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https://github.com/open-goal/jak-project
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c162c66118
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:  > 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: 
68 lines
3.4 KiB
Common Lisp
68 lines
3.4 KiB
Common Lisp
;;-*-Lisp-*-
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(in-package goal)
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(bundles "ENGINE.CGO" "GAME.CGO")
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(require "engine/math/quaternion-h.gc")
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(require "engine/math/vector-h.gc")
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(require "engine/math/transform-h.gc")
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;; DECOMP BEGINS
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;; the transformq is a transform, but _replaces_ the rotation field with a quaternion.
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;; it is much more commonly used than transform.
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(deftype transformq (transform)
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;; this overlays the rot field of transform.
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((quat quaternion :inline :overlay-at (-> rot x))))
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;; trsq is the quaternion version of trs (trs is like a transform, but is basic.)
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(deftype trsq (trs)
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;; this overlays the rot field of trs.
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((quat quaternion :inline :overlay-at (-> rot x))))
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;; Representing a translate/rotate/scale with a quaternion and a velocity.
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;; This is often used as the base type for the position of a game object that can move around
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;; so it has methods to do common control functions.
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;; many of these functions assume that y is up and assume that roll/pitch is small
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;; (a reasonable assumption for most in-game objects that don't do flips)
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;; note: Jak's control uses this as a base class.
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(deftype trsqv (trsq)
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((pause-adjust-distance meters :offset 4) ;; hack: adjusts the distance where actor logic is paused, if this is an actor
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(nav-radius meters :offset 8) ;; hack: the radius of the bounding sphere used by the navigate system.
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(transv vector :inline) ;; velocity (meters/second)
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(rotv vector :inline) ;; angular velocity (deg/second)
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(scalev vector :inline) ;; scale velocity (unused?)
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;; there's a hacky ~first-order orientation yaw control with hysteresis
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;; it makes the yaw change smoothly and attempts to cancel out oscillations from the collision system
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(dir-targ quaternion :inline) ;; direction target
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(angle-change-time time-frame) ;; the time when we change rotation directions
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(old-y-angle-diff float) ;; the amount we moved last time
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)
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(:methods
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(seek-toward-heading-vec! (_type_ vector float time-frame) quaternion)
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(set-heading-vec! (_type_ vector) quaternion)
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(seek-to-point-toward-point! (_type_ vector float time-frame) quaternion)
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(point-toward-point! (_type_ vector) quaternion)
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(seek-toward-yaw-angle! (_type_ float float time-frame) quaternion)
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(set-yaw-angle-clear-roll-pitch! (_type_ float) quaternion)
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(set-roll-to-grav! (_type_ float) quaternion)
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(set-roll-to-grav-2! (_type_ float) quaternion)
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(rotate-toward-orientation! (_type_ quaternion float float) quaternion)
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(set-quaternion! (_type_ quaternion) quaternion)
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(set-heading-vec-clear-roll-pitch! (_type_ vector) quaternion)
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(point-toward-point-clear-roll-pitch! (_type_ vector) quaternion)
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(rot->dir-targ! (_type_) quaternion)
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(y-angle (_type_) float)
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(global-y-angle-to-point (_type_ vector) float)
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(relative-y-angle-to-point (_type_ vector) float)
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(roll-relative-to-gravity (_type_) float)
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(set-and-limit-velocity (_type_ int vector float) trsqv)
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(get-quaternion (_type_) quaternion)))
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(defmethod global-y-angle-to-point ((this trsqv) (arg0 vector))
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"Get the angle in the xz plane from the position of this trsqv to the point arg0."
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(vector-y-angle (vector-! (new 'stack-no-clear 'vector) arg0 (-> this trans))))
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(defmethod relative-y-angle-to-point ((this trsqv) (arg0 vector))
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"Get the y angle between the current orientation and arg0."
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(deg-diff (y-angle this) (vector-y-angle (vector-! (new 'stack-no-clear 'vector) arg0 (-> this trans)))))
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