sphere quad) vf1)
(.mov a0-4 vf1)))))
(else
(when (!= a0-1 -1)
(.lvf vf1 (&-> obj local-sphere quad))
(.lvf vf2 (&-> v1-0 trans quad))
(.add.vf vf1 vf1 vf2 :mask #b111)
(.svf (&-> obj prim-core world-sphere quad) vf1)
(.mov a0-6 vf1)))))
(when (= (-> obj type) collide-shape-prim-group)
(countdown (s4-0 (-> (the-as collide-shape-prim-group obj) num-prims))
(update-transforms! (-> (the-as collide-shape-prim-group obj) prims s4-0) arg0))
#f)))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; move by vector, move to point
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
(defmethod move-by-vector! ((obj collide-shape) (arg0 vector))
"Adjust our position by the given vector"
(vector+! (-> obj trans) (-> obj trans) arg0)
(move-by-vector! (-> obj root-prim) arg0)
(none))
(defmethod move-by-vector! ((obj collide-shape-prim) (arg0 vector))
"Adjust our position by the given vector"
(vector+! (the-as vector (-> obj prim-core)) (the-as vector (-> obj prim-core)) arg0)
(set! (-> obj prim-core world-sphere w) (-> obj local-sphere w))
(none))
(defmethod move-by-vector! ((obj collide-shape-prim-group) (arg0 vector))
"Adjust our position by the given vector"
(vector+! (the-as vector (-> obj prim-core)) (the-as vector (-> obj prim-core)) arg0)
(set! (-> obj prim-core world-sphere w) (-> obj local-sphere w))
(countdown (s4-0 (-> obj num-prims))
(let ((a0-2 (-> obj prims s4-0)))
(cond
((= (-> a0-2 type) collide-shape-prim-group) (move-by-vector! a0-2 arg0))
(else
(vector+! (the-as vector (-> a0-2 prim-core)) (the-as vector (-> a0-2 prim-core)) arg0)
(set! (-> a0-2 prim-core world-sphere w) (-> a0-2 local-sphere w))))))
(none))
(defmethod move-to-point! ((obj collide-shape) (arg0 vector))
"Move us to exactly the given position."
(let ((v1-0 (new 'stack-no-clear 'vector))) (vector-! v1-0 arg0 (-> obj trans)) (move-by-vector! obj v1-0))
(none))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; construction functions
;;;;;;;;;;;;;;;;;;;;;;;;;;;;
(defmethod set-root-prim! ((obj collide-shape) (arg0 collide-shape-prim))
(set! (-> obj root-prim) arg0)
arg0)
(defmethod set-collide-with! ((obj collide-shape-prim) (arg0 collide-kind))
(set! (-> obj collide-with) arg0)
0
(none))
(defmethod set-collide-with! ((obj collide-shape-prim-group) (arg0 collide-kind))
(set! (-> obj collide-with) arg0)
(dotimes (s4-0 (-> obj num-prims))
(set-collide-with! (-> obj prims s4-0) arg0))
0
(none))
(defmethod set-collide-as! ((obj collide-shape-prim) (arg0 collide-kind))
(set! (-> obj prim-core collide-as) arg0)
0
(none))
(defmethod set-collide-as! ((obj collide-shape-prim-group) (arg0 collide-kind))
(set! (-> obj prim-core collide-as) arg0)
(dotimes (s4-0 (-> obj num-prims))
(set-collide-as! (-> obj prims s4-0) arg0))
0
(none))
(defmethod set-root-prim-collide-with! ((obj collide-shape) (arg0 collide-kind))
(set-collide-with! (-> obj root-prim) arg0)
0
(none))
(defmethod set-root-prim-collide-as! ((obj collide-shape) (arg0 collide-kind))
(set-collide-as! (-> obj root-prim) arg0)
0
(none))
(defmethod append-prim ((obj collide-shape-prim-group) (arg0 collide-shape-prim))
(let ((v1-0 (-> obj num-prims)))
(cond
((>= v1-0 (-> obj allocated-prims)) (format 0 "collide-shape-prim-group::append-prim : Exceeded max # of prims!~%"))
(else (set! (-> obj prims v1-0) arg0) (set! (-> obj num-prims) (+ v1-0 1)))))
(none))
(defmethod find-collision-meshes ((obj collide-shape))
(let ((s5-0 0))
(let ((v1-1 (-> obj process draw)))
(when (and (nonzero? v1-1) (-> v1-1 jgeo))
(let ((a1-1 (res-lump-struct (-> v1-1 jgeo extra) 'collide-mesh-group structure)))
(if a1-1 (set! s5-0 (num-mesh (-> obj root-prim) (the-as collide-shape-prim a1-1)))))))
(if (nonzero? s5-0) (format 0 "ERROR: Failed to find collision meshes for ~D prim(s) in ~A!~%" s5-0 (-> obj process name))))
(update-transforms! obj))
(defmethod num-mesh ((obj collide-shape-prim) (arg0 collide-shape-prim))
(local-vars (v0-0 int))
(return 0)
v0-0)
(defmethod num-mesh ((obj collide-shape-prim-mesh) (arg0 collide-shape-prim))
(let ((s4-0 (-> obj mesh-id)))
(cond
((and (>= s4-0 0) (< s4-0 (length arg0)))
(set! (-> obj mesh) (the-as collide-mesh (-> arg0 prim-core world-sphere data s4-0)))
(return 0))
(else (set! (-> obj mesh) #f) (return 1))))
(the-as int 0))
(defmethod num-mesh ((obj collide-shape-prim-group) (arg0 collide-shape-prim))
(let ((gp-0 0)) (countdown (s3-0 (-> obj num-prims)) (+! gp-0 (num-mesh (-> obj prims s3-0) arg0))) gp-0))
(defmethod change-mesh ((obj collide-shape-prim-mesh) (arg0 int))
"Change our mesh to the given mesh ID."
(when (!= (-> obj mesh-id) arg0) ;; only if we don't have the right one.
(let ((v1-3 (-> obj cshape process draw)))
(when (and (nonzero? v1-3) (-> v1-3 jgeo)) ;; and we have jgeo
;; look up the collide mesh array!
(let ((s4-0 (res-lump-struct (-> v1-3 jgeo extra) 'collide-mesh-group (array collide-mesh))))
(when s4-0 ;; we got it
(cond
((and (>= arg0 0) (< arg0 (length s4-0))) ;; in range
(set! (-> obj mesh) (-> s4-0 arg0)) ;; grab it!
(set! (-> obj mesh-id) arg0)
;; kill the collide mesh cache.
(let* ((v1-11 *collide-mesh-cache*)
(a0-6 (-> v1-11 id)))
(set! (-> v1-11 used-size) (the-as uint 0))
(let ((v0-5 (the-as int (+ a0-6 1))))
(b! (zero? (the-as uint v0-5)) cfg-12 :likely-delay (set! v0-5 1))
(label cfg-12)
(set! (-> v1-11 id) (the-as uint v0-5)))))
(else (format 0 "ERROR: ~%~%collide-shape-prim-mesh::change-mesh(): Failed to find collision mesh!~%"))))))))
(none))
(defmethod init! ((obj collide-shape-intersect) (arg0 vector))
"Initialize the intersection in the given direction."
(set! (-> obj move-vec quad) (-> arg0 quad))
(set! (-> obj best-u) -100000000.0)
(set! (-> obj best-from-prim) #f)
(set! (-> obj best-to-prim) #f)
#f)
(defmethod debug-draw-world-sphere ((obj collide-shape-prim))
"Draw our sphere"
(add-debug-sphere #t
(bucket-id debug)
(the-as vector (-> obj prim-core))
(-> obj local-sphere w)
(new 'static 'rgba :r #xff :g #xff :b #xff :a #x40)))
(defmethod debug-draw-world-sphere ((obj collide-shape-prim-sphere))
"Draw our sphere"
(add-debug-sphere #t
(bucket-id debug)
(the-as vector (-> obj prim-core))
(-> obj local-sphere w)
(cond
((and (zero? (-> obj prim-core collide-as)) (zero? (-> obj collide-with)))
(new 'static 'rgba :r #x80 :g #x80 :b #x80 :a #x40))
((logtest? (-> obj prim-core action) (collide-action solid)) (new 'static 'rgba :r #xff :g #xff :a #x40))
(else (new 'static 'rgba :r #xff :g #x80 :a #x40)))))
(defmethod debug-draw-world-sphere ((obj collide-shape-prim-mesh))
"Draw our sphere"
(add-debug-sphere #t
(bucket-id debug)
(the-as vector (-> obj prim-core))
(-> obj local-sphere w)
(new 'static 'rgba :b #xff :a #x40)))
(defmethod debug-draw-world-sphere ((obj collide-shape-prim-group))
"Draw our sphere"
(add-debug-sphere #t
(bucket-id debug)
(the-as vector (-> obj prim-core))
(-> obj local-sphere w)
(new 'static 'rgba :g #xff :a #x10))
(countdown (s5-0 (-> obj num-prims))
(debug-draw-world-sphere (-> obj prims s5-0)))
#f)
(defmethod do-push-aways! ((obj collide-shape))
"This is the main function to call to respond"
(local-vars (at-0 int) (at-1 int) (at-2 int) (at-3 int) (v1-20 int) (v1-53 int) (v1-85 int) (v1-116 int))
(rlet ((vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf)
(vf3 :class vf)
(vf4 :class vf)
(vf5 :class vf))
(init-vf0-vector)
;; kill the mesh cache
(let* ((v1-0 *collide-mesh-cache*)
(a0-1 (-> v1-0 id)))
(set! (-> v1-0 used-size) (the-as uint 0))
(let ((a0-2 (the-as int (+ a0-1 1))))
(b! (zero? (the-as uint a0-2)) cfg-2 :likely-delay (set! a0-2 1))
(label cfg-2)
(set! (-> v1-0 id) (the-as uint a0-2))))
;; loop over everything!
(let ((s5-0 (-> obj root-prim collide-with)))
;; we collide with target, so check the player list.
(when (logtest? s5-0 (collide-kind target))
(let ((v1-5 (-> *collide-player-list* alive-list next0)))
*collide-player-list*
(let ((s4-0 (-> v1-5 next0)))
(while (!= v1-5 (-> *collide-player-list* alive-list-end))
(let ((s3-0 (the-as collide-shape-moving (-> (the-as connection v1-5) param1))))
(when (logtest? s5-0 (-> s3-0 root-prim prim-core collide-as))
;; we might collide with this!
(when (!= (-> obj process) (-> s3-0 process)) ;; self check
;; see if we collide!
(let ((s2-0 (new 'stack-no-clear 'collide-overlap-result)))
(when (and (should-push-away obj s3-0 s2-0) (>= -81.92 (-> s2-0 best-dist))) ;; we collide!
;; fill the collide cache.
(fill-cache-for-shape! s3-0 8192.0 (-> s3-0 root-prim collide-with))
;; 3 iterations to solve it.
(let ((s5-1 3))
(until (or (<= s5-1 0) (not (should-push-away obj s3-0 s2-0))) ;; run until we're out.
(let ((s1-0 (new 'stack-no-clear 'vector)))
(let ((v1-19 (new 'stack-no-clear 'vector)))
(set! (-> v1-19 quad) (-> s3-0 trans quad))
;; this is... a bit of a hack.
;; this adjusts our collision to be within 0.7 - 1.4m of our base.
;; (note, this only applies for intermediate iterations of this loop)
(let* ((f1-2 (+ 2867.2 (-> v1-19 y))) ;; f1-2 = 0.7 m above use
(f2-0 (+ 5734.4 f1-2)) ;; 1.4m above us
(f0-3 (-> s2-0 best-from-tri intersect y)))
(cond
((< f0-3 f1-2) (set! f0-3 f1-2))
((< f2-0 f0-3) (set! f0-3 f2-0)))
(set! (-> v1-19 y) f0-3))
(.lvf vf4 (&-> v1-19 quad)))
(.lvf vf3 (&-> s2-0 best-from-tri intersect quad))
(.lvf vf5 (&-> s2-0 best-from-tri normal quad))
(.sub.vf vf2 vf4 vf3)
(.mul.vf vf1 vf5 vf2)
(.add.x.vf vf1 vf1 vf1 :mask #b10)
(.add.z.vf vf1 vf1 vf1 :mask #b10)
(.mov v1-20 vf1)
(b! (< (the-as int v1-20) 0) cfg-18 :likely-delay (.sub.vf vf2 vf0 vf2))
(label cfg-18)
(.svf (&-> s1-0 quad) vf2)
(vector-normalize! s1-0 1.0)
(vector-float*! s1-0 s1-0 (- (-> s2-0 best-dist)))
(let ((v1-23 s1-0))
(.lvf vf1 (&-> s1-0 quad))
(let ((f0-6 (-> *display* frames-per-second))) (.mov at-0 f0-6))
(.mov vf2 at-0)
(.mov.vf vf1 vf0 :mask #b1000)
(.mul.x.vf vf1 vf1 vf2 :mask #b111)
(.svf (&-> v1-23 quad) vf1))
(let ((s0-0 (-> s3-0 status)))
;; step.
(integrate-and-collide! s3-0 s1-0)
(set! (-> s3-0 status) s0-0)))
(+! s5-1 -1)))
(set! s5-0 (-> obj root-prim collide-with)))))))
(set! v1-5 s4-0)
*collide-player-list*
(set! s4-0 (-> s4-0 next0))))))
(when (logtest? s5-0 (collide-kind cak-1 cak-2 cak-3))
(when (logtest? s5-0 (collide-kind cak-1))
(let ((v1-38 (-> *collide-hit-by-player-list* alive-list next0)))
*collide-hit-by-player-list*
(let ((s4-1 (-> v1-38 next0)))
(while (!= v1-38 (-> *collide-hit-by-player-list* alive-list-end))
(let ((s3-1 (the-as collide-shape-moving (-> (the-as connection v1-38) param1))))
(when (logtest? s5-0 (-> s3-1 root-prim prim-core collide-as))
(when (!= (-> obj process) (-> s3-1 process))
(let ((s2-1 (new 'stack-no-clear 'collide-overlap-result)))
(when (and (should-push-away obj s3-1 s2-1) (>= -81.92 (-> s2-1 best-dist)))
(fill-cache-for-shape! s3-1 8192.0 (-> s3-1 root-prim collide-with))
(let ((s5-2 3))
(until (or (<= s5-2 0) (not (should-push-away obj s3-1 s2-1)))
(let ((s1-1 (new 'stack-no-clear 'vector)))
(let ((v1-52 (new 'stack-no-clear 'vector)))
(set! (-> v1-52 quad) (-> s3-1 trans quad))
(let* ((f1-5 (+ 2867.2 (-> v1-52 y)))
(f2-1 (+ 5734.4 f1-5))
(f0-10 (-> s2-1 best-from-tri intersect y)))
(cond
((< f0-10 f1-5) (set! f0-10 f1-5))
((< f2-1 f0-10) (set! f0-10 f2-1)))
(set! (-> v1-52 y) f0-10))
(.lvf vf4 (&-> v1-52 quad)))
(.lvf vf3 (&-> s2-1 best-from-tri intersect quad))
(.lvf vf5 (&-> s2-1 best-from-tri normal quad))
(.sub.vf vf2 vf4 vf3)
(.mul.vf vf1 vf5 vf2)
(.add.x.vf vf1 vf1 vf1 :mask #b10)
(.add.z.vf vf1 vf1 vf1 :mask #b10)
(.mov v1-53 vf1)
(b! (< (the-as int v1-53) 0) cfg-44 :likely-delay (.sub.vf vf2 vf0 vf2))
(label cfg-44)
(.svf (&-> s1-1 quad) vf2)
(vector-normalize! s1-1 1.0)
(vector-float*! s1-1 s1-1 (- (-> s2-1 best-dist)))
(let ((v1-56 s1-1))
(.lvf vf1 (&-> s1-1 quad))
(let ((f0-13 (-> *display* frames-per-second))) (.mov at-1 f0-13))
(.mov vf2 at-1)
(.mov.vf vf1 vf0 :mask #b1000)
(.mul.x.vf vf1 vf1 vf2 :mask #b111)
(.svf (&-> v1-56 quad) vf1))
(let ((s0-1 (-> s3-1 status))) (integrate-and-collide! s3-1 s1-1) (set! (-> s3-1 status) s0-1)))
(+! s5-2 -1)))
(set! s5-0 (-> obj root-prim collide-with)))))))
(set! v1-38 s4-1)
*collide-hit-by-player-list*
(set! s4-1 (-> s4-1 next0))))))
(when (logtest? s5-0 (collide-kind cak-2))
(let ((v1-70 (-> *collide-usually-hit-by-player-list* alive-list next0)))
*collide-usually-hit-by-player-list*
(let ((s4-2 (-> v1-70 next0)))
(while (!= v1-70 (-> *collide-usually-hit-by-player-list* alive-list-end))
(let ((s3-2 (the-as collide-shape-moving (-> (the-as connection v1-70) param1))))
(when (logtest? s5-0 (-> s3-2 root-prim prim-core collide-as))
(when (!= (-> obj process) (-> s3-2 process))
(let ((s2-2 (new 'stack-no-clear 'collide-overlap-result)))
(when (and (should-push-away obj s3-2 s2-2) (>= -81.92 (-> s2-2 best-dist)))
(fill-cache-for-shape! s3-2 8192.0 (-> s3-2 root-prim collide-with))
(let ((s5-3 3))
(until (or (<= s5-3 0) (not (should-push-away obj s3-2 s2-2)))
(let ((s1-2 (new 'stack-no-clear 'vector)))
(let ((v1-84 (new 'stack-no-clear 'vector)))
(set! (-> v1-84 quad) (-> s3-2 trans quad))
(let* ((f1-8 (+ 2867.2 (-> v1-84 y)))
(f2-2 (+ 5734.4 f1-8))
(f0-17 (-> s2-2 best-from-tri intersect y)))
(cond
((< f0-17 f1-8) (set! f0-17 f1-8))
((< f2-2 f0-17) (set! f0-17 f2-2)))
(set! (-> v1-84 y) f0-17))
(.lvf vf4 (&-> v1-84 quad)))
(.lvf vf3 (&-> s2-2 best-from-tri intersect quad))
(.lvf vf5 (&-> s2-2 best-from-tri normal quad))
(.sub.vf vf2 vf4 vf3)
(.mul.vf vf1 vf5 vf2)
(.add.x.vf vf1 vf1 vf1 :mask #b10)
(.add.z.vf vf1 vf1 vf1 :mask #b10)
(.mov v1-85 vf1)
(b! (< (the-as int v1-85) 0) cfg-69 :likely-delay (.sub.vf vf2 vf0 vf2))
(label cfg-69)
(.svf (&-> s1-2 quad) vf2)
(vector-normalize! s1-2 1.0)
(vector-float*! s1-2 s1-2 (- (-> s2-2 best-dist)))
(let ((v1-88 s1-2))
(.lvf vf1 (&-> s1-2 quad))
(let ((f0-20 (-> *display* frames-per-second))) (.mov at-2 f0-20))
(.mov vf2 at-2)
(.mov.vf vf1 vf0 :mask #b1000)
(.mul.x.vf vf1 vf1 vf2 :mask #b111)
(.svf (&-> v1-88 quad) vf1))
(let ((s0-2 (-> s3-2 status))) (integrate-and-collide! s3-2 s1-2) (set! (-> s3-2 status) s0-2)))
(+! s5-3 -1)))
(set! s5-0 (-> obj root-prim collide-with)))))))
(set! v1-70 s4-2)
*collide-usually-hit-by-player-list*
(set! s4-2 (-> s4-2 next0))))))
(when (logtest? s5-0 (collide-kind cak-3))
(let ((v1-101 (-> *collide-hit-by-others-list* alive-list next0)))
*collide-hit-by-others-list*
(let ((s4-3 (-> v1-101 next0)))
(while (!= v1-101 (-> *collide-hit-by-others-list* alive-list-end))
(let ((s3-3 (the-as collide-shape-moving (-> (the-as connection v1-101) param1))))
(when (logtest? s5-0 (-> s3-3 root-prim prim-core collide-as))
(when (!= (-> obj process) (-> s3-3 process))
(let ((s2-3 (new 'stack-no-clear 'collide-overlap-result)))
(when (and (should-push-away obj s3-3 s2-3) (>= -81.92 (-> s2-3 best-dist)))
(fill-cache-for-shape! s3-3 8192.0 (-> s3-3 root-prim collide-with))
(let ((s5-4 3))
(until (or (<= s5-4 0) (not (should-push-away obj s3-3 s2-3)))
(let ((s1-3 (new 'stack-no-clear 'vector)))
(let ((v1-115 (new 'stack-no-clear 'vector)))
(set! (-> v1-115 quad) (-> s3-3 trans quad))
(let* ((f1-11 (+ 2867.2 (-> v1-115 y)))
(f2-3 (+ 5734.4 f1-11))
(f0-24 (-> s2-3 best-from-tri intersect y)))
(cond
((< f0-24 f1-11) (set! f0-24 f1-11))
((< f2-3 f0-24) (set! f0-24 f2-3)))
(set! (-> v1-115 y) f0-24))
(.lvf vf4 (&-> v1-115 quad)))
(.lvf vf3 (&-> s2-3 best-from-tri intersect quad))
(.lvf vf5 (&-> s2-3 best-from-tri normal quad))
(.sub.vf vf2 vf4 vf3)
(.mul.vf vf1 vf5 vf2)
(.add.x.vf vf1 vf1 vf1 :mask #b10)
(.add.z.vf vf1 vf1 vf1 :mask #b10)
(.mov v1-116 vf1)
(b! (< (the-as int v1-116) 0) cfg-94 :likely-delay (.sub.vf vf2 vf0 vf2))
(label cfg-94)
(.svf (&-> s1-3 quad) vf2)
(vector-normalize! s1-3 1.0)
(vector-float*! s1-3 s1-3 (- (-> s2-3 best-dist)))
(let ((v1-119 s1-3))
(.lvf vf1 (&-> s1-3 quad))
(let ((f0-27 (-> *display* frames-per-second))) (.mov at-3 f0-27))
(.mov vf2 at-3)
(.mov.vf vf1 vf0 :mask #b1000)
(.mul.x.vf vf1 vf1 vf2 :mask #b111)
(.svf (&-> v1-119 quad) vf1))
(let ((s0-3 (-> s3-3 status))) (integrate-and-collide! s3-3 s1-3) (set! (-> s3-3 status) s0-3)))
(+! s5-4 -1)))
(set! s5-0 (-> obj root-prim collide-with)))))))
(set! v1-101 s4-3)
*collide-hit-by-others-list*
(set! s4-3 (-> s4-3 next0)))))
#f)))))
;;;;;;;;;;;;;;;;;;;;;;;
;; overlap test
;;;;;;;;;;;;;;;;;;;;;;;
(defmethod find-overlapping-shapes ((obj collide-shape) (arg0 overlaps-others-params))
(local-vars
(v1-2 symbol)
(v1-7 symbol)
(v1-12 symbol)
(v1-17 symbol)
(a0-9 uint)
(a0-10 touching-list)
(a0-24 uint)
(a0-25 touching-list)
(a0-37 uint)
(a0-38 touching-list)
(a0-50 uint)
(a0-51 touching-list)
(a3-0 float)
(a3-1 uint)
(a3-3 float)
(a3-4 uint)
(a3-6 float)
(a3-7 uint)
(a3-9 float)
(a3-10 uint)
(s2-0 symbol))
(rlet ((acc :class vf)
(vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf)
(vf3 :class vf)
(vf4 :class vf))
(init-vf0-vector)
(let* ((v1-0 *collide-mesh-cache*)
(a0-1 (-> v1-0 id)))
(set! (-> v1-0 used-size) (the-as uint 0))
(let ((a0-2 (the-as int (+ a0-1 1))))
(b! (zero? (the-as uint a0-2)) cfg-2 :likely-delay (set! a0-2 1))
(label cfg-2)
(set! (-> v1-0 id) (the-as uint a0-2))))
(let ((s3-0 (the-as object #f)))
(let ((s4-0 (-> obj root-prim)))
(.lvf vf1 (&-> s4-0 prim-core world-sphere quad))
(let ((v1-1 (-> s4-0 collide-with)))
(b! (zero? (logand v1-1 (collide-kind target))) cfg-17)
(let ((a0-6 (-> *collide-player-list* alive-list next0)))
*collide-player-list*
(let ((s1-0 (-> a0-6 next0)))
(while (!= a0-6 (-> *collide-player-list* alive-list-end))
(let* ((a0-7 (the-as collide-shape-moving (-> (the-as connection a0-6) param1)))
(a2-0 (-> a0-7 root-prim)))
(when (logtest? v1-1 (-> a2-0 prim-core collide-as))
(.lvf vf2 (&-> a2-0 prim-core world-sphere quad))
(.sub.vf vf3 vf1 vf2)
(.add.w.vf vf4 vf1 vf2 :mask #b1000)
(.mul.vf vf3 vf3 vf3 :mask #b111)
(.mul.w.vf vf4 vf4 vf4 :mask #b1000)
(.mul.x.vf acc vf0 vf3 :mask #b1000)
(.add.mul.y.vf acc vf0 vf3 acc :mask #b1000)
(.add.mul.z.vf vf3 vf0 vf3 acc :mask #b1000)
(.sub.w.vf vf3 vf3 vf4 :mask #b1000)
(let ((f0-0 0.0))
(.add.w.vf vf3 vf0 vf3 :mask #b1)
(let ((a1-6 (-> obj process)))
(.mov a3-0 vf3)
(let ((a0-8 (-> a0-7 process)))
(b! (< f0-0 a3-0) cfg-13 :delay (set! a3-1 (-> arg0 options)))
(b! (= a1-6 a0-8) cfg-13 :delay (set! a0-9 (logand a3-1 2))))))
(b! (zero? a0-9) cfg-10 :delay (set! a0-10 (-> arg0 tlist)))
(b! (= a0-10 #f) cfg-11 :delay (set! v1-2 #t))
(set! s2-0 v1-2)
(add-touching-prims a0-10 s4-0 a2-0 -1.0 (the-as collide-tri-result #f) (the-as collide-tri-result #f))
(b! #t cfg-11 :delay #t)
(label cfg-10)
(set! s2-0 (overlaps-others-test s4-0 arg0 a2-0))
(label cfg-11)
(.lvf vf1 (&-> s4-0 prim-core world-sphere quad))
(b! (= s2-0 #f) cfg-13 :delay (set! v1-1 (-> s4-0 collide-with)))
(b! (= (-> arg0 tlist) #f) cfg-63 :delay (set! s3-0 0))
(label cfg-13)
0))
(set! a0-6 s1-0)
*collide-player-list*
(set! s1-0 (-> s1-0 next0)))))
(label cfg-17)
(when (logtest? v1-1 (collide-kind cak-1 cak-2 cak-3))
(when (logtest? v1-1 (collide-kind cak-1))
(let ((a0-21 (-> *collide-hit-by-player-list* alive-list next0)))
*collide-hit-by-player-list*
(let ((s1-1 (-> a0-21 next0)))
(while (!= a0-21 (-> *collide-hit-by-player-list* alive-list-end))
(let* ((a0-22 (the-as collide-shape-moving (-> (the-as connection a0-21) param1)))
(a2-1 (-> a0-22 root-prim)))
(when (logtest? v1-1 (-> a2-1 prim-core collide-as))
(.lvf vf2 (&-> a2-1 prim-core world-sphere quad))
(.sub.vf vf3 vf1 vf2)
(.add.w.vf vf4 vf1 vf2 :mask #b1000)
(.mul.vf vf3 vf3 vf3 :mask #b111)
(.mul.w.vf vf4 vf4 vf4 :mask #b1000)
(.mul.x.vf acc vf0 vf3 :mask #b1000)
(.add.mul.y.vf acc vf0 vf3 acc :mask #b1000)
(.add.mul.z.vf vf3 vf0 vf3 acc :mask #b1000)
(.sub.w.vf vf3 vf3 vf4 :mask #b1000)
(let ((f0-1 0.0))
(.add.w.vf vf3 vf0 vf3 :mask #b1)
(let ((a1-18 (-> obj process)))
(.mov a3-3 vf3)
(let ((a0-23 (-> a0-22 process)))
(b! (< f0-1 a3-3) cfg-29 :delay (set! a3-4 (-> arg0 options)))
(b! (= a1-18 a0-23) cfg-29 :delay (set! a0-24 (logand a3-4 2))))))
(b! (zero? a0-24) cfg-26 :delay (set! a0-25 (-> arg0 tlist)))
(b! (= a0-25 #f) cfg-27 :delay (set! v1-7 #t))
(set! s2-0 v1-7)
(add-touching-prims a0-25 s4-0 a2-1 -1.0 (the-as collide-tri-result #f) (the-as collide-tri-result #f))
(b! #t cfg-27 :delay #t)
(label cfg-26)
(set! s2-0 (overlaps-others-test s4-0 arg0 a2-1))
(label cfg-27)
(.lvf vf1 (&-> s4-0 prim-core world-sphere quad))
(b! (= s2-0 #f) cfg-29 :delay (set! v1-1 (-> s4-0 collide-with)))
(b! (= (-> arg0 tlist) #f) cfg-63 :delay (set! s3-0 0))
(label cfg-29)
0))
(set! a0-21 s1-1)
*collide-hit-by-player-list*
(set! s1-1 (-> s1-1 next0))))))
(when (logtest? v1-1 (collide-kind cak-2))
(let ((a0-34 (-> *collide-usually-hit-by-player-list* alive-list next0)))
*collide-usually-hit-by-player-list*
(let ((s1-2 (-> a0-34 next0)))
(while (!= a0-34 (-> *collide-usually-hit-by-player-list* alive-list-end))
(let* ((a0-35 (the-as collide-shape-moving (-> (the-as connection a0-34) param1)))
(a2-2 (-> a0-35 root-prim)))
(when (logtest? v1-1 (-> a2-2 prim-core collide-as))
(.lvf vf2 (&-> a2-2 prim-core world-sphere quad))
(.sub.vf vf3 vf1 vf2)
(.add.w.vf vf4 vf1 vf2 :mask #b1000)
(.mul.vf vf3 vf3 vf3 :mask #b111)
(.mul.w.vf vf4 vf4 vf4 :mask #b1000)
(.mul.x.vf acc vf0 vf3 :mask #b1000)
(.add.mul.y.vf acc vf0 vf3 acc :mask #b1000)
(.add.mul.z.vf vf3 vf0 vf3 acc :mask #b1000)
(.sub.w.vf vf3 vf3 vf4 :mask #b1000)
(let ((f0-2 0.0))
(.add.w.vf vf3 vf0 vf3 :mask #b1)
(let ((a1-30 (-> obj process)))
(.mov a3-6 vf3)
(let ((a0-36 (-> a0-35 process)))
(b! (< f0-2 a3-6) cfg-44 :delay (set! a3-7 (-> arg0 options)))
(b! (= a1-30 a0-36) cfg-44 :delay (set! a0-37 (logand a3-7 2))))))
(b! (zero? a0-37) cfg-41 :delay (set! a0-38 (-> arg0 tlist)))
(b! (= a0-38 #f) cfg-42 :delay (set! v1-12 #t))
(set! s2-0 v1-12)
(add-touching-prims a0-38 s4-0 a2-2 -1.0 (the-as collide-tri-result #f) (the-as collide-tri-result #f))
(b! #t cfg-42 :delay #t)
(label cfg-41)
(set! s2-0 (overlaps-others-test s4-0 arg0 a2-2))
(label cfg-42)
(.lvf vf1 (&-> s4-0 prim-core world-sphere quad))
(b! (= s2-0 #f) cfg-44 :delay (set! v1-1 (-> s4-0 collide-with)))
(b! (= (-> arg0 tlist) #f) cfg-63 :delay (set! s3-0 0))
(label cfg-44)
0))
(set! a0-34 s1-2)
*collide-usually-hit-by-player-list*
(set! s1-2 (-> s1-2 next0))))))
(when (logtest? v1-1 (collide-kind cak-3))
(let ((a0-47 (-> *collide-hit-by-others-list* alive-list next0)))
*collide-hit-by-others-list*
(let ((s1-3 (-> a0-47 next0)))
(while (!= a0-47 (-> *collide-hit-by-others-list* alive-list-end))
(let* ((a0-48 (the-as collide-shape-moving (-> (the-as connection a0-47) param1)))
(a2-3 (-> a0-48 root-prim)))
(when (logtest? v1-1 (-> a2-3 prim-core collide-as))
(.lvf vf2 (&-> a2-3 prim-core world-sphere quad))
(.sub.vf vf3 vf1 vf2)
(.add.w.vf vf4 vf1 vf2 :mask #b1000)
(.mul.vf vf3 vf3 vf3 :mask #b111)
(.mul.w.vf vf4 vf4 vf4 :mask #b1000)
(.mul.x.vf acc vf0 vf3 :mask #b1000)
(.add.mul.y.vf acc vf0 vf3 acc :mask #b1000)
(.add.mul.z.vf vf3 vf0 vf3 acc :mask #b1000)
(.sub.w.vf vf3 vf3 vf4 :mask #b1000)
(let ((f0-3 0.0))
(.add.w.vf vf3 vf0 vf3 :mask #b1)
(let ((a1-42 (-> obj process)))
(.mov a3-9 vf3)
(let ((a0-49 (-> a0-48 process)))
(b! (< f0-3 a3-9) cfg-59 :delay (set! a3-10 (-> arg0 options)))
(b! (= a1-42 a0-49) cfg-59 :delay (set! a0-50 (logand a3-10 2))))))
(b! (zero? a0-50) cfg-56 :delay (set! a0-51 (-> arg0 tlist)))
(b! (= a0-51 #f) cfg-57 :delay (set! v1-17 #t))
(set! s2-0 v1-17)
(add-touching-prims a0-51 s4-0 a2-3 -1.0 (the-as collide-tri-result #f) (the-as collide-tri-result #f))
(b! #t cfg-57 :delay #t)
(label cfg-56)
(set! s2-0 (overlaps-others-test s4-0 arg0 a2-3))
(label cfg-57)
(.lvf vf1 (&-> s4-0 prim-core world-sphere quad))
(b! (= s2-0 #f) cfg-59 :delay (set! v1-1 (-> s4-0 collide-with)))
(b! (= (-> arg0 tlist) #f) cfg-63 :delay (set! s3-0 0))
(label cfg-59)
0))
(set! a0-47 s1-3)
*collide-hit-by-others-list*
(set! s1-3 (-> s1-3 next0)))))))))
(label cfg-63)
(b! (= (the-as int s3-0) #f) cfg-65 :delay (nop!))
(set! s3-0 #t)
(label cfg-65)
(the-as symbol s3-0))))
(defmethod overlaps-others-test ((obj collide-shape-prim) (arg0 overlaps-others-params) (arg1 collide-shape-prim))
(format 0 "ERROR: Unsupported call to collide-shape-prim::overlaps-others-test!~%")
#f)
(defmethod overlaps-others-test ((obj collide-shape-prim-group) (arg0 overlaps-others-params) (arg1 collide-shape-prim))
(local-vars (a1-3 float))
(rlet ((acc :class vf)
(vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf)
(vf3 :class vf)
(vf4 :class vf))
(init-vf0-vector)
(let ((s4-0 (-> obj prims))
(s3-0 (-> obj num-prims-u))
(s2-0 (the-as object #f)))
(let ((v1-0 (-> arg1 prim-core collide-as)))
(nop!)
(.lvf vf1 (&-> arg1 prim-core world-sphere quad))
(label cfg-1)
(b! (zero? s3-0) cfg-6 :delay (nop!))
(+! s3-0 -1)
(let ((a0-1 (-> s4-0 0)))
(set! s4-0 (&-> s4-0 1))
(let ((a1-2 (logand (-> a0-1 collide-with) v1-0)))
(.lvf vf2 (&-> a0-1 prim-core world-sphere quad))
(b! (zero? a1-2) cfg-1 :delay (.sub.vf vf3 vf2 vf1)))
(.add.w.vf vf4 vf2 vf1 :mask #b1000)
(.mul.vf vf3 vf3 vf3 :mask #b111)
(.mul.w.vf vf4 vf4 vf4 :mask #b1000)
(.mul.x.vf acc vf0 vf3 :mask #b1000)
(.add.mul.y.vf acc vf0 vf3 acc :mask #b1000)
(.add.mul.z.vf vf3 vf0 vf3 acc :mask #b1000)
(.sub.w.vf vf3 vf3 vf4 :mask #b1000)
(let ((f0-0 0.0)) (.add.w.vf vf3 vf0 vf3 :mask #b1) (.mov a1-3 vf3) (b! (< f0-0 a1-3) cfg-1))
(let ((a0-2 (overlaps-others-test a0-1 arg0 arg1)))
(set! v1-0 (-> arg1 prim-core collide-as))
(b! (= a0-2 #f) cfg-1 :delay (.lvf vf1 (&-> arg1 prim-core world-sphere quad))))))
(b! (!= (-> arg0 tlist) #f) cfg-1 :delay (set! s2-0 0))
(label cfg-6)
(b! (= (the-as int s2-0) #f) cfg-8 :delay (nop!))
(set! s2-0 #t)
(label cfg-8)
(the-as symbol s2-0))))
(defmethod overlaps-others-group ((obj collide-shape-prim) (arg0 overlaps-others-params) (arg1 collide-shape-prim-group))
"Overlap, from group."
(local-vars (a0-3 float))
(rlet ((acc :class vf)
(vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf)
(vf3 :class vf)
(vf4 :class vf))
(init-vf0-vector)
(let ((s4-0 (-> arg1 prims))
(s3-0 (-> arg1 num-prims-u))
(s2-0 (the-as object #f)))
(let ((v1-0 (-> obj collide-with)))
(nop!)
(.lvf vf2 (&-> obj prim-core world-sphere quad))
(label cfg-1)
(b! (zero? s3-0) cfg-6 :delay (nop!))
(+! s3-0 -1)
(let ((a2-1 (-> s4-0 0)))
(set! s4-0 (&-> s4-0 1))
(let ((a0-2 (logand v1-0 (-> a2-1 prim-core collide-as))))
(.lvf vf1 (&-> a2-1 prim-core world-sphere quad))
(b! (zero? a0-2) cfg-1 :delay (.sub.vf vf3 vf2 vf1)))
(.add.w.vf vf4 vf2 vf1 :mask #b1000)
(.mul.vf vf3 vf3 vf3 :mask #b111)
(.mul.w.vf vf4 vf4 vf4 :mask #b1000)
(.mul.x.vf acc vf0 vf3 :mask #b1000)
(.add.mul.y.vf acc vf0 vf3 acc :mask #b1000)
(.add.mul.z.vf vf3 vf0 vf3 acc :mask #b1000)
(.sub.w.vf vf3 vf3 vf4 :mask #b1000)
(let ((f0-0 0.0)) (.add.w.vf vf3 vf0 vf3 :mask #b1) (.mov a0-3 vf3) (b! (< f0-0 a0-3) cfg-1))
(let ((a0-5 (overlaps-others-test obj arg0 a2-1)))
(set! v1-0 (-> obj collide-with))
(b! (= a0-5 #f) cfg-1 :delay (.lvf vf2 (&-> obj prim-core world-sphere quad))))))
(b! (!= (-> arg0 tlist) #f) cfg-1 :delay (set! s2-0 0))
(label cfg-6)
(b! (= (the-as int s2-0) #f) cfg-8 :delay (nop!))
(set! s2-0 #t)
(label cfg-8)
(the-as symbol s2-0))))
(defmethod overlaps-others-test ((obj collide-shape-prim-sphere) (arg0 overlaps-others-params) (arg1 collide-shape-prim))
(local-vars (v1-26 collide-action))
(let ((v1-0 (-> arg1 prim-core prim-type)))
(b! (nonzero? v1-0) cfg-2 :delay (nop!))
(let ((v0-1 (overlaps-others-group obj arg0 (the-as collide-shape-prim-group arg1))))
(b! #t cfg-20 :delay (nop!))
(label cfg-2)
(b! (> v1-0 0) cfg-4 :delay (nop!))
(b! #t cfg-14 :delay (nop!))
(label cfg-4)
(let ((s3-0 (-> (the-as collide-shape-prim-mesh arg1) mesh)))
(b! (not s3-0) cfg-13)
(let ((s2-0 *collide-mesh-cache*))
(let ((v1-4 (-> s2-0 id))) (b! (= (-> (the-as collide-shape-prim-mesh arg1) mesh-cache-id) v1-4) cfg-10))
(let ((v1-8 (allocate! s2-0 (* 96 (-> s3-0 num-tris)))))
(b! (not v1-8) cfg-8 :delay (nop!))
(set! (-> (the-as collide-shape-prim-mesh arg1) mesh-cache-tris) (the-as (inline-array collide-mesh-cache-tri) v1-8)))
(set! (-> (the-as collide-shape-prim-mesh arg1) mesh-cache-id) (-> s2-0 id)))
(populate-cache! s3-0
(the-as collide-mesh-cache-tri (-> (the-as collide-shape-prim-mesh arg1) mesh-cache-tris))
(-> (the-as collide-shape-prim-mesh arg1)
cshape
process
node-list
data
(-> (the-as collide-shape-prim-mesh arg1) transform-index)
bone
transform))
(b! #t cfg-10 :delay (nop!))
(label cfg-8)
(set! v0-1 #f)
(b! #t cfg-20 :delay (nop!))
(the-as none 0)
(label cfg-10)
(b! (not (overlap-test s3-0
(the-as collide-mesh-cache-tri (-> (the-as collide-shape-prim-mesh arg1) mesh-cache-tris))
(the-as vector (-> obj prim-core))))
cfg-13))
(b! #t cfg-14 :delay (nop!))
(the-as none 0)
(label cfg-13)
(set! v0-1 #f)
(b! #t cfg-20 :delay (nop!))
(label cfg-14)
(let ((a0-6 (-> arg0 tlist)))
(b! (= a0-6 #f) cfg-16 :delay (nop!))
(add-touching-prims a0-6 obj arg1 -1.0 (the-as collide-tri-result #f) (the-as collide-tri-result #f)))
(label cfg-16)
(b! (not (logtest? (-> arg0 options) 1)) cfg-19 :delay (set! v1-26 (-> obj prim-core action)))
(let ((a0-7 (-> arg1 prim-core action)))
(b! (logtest? (logand v1-26 (collide-action solid)) a0-7) cfg-19 :delay (nop!)))
(set! v0-1 #f)
(b! #t cfg-20 :delay (nop!))
(label cfg-19)
(set! v0-1 #t)
(label cfg-20)
v0-1)))
(defmethod overlaps-others-test ((obj collide-shape-prim-mesh) (arg0 overlaps-others-params) (arg1 collide-shape-prim))
(local-vars (v1-26 collide-action))
(let ((v1-0 (-> arg1 prim-core prim-type)))
(b! (nonzero? v1-0) cfg-2 :delay (nop!))
(let ((v0-1 (overlaps-others-group obj arg0 (the-as collide-shape-prim-group arg1))))
(b! #t cfg-20 :delay (nop!))
(label cfg-2)
(b! (> v1-0 0) cfg-13 :delay (nop!))
(let ((s3-0 (-> obj mesh)))
(b! (not s3-0) cfg-12)
(let ((s2-0 *collide-mesh-cache*))
(let ((v1-4 (-> s2-0 id))) (b! (= (-> obj mesh-cache-id) v1-4) cfg-9))
(let ((v1-8 (allocate! s2-0 (* 96 (-> s3-0 num-tris)))))
(b! (not v1-8) cfg-7 :delay (nop!))
(set! (-> obj mesh-cache-tris) (the-as (inline-array collide-mesh-cache-tri) v1-8)))
(set! (-> obj mesh-cache-id) (-> s2-0 id)))
(populate-cache! s3-0
(the-as collide-mesh-cache-tri (-> obj mesh-cache-tris))
(-> obj cshape process node-list data (-> obj transform-index) bone transform))
(b! #t cfg-9 :delay (nop!))
(label cfg-7)
(set! v0-1 #f)
(b! #t cfg-20 :delay (nop!))
(the-as none 0)
(label cfg-9)
(b! (not (overlap-test s3-0 (the-as collide-mesh-cache-tri (-> obj mesh-cache-tris)) (the-as vector (-> arg1 prim-core))))
cfg-12))
(b! #t cfg-14 :delay (nop!))
(the-as none 0)
(label cfg-12)
(set! v0-1 #f)
(b! #t cfg-20 :delay (nop!))
(label cfg-13)
(format 0 "ERROR: Unsupported mesh -> mesh test attempted in collide-shape-prim-mesh::overlaps-others-test!~%")
(set! v0-1 #f)
(b! #t cfg-20 :delay (nop!))
(label cfg-14)
(let ((a0-7 (-> arg0 tlist)))
(b! (= a0-7 #f) cfg-16 :delay (nop!))
(add-touching-prims a0-7 obj arg1 -1.0 (the-as collide-tri-result #f) (the-as collide-tri-result #f)))
(label cfg-16)
(b! (not (logtest? (-> arg0 options) 1)) cfg-19 :delay (set! v1-26 (-> obj prim-core action)))
(let ((a0-8 (-> arg1 prim-core action)))
(b! (logtest? (logand v1-26 (collide-action solid)) a0-8) cfg-19 :delay (nop!)))
(set! v0-1 #f)
(b! #t cfg-20 :delay (nop!))
(label cfg-19)
(set! v0-1 #t)
(label cfg-20)
v0-1)))
(defmethod clear-collide-with-as ((obj collide-shape))
(set! (-> obj root-prim collide-with) (collide-kind))
(set! (-> obj root-prim prim-core collide-as) (collide-kind))
0
(none))
(defmethod backup-collide-with-as ((obj collide-shape))
(set! (-> obj backup-collide-with) (-> obj root-prim collide-with))
(set! (-> obj backup-collide-as) (-> obj root-prim prim-core collide-as))
0
(none))
(defmethod restore-collide-with-as ((obj collide-shape))
(set! (-> obj root-prim collide-with) (-> obj backup-collide-with))
(set! (-> obj root-prim prim-core collide-as) (-> obj backup-collide-as))
0
(none))
(defmethod set-collide-kinds ((obj collide-shape) (arg0 int) (arg1 collide-kind) (arg2 collide-kind))
(let ((s3-0 (-> obj root-prim)))
(if (logtest? (-> s3-0 prim-id) arg0)
(set! (-> s3-0 prim-core collide-as) (logior (logclear (-> s3-0 prim-core collide-as) arg1) arg2)))
(let ((v1-7 (if (and (nonzero? s3-0) (type-type? (-> s3-0 type) collide-shape-prim-group)) s3-0)))
(when v1-7
(dotimes (a0-4 (-> (the-as collide-shape-prim-group v1-7) num-prims))
(let ((a1-4 (-> (the-as collide-shape-prim-group v1-7) prims a0-4)))
(if (logtest? (-> a1-4 prim-id) arg0)
(set! (-> a1-4 prim-core collide-as) (logior (logclear (-> a1-4 prim-core collide-as) arg1) arg2))))))))
0
(none))
(defmethod set-collide-offense ((obj collide-shape) (arg0 int) (arg1 collide-offense))
(let ((s4-0 (-> obj root-prim)))
(if (logtest? (-> s4-0 prim-id) arg0) (set! (-> s4-0 prim-core offense) arg1))
(let ((v1-5 (if (and (nonzero? s4-0) (type-type? (-> s4-0 type) collide-shape-prim-group)) s4-0)))
(when v1-5
(dotimes (a0-3 (-> (the-as collide-shape-prim-group v1-5) num-prims))
(let ((a1-4 (-> (the-as collide-shape-prim-group v1-5) prims a0-3)))
(if (logtest? (-> a1-4 prim-id) arg0) (set! (-> a1-4 prim-core offense) arg1)))))))
0
(none))
(defmethod send-shove-back ((obj collide-shape) (arg0 process) (arg1 touching-shapes-entry) (arg2 float) (arg3 float) (arg4 float))
(local-vars (sv-144 process))
(with-pp
(when arg1
(let ((s1-0 (-> arg1 head)))
(set! sv-144 arg0)
(let ((s5-0 (if (and (nonzero? sv-144) (type-type? (-> sv-144 type) process-drawable)) sv-144)))
(when (and s1-0 s5-0)
(let ((s0-1 (get-touched-prim s1-0 obj arg1)))
(get-touched-prim s1-0 (-> (the-as process-drawable s5-0) root) arg1)
(let* ((v1-8 (get-middle-of-bsphere-overlap s1-0 (new 'stack-no-clear 'vector)))
(s1-2 (vector-! (new 'stack-no-clear 'vector) v1-8 (the-as vector (-> s0-1 prim-core)))))
(vector-normalize! s1-2 1.0)
(when (< arg2 (-> s1-2 y))
(let ((s2-1 (new 'stack-no-clear 'vector)))
(set! (-> s2-1 quad) (-> (the-as process-drawable s5-0) root transv quad))
(let ((f30-0 (vector-xz-length (-> (the-as process-drawable s5-0) root transv))))
(if (= f30-0 0.0) (set! (-> s2-1 quad) (-> (vector-z-quaternion! s2-1 (-> (the-as process-drawable s5-0) root quat)) quad)))
(vector-xz-normalize! s2-1 (fmax f30-0 arg4)))
(set! (-> s2-1 y) arg3)
(let ((a1-8 (new 'stack-no-clear 'event-message-block)))
(set! (-> a1-8 from) pp)
(set! (-> a1-8 num-params) 2)
(set! (-> a1-8 message) 'shove)
(set! (-> a1-8 param 0) (the-as uint arg1))
(let ((v1-18 (new 'static 'attack-info :mask #x802)))
(set! (-> v1-18 vector quad) (-> s2-1 quad))
(set! (-> v1-18 angle) 'jump)
(set! (-> a1-8 param 1) (the-as uint v1-18)))
(send-event-function s5-0 a1-8))))))))))
(none)))
(defmethod calc-shove-up ((obj collide-shape) (arg0 attack-info) (arg1 float))
(set! (-> arg0 shove-up) arg1)
(let* ((s3-0 (-> obj process path))
(s2-0 (-> s3-0 curve num-cverts))
(s4-0 (target-pos 0))
(s1-0 (new 'stack-no-clear 'vector))
(s5-0 (new 'stack-no-clear 'vector)))
(let ((f30-0 -1.0))
(dotimes (s0-0 s2-0)
(eval-path-curve-div! s3-0 s1-0 (the float s0-0) 'interp)
(let ((f0-3 (vector-vector-distance-squared s4-0 s1-0)))
(when (or (< f30-0 0.0) (< f0-3 f30-0))
(set! f30-0 f0-3)
(set! (-> s5-0 quad) (-> s1-0 quad))))))
(vector-! (-> arg0 vector) s5-0 s4-0)))