Files
jak-project/goal_src/jak2/engine/math/transformq-h.gc
ManDude cd68cb671e deftype and defmethod syntax major changes (#3094)
Major change to how `deftype` shows up in our code:
- the decompiler will no longer emit the `offset-assert`,
`method-count-assert`, `size-assert` and `flag-assert` parameters. There
are extremely few cases where having this in the decompiled code is
helpful, as the types there come from `all-types` which already has
those parameters. This also doesn't break type consistency because:
  - the asserts aren't compared.
- the first step of the test uses `all-types`, which has the asserts,
which will throw an error if they're bad.
- the decompiler won't emit the `heap-base` parameter unless necessary
now.
- the decompiler will try its hardest to turn a fixed-offset field into
an `overlay-at` field. It falls back to the old offset if all else
fails.
- `overlay-at` now supports field "dereferencing" to specify the offset
that's within a field that's a structure, e.g.:
```lisp
(deftype foobar (structure)
  ((vec    vector  :inline)
   (flags  int32   :overlay-at (-> vec w))
   )
  )
```
in this structure, the offset of `flags` will be 12 because that is the
final offset of `vec`'s `w` field within this structure.
- **removed ID from all method declarations.** IDs are only ever
automatically assigned now. Fixes #3068.
- added an `:overlay` parameter to method declarations, in order to
declare a new method that goes on top of a previously-defined method.
Syntax is `:overlay <method-name>`. Please do not ever use this.
- added `state-methods` list parameter. This lets you quickly specify a
list of states to be put in the method table. Same syntax as the
`states` list parameter. The decompiler will try to put as many states
in this as it can without messing with the method ID order.

Also changes `defmethod` to make the first type definition (before the
arguments) optional. The type can now be inferred from the first
argument. Fixes #3093.

---------

Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2023-10-30 03:20:02 +00:00

81 lines
3.2 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
;; name: transformq-h.gc
;; name in dgo: transformq-h
;; dgos: ENGINE, GAME
;; the transformq is a transform, but _replaces_ the rotation field with a quaternion.
;; it is much more commonly used than transform.
;; DECOMP BEGINS
(deftype transformq (transform)
((quat quaternion :inline :overlay-at (-> rot data 0))
)
)
(deftype trsq (trs)
((quat quaternion :inline :overlay-at (-> rot data 0))
)
)
;; a transform with:
;; - type information (child of basic)
;; - rotation stored as quaternion
;; - velocity information.
;; This is a very commonly used type to represent the position of an in-game object.
;; The "root" of a process-drawable (the parent "in-game object" type) is a trsqv.
;; Additionally, the collision system uses trsqv as the parent type for foreground
;; collision objects (collide-shape, collide-shape-moving)
;; As a result, this type has a lot of weird methods and extra stuff hidden in it.
(deftype trsqv (trsq)
;; some extra info for game objects, hidden in the unused space.
((pause-adjust-distance meters :offset 4)
(nav-radius meters :offset 8)
;; velocities
(transv vector :inline)
(rotv vector :inline)
(scalev vector :inline)
;; trsqv also supports the ability to adjust its orientation
;; to face a target. This has some logic to prevent chattering
;; that requires some additional state here:
(dir-targ quaternion :inline)
(angle-change-time time-frame)
(old-y-angle-diff float)
)
(:methods
(seek-toward-heading-vec! (_type_ vector float time-frame) quaternion)
(set-heading-vec! (_type_ vector) quaternion)
(seek-to-point-toward-point! (_type_ vector float time-frame) quaternion)
(point-toward-point! (_type_ vector) quaternion)
(seek-toward-yaw-angle! (_type_ float float time-frame) quaternion)
(set-yaw-angle-clear-roll-pitch! (_type_ float) quaternion)
(set-roll-to-grav! (_type_ float) quaternion)
(set-roll-to-grav-2! (_type_ float) quaternion)
(rotate-toward-orientation! (_type_ quaternion float float int int float) quaternion)
(set-quaternion! (_type_ quaternion) quaternion)
(set-heading-vec-clear-roll-pitch! (_type_ vector) quaternion)
(point-toward-point-clear-roll-pitch! (_type_ vector) quaternion)
(rot->dir-targ! (_type_) quaternion)
(y-angle (_type_) float)
(global-y-angle-to-point (_type_ vector) float)
(relative-y-angle-to-point (_type_ vector) float)
(roll-relative-to-gravity (_type_) float)
(set-and-limit-velocity (_type_ int vector float) trsqv :behavior process)
(get-quaternion (_type_) quaternion)
)
)
(defmethod global-y-angle-to-point ((this trsqv) (arg0 vector))
"Get the angle in the xz plane from the position of this trsqv to the point arg0.
(ignores our current yaw)"
(vector-y-angle (vector-! (new 'stack-no-clear 'vector) arg0 (-> this trans)))
)
(defmethod relative-y-angle-to-point ((this trsqv) (arg0 vector))
"Get the y angle between the current orientation and arg0. (how much we'd have to yaw to point at arg0)"
(deg-diff (y-angle this) (vector-y-angle (vector-! (new 'stack-no-clear 'vector) arg0 (-> this trans))))
)