Files
water111 637990314b wip: better stack var support (#4222)
Closes #736

---------

Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2026-04-19 00:14:44 +02:00

3118 lines
120 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
;; name: collide-shape.gc
;; name in dgo: collide-shape
;; dgos: ENGINE, GAME
#|@file
## Pushers
"pushers" are things that push things out of the way. For example, if a platform hits jak, it pushes him out of the way.
Nothing can ever push back against a pusher - they move on some fixed path and cannot be disturbed.
these are done by pairs of collide-shape's, and don't involve the main collide-cache.
Using the main collide cache wouldn't really make sense because a pusher never interacts with the background
and there's just one check per pair per frame.
the do-push-aways function is what actually does all the tests for all the objects.
there's a "pusher-pool" to make all pushers run at the end of a frame.
the "should push away test" (SPAT) checks to see if the movement of a pusher should push away another collide shape.
it returns a triangle and normal direction to push in.
|#
;; DECOMP BEGINS
;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; PUSHER
;;;;;;;;;;;;;;;;;;;;;;;;;;;
(defmethod pusher-init ((this collide-shape))
"Initialize a collide-shape as a pusher and move it to the pusher pool."
(when (logtest? (collide-spec pusher) (-> this root-prim prim-core collide-as))
(let ((proc (the-as process-tree (-> this process))))
(while (not (logtest? (-> proc mask) (process-mask process-tree)))
(set! proc (ppointer->process (-> proc parent)))
)
;; "pushers" go in a separate pool so they run after non-pushers.
(if (!= proc *pusher-pool*)
(change-parent (-> this process) *pusher-pool*)
)
)
)
(none)
)
(defmethod should-push-away ((this collide-shape) (other collide-shape) (cquery collide-query))
"Should this shape push away the other? Most generic implementation."
(local-vars (v1-2 uint) (v1-3 float) (a2-2 uint) (a3-2 uint))
(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)
(let ((v1-0 cquery))
(set! (-> v1-0 best-dist) 0.0)
(set! (-> v1-0 best-my-prim) #f)
(set! (-> v1-0 num-spheres) (the-as uint #f))
)
(let ((a0-1 (-> this root-prim))
(a1-1 (-> other root-prim))
)
;; check action
(let ((a3-0 (-> a0-1 prim-core collide-with))
(t0-0 (-> a1-1 prim-core collide-as))
(v1-1 (-> a0-1 prim-core action))
)
(let ((a2-1 (-> a1-1 prim-core action)))
(b! (not (logtest? a3-0 t0-0)) cfg-8 :delay (set! a3-2 (the-as uint (logand a2-1 1))))
(b! (zero? a3-2) cfg-8 :delay (set! a2-2 (the-as uint (logand a2-1 16))))
)
(b! (nonzero? a2-2) cfg-8 :delay (set! v1-2 (the-as uint (logand v1-1 1))))
)
(b! (zero? v1-2) cfg-8 :delay (nop!))
;; check bsphere
(.lvf vf1 (&-> a0-1 prim-core world-sphere quad))
(.lvf vf2 (&-> a1-1 prim-core world-sphere quad))
(.sub.vf vf3 vf1 vf2)
(.add.w.vf.w vf4 vf1 vf2)
(.mul.vf.xyz vf3 vf3 vf3)
(.mul.w.vf.w vf4 vf4 vf4)
(.mul.x.vf.w acc vf0 vf3)
(.add.mul.y.vf.w acc vf0 vf3 acc)
(.add.mul.z.vf.w vf3 vf0 vf3 acc)
(.sub.w.vf.w vf5 vf3 vf4)
(let ((f0-1 0.0))
(.add.w.vf.x vf5 vf0 vf5)
(.mov v1-3 vf5)
(b! (<= f0-1 v1-3) cfg-8)
)
;; more specific test
(should-push-away-test a0-1 a1-1 cquery)
)
(let ((v0-1 (< (-> cquery best-dist) 0.0)))
(b! #t cfg-9 :delay (nop!))
(label cfg-8)
(set! v0-1 #f)
(label cfg-9)
v0-1
)
)
)
(defmethod should-push-away-test ((this collide-shape-prim) (arg0 collide-shape-prim) (arg1 collide-query))
"Most generic should-push-away-test - child prims are expected to override."
(format 0 "ERROR: collide-shape-prim::should-push-away-test was called illegally!~%")
(none)
)
(defmethod should-push-away-test ((this collide-shape-prim-group) (other collide-shape-prim) (cquery collide-query))
"Should push away test where the pusher is a group."
(local-vars (a0-2 collide-action) (a0-3 float) (f0-0 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 (the-as collide-shape-prim this))
(s3-0 (the-as uint (-> this num-children)))
)
(nop!)
(let ((v1-0 (-> other prim-core collide-as)))
(nop!)
(.lvf vf1 (&-> other prim-core world-sphere quad))
(until (> f0-0 a0-3)
(until (nonzero? a0-2)
(label cfg-1)
(b! (zero? s3-0) cfg-6 :delay (set! s4-0 (&+ s4-0 80)))
(+! s3-0 -1)
(let ((a1-1 (-> s4-0 prim-core collide-with)))
(nop!)
(let ((a0-1 (-> s4-0 prim-core action))
(a1-2 (logand a1-1 v1-0))
)
(set! a0-2 (logand a0-1 (collide-action solid)))
(b! (zero? a1-2) cfg-1 :delay (.lvf vf2 (&-> s4-0 prim-core world-sphere quad)))
)
)
)
(.sub.vf vf3 vf2 vf1)
(.add.w.vf.w vf4 vf2 vf1)
(.mul.vf.xyz vf3 vf3 vf3)
(.mul.w.vf.w vf4 vf4 vf4)
(.mul.x.vf.w acc vf0 vf3)
(.add.mul.y.vf.w acc vf0 vf3 acc)
(.add.mul.z.vf.w vf3 vf0 vf3 acc)
(.sub.w.vf.w vf3 vf3 vf4)
(set! f0-0 0.0)
(.add.w.vf.x vf3 vf0 vf3)
(.mov a0-3 vf3)
)
(should-push-away-test s4-0 other cquery)
(set! v1-0 (-> other prim-core collide-as))
)
)
(b! #t cfg-1 :delay (.lvf vf1 (&-> other prim-core world-sphere quad)))
(label cfg-6)
0
(none)
)
)
(defmethod should-push-away-a-group-test ((this collide-shape-prim) (other collide-shape-prim-group) (cquery collide-query))
"should-push-away-test anything vs. a group."
(local-vars (a0-2 collide-action) (a0-3 float) (f0-0 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 (the-as object other))
(s3-0 (the-as uint (-> other num-children)))
)
(nop!)
(let ((v1-0 (-> this prim-core collide-with)))
(nop!)
(.lvf vf2 (&-> this prim-core world-sphere quad))
(until (> f0-0 a0-3)
(until (nonzero? a0-2)
(label cfg-1)
(b! (zero? s3-0) cfg-6 :delay (set! s4-0 (&+ (the-as collide-shape-prim s4-0) 80)))
(+! s3-0 -1)
(let ((a1-1 (-> (the-as collide-shape-prim s4-0) prim-core collide-as)))
(nop!)
(let ((a0-1 (-> (the-as collide-shape-prim s4-0) prim-core action))
(a1-2 (logand v1-0 a1-1))
)
(set! a0-2 (logand a0-1 (collide-action solid)))
(b! (zero? a1-2) cfg-1 :delay (.lvf vf1 (&-> (the-as collide-shape-prim s4-0) prim-core world-sphere quad)))
)
)
)
(.sub.vf vf3 vf2 vf1)
(.add.w.vf.w vf4 vf2 vf1)
(.mul.vf.xyz vf3 vf3 vf3)
(.mul.w.vf.w vf4 vf4 vf4)
(.mul.x.vf.w acc vf0 vf3)
(.add.mul.y.vf.w acc vf0 vf3 acc)
(.add.mul.z.vf.w vf3 vf0 vf3 acc)
(.sub.w.vf.w vf3 vf3 vf4)
(set! f0-0 0.0)
(.add.w.vf.x vf3 vf0 vf3)
(.mov a0-3 vf3)
)
(should-push-away-test this (the-as collide-shape-prim s4-0) cquery)
(set! v1-0 (-> this prim-core collide-with))
)
)
(b! #t cfg-1 :delay (.lvf vf2 (&-> this prim-core world-sphere quad)))
(label cfg-6)
0
(none)
)
)
(defmethod should-push-away-test ((this collide-shape-prim-mesh) (other collide-shape-prim) (cquery collide-query))
"Check if we should push away another shape (must be sphere or group)"
(let ((v1-0 (-> other prim-core prim-type)))
(cond
((= v1-0 (prim-type group))
;; iterate over group
(should-push-away-a-group-test this (the-as collide-shape-prim-group other) cquery)
)
(else
(b! (> (the-as int v1-0) 0) cfg-8 :delay (nop!))
(let ((s2-0 (-> this mesh)))
(b! (not s2-0) cfg-7 :delay (empty-form))
;; mesh vs. sphere. Set up the collide-mesh-cache
(let ((v1-4 (populate-for-prim-mesh *collide-mesh-cache* this)))
(b! (not v1-4) cfg-7 :delay (empty-form))
(let ((s5-0 (new 'stack-no-clear 'collide-tri-result)))
;; run the actual mesh/sphere collision
(let ((f0-1 (should-push-away-test
s2-0
(the-as collide-mesh-cache-tri (-> v1-4 tris))
s5-0
(the-as vector (-> other prim-core))
(-> cquery best-dist)
)
)
)
(b! (>= f0-1 (-> cquery best-dist)) cfg-7 :delay #f)
(set! (-> cquery best-dist) f0-1)
)
(set! (-> cquery best-my-prim) this)
(set! (-> cquery num-spheres) (the-as uint other))
(set! (-> cquery best-other-tri vertex 0 quad) (-> s5-0 vertex 0 quad))
(set! (-> cquery best-other-tri vertex 1 quad) (-> s5-0 vertex 1 quad))
(set! (-> cquery best-other-tri vertex 2 quad) (-> s5-0 vertex 2 quad))
(set! (-> cquery best-other-tri intersect quad) (-> s5-0 intersect quad))
(set! (-> cquery best-other-tri normal quad) (-> s5-0 normal quad))
(set! (-> cquery best-other-tri pat) (-> s5-0 pat))
)
)
)
(label cfg-7)
(b! #t cfg-9 :delay (nop!))
(label cfg-8)
(format 0 "ERROR: Attempted unsupported mesh -> mesh test in collide-shape-prim::should-push-away-test!~%")
)
)
)
(label cfg-9)
0
(none)
)
(defmethod should-push-away-test ((this collide-shape-prim-sphere) (other collide-shape-prim) (cquery collide-query))
"Sphere against anything test."
(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)
(vf7 :class vf)
)
(init-vf0-vector)
(let ((v1-0 (-> other prim-core prim-type)))
(cond
((= v1-0 (prim-type group))
;; test against a group
(should-push-away-a-group-test this (the collide-shape-prim-group other) cquery)
)
(else
(b! (> (the-as int v1-0) 0) cfg-5 :delay (nop!))
;; sphere sphere
(.lvf vf1 (&-> this prim-core world-sphere quad))
(.lvf vf2 (&-> other prim-core world-sphere quad))
(.sub.vf.xyz vf3 vf2 vf1)
(.add.w.vf.w vf5 vf1 vf2)
(.mul.vf.xyz vf4 vf3 vf3)
(.mul.x.vf.w acc vf0 vf4)
(.add.mul.y.vf.w acc vf0 vf4 acc)
(.add.mul.z.vf.w vf4 vf0 vf4 acc)
(.sqrt.vf Q vf4 :ftf #b11)
(.mov.vf.w vf3 vf0)
(.add.w.vf.x vf5 vf0 vf5)
(let ((f2-0 (-> cquery best-dist)))
(.wait.vf)
(nop!)
(.add.vf.x vf4 vf0 Q)
(.sub.x.vf.x vf6 vf4 vf5)
(.mul.x.vf.xyz vf3 vf3 vf4)
(.mov v1-3 vf6)
(let ((f1-0 v1-3))
(b! (<= f2-0 f1-0) cfg-9)
(let ((v1-4 (-> this pat)))
(set! (-> cquery best-dist) f1-0)
(set! (-> cquery best-my-prim) this)
(set! (-> cquery num-spheres) (the-as uint other))
(.svf (&-> cquery best-other-tri normal quad) vf3)
(set! (-> cquery best-other-tri pat) v1-4)
)
)
)
(let ((s3-0 (-> cquery best-other-tri normal))
(s4-1 (-> cquery best-other-tri intersect))
)
;; some annoying logic to fake a "triangle" on the sphere
(vector-float*! s4-1 s3-0 (-> this prim-core world-sphere w))
(vector+! s4-1 s4-1 (the-as vector (-> this prim-core)))
(set! (-> cquery best-other-tri vertex 0 quad) (-> s4-1 quad))
(point-in-plane-<-point+normal! (-> cquery best-other-tri vertex 1) s4-1 s3-0)
(let* ((a0-8 (vector-normalize!
(vector-!
(new 'stack-no-clear 'vector)
(-> cquery best-other-tri vertex 1)
(the-as vector (-> cquery best-other-tri))
)
1.0
)
)
(v1-11 (vector-cross! (new 'stack-no-clear 'vector) s3-0 a0-8))
(a0-9 (-> cquery best-other-tri vertex 2))
)
(let ((a1-7 4096.0))
(.mov vf7 a1-7)
)
(.lvf vf5 (&-> v1-11 quad))
(.lvf vf4 (&-> s4-1 quad))
(.add.x.vf.w vf6 vf0 vf0)
(.mul.x.vf.xyz acc vf5 vf7)
(.add.mul.w.vf.xyz vf6 vf4 vf0 acc)
(.svf (&-> a0-9 quad) vf6)
)
)
(b! #t cfg-9 :delay (nop!))
(label cfg-5)
;; sphere to mesh
(let ((s2-0 (-> (the-as collide-shape-prim-mesh other) mesh)))
(when s2-0
(let ((v1-13 (populate-for-prim-mesh *collide-mesh-cache* (the-as collide-shape-prim-mesh other))))
(when v1-13
(let* ((s3-1 (new 'stack-no-clear 'collide-tri-result))
(f0-3 (should-push-away-test
s2-0
(the-as collide-mesh-cache-tri (-> v1-13 tris))
s3-1
(the-as vector (-> this prim-core))
(-> cquery best-dist)
)
)
)
(when (< f0-3 (-> cquery best-dist))
(set! (-> cquery best-dist) f0-3)
(set! (-> cquery best-my-prim) this)
(set! (-> cquery num-spheres) (the-as uint other))
(let ((s4-2 (-> cquery best-other-tri normal)))
;; some annoying logic to fake a "triangle" on the sphere
(vector-! s4-2 (-> s3-1 intersect) (the-as vector (-> this prim-core)))
(vector-normalize! s4-2 1.0)
(let ((s3-2 (-> cquery best-other-tri intersect)))
(vector-float*! s3-2 s4-2 (-> this prim-core world-sphere w))
(vector+! s3-2 s3-2 (the-as vector (-> this prim-core)))
(set! (-> cquery best-other-tri vertex 0 quad) (-> s3-2 quad))
(point-in-plane-<-point+normal! (-> cquery best-other-tri vertex 1) s3-2 s4-2)
(let* ((a0-23 (vector-normalize!
(vector-!
(new 'stack-no-clear 'vector)
(-> cquery best-other-tri vertex 1)
(the-as vector (-> cquery best-other-tri))
)
1.0
)
)
(v1-23 (vector-cross! (new 'stack-no-clear 'vector) s4-2 a0-23))
(a0-24 (-> cquery best-other-tri vertex 2))
)
(let ((a1-18 4096.0))
(.mov vf7 a1-18)
)
(.lvf vf5 (&-> v1-23 quad))
(.lvf vf4 (&-> s3-2 quad))
(.add.x.vf.w vf6 vf0 vf0)
(.mul.x.vf.xyz acc vf5 vf7)
(.add.mul.w.vf.xyz vf6 vf4 vf0 acc)
(.svf (&-> a0-24 quad) vf6)
)
)
)
(set! (-> cquery best-other-tri pat) (-> this pat))
)
)
)
)
)
)
)
)
)
(label cfg-9)
0
(none)
)
)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; COLLIDE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; the "collide" system is a bit more complicated. Instead of one object being pushed by another, one object will move
;; until it hits another, and then the "collision reaction" function is called, which makes it bounce off, or something like that.
;; there are two important details:
;; - this system uses the collide cache. Objects may bounce off of multiple collide shapes, and the background,
;; so the collide cache will provide a large speedup. The functions below are for checking collide shapes against
;; data in the collide cache.
;; - the collide-with functions figure out how far a moving sphere can move before it hits the first thing.
;; and return this value in best-u. They also populate the touching-list with all primts that were hit.
;; NOTE: it will over-populate the list, and the user must call (update-from-step-size *touching-list* u)
;; in order to get an accurate list.
(defmethod collide-with-collide-cache-prim-mesh ((this collide-shape-prim) (arg0 collide-query) (arg1 collide-cache-prim))
(format 0 "ERROR: Unsupported prim type in collide-shape-prim::collide-with-collide-cache-prim-mesh!~%")
(none)
)
(defmethod collide-with-collide-cache-prim-mesh ((this collide-shape-prim-sphere) (arg0 collide-query) (arg1 collide-cache-prim))
"Collide a moving sphere with a mesh in the collide cache."
(rlet ((vf1 :class vf)
(vf2 :class vf)
(vf3 :class vf)
(vf4 :class vf)
(vf5 :class vf)
)
(let* ((gp-0 (new 'stack-no-clear 'collide-tri-result))
;; run moving sphere to mesh collision
(f0-1 (resolve-moving-sphere-tri
arg1
gp-0
(-> this prim-core)
(-> arg0 move-dist)
(-> arg0 best-dist)
(-> this prim-core action)
)
)
)
(when (>= f0-1 0.0) ;; did we hit anything?
(let ((v1-3 (-> arg1 prim-core action))
(a0-2 (-> this prim-core action))
(a2-2 (-> arg1 prim))
)
;; it really seems like these checks should have gone first...
(let* ((v1-4 (logand a0-2 v1-3))
(a0-3 (-> this cshape))
(a1-2 (logand v1-4 (collide-action solid)))
(v1-5 (-> a2-2 cshape))
)
(b! (zero? a1-2) cfg-6 :delay (nop!))
(b! (= v1-5 #f) cfg-5 :likely-delay (set! a2-2 (the-as collide-shape-prim #f)))
(b! (logtest? (-> a0-3 penetrate-using) (-> v1-5 penetrated-by)) cfg-6 :delay (nop!))
(label cfg-5)
;; fill out info
(.lvf vf3 (&-> gp-0 vertex 0 quad))
(.lvf vf4 (&-> gp-0 vertex 1 quad))
(.lvf vf5 (&-> gp-0 vertex 2 quad))
(.lvf vf1 (&-> gp-0 intersect quad))
(.lvf vf2 (&-> gp-0 normal quad))
(let ((a0-6 (-> gp-0 pat))
(a1-4 (-> gp-0 collide-ptr))
)
(set! (-> arg0 best-dist) f0-1)
(.svf (&-> arg0 best-other-tri vertex 0 quad) vf3)
(.svf (&-> arg0 best-other-tri vertex 1 quad) vf4)
(.svf (&-> arg0 best-other-tri vertex 2 quad) vf5)
(.svf (&-> arg0 best-other-tri intersect quad) vf1)
(.svf (&-> arg0 best-other-tri normal quad) vf2)
(set! (-> arg0 best-other-tri pat) a0-6)
(set! (-> arg0 best-other-tri collide-ptr) a1-4)
)
(set! (-> arg0 num-spheres) (the-as uint a2-2))
(set! (-> arg0 best-my-prim) this)
(label cfg-6)
(b! (not v1-5) cfg-8 :delay (empty-form))
)
;; add to touching list
(add-touching-prims
*touching-list*
this
a2-2
f0-1
(the-as collide-tri-result #f)
(the-as collide-tri-result (-> gp-0 vertex))
)
)
)
)
(label cfg-8)
0
(none)
)
)
(defmethod collide-with-collide-cache-prim-mesh ((this collide-shape-prim-mesh) (arg0 collide-query) (arg1 collide-cache-prim))
"moving mesh to mesh not supported."
(format 0 "ERROR: collide-shape-prim-mesh vs. collide-cache-prim mesh is not currently supported!~%")
(none)
)
(defmethod collide-with-collide-cache-prim-mesh ((this collide-shape-prim-group) (arg0 collide-query) (arg1 collide-cache-prim))
"Collide a group with a mesh in the collide cache."
(let ((s4-0 (-> arg1 prim-core collide-as))
(s3-0 (-> this child 0))
)
(countdown (s2-0 (the-as uint (-> this num-children)))
(if (logtest? (-> s3-0 prim-core collide-with) s4-0)
(collide-with-collide-cache-prim-mesh s3-0 arg0 arg1)
)
(&+! s3-0 80)
)
)
0
(none)
)
(defmethod collide-with-collide-cache-prim-sphere ((this collide-shape-prim) (arg0 collide-query) (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 ((this collide-shape-prim-sphere) (arg0 collide-query) (arg1 collide-cache-prim))
(rlet ((vf1 :class vf)
(vf2 :class vf)
(vf3 :class vf)
(vf4 :class vf)
(vf5 :class vf)
)
(let* ((gp-0 (new 'stack-no-clear 'collide-tri-result))
(f0-1 (resolve-moving-sphere-sphere
arg1
gp-0
(-> this prim-core)
(-> arg0 move-dist)
(-> arg0 best-dist)
(-> arg1 prim-core action)
)
)
)
(b! (< f0-1 0.0) cfg-5 :delay #f)
(let ((v1-3 (-> arg1 prim-core action))
(a0-2 (-> this prim-core action))
(a2-2 (-> arg1 prim))
)
(let* ((a0-3 (logand a0-2 v1-3))
(v1-4 (-> this cshape))
(a1-2 (logand a0-3 (collide-action solid)))
(a0-4 (-> a2-2 cshape))
)
(b! (zero? a1-2) cfg-4 :delay (nop!))
(b! (logtest? (-> v1-4 penetrate-using) (-> a0-4 penetrated-by)) cfg-4 :delay (nop!))
)
(.lvf vf3 (&-> gp-0 vertex 0 quad))
(.lvf vf4 (&-> gp-0 vertex 1 quad))
(.lvf vf5 (&-> gp-0 vertex 2 quad))
(.lvf vf1 (&-> gp-0 intersect quad))
(.lvf vf2 (&-> gp-0 normal quad))
(let ((v1-7 (-> gp-0 pat))
(a0-6 (-> gp-0 collide-ptr))
)
(set! (-> arg0 best-dist) f0-1)
(.svf (&-> arg0 best-other-tri vertex 0 quad) vf3)
(.svf (&-> arg0 best-other-tri vertex 1 quad) vf4)
(.svf (&-> arg0 best-other-tri vertex 2 quad) vf5)
(.svf (&-> arg0 best-other-tri intersect quad) vf1)
(.svf (&-> arg0 best-other-tri normal quad) vf2)
(set! (-> arg0 best-other-tri pat) v1-7)
(set! (-> arg0 best-other-tri collide-ptr) a0-6)
)
(set! (-> arg0 num-spheres) (the-as uint a2-2))
(set! (-> arg0 best-my-prim) this)
(label cfg-4)
(add-touching-prims
*touching-list*
this
a2-2
f0-1
(the-as collide-tri-result #f)
(the-as collide-tri-result (-> gp-0 vertex))
)
)
)
(label cfg-5)
0
(none)
)
)
(defmethod collide-with-collide-cache-prim-sphere ((this collide-shape-prim-mesh) (arg0 collide-query) (arg1 collide-cache-prim))
"Can't collide meshes with collide cache."
(format 0 "ERROR: collide-shape-prim-mesh vs. collide-cache-prim sphere is not currently supported!~%")
(none)
)
(defmethod collide-with-collide-cache-prim-sphere ((this collide-shape-prim-group) (arg0 collide-query) (arg1 collide-cache-prim))
(let ((s4-0 (-> arg1 prim-core collide-as))
(s3-0 (-> this child 0))
)
(countdown (s2-0 (the-as uint (-> this num-children)))
(if (logtest? (-> s3-0 prim-core collide-with) s4-0)
(collide-with-collide-cache-prim-sphere s3-0 arg0 arg1)
)
(&+! s3-0 80)
)
)
0
(none)
)
;;;;;;;;;;;;;;;;;;;;;
;; cshape reaction
;;;;;;;;;;;;;;;;;;;;;
;; this mess has callbacks for when a collide shape hits something. This is called as part of the collision system.
(defun find-ground-point ((arg0 control-info) (arg1 vector) (arg2 float) (arg3 float))
"Find a safe ground point to bounce the player back to if they jump onto lava or similar."
(local-vars (sv-560 int))
(let* ((f0-0 819.2)
(v1-1 (-> arg0 transv))
(f30-0 (if (< f0-0 (sqrtf (+ (* (-> v1-1 x) (-> v1-1 x)) (* (-> v1-1 z) (-> v1-1 z)))))
(vector-y-angle (-> arg0 transv))
(y-angle arg0)
)
)
(s2-0 (-> arg0 trans))
(s1-0 (new 'stack-no-clear 'collide-query))
)
(set! (-> s1-0 collide-with) (-> arg0 root-prim prim-core collide-with))
(set! (-> s1-0 ignore-process0) (-> arg0 process))
(set! (-> s1-0 ignore-process1) #f)
(set! (-> s1-0 ignore-pat) (-> arg0 pat-ignore-mask))
(set! (-> s1-0 action-mask) (collide-action solid))
(set! (-> arg1 w) 0.0)
(dotimes (v1-9 3)
(set! (-> s1-0 bbox min data v1-9) (- (-> s2-0 data v1-9) arg3))
(set! (-> s1-0 bbox max data v1-9) (+ (-> s2-0 data v1-9) arg3))
)
(set! (-> s1-0 bbox min y) (+ -40960.0 (-> s2-0 y)))
(set! (-> s1-0 bbox max y) (+ 20480.0 (-> s2-0 y)))
(fill-using-bounding-box *collide-cache* s1-0)
(vector+! (-> s1-0 start-pos) s2-0 (new 'static 'vector :y 20480.0 :w 1.0))
(let ((v1-16 s1-0))
(set! (-> v1-16 radius) 2048.0)
(set! (-> v1-16 collide-with) (-> arg0 root-prim prim-core collide-with))
(set! (-> v1-16 ignore-process0) (-> arg0 process))
(set! (-> v1-16 ignore-process1) #f)
(set! (-> v1-16 ignore-pat) (-> arg0 pat-ignore-mask))
(set! (-> v1-16 action-mask) (collide-action solid))
)
(dotimes (s0-0 8)
(let ((f28-0 (+ f30-0 (if (not (logtest? s0-0 1))
(* 8192.0 (the float (/ s0-0 2)))
(* -8192.0 (the float (/ s0-0 2)))
)
)
)
)
(set! sv-560 0)
(let ((f26-0 arg3))
(set-vector! (-> s1-0 move-dist) 0.0 0.0 arg3 1.0)
(vector-rotate-y! (-> s1-0 move-dist) (-> s1-0 move-dist) f28-0)
(if (>= (probe-using-line-sphere *collide-cache* s1-0) 0.0)
(set! f26-0 (+ -6144.0 (vector-vector-xz-distance s2-0 (-> s1-0 best-other-tri intersect))))
)
(let ((f24-0 arg2))
(while (>= f26-0 f24-0)
(set-vector! (-> s1-0 start-pos) 0.0 0.0 f24-0 1.0)
(vector-rotate-y! (-> s1-0 start-pos) (-> s1-0 start-pos) f28-0)
(vector+! (-> s1-0 start-pos) s2-0 (-> s1-0 start-pos))
(set! (-> s1-0 start-pos y) (+ 20480.0 (-> s2-0 y)))
(set-vector! (-> s1-0 move-dist) 0.0 -61440.0 0.0 1.0)
(let ((v1-33 s1-0))
(set! (-> v1-33 radius) 10240.0)
(set! (-> v1-33 collide-with) (-> arg0 root-prim prim-core collide-with))
(set! (-> v1-33 ignore-process0) (-> arg0 process))
(set! (-> v1-33 ignore-process1) #f)
(set! (-> v1-33 ignore-pat) (-> arg0 pat-ignore-mask))
(set! (-> v1-33 action-mask) (collide-action solid))
)
(when (>= (probe-using-line-sphere *collide-cache* s1-0) 0.0)
(cond
((and (or (= (-> s1-0 best-other-tri pat mode) (pat-mode ground))
(= (-> s1-0 best-other-tri pat mode) (pat-mode halfpipe))
)
(and (= (-> s1-0 best-other-tri pat event) (pat-event none)) (< 0.7 (-> s1-0 best-other-tri normal y)))
)
(set! (-> arg1 quad) (-> s1-0 best-other-tri intersect quad))
(set! sv-560 (+ sv-560 1))
(if (>= sv-560 2)
(return arg1)
)
)
((and (= (-> s1-0 best-other-tri pat mode) (pat-mode wall))
(< (+ 4096.0 (-> s2-0 y)) (-> s1-0 best-other-tri intersect y))
)
(goto cfg-38)
)
)
)
(set! f24-0 (+ 4096.0 f24-0))
)
)
)
)
(label cfg-38)
)
)
(the-as vector #f)
)
(defun target-attack-up ((arg0 target) (arg1 symbol) (arg2 symbol))
"Send events to target in response to hitting a surface that launches you up."
;; first, just send an event to test and see if we should even respond
(when (send-event arg0 arg1 #f (static-attack-info ((id (the-as uint 2)) (mode arg2) (test #t))))
(let ((s3-0 (find-ground-point (-> arg0 control) (new 'stack-no-clear 'vector) 8192.0 40960.0)))
(set! s3-0 (cond
(s3-0
(empty)
s3-0
)
(else
(-> arg0 control last-trans-on-ground)
)
)
)
(let* ((s2-1 (vector-! (new 'stack-no-clear 'vector) s3-0 (-> arg0 control trans)))
(f0-0 8192.0)
(f1-0 40960.0)
(v1-8 s2-1)
(f30-0 (fmax f0-0 (fmin f1-0 (sqrtf (+ (* (-> v1-8 x) (-> v1-8 x)) (* (-> v1-8 z) (-> v1-8 z)))))))
)
(cond
((< (fabs
(vector-dot
(-> arg0 control dynam gravity-normal)
(vector-! (new 'stack-no-clear 'vector) s3-0 (-> arg0 control trans))
)
)
40960.0
)
(vector-xz-normalize! s2-1 f30-0)
(send-event
arg0
arg1
#f
(static-attack-info
((id (the-as uint 2))
(mode arg2)
(vector s2-1)
(shove-up
(+ (lerp-scale 4096.0 16384.0 f30-0 4096.0 40960.0) (fmax 0.0 (- (-> s3-0 y) (-> arg0 control trans y))))
)
(angle 'up)
)
)
)
)
(else
(send-event arg0 arg1 #f (static-attack-info ((id (the-as uint 2))
(mode arg2)
(vector (new 'static 'vector :y 40960.0 :w 1.0))
(shove-up (meters 10))
(angle 'up)
(control 1.0)
)
)
)
)
)
)
)
)
(none)
)
(defmethod react-to-pat! ((this collide-shape-moving) (arg0 pat-surface))
"React to colliding with the given 'pat'."
(let ((set-flags (cshape-reaction-flags)))
(set! (-> this cur-pat) arg0)
(set! (-> this poly-pat) arg0)
;; update the surface based on materials.
(case (-> arg0 material)
(((pat-material ice))
(set! (-> this surf) *ice-surface*)
)
(((pat-material gravel))
(set! (-> this surf) *gravel-surface*)
)
(((pat-material quicksand))
(set! (-> this surf) *quicksand-surface*)
)
(((pat-material tube))
(set! (-> this surf) *no-walk-surface*)
)
(else
(set! (-> this surf) *standard-ground-surface*)
)
)
;; respond to events.
(when (nonzero? (-> arg0 event))
(case (-> arg0 event)
(((pat-event slide))
(set! (-> this surf) *gravel-surface*)
(send-event (-> this process) 'slide)
)
(((pat-event slippery))
(set! (-> this surf) *gravel-surface*)
)
(((pat-event rail))
(let* ((s4-0 (-> this process))
(a0-14 (if (type? s4-0 process-focusable)
s4-0
)
)
)
(if (and a0-14 (not (logtest? (focus-status rail) (-> (the-as process-focusable a0-14) focus-status))))
(set! (-> this surf) *rail-surface*)
)
)
)
(((pat-event deadly))
(set! set-flags (logior set-flags (cshape-reaction-flags csrf14)))
(send-event
(-> this process)
'attack
#f
(static-attack-info ((id (the-as uint 2)) (mode 'deadly) (shove-up (meters 3))))
)
)
(((pat-event burn))
(set! set-flags (logior set-flags (cshape-reaction-flags csrf14)))
(send-event
(-> this process)
'attack
#f
(static-attack-info ((id (the-as uint 2)) (mode 'burn) (shove-up (meters 3))))
)
)
(((pat-event deadlyup))
(set! set-flags (logior set-flags (cshape-reaction-flags csrf14)))
(target-attack-up (the-as target (-> this process)) 'attack-or-shove 'deadlyup)
)
(((pat-event shockup))
(set! set-flags (logior set-flags (cshape-reaction-flags csrf14)))
(target-attack-up (the-as target (-> this process)) 'attack-or-shove 'shockup)
)
(((pat-event burnup))
(when (not (focus-test? (the-as process-focusable (-> this process)) pilot))
(set! set-flags (logior set-flags (cshape-reaction-flags csrf14)))
(target-attack-up (the-as target (-> this process)) 'attack-or-shove 'burnup)
)
)
(((pat-event melt))
(set! set-flags (logior set-flags (cshape-reaction-flags csrf14)))
(send-event (-> this process) 'attack-invinc #f (static-attack-info ((id (the-as uint 2)) (mode 'melt))))
)
(((pat-event endlessfall))
(set! set-flags (logior set-flags (cshape-reaction-flags csrf14)))
(send-event
(-> this process)
'attack-invinc
#f
(static-attack-info ((id (the-as uint 2)) (mode 'endlessfall)))
)
)
(((pat-event shock))
(set! set-flags (logior set-flags (cshape-reaction-flags csrf14)))
(send-event (-> this process) 'attack-invinc #f (static-attack-info ((id (the-as uint 2)) (mode 'shock))))
)
(((pat-event lip))
(send-event (-> this process) 'lip 'lip)
)
(((pat-event lipramp))
(send-event (-> this process) 'lip 'lipramp)
)
)
)
set-flags
)
)
(defun collide-shape-moving-angle-set! ((arg0 collide-shape-moving) (arg1 vector) (arg2 vector))
"Update the angle parameters"
(set! (-> arg0 surface-normal quad) (-> arg1 quad))
(set! (-> arg0 surface-angle) (vector-dot arg1 (-> arg0 dynam gravity-normal)))
(set! (-> arg0 poly-angle) (vector-dot (-> arg0 poly-normal) (-> arg0 dynam gravity-normal)))
(set! (-> arg0 touch-angle)
(fmax
(-> arg0 touch-angle)
(vector-dot arg1 (vector-normalize! (vector-negate! (new-stack-vector0) arg2) 1.0))
)
)
0
(none)
)
(defun cshape-reaction-update-state ((arg0 control-info) (arg1 collide-query) (arg2 vector))
"Common update for cshape reaction."
(let ((sv-48 (new-stack-vector0))
(sv-52 (new-stack-vector0))
(sv-56 (collide-status))
)
;; do the move!
(let ((a1-1 (new 'stack-no-clear 'vector)))
(vector-float*! a1-1 (-> arg1 move-dist) (-> arg1 best-dist))
(move-by-vector! arg0 a1-1)
)
;; do reactions
(react-to-pat! arg0 (-> arg1 best-other-tri pat))
;; direction to the collision point
(vector-! sv-48 (-> arg1 best-my-prim prim-core world-sphere) (-> arg1 best-other-tri intersect))
;; compute "coverage". this is a measure of how much the triangle below us "supports" us.
(cond
((and (= (-> arg1 best-dist) 0.0) ;; can't move
(< (vector-length sv-48) (+ -40.96 (-> arg1 best-my-prim prim-core world-sphere w))) ;; 1m in collision!
)
;; hack: things have gone very wrong.
;; added print
;; (format 0 "very far in collision hack running~%")
(set! (-> sv-48 quad) (-> arg1 best-other-tri normal quad)) ;; just use the triangle's normal, things are bad.
(set! (-> arg0 coverage) 0.0)
)
(else
(set! (-> sv-48 w) 1.0)
(vector-normalize! sv-48 1.0)
;; dot with normal is the coverage
(set! (-> arg0 coverage) (vector-dot sv-48 (-> arg1 best-other-tri normal)))
;; hack
(when (< (-> arg0 coverage) 0.0)
;; no idea how this can happen, but cheat things to project to the plane of the triangle.
(set! (-> arg0 coverage) 0.0) ;; would be 0
;; projects to plane
(vector-flatten! sv-48 sv-48 (-> arg1 best-other-tri normal))
(vector-normalize! sv-48 1.0)
)
)
)
;; ??
(set! (-> sv-52 quad) (-> sv-48 quad))
;; hack: if we can't move, move out, but only a very small amount.
(if (= (-> arg1 best-dist) 0.0)
(move-by-vector! arg0 (vector-normalize-copy! (new-stack-vector0) sv-52 6.0))
)
;; fill out normals/angles
(set! (-> arg0 poly-normal quad) (-> arg1 best-other-tri normal quad))
(collide-shape-moving-angle-set! arg0 sv-52 arg2)
;; flags!
(if (< (-> arg0 poly-angle) -0.2)
(logior! sv-56 (collide-status touch-ceiling))
)
(let ((sv-96 (< (fabs (-> arg0 surface-angle)) (-> *pat-mode-info* (-> arg0 cur-pat mode) wall-angle))))
;; if we hit this function, we hit some surface
(logior! sv-56 (collide-status touch-surface))
;; if the thing we hit is spheres, it's not water or background.
(if (-> arg1 num-spheres)
(logior! sv-56 (collide-status touch-actor))
)
(cond
(sv-96
;; on a wall
(logior! sv-56 (collide-status touch-wall))
(set! (-> arg0 cur-pat mode) 1)
)
(else
;; on the ground
(logior! sv-56 (collide-status on-surface))
(set! (-> arg0 local-normal quad) (-> sv-52 quad))
)
)
(when (and (not sv-96) (>= (-> arg0 coverage) 0.9))
;; on the ground, and not slipping off an edge.
(logior! sv-56 (collide-status on-ground))
(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 grount-touch-point quad) (-> arg1 best-other-tri intersect quad))
)
)
)
;; catch transition to ground.
(when (not (logtest? (-> arg0 prev-status) (collide-status on-surface)))
(logior! sv-56 (collide-status impact-surface))
(set! (-> arg0 ground-impact-vel) (- (vector-dot (-> arg0 transv) (-> arg0 dynam gravity-normal))))
)
(logior! (-> arg0 status) sv-56)
)
0
(none)
)
(defun cshape-reaction-default ((arg0 control-info) (arg1 collide-query) (arg2 vector) (arg3 vector))
"Default collision reaction. Bounce off of wall, react to things, etc."
;; do most of the math and move:
(cshape-reaction-update-state arg0 arg1 arg3)
(let ((a1-1 (new 'stack-no-clear 'vector)))
(set! (-> a1-1 quad) (-> arg3 quad))
;; check for impact:
(when (and (not (logtest? (-> arg0 prev-status) (collide-status on-surface)))
(not (logtest? (-> arg0 status) (collide-status touch-wall)))
)
;; do "impact friction"
(let ((f0-1 (- 1.0 (-> arg0 surf impact-fric))))
(when (< f0-1 1.0)
(let ((v1-9 (new-stack-vector0))
(f1-3 (vector-dot (-> arg0 dynam gravity-normal) a1-1))
)
0.0
(vector-! v1-9 a1-1 (vector-float*! v1-9 (-> arg0 dynam gravity-normal) f1-3))
(let* ((f2-2 (vector-length v1-9))
(f3-0 f2-2)
)
(if (< f1-3 0.0)
(set! f1-3 (* f1-3 f0-1))
)
(vector+!
a1-1
(vector-float*! a1-1 (-> arg0 dynam gravity-normal) f1-3)
(vector-float*! v1-9 v1-9 (/ f2-2 f3-0))
)
)
)
)
)
)
;; and compute our new velocity!
(vector-reflect-flat-above! arg2 a1-1 (-> arg0 surface-normal))
)
(-> arg0 status)
)
(defun cshape-reaction-just-move ((arg0 control-info) (arg1 collide-query) (arg2 vector))
"Simple collision reaction. Just stop at the obstacle."
;; set velocity to 0 to stop
(vector-reset! arg2)
;; move until we hit the thing
(let ((a1-1 (new 'stack-no-clear 'vector)))
(vector-float*! a1-1 (-> arg1 move-dist) (-> arg1 best-dist))
(move-by-vector! arg0 a1-1)
)
;; set falgs.
(let ((v1-5 4))
(if (-> arg1 num-spheres)
(set! v1-5 (logior v1-5 32))
)
(let ((v0-1 (logior (-> arg0 status) v1-5)))
(set! (-> arg0 status) v0-1)
v0-1
)
)
)
(defmethod step-collison! ((this collide-shape-moving) (arg0 vector) (arg1 vector) (arg2 float) (arg3 int))
"Main function to move forward until we hit a single thing, then react."
(let ((s5-0 (new 'stack 'collide-query))
(s2-0 (new 'stack-no-clear 'vector))
)
;; figure out how far we want to move
(vector-float*! s2-0 arg1 (* arg2 (seconds-per-frame)))
;; setup collision query
(set! (-> s5-0 move-dist quad) (-> s2-0 quad))
(set! (-> s5-0 best-dist) -100000000.0)
(set! (-> s5-0 best-my-prim) #f)
(set! (-> s5-0 num-spheres) (the-as uint #f))
(let* ((s1-1 (-> this root-prim))
(v1-5 *collide-cache*)
(s0-0 (the-as collide-cache-prim (-> v1-5 prims)))
(sv-592 (-> v1-5 num-prims))
)
;; collide against everything in the collide cache
(while (nonzero? sv-592)
(+! sv-592 -1)
(when (logtest? (-> s1-1 prim-core collide-with) (-> s0-0 prim-core collide-as))
(if (>= (the-as int (-> 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)
)
)
(&+! s0-0 48)
)
)
;; see how far we can move
(let ((f30-0 (-> s5-0 best-dist)))
(set! f30-0 (cond
((>= f30-0 0.0) ;; set a positive value, means we can't move all the way!
;; remember velocity before reaction
(let ((s2-1 (new 'stack-no-clear 'vector)))
(if *display-collision-marks*
(set! (-> s2-1 quad) (-> arg1 quad))
)
;; handle collision. will move us.
(set! (-> this prev-status) ((-> this reaction) (the-as control-info this) s5-0 arg0 arg1))
;; debug draw
(when *display-collision-marks*
(let ((t1-0 (-> *pat-mode-info* (-> s5-0 best-other-tri pat mode) hilite-color)))
(add-debug-outline-triangle
#t
(bucket-id debug-no-zbuf1)
(the-as vector (-> s5-0 best-other-tri))
(-> s5-0 best-other-tri vertex 1)
(-> s5-0 best-other-tri vertex 2)
t1-0
)
)
(add-debug-vector
#t
(bucket-id debug-no-zbuf1)
(-> s5-0 best-other-tri intersect)
s2-1
(meters 0.00007324219)
(new 'static 'rgba :r #xff :g #xa0 :a #x80)
)
(add-debug-vector
#t
(bucket-id debug-no-zbuf1)
(-> s5-0 best-other-tri intersect)
arg0
(meters 0.00007324219)
(new 'static 'rgba :r #xff :g #xff :b #xff :a #x80)
)
(if (= (-> this process type) target)
(add-debug-vector
#t
(bucket-id debug-no-zbuf1)
(-> s5-0 best-other-tri intersect)
(-> this surface-normal)
(meters 0.5)
(-> *pat-mode-info* (-> this cur-pat mode) hilite-color)
)
)
)
)
;; return how far we went.
f30-0
)
(else
;; didn't collide. call no reaction and clear stuff
(set! (-> this reaction-flag) (cshape-reaction-flags))
((-> this no-reaction) this s5-0 arg0 arg1)
(set! (-> this prev-status) (collide-status))
;; move all the way
(move-by-vector! this s2-0)
(set! (-> arg0 quad) (-> arg1 quad))
1.0 ;; return 1 to indicate that we did the whole thing.
)
)
)
f30-0
)
)
)
;;;;;;;;;;;;;;;;;;;;;;;;;;
;; integrate and collide
;;;;;;;;;;;;;;;;;;;;;;;;;;
;; this function moves collide shapes by one frame.
(defmethod integrate-and-collide! ((this collide-shape) (arg0 vector))
;; for the simple collide shape, just move, and ignore collision.
(local-vars (at-0 int))
(rlet ((vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf)
)
(init-vf0-vector)
(let ((t9-0 (method-of-object this move-by-vector!))
(v1-1 (new 'stack-no-clear 'vector))
)
(.lvf vf1 (&-> arg0 quad))
(let ((f0-0 (seconds-per-frame)))
(.mov at-0 f0-0)
)
(.mov vf2 at-0)
(.mov.vf.w vf1 vf0)
(.mul.x.vf.xyz vf1 vf1 vf2)
(.svf (&-> v1-1 quad) vf1)
(t9-0 this v1-1)
)
(none)
)
)
(defmethod integrate-and-collide! ((this collide-shape-moving) (arg0 vector))
"Main function to move a collide shape at a given velocity for 1 frame."
;; compute the location of our collision geometry based on transforms from animations/other places.
(update-transforms this)
;; set up status
(set! (-> this trans-old-old-old quad) (-> this trans-old-old quad))
(set! (-> this trans-old-old quad) (-> this trans-old quad))
(set! (-> this trans-old quad) (-> this trans quad))
(set! (-> this prev-status) (-> this status))
(logclear! (-> this status) (collide-status
on-surface
on-ground
touch-surface
touch-wall
touch-ceiling
touch-actor
on-special-surface
touch-edge
blocked
on-water
impact-surface
touch-background
stuck
glance
)
)
(when (not (logtest? (-> this root-prim prim-core action) (collide-action no-normal-reset)))
(let ((v1-13 (-> this dynam gravity-normal)))
(set! (-> this local-normal quad) (-> v1-13 quad))
(set! (-> this surface-normal quad) (-> v1-13 quad))
(set! (-> this poly-normal quad) (-> v1-13 quad))
)
(set! (-> this coverage) 0.0)
(set! (-> this touch-angle) 0.0)
)
;; collision loop: run until we:
;; - almost make it all the way
;; - hit the iteration count
;; - hit velocity of 0.
(let ((f30-0 1.0)
(s4-0 0)
)
(while (and (< 0.05 f30-0) (and (< s4-0 (the-as int (-> this max-iteration-count)))
(not (and (= (-> arg0 x) 0.0) (= (-> arg0 y) 0.0) (= (-> arg0 z) 0.0)))
)
)
(let ((f28-0 (step-collison! this arg0 arg0 f30-0 s4-0))) ;; move until we hit something, or travel the full distance
(update-from-step-size *touching-list* f28-0) ;; update touch list with the actual step size
(set! f30-0 (- f30-0 (* f28-0 f30-0))) ;; update how much is left (fraction of what we tried)
)
(+! s4-0 1)
)
)
0
(none)
)
(defmethod integrate-and-collide! ((this control-info) (arg0 vector))
"specialization of integrate-and-collide! for the control-info used in target."
(with-pp
(stopwatch-start (the-as stopwatch (&-> *collide-stats* pad0 1))) ;; i think this code is just broken.
;; hack: prevent crazy velocities.
(when (< 1638400.0 (vector-length arg0))
(format 0 "WARNING: target vel is ~M m/s, reseting to zero.~%" (vector-length arg0))
(vector-reset! arg0)
)
;; the jump and double jump animations have a collide-offset trick applied to them.
;; (todo: move part of this comment to target.gc)
;; this trick is kind of complicated:
;; some art-joint-anim's (jump only?) involve jak tucking in his feet near the apex, and we want the collision geometry to
;; follow his feet.
;; However, we don't wan't jak's feet to be the point that follows a ballistic trajectory - it should be
;; his center of mass somewhere in his torso.
;; the animation is in a frame that should follow the ballistic trajectory - his torso is roughly
;; stationary. The control code is responsible for generating the actual trajectory;
;; the animation stores a res-lump with a time-varying collide-offset, which is the trajectory of jak's feet moving.
;; the way they handle this is by cheating jak's position to align with the feet/collision geometry,
;; then applying an offset to drawing. To make it more confusing, this offset is applied on the velocity level
;; - this makes the collision stuff more correct.
;; remember old before recomputing - this is how much we've cheated jak's collision geometry
;; position to account for movement in the animation frame.
(set! (-> this old-anim-collide-offset-world quad) (-> this anim-collide-offset-world quad))
;; transform this frame's anim offset to world
(vector-matrix*!
(-> this anim-collide-offset-world)
(-> this anim-collide-offset-local)
(-> this ctrl-orientation)
)
;; compute how much the anim offset changed, in world frame, since last frame.
(vector-!
(-> this anim-collide-offset-delta-world)
(-> this anim-collide-offset-world)
(-> this old-anim-collide-offset-world)
)
;; compute the total offset of drawing. The draw-offset is used for non-collision animation like the zoomer bobbing.
;; Note: we subtract off the anim offset here. This way, we can add the anim offset to jak's position later on, and
;; it will move the collision geometry without changing the drawing.
(let ((total-offset
(vector-! (new 'stack-no-clear 'vector) (-> this draw-offset) (-> this anim-collide-offset-world))
)
)
;; and also rate limit it to prevent huge jumps in jak's animation when exiting an anim early.
;; in theory, this should follow the blending of animations, but this likely good enough.
(vector-seek! (-> this cspace-offset) total-offset (* 16384.0 (seconds-per-frame)))
)
;; compute the total extra velocity to add to collide.
(let ((bonus-vel (vector+float*!
(new-stack-vector0)
(-> this collide-extra-velocity) ;; some other weird offset.
(-> this anim-collide-offset-delta-world)
60.0
)
)
)
;; new for jak 2: the movement of the collision geometry due to collide-offset now has its reaction
;; canceled out. This is done by first stepping collision from only the bonus velcoity, keeping that
;; position, then overwriting the old velocity.
;; this is like trying to move the collision geometry, but if we hit something, don't go boucing off the ceiling.
(when (< 0.0 (vector-length bonus-vel))
(let ((old-iter-cnt (-> this max-iteration-count))
(old-in-vel (new 'stack-no-clear 'vector))
)
(set! (-> old-in-vel quad) (-> arg0 quad))
(let ((old-stat-flg (-> this status)))
(let ((t9-4 (method-of-type collide-shape-moving integrate-and-collide!)))
(t9-4 this bonus-vel)
)
(set! (-> this max-iteration-count) old-iter-cnt)
(set! (-> arg0 quad) (-> old-in-vel quad)) ;; set it back.
(logior! (-> this status) old-stat-flg)
)
)
)
)
;; now do normal collision.
(let ((regular-vel (new-stack-vector0)))
(set! (-> regular-vel quad) (-> arg0 quad))
(let ((before-regular-vel (new 'stack-no-clear 'vector)))
(set! (-> before-regular-vel quad) (-> arg0 quad))
;; run collision!
(let ((t9-5 (method-of-type collide-shape-moving integrate-and-collide!)))
(t9-5 this regular-vel)
)
;; b1 and a1 are before and after velocities
(let ((b1 (new-stack-vector0)))
(set! (-> b1 quad) (-> before-regular-vel quad))
(let ((a1 (new-stack-vector0)))
(set! (-> a1 quad) (-> regular-vel quad))
;; this code allows the weighting of normal and parallel to gravity components, but
;; both are set up to just get normal to gravity.
(let ((b1-nrm-to-grav (new-stack-vector0)))
(let ((f0-6 (vector-dot (-> this dynam gravity-normal) b1)))
0.0
;; subtract off the stuff in the direction of gravity.
(vector-! b1-nrm-to-grav b1 (vector-float*! b1-nrm-to-grav (-> this dynam gravity-normal) f0-6))
)
(let* ((b1-nrm-to-grav-vel (vector-length b1-nrm-to-grav))
(f1-4 b1-nrm-to-grav-vel) ;; * 1.0 probably
(f2-0 0.0) ;; no weight for grav term.
)
(vector+!
b1
(vector-float*! b1 (-> this dynam gravity-normal) f2-0) ;; 0
(vector-float*! b1-nrm-to-grav b1-nrm-to-grav (/ b1-nrm-to-grav-vel f1-4)) ;; just normal grav
)
)
)
(let ((v1-33 (new-stack-vector0)))
(let ((f0-10 (vector-dot (-> this dynam gravity-normal) a1)))
0.0
(vector-! v1-33 a1 (vector-float*! v1-33 (-> this dynam gravity-normal) f0-10))
)
(let* ((f0-11 (vector-length v1-33))
(f1-6 f0-11)
(f2-1 0.0)
)
(vector+!
a1
(vector-float*! a1 (-> this dynam gravity-normal) f2-1)
(vector-float*! v1-33 v1-33 (/ f0-11 f1-6))
)
)
)
;; normalize to get directions.
(vector-normalize! b1 1.0)
(vector-normalize! a1 1.0)
;; detect if we are blocked. "blocked" means that collision changed our velocity direction,
;; but we are still moving (which ends up being true if you're pushing on the stick at all)
;; this is a noisy signal, so there's a filtered "blocked factor" between 0 and 1 that increases
;; the more blocked you are.
(let ((ba-dot (vector-dot b1 a1)))
(cond
((and (!= (vector-length (-> this target-transv)) 0.0) ;; standing still at wall doesn't count
(if (logtest? (-> this status) (collide-status touch-wall)) ;; make it easier to hit blocked if touching wall.
(< ba-dot 0.9999)
(< ba-dot 0.95)
)
)
;; increase a blocked counter.
(seek! (-> this blocked-factor) 1.0 (* 4.0 (seconds-per-frame)))
;; and a "air block" counter.
(seek!
(-> this blocked-in-air-factor)
(if (= (-> this mod-surface mode) 'air)
1.0
0.0
)
(* 4.0 (seconds-per-frame))
)
;; set block flag.
(logior! (-> this status) (collide-status blocked))
)
(else
;; not blocked, wind down counters.
(seek! (-> this blocked-factor) 0.0 (* 2.0 (seconds-per-frame)))
(seek! (-> this blocked-in-air-factor) 0.0 (* 2.0 (seconds-per-frame)))
)
)
)
)
)
;; set velocity.
(set! (-> arg0 quad) (-> regular-vel quad))
;; update btransv. this is suppposed to be the last good velocity before becoming blocked, or something like that.
;; this is only increased in this function, and some other code clamps it to be no larger than your joystick command.
;; so you can increase it by actually travelling at speed, and can decrease it by letting off the joystick.
(if (and (logtest? (-> this status) (collide-status on-surface)) ;; only update if we're on a surface
(and (not (logtest? (-> this status) (collide-status touch-wall blocked))) ;; and not blocked
(< (vector-length (-> this btransv)) (vector-length before-regular-vel)) ;; and faster than current btransv.
)
)
(set! (-> this btransv quad) (-> before-regular-vel quad))
)
)
)
;; see how our velocity after collision compares to the velocity we got after aligning.
(let ((align-xz-dir (vector-normalize-copy! (new 'stack-no-clear 'vector) (-> this align-xz-vel) 1.0))
(align-xz-speed (vector-length (-> this align-xz-vel)))
)
(set! (-> this zx-vel-frac) (if (= align-xz-speed 0.0)
0.0
(fmax 0.0 (/ (vector-dot (-> this transv) align-xz-dir) align-xz-speed))
)
)
)
(stopwatch-stop (the-as stopwatch (&-> *collide-stats* pad0 1)))
0
(none)
)
)
(defmethod try-snap-to-surface ((this collide-shape-moving) (vel vector) (check-dist float) (amt float) (bounce-dist float))
"Strange function to try to find a surface and move to it.
Teleports a distance of check-dist, then moves back to the start point plus amt.
If this move hits something, moves to that surface, then an additional bounce-dist.
I have no idea what this is used for - it kinda seems like this is a hack to make sure that
projectiles that start inside something will hit that thing."
(local-vars (at-0 int))
(with-pp
(rlet ((vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf)
)
(init-vf0-vector)
(let ((initial-trans (new 'stack-no-clear 'vector))
(collide-vel (new 'stack-no-clear 'vector))
)
;; remember where we started
(set! (-> initial-trans quad) (-> this trans quad))
;; move the check-dist (teleporting)
(vector-normalize-copy! (-> this trans) vel check-dist)
(vector+! (-> this trans) (-> this trans) initial-trans)
;; update for the start position
(update-transforms this)
;; compute vel to make it back (plus amt)
(vector-normalize-copy! collide-vel vel (- amt check-dist))
(let ((v1-4 collide-vel))
(.lvf vf1 (&-> collide-vel quad))
(let ((f0-2 (-> pp clock frames-per-second)))
(.mov at-0 f0-2)
)
(.mov vf2 at-0)
(.mov.vf.w vf1 vf0)
(.mul.x.vf.xyz vf1 vf1 vf2)
(.svf (&-> v1-4 quad) vf1)
)
;; run collision.
(set! (-> this prev-status) (-> this status))
(logclear! (-> this status) (collide-status
on-surface
on-ground
touch-surface
touch-wall
touch-ceiling
touch-actor
on-special-surface
touch-edge
blocked
on-water
impact-surface
touch-background
stuck
glance
)
)
(when (not (logtest? (-> this root-prim prim-core action) (collide-action no-normal-reset)))
(let ((v1-13 (-> this dynam gravity-normal)))
(set! (-> this local-normal quad) (-> v1-13 quad))
(set! (-> this surface-normal quad) (-> v1-13 quad))
(set! (-> this poly-normal quad) (-> v1-13 quad))
)
(set! (-> this coverage) 0.0)
(set! (-> this touch-angle) 0.0)
)
(let ((f30-0 (step-collison! this collide-vel collide-vel 1.0 0))) ;; just one step.
(update-from-step-size *touching-list* f30-0) ;; update touching list, so we hit things.
(cond
((< f30-0 1.0)
;; hit a thing! do the bounce thing
(let ((vel-dir (new 'stack-no-clear 'vector))
(s2-1 (new 'stack-no-clear 'vector))
)
(vector-normalize-copy! vel-dir vel 1.0)
(vector-! s2-1 (-> this trans) initial-trans)
(when (< (vector-dot vel-dir s2-1) bounce-dist)
(vector-normalize-copy! s2-1 vel bounce-dist)
(vector+! s2-1 s2-1 initial-trans)
(move-to-point! this s2-1)
)
)
#t
)
(else
;; nope, revert to old position.
(move-to-point! this initial-trans)
#f
)
)
)
)
)
)
)
(defmethod fill-and-try-snap-to-surface ((this collide-shape-moving) (arg0 vector) (arg1 float) (arg2 float) (arg3 float) (arg4 collide-query))
"Fill the collision cache and try to snap to a nearby surface."
(vector-normalize-copy! (-> arg4 start-pos) arg0 arg1)
(vector+! (-> arg4 start-pos) (-> arg4 start-pos) (-> this trans))
(vector-normalize-copy! (-> arg4 move-dist) arg0 (- arg2 arg1))
(fill-using-line-sphere *collide-cache* arg4)
(try-snap-to-surface this arg0 arg1 arg2 arg3)
)
(defmethod move-to-ground-point ((this collide-shape-moving) (arg0 vector) (arg1 vector) (arg2 vector))
"Move to point, and treat as ground."
(move-to-point! this arg0)
(set! (-> arg1 y) 0.0)
(set! (-> this grount-touch-point quad) (-> arg0 quad))
(set! (-> this poly-normal quad) (-> arg2 quad))
(set! (-> this surface-normal quad) (-> arg2 quad))
(set! (-> this local-normal quad) (-> arg2 quad))
(set! (-> this ground-poly-normal quad) (-> arg2 quad))
(logior! (-> this status) (collide-status on-surface on-ground touch-surface))
(set! (-> this ground-impact-vel) (- (vector-dot arg1 (-> this dynam gravity-normal))))
0
(none)
)
(defmethod integrate-no-collide! ((this collide-shape-moving) (arg0 vector))
"Move, ignoring all collision."
(local-vars (at-0 int))
(rlet ((vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf)
)
(init-vf0-vector)
(update-transforms this)
(set! (-> this trans-old-old-old quad) (-> this trans-old-old quad))
(set! (-> this trans-old-old quad) (-> this trans-old quad))
(set! (-> this trans-old quad) (-> this trans quad))
(set! (-> this prev-status) (-> this status))
(logclear! (-> this status) (collide-status
on-surface
on-ground
touch-surface
touch-wall
touch-ceiling
touch-actor
on-special-surface
touch-edge
blocked
on-water
impact-surface
touch-background
stuck
glance
)
)
(when (not (logtest? (-> this root-prim prim-core action) (collide-action no-normal-reset)))
(let ((v1-13 (-> this dynam gravity-normal)))
(set! (-> this local-normal quad) (-> v1-13 quad))
(set! (-> this surface-normal quad) (-> v1-13 quad))
(set! (-> this poly-normal quad) (-> v1-13 quad))
)
(set! (-> this coverage) 0.0)
(set! (-> this touch-angle) 0.0)
)
(let ((t9-1 (method-of-object this move-by-vector!))
(a1-5 (new 'stack-no-clear 'vector))
)
(.lvf vf1 (&-> arg0 quad))
(let ((f0-2 (seconds-per-frame)))
(.mov at-0 f0-2)
)
(.mov vf2 at-0)
(.mov.vf.w vf1 vf0)
(.mul.x.vf.xyz vf1 vf1 vf2)
(.svf (&-> a1-5 quad) vf1)
(t9-1 this a1-5)
)
0
(none)
)
)
(defmethod integrate-for-enemy-no-mtg ((this collide-shape-moving) (arg0 vector) (arg1 overlaps-others-params))
"Simpler move for enemy, with no moving to ground. Will just stop if the move collides."
(integrate-no-collide! this arg0)
(let ((s5-1 (find-overlapping-shapes this arg1)))
(if s5-1 ;; if we hit something, move back.
(move-to-point! this (-> this trans-old))
)
s5-1
)
)
(defmethod find-ground ((this collide-shape-moving) (arg0 collide-query) (arg1 collide-spec) (arg2 float) (arg3 float) (arg4 float))
"Find the ground, return #t if we found it, and fill out gspot in the collide-query."
(set! (-> this gspot-pos quad) (-> this trans quad))
(set! (-> arg0 start-pos quad) (-> this trans quad))
(vector-reset! (-> arg0 move-dist))
(let ((f0-0 (-> this transv y)))
(if (< f0-0 0.0)
(set! arg2 (- arg2 (fmax -40960.0 (* f0-0 (seconds-per-frame)))))
)
)
(+! (-> arg0 start-pos y) arg2)
(set! (-> arg0 move-dist y) (- (+ arg2 arg3)))
(let ((v1-7 arg0))
(set! (-> v1-7 radius) arg4)
(set! (-> v1-7 collide-with) arg1)
(set! (-> v1-7 ignore-process0) (-> this process))
(set! (-> v1-7 ignore-process1) #f)
(set! (-> v1-7 ignore-pat) (logior (new 'static 'pat-surface :noendlessfall #x1) (-> this pat-ignore-mask)))
(set! (-> v1-7 action-mask) (collide-action solid))
)
(cond
((>= (fill-and-probe-using-line-sphere *collide-cache* arg0) 0.0)
(set! (-> this gspot-pos y) (-> arg0 best-other-tri intersect y))
(set! (-> this gspot-normal quad) (-> arg0 best-other-tri normal quad))
#t
)
(else
(set! (-> this gspot-pos y) -40959590.0)
(set! (-> this gspot-normal quad) (-> *y-vector* quad))
#f
)
)
)
(defmethod above-ground? ((this collide-shape)
(arg0 collide-query)
(arg1 vector)
(arg2 collide-spec)
(arg3 float)
(arg4 float)
(arg5 float)
)
(set! (-> arg0 start-pos quad) (-> arg1 quad))
(+! (-> arg0 start-pos y) arg3)
(vector-reset! (-> arg0 move-dist))
(set! (-> arg0 move-dist y) (- (+ arg3 arg4)))
(let ((v1-2 arg0))
(set! (-> v1-2 radius) arg5)
(set! (-> v1-2 collide-with) arg2)
(set! (-> v1-2 ignore-process0) (-> this process))
(set! (-> v1-2 ignore-process1) #f)
(set! (-> v1-2 ignore-pat) (-> this pat-ignore-mask))
(set! (-> v1-2 action-mask) (collide-action solid))
)
(>= (fill-and-probe-using-line-sphere *collide-cache* arg0) 0.0)
)
(defmethod move-above-ground ((this collide-shape-moving) (arg0 vector) (arg1 move-above-ground-params))
"Move at the given velocity, while not going through the ground"
(with-profiler 'collide *profile-collide-color*
(set! (-> arg1 on-ground?) #f)
(set! (-> arg1 do-move?) #t)
(set! (-> arg1 old-gspot-pos quad) (-> this gspot-pos quad))
(set! (-> arg1 old-gspot-normal quad) (-> this gspot-normal quad))
(set! (-> this trans-old-old-old quad) (-> this trans-old-old quad))
(set! (-> this trans-old-old quad) (-> this trans-old quad))
(set! (-> this trans-old quad) (-> this trans quad))
(set! (-> this prev-status) (-> this status))
;; move! note that we don't actually call move-to-point! yet - that's more
;; expensive, and we save it for when we actually know the final position.
(vector-v+! (-> this trans) (-> this trans) arg0)
(set! (-> arg1 new-pos quad) (-> this trans quad))
;; find the ground.
(let ((s3-1 (new 'stack-no-clear 'collide-query)))
(cond
((find-ground this s3-1 (-> arg1 gnd-collide-with) (-> arg1 popup) 81920.0 1024.0)
(when (>= (-> this gspot-pos y) (-> arg1 new-pos y)) ;; check if we are at/below the ground
;; we are
(set! (-> arg1 on-ground?) #t)
(set! (-> arg1 pat) (-> s3-1 best-other-tri pat))
;; move to ground
(set! (-> arg1 new-pos y) (-> s3-1 best-other-tri intersect y))
(set! (-> this ground-impact-vel) (- (vector-dot arg0 (-> this dynam gravity-normal))))
(set! (-> arg0 y) 0.0)
)
)
(else
;; no ground. if hover is enabled, disable falling.
(if (-> arg1 hover-if-no-ground?)
(set! (-> arg1 new-pos y) (-> this trans-old y))
)
)
)
)
;; do the (slightly) more expensive move
(set! (-> this trans quad) (-> this trans-old quad))
(move-to-point! this (-> arg1 new-pos))
;; see if the object should collide with foreground objects
(when (logtest? (logand (-> arg1 overlaps-params collide-with-filter)
(collide-spec hit-by-player-list hit-by-others-list player-list)
)
(-> this root-prim prim-core collide-with)
)
;; if it does, see if we moved into overlap
(when (find-overlapping-shapes this (-> arg1 overlaps-params))
(when (-> arg1 dont-move-if-overlaps?)
;; and abort the move.
(set! (-> arg1 do-move?) #f)
(move-to-point! this (-> this trans-old))
(set! (-> this gspot-pos quad) (-> arg1 old-gspot-pos quad))
(set! (-> this gspot-normal quad) (-> arg1 old-gspot-normal quad))
)
)
)
;; update flags.
(when (-> arg1 do-move?)
(cond
((-> arg1 on-ground?)
(let ((a1-8 (-> this gspot-pos))
(a0-29 (-> this gspot-normal))
(v1-59 (-> arg1 pat))
)
(set! (-> this grount-touch-point quad) (-> a1-8 quad))
(set! (-> this poly-normal quad) (-> a0-29 quad))
(set! (-> this surface-normal quad) (-> a0-29 quad))
(set! (-> this local-normal quad) (-> a0-29 quad))
(set! (-> this ground-poly-normal quad) (-> a0-29 quad))
(set! (-> this poly-pat) v1-59)
(set! (-> this cur-pat) v1-59)
(set! (-> this ground-pat) v1-59)
)
(logior! (-> this status) (collide-status on-surface on-ground touch-surface))
)
(else
(logclear! (-> this status) (collide-status
on-surface
on-ground
touch-surface
touch-wall
touch-ceiling
touch-actor
on-special-surface
touch-edge
blocked
on-water
impact-surface
touch-background
stuck
glance
)
)
(when (not (logtest? (-> this root-prim prim-core action) (collide-action no-normal-reset)))
(let ((v1-69 (-> this dynam gravity-normal)))
(set! (-> this local-normal quad) (-> v1-69 quad))
(set! (-> this surface-normal quad) (-> v1-69 quad))
(set! (-> this poly-normal quad) (-> v1-69 quad))
)
(set! (-> this coverage) 0.0)
(set! (-> this touch-angle) 0.0)
)
)
)
)
)
0
(none)
)
(defmethod move-to-ground ((this collide-shape-moving) (arg0 float) (arg1 float) (arg2 symbol) (arg3 collide-spec))
"Find the ground and move to it."
(with-profiler 'collide *profile-collide-color*
(let ((s1-1 (new 'stack-no-clear 'collide-query)))
(cond
((find-ground this s1-1 arg3 arg0 arg1 1024.0)
(let ((a1-4 (new 'stack-no-clear 'vector)))
(set! (-> a1-4 quad) (-> this trans quad))
(set! (-> a1-4 y) (-> s1-1 best-other-tri intersect y))
(move-to-point! this a1-4)
)
(let ((a1-5 (-> s1-1 best-other-tri intersect))
(a0-19 (-> s1-1 best-other-tri normal))
(v1-25 (-> s1-1 best-other-tri pat))
)
(set! (-> this grount-touch-point quad) (-> a1-5 quad))
(set! (-> this poly-normal quad) (-> a0-19 quad))
(set! (-> this surface-normal quad) (-> a0-19 quad))
(set! (-> this local-normal quad) (-> a0-19 quad))
(set! (-> this ground-poly-normal quad) (-> a0-19 quad))
(set! (-> this poly-pat) v1-25)
(set! (-> this cur-pat) v1-25)
(set! (-> this ground-pat) v1-25)
)
(logior! (-> this status) (collide-status on-surface on-ground touch-surface))
#t
)
(else
(logclear! (-> this status) (collide-status
on-surface
on-ground
touch-surface
touch-wall
touch-ceiling
touch-actor
on-special-surface
touch-edge
blocked
on-water
impact-surface
touch-background
stuck
glance
)
)
(when (not (logtest? (-> this root-prim prim-core action) (collide-action no-normal-reset)))
(let ((v1-36 (-> this dynam gravity-normal)))
(set! (-> this local-normal quad) (-> v1-36 quad))
(set! (-> this surface-normal quad) (-> v1-36 quad))
(set! (-> this poly-normal quad) (-> v1-36 quad))
)
(set! (-> this coverage) 0.0)
(set! (-> this touch-angle) 0.0)
)
(if arg2
(format 0 "WARNING: move-to-ground: failed to locate ground for ~S!~%" (-> this process name))
)
)
)
)
)
(none)
)
(defmethod compute-acc-due-to-gravity ((this collide-shape-moving) (arg0 vector) (arg1 float))
"Adjust the velocity from the acceleration of gravity."
(let* ((s4-0 (vector-negate! (new 'stack-no-clear 'vector) (-> this dynam gravity)))
(a2-1 (-> this local-normal))
(a2-2 (vector-reflect-flat! (new-stack-vector0) s4-0 a2-1))
)
(vector--float*! arg0 s4-0 a2-2 (cond
((logtest? (-> this status) (collide-status on-surface))
(empty)
arg1
)
(else
0.0
)
)
)
)
arg0
)
(defmethod fill-cache-integrate-and-collide ((this collide-shape) (arg0 vector) (arg1 collide-query) (arg2 meters))
"Helper to fill the collide cache and call integrate-and-collide."
(local-vars (at-0 int))
(rlet ((vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf)
)
(init-vf0-vector)
;; scale the cache fill volume by frame rate
(let ((v1-0 (new 'stack-no-clear 'vector)))
(let ((a0-1 v1-0))
(.lvf vf1 (&-> arg0 quad))
(let ((f0-0 (seconds-per-frame)))
(.mov at-0 f0-0)
)
(.mov vf2 at-0)
(.mov.vf.w vf1 vf0)
(.mul.x.vf.xyz vf1 vf1 vf2)
(.svf (&-> a0-1 quad) vf1)
)
;; fill the cache.
(fill-cache-for-shape this (+ (vector-length v1-0) arg2) arg1)
)
;; move.
(integrate-and-collide! this arg0)
(none)
)
)
(defmethod fill-cache-for-shape ((this collide-shape) (arg0 float) (arg1 collide-query))
"Fill the collide cache for a collide-shape by buliding a bounding box and filling from that."
(cond
((build-bounding-box-for-shape this (-> arg1 bbox) arg0 (-> arg1 collide-with))
(fill-using-bounding-box *collide-cache* arg1)
(if (and *display-collide-cache* (or (= (-> this process type) target) (= (-> this process) *debug-actor*)))
(debug-draw *collide-cache*)
)
)
(else
(reset *collide-cache*)
)
)
0
(none)
)
(defmethod build-bounding-box-for-shape ((this collide-shape) (arg0 bounding-box) (arg1 float) (arg2 collide-spec))
(rlet ((vf0 :class vf)
(vf24 :class vf)
(vf25 :class vf)
(vf26 :class vf)
(vf27 :class vf)
(vf28 :class vf)
(vf29 :class vf)
(vf30 :class vf)
(vf31 :class vf)
)
(init-vf0-vector)
(let ((t0-0 (new 'static 'vector :x 4.096))
(v1-0 (-> this root-prim))
)
(.mov vf31 arg1)
(let ((a0-2 (logand (-> v1-0 prim-core collide-with) arg2))
(a2-1 (-> v1-0 prim-core prim-type))
)
(b! (zero? a0-2) cfg-9 :delay (.lvf vf28 (&-> t0-0 quad)))
(.add.x.vf.x vf31 vf31 vf28)
(let ((a0-3 (-> v1-0 specific 0)))
(b! (= a2-1 (prim-type group)) cfg-3 :delay (.lvf vf24 (&-> v1-0 prim-core world-sphere quad)))
(.add.w.vf.x vf25 vf31 vf24)
(.add.x.vf.xyz vf30 vf24 vf25)
(b! #t cfg-10 :delay (.sub.x.vf.xyz vf29 vf24 vf25))
(label cfg-3)
(b! (zero? a0-3) cfg-9 :delay (set! v1-0 (&+ v1-0 80)))
(+! a0-3 -1)
(let ((a2-3 (logand (-> v1-0 prim-core collide-with) arg2)))
(.lvf vf24 (&-> v1-0 prim-core world-sphere quad))
(b! (zero? a2-3) cfg-3 :delay (.add.w.vf.x vf25 vf31 vf24))
)
(.add.x.vf.xyz vf30 vf24 vf25)
(.sub.x.vf.xyz vf29 vf24 vf25)
(label cfg-6)
(b! (zero? a0-3) cfg-10 :delay (set! v1-0 (&+ v1-0 80)))
(+! a0-3 -1)
)
)
(let ((a2-5 (logand (-> v1-0 prim-core collide-with) arg2)))
(.lvf vf24 (&-> v1-0 prim-core world-sphere quad))
(b! (zero? a2-5) cfg-6 :delay (.add.w.vf.x vf25 vf31 vf24))
)
)
(.add.x.vf.xyz vf27 vf24 vf25)
(.sub.x.vf.xyz vf26 vf24 vf25)
(.min.vf vf29 vf29 vf26)
(.max.vf vf30 vf30 vf27)
(b! #t cfg-6 :delay (nop!))
(label cfg-9)
(let ((v0-0 #f))
(b! #t cfg-11 :delay (nop!))
(label cfg-10)
(.mov.vf.w vf29 vf0)
(.mov.vf.w vf30 vf0)
(.svf (&-> arg0 min quad) vf29)
(.svf (&-> arg0 max quad) vf30)
(set! v0-0 #t)
(label cfg-11)
v0-0
)
)
)
(defmethod find-prim-by-id ((this collide-shape) (arg0 uint))
(let ((v1-0 (-> this root-prim)))
(countdown (a0-1 (-> this total-prims))
(if (= (-> v1-0 prim-id) arg0)
(return v1-0)
)
(&+! v1-0 80)
)
)
(the-as collide-shape-prim #f)
)
(defmethod find-prim-by-id-logtest ((this collide-shape) (arg0 uint))
(let ((v1-0 (-> this root-prim)))
(countdown (a0-1 (-> this total-prims))
(if (logtest? (-> v1-0 prim-id) arg0)
(return v1-0)
)
(&+! v1-0 80)
)
)
(the-as collide-shape-prim #f)
)
(defun-debug collide-shape-draw-debug-marks ()
"Draw geometry for all collide shapes."
;; draw target separately
(add-debug-sphere
(or *display-collision-marks* *display-target-marks*)
(bucket-id debug2)
(target-pos 0)
(meters 0.2)
(new 'static 'rgba :r #xff :g #xff :b #xff :a #x80)
)
;; loop over the 3 main lists.
(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 ((a0-4 (the-as collide-shape (-> (the-as connection v1-4) param1))))
(if (or (not *debug-actor*) (= (-> a0-4 process) *target*) (= (-> a0-4 process) *debug-actor*))
(debug-draw a0-4)
)
)
(set! v1-4 gp-1)
*collide-player-list*
(set! gp-1 (-> gp-1 next0))
)
)
)
(let ((v1-15 (-> *collide-hit-by-player-list* alive-list next0)))
*collide-hit-by-player-list*
(let ((gp-2 (-> v1-15 next0)))
(while (!= v1-15 (-> *collide-hit-by-player-list* alive-list-end))
(let ((a0-11 (-> (the-as connection v1-15) param1)))
(if (or (not *debug-actor*)
(= (-> (the-as collide-shape a0-11) process) *target*)
(= (-> (the-as collide-shape a0-11) process) *debug-actor*)
)
(debug-draw (the-as collide-shape a0-11))
)
)
(set! v1-15 gp-2)
*collide-hit-by-player-list*
(set! gp-2 (-> gp-2 next0))
)
)
)
(let ((v1-26 (-> *collide-hit-by-others-list* alive-list next0)))
*collide-hit-by-others-list*
(let ((gp-3 (-> v1-26 next0)))
(while (!= v1-26 (-> *collide-hit-by-others-list* alive-list-end))
(let ((a0-18 (the-as collide-shape (-> (the-as connection v1-26) param1))))
(if (or (not *debug-actor*) (= (-> a0-18 process) *target*) (= (-> a0-18 process) *debug-actor*))
(debug-draw a0-18)
)
)
(set! v1-26 gp-3)
*collide-hit-by-others-list*
(set! gp-3 (-> gp-3 next0))
)
)
)
)
0
(none)
)
(defmethod debug-draw ((this collide-shape))
(if (sphere-in-view-frustum? (the-as sphere (-> this root-prim prim-core)))
(debug-draw (-> this root-prim))
)
0
(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*)
)
)
(defmethod update-transforms ((this collide-shape))
"Update collisision transforms."
(local-vars (v1-8 float) (a1-5 float) (a1-7 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 ((s5-0 (-> this root-prim))
(v1-1 (-> this process node-list))
)
(cond
((nonzero? v1-1) ;; using cspace stuff
(countdown (a0-1 (-> this total-prims))
(let ((a1-0 (-> s5-0 transform-index)))
(cond
((>= a1-0 0)
;; normal cspace stuff - just do a cspace transformation.
(let ((a1-4 (-> v1-1 data a1-0 bone transform)))
(.lvf vf5 (&-> a1-4 trans quad))
(.lvf vf1 (&-> s5-0 local-sphere quad))
(.lvf vf2 (&-> a1-4 vector 0 quad))
(.mul.w.vf acc vf5 vf0)
(.div.vf Q vf0 vf5 :fsf #b11 :ftf #b11)
(.lvf vf3 (&-> a1-4 vector 1 quad))
(.add.mul.x.vf acc vf2 vf1 acc)
(.lvf vf4 (&-> a1-4 vector 2 quad))
)
(.add.mul.y.vf acc vf3 vf1 acc)
(.add.mul.z.vf.xyz vf1 vf4 vf1 acc)
(.mul.vf.xyz vf1 vf1 Q)
(.svf (&-> s5-0 prim-core world-sphere quad) vf1)
(.mov a1-5 vf1)
)
(else
;; -2 is magic and tied to the root trans, skip cspace math.
(when (= a1-0 -2)
(.lvf vf1 (&-> s5-0 local-sphere quad))
(.lvf vf2 (&-> this trans quad))
(.add.vf.xyz vf1 vf1 vf2)
(.svf (&-> s5-0 prim-core world-sphere quad) vf1)
(.mov a1-7 vf1)
)
)
)
)
(&+! s5-0 80)
)
)
(else
;; special cases for non-cspace users.
(countdown (s4-0 (-> this total-prims))
(case (-> s5-0 transform-index)
((-3)
;; rotate and translate from root pos/orientation
(let ((s3-0 (new 'stack-no-clear 'vector)))
(vector-orient-by-quat! s3-0 (-> s5-0 local-sphere) (-> this quat))
(vector+! (the-as vector (-> s5-0 prim-core)) s3-0 (-> this trans))
)
(set! (-> s5-0 prim-core world-sphere w) (-> s5-0 local-sphere w))
)
((-2)
;; just translate.
(.lvf vf1 (&-> s5-0 local-sphere quad))
(.lvf vf2 (&-> this trans quad))
(.add.vf.xyz vf1 vf1 vf2)
(.svf (&-> s5-0 prim-core world-sphere quad) vf1)
(.mov v1-8 vf1)
)
)
(&+! s5-0 80)
)
)
)
)
0
(none)
)
)
(defmethod move-by-vector! ((this collide-shape) (arg0 vector))
"Move everything by a vector."
(vector+! (-> this trans) (-> this trans) arg0)
(let ((v1-1 (-> this root-prim)))
(countdown (a0-1 (-> this total-prims))
(vector+! (the-as vector (-> v1-1 prim-core)) (the-as vector (-> v1-1 prim-core)) arg0)
(set! (-> v1-1 prim-core world-sphere w) (-> v1-1 local-sphere w))
(&+! v1-1 80)
)
)
0
(none)
)
(defmethod move-to-point! ((this collide-shape) (arg0 vector))
"Move root to a point."
(let ((v1-0 (new 'stack-no-clear 'vector)))
(vector-! v1-0 arg0 (-> this trans))
(set! (-> this trans quad) (-> arg0 quad))
(let ((a1-2 (-> this root-prim)))
(countdown (a0-1 (-> this total-prims))
(vector+! (the-as vector (-> a1-2 prim-core)) (the-as vector (-> a1-2 prim-core)) v1-0)
(set! (-> a1-2 prim-core world-sphere w) (-> a1-2 local-sphere w))
(&+! a1-2 80)
)
)
)
0
(none)
)
(defmethod set-collide-with! ((this collide-shape) (arg0 collide-spec))
"Set the collide with field of everything."
(let ((v1-0 (-> this root-prim)))
(countdown (a0-1 (-> this total-prims))
(set! (-> v1-0 prim-core collide-with) arg0)
(nop!)
(nop!)
(&+! v1-0 80)
)
)
0
(none)
)
(defmethod set-collide-as! ((this collide-shape) (arg0 collide-spec))
"Set the collide as field of everything"
(let ((v1-0 (-> this root-prim)))
(countdown (a0-1 (-> this total-prims))
(set! (-> v1-0 prim-core collide-as) arg0)
(nop!)
(nop!)
(&+! v1-0 80)
)
)
0
(none)
)
(defmethod iterate-prims ((this collide-shape) (arg0 (function collide-shape-prim none)))
"Call the given function for each prim."
(let ((s5-0 (-> this root-prim)))
(countdown (s4-0 (-> this total-prims))
(arg0 s5-0)
(&+! s5-0 80)
)
)
0
(none)
)
(defmethod find-collision-meshes ((this collide-shape))
"Find collision meshes for our collide prims.
The collide shape system is built in code, so this function should be called
to actually find the matching meshes."
(let ((s5-0 (-> this root-prim))
(s4-0 0)
)
(case (-> s5-0 prim-core prim-type)
(((prim-type mesh))
(set! s4-0 1)
)
(((prim-type group))
(set! s4-0 (the-as int (-> s5-0 specific 1)))
(&+! s5-0 80)
)
)
(when (nonzero? s4-0)
(let ((s3-0 0))
(let ((v1-7 (-> this process draw))
(s2-0 (the-as (array collide-mesh) #f))
)
(when (and (nonzero? v1-7) (-> v1-7 jgeo))
(set! s2-0 (res-lump-struct (-> v1-7 jgeo extra) 'collide-mesh-group (array collide-mesh)))
(when s2-0
(countdown (s1-0 s4-0)
(when (= (-> s5-0 prim-core prim-type) (prim-type mesh))
(let ((s0-0 (-> (the-as collide-shape-prim-mesh s5-0) mesh-id)))
(cond
((and (>= s0-0 0) (< s0-0 (length s2-0)))
(set! (-> (the-as collide-shape-prim-mesh s5-0) mesh) (-> s2-0 s0-0))
)
(else
(set! (-> (the-as collide-shape-prim-mesh s5-0) mesh) #f)
(+! s3-0 1)
)
)
)
)
(set! s5-0 (&+ (the-as collide-shape-prim-mesh s5-0) 80))
)
)
)
(when (not s2-0)
(while (nonzero? s4-0)
(+! s4-0 -1)
(when (= (-> (the-as collide-shape-prim-mesh s5-0) prim-core prim-type) (prim-type mesh))
(set! (-> (the-as collide-shape-prim-mesh s5-0) mesh) #f)
(+! s3-0 1)
)
(set! s5-0 (&+ (the-as collide-shape-prim-mesh s5-0) 80))
)
)
)
(if (nonzero? s3-0)
(format 0 "ERROR: Failed to find collision meshes for ~D prim(s) in ~A!~%" s3-0 (-> this process name))
)
)
)
)
(update-transforms this)
0
(none)
)
(defmethod debug-draw ((this collide-shape-prim))
(add-debug-sphere
#t
(bucket-id debug2)
(the-as vector (-> this prim-core))
(-> this local-sphere w)
(new 'static 'rgba :r #xff :g #xff :b #xff :a #x40)
)
0
(none)
)
(defmethod debug-draw ((this collide-shape-prim-sphere))
(add-debug-sphere
#t
(bucket-id debug2)
(the-as vector (-> this prim-core))
(-> this local-sphere w)
(cond
((and (zero? (-> this prim-core collide-as)) (zero? (-> this prim-core collide-with)))
(new 'static 'rgba :r #x80 :g #x80 :b #x80 :a #x40)
)
((logtest? (-> this 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)
)
)
)
0
(none)
)
(defmethod debug-draw ((this collide-shape-prim-mesh))
(add-debug-sphere
#t
(bucket-id debug2)
(the-as vector (-> this prim-core))
(-> this local-sphere w)
(new 'static 'rgba :b #xff :a #x40)
)
0
(none)
)
(defmethod debug-draw ((this collide-shape-prim-group))
(add-debug-sphere
#t
(bucket-id debug2)
(the-as vector (-> this prim-core))
(-> this local-sphere w)
(new 'static 'rgba :g #xff :a #x10)
)
(countdown (s5-0 (the-as uint (-> this num-children)))
(debug-draw (-> this child s5-0))
)
0
(none)
)
(deftype do-push-aways-work (structure)
"Added"
((cquery collide-query :inline)
(push-vel vector :inline)
(vec33 vector :inline :offset 560)
(cspec collide-spec :offset 576)
)
)
(defmethod do-push-aways ((this collide-shape))
"Push away things."
;; og:preserve-this float -> int
(local-vars (at-0 int) (v1-55 int) (a2-5 float) (a2-12 float))
(with-pp
(rlet ((vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf)
(vf3 :class vf)
(vf4 :class vf)
(vf5 :class vf)
)
(init-vf0-vector)
(let ((gp-0 (new 'stack-no-clear 'do-push-aways-work)))
(set! (-> gp-0 cspec) (collide-spec))
(let ((s4-0 (-> this root-prim prim-core collide-with)))
;; first, we build the actor list. hit-by-others now uses spatial hash.
(set! *actor-list-length* 0)
(if (logtest? s4-0 (collide-spec hit-by-others-list))
(set! *actor-list-length*
(fill-actor-list-for-sphere *actor-hash* (the-as sphere (-> this root-prim prim-core)) *actor-list* 256)
)
)
;; if we want to collide with the player, add it explicitly.
(when (logtest? s4-0 (collide-spec player-list))
(let ((a0-2 (-> *collide-player-list* alive-list next0)))
*collide-player-list*
(let ((v1-13 (-> a0-2 next0)))
(while (!= a0-2 (-> *collide-player-list* alive-list-end))
(let* ((a0-3 (-> (the-as connection a0-2) param1))
(a1-1 (-> (the-as collide-shape a0-3) root-prim))
)
(when (logtest? s4-0 (-> a1-1 prim-core collide-as))
(let ((a1-2 (-> a1-1 prim-core)))
(let ((a2-4 a1-2)
(a3-2 (-> this root-prim prim-core))
)
(.lvf vf2 (&-> a2-4 world-sphere quad))
(.lvf vf3 (&-> a3-2 world-sphere quad))
)
(.sub.vf vf1 vf3 vf2)
(.mul.vf vf1 vf1 vf1)
(.add.y.vf.x vf1 vf1 vf1)
(.add.z.vf.x vf1 vf1 vf1)
(.mov a2-5 vf1)
(when (< a2-5 (square (+ (-> a1-2 world-sphere w) (-> this root-prim prim-core world-sphere w))))
(when (< *actor-list-length* 256)
(set! (-> *actor-list* *actor-list-length*) (the-as collide-shape a0-3))
(set! *actor-list-length* (+ *actor-list-length* 1))
)
)
)
)
)
(set! a0-2 v1-13)
*collide-player-list*
(set! v1-13 (-> v1-13 next0))
)
)
)
)
;; same for hit-by-plyer list
(when (logtest? s4-0 (collide-spec hit-by-player-list))
(let ((a0-5 (-> *collide-hit-by-player-list* alive-list next0)))
*collide-hit-by-player-list*
(let ((v1-21 (-> a0-5 next0)))
(while (!= a0-5 (-> *collide-hit-by-player-list* alive-list-end))
(let* ((a0-6 (-> (the-as connection a0-5) param1))
(a1-14 (-> (the-as collide-shape-moving a0-6) root-prim))
)
(when (logtest? s4-0 (-> a1-14 prim-core collide-as))
(let ((a1-15 (-> a1-14 prim-core)))
(let ((a2-11 a1-15)
(a3-4 (-> this root-prim prim-core))
)
(.lvf vf2 (&-> a2-11 world-sphere quad))
(.lvf vf3 (&-> a3-4 world-sphere quad))
)
(.sub.vf vf1 vf3 vf2)
(.mul.vf vf1 vf1 vf1)
(.add.y.vf.x vf1 vf1 vf1)
(.add.z.vf.x vf1 vf1 vf1)
(.mov a2-12 vf1)
(when (< a2-12 (square (+ (-> a1-15 world-sphere w) (-> this root-prim prim-core world-sphere w))))
(when (< *actor-list-length* 256)
(set! (-> *actor-list* *actor-list-length*) (the-as collide-shape a0-6))
(set! *actor-list-length* (+ *actor-list-length* 1))
)
)
)
)
)
(set! a0-5 v1-21)
*collide-hit-by-player-list*
(set! v1-21 (-> v1-21 next0))
)
)
)
)
;; now loop over all actors:
(dotimes (s3-0 *actor-list-length*)
(let* ((s1-0 (-> *actor-list* s3-0))
(s2-0 (-> s1-0 root-prim))
)
(when (logtest? s4-0 (-> s2-0 prim-core collide-as))
(when (!= (-> this process) (-> s1-0 process))
;; do the test
(when (and (should-push-away this s1-0 (-> gp-0 cquery)) (>= -81.92 (-> gp-0 cquery best-dist)))
(set! (-> gp-0 cquery collide-with) (-> s1-0 root-prim prim-core collide-with))
(set! (-> gp-0 cquery ignore-process0) (-> s1-0 process))
(set! (-> gp-0 cquery ignore-process1) #f)
(set! (-> gp-0 cquery ignore-pat) (-> s1-0 pat-ignore-mask))
(set! (-> gp-0 cquery action-mask) (collide-action solid))
(-> gp-0 cquery)
;; push away
(fill-cache-for-shape s1-0 8192.0 (-> gp-0 cquery))
(let ((s4-1 3))
(until (or (<= s4-1 0) (not (should-push-away this s1-0 (-> gp-0 cquery))))
(set! (-> gp-0 vec33 quad) (-> s1-0 trans quad))
(let* ((f0-4 (+ 2867.2 (-> gp-0 vec33 y)))
(f2-2 (+ 5734.4 f0-4))
(f1-11 (-> gp-0 cquery best-other-tri intersect y))
)
(cond
((< f1-11 f0-4)
(set! f1-11 f0-4)
)
((< f2-2 f1-11)
(set! f1-11 f2-2)
)
)
(set! (-> gp-0 vec33 y) f1-11)
)
(.lvf vf4 (&-> (-> gp-0 vec33) quad))
(.lvf vf3 (&-> (-> gp-0 cquery) best-other-tri intersect quad))
(.lvf vf5 (&-> (-> gp-0 cquery) best-other-tri normal quad))
(.sub.vf vf2 vf4 vf3)
(.mul.vf vf1 vf5 vf2)
(.add.x.vf.y vf1 vf1 vf1)
(.add.z.vf.y vf1 vf1 vf1)
(.mov v1-55 vf1)
(b! (< (the-as int v1-55) 0) cfg-35 :likely-delay (.sub.vf vf2 vf0 vf2))
(label cfg-35)
(.svf (&-> (-> gp-0 push-vel) quad) vf2)
(vector-normalize! (-> gp-0 push-vel) 1.0)
(vector-float*! (-> gp-0 push-vel) (-> gp-0 push-vel) (- (-> gp-0 cquery best-dist)))
(let ((v1-59 (-> gp-0 push-vel)))
(.lvf vf1 (&-> (-> gp-0 push-vel) quad))
(let ((f0-7 (-> pp clock frames-per-second)))
(.mov at-0 f0-7)
)
(.mov vf2 at-0)
(.mov.vf.w vf1 vf0)
(.mul.x.vf.xyz vf1 vf1 vf2)
(.svf (&-> v1-59 quad) vf1)
)
(let ((s0-0 (-> (the-as collide-shape-moving s1-0) status)))
(integrate-and-collide! (the-as collide-shape-moving s1-0) (-> gp-0 push-vel))
(set! (-> (the-as collide-shape-moving s1-0) status) s0-0)
)
(+! s4-1 -1)
)
(if (zero? s4-1)
(logior! (-> gp-0 cspec) (-> s2-0 prim-core collide-as))
)
)
(set! s4-0 (-> this root-prim prim-core collide-with))
)
)
)
)
)
)
(-> gp-0 cspec)
)
)
)
)
;; definition for method 40 of type collide-shape
;; WARN: Return type mismatch object vs symbol.
(defmethod find-overlapping-shapes ((this collide-shape) (arg0 overlaps-others-params))
(local-vars (a0-10 float) (a0-14 uint) (a2-5 float) (a2-12 float))
(rlet ((acc :class vf)
(vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf)
(vf3 :class vf)
(vf4 :class vf)
)
(init-vf0-vector)
(let ((gp-0 (the-as object #f)))
(let* ((s3-0 (-> this root-prim))
(s2-0 (the-as uint (logand (-> s3-0 prim-core collide-with) (-> arg0 collide-with-filter))))
)
(set! (-> arg0 filtered-root-collide-with) (the-as collide-spec s2-0))
(set! *actor-list-length* 0)
(b! (not (logtest? (the-as collide-spec s2-0) 512)) cfg-2 :delay (empty-form))
(set! *actor-list-length*
(fill-actor-list-for-sphere *actor-hash* (the-as sphere (-> s3-0 prim-core)) *actor-list* 256)
)
(label cfg-2)
(b! (not (logtest? (the-as collide-spec s2-0) 1024)) cfg-11 :delay (empty-form))
(let ((a0-3 (-> *collide-player-list* alive-list next0)))
*collide-player-list*
(let ((v1-12 (-> a0-3 next0)))
(b! #t cfg-9 :delay (nop!))
(label cfg-4)
(let ((a0-4 (-> (the-as connection a0-3) param1)))
(let ((a1-2 (-> (the-as collide-shape a0-4) root-prim)))
(b! (not (logtest? (the-as collide-spec s2-0) (-> a1-2 prim-core collide-as))) cfg-8 :delay (empty-form))
(let ((a1-3 (-> a1-2 prim-core)))
(let ((a2-4 a1-3)
(a3-1 (-> s3-0 prim-core))
)
(.lvf vf2 (&-> a2-4 world-sphere quad))
(.lvf vf3 (&-> a3-1 world-sphere quad))
)
(.sub.vf vf1 vf3 vf2)
(.mul.vf vf1 vf1 vf1)
(.add.y.vf.x vf1 vf1 vf1)
(.add.z.vf.x vf1 vf1 vf1)
(.mov a2-5 vf1)
(b! (>= a2-5 (square (+ (-> a1-3 world-sphere w) (-> s3-0 prim-core world-sphere w)))) cfg-8 :delay #f)
)
)
(b! (>= *actor-list-length* 256) cfg-8 :delay #f)
(set! (-> *actor-list* *actor-list-length*) (the-as collide-shape a0-4))
)
(set! *actor-list-length* (+ *actor-list-length* 1))
(label cfg-8)
(set! a0-3 v1-12)
*collide-player-list*
(set! v1-12 (-> v1-12 next0))
)
(label cfg-9)
(b! (!= a0-3 (-> *collide-player-list* alive-list-end)) cfg-4 :delay (nop!))
)
(label cfg-11)
(b! (not (logtest? (the-as collide-spec s2-0) 256)) cfg-20 :delay (empty-form))
(let ((a0-6 (-> *collide-hit-by-player-list* alive-list next0)))
*collide-hit-by-player-list*
(let ((v1-20 (-> a0-6 next0)))
(b! #t cfg-18 :delay (nop!))
(label cfg-13)
(let ((a0-7 (-> (the-as connection a0-6) param1)))
(let ((a1-14 (-> (the-as collide-shape-moving a0-7) root-prim)))
(b! (not (logtest? (the-as collide-spec s2-0) (-> a1-14 prim-core collide-as))) cfg-17 :delay (empty-form))
(let ((a1-15 (-> a1-14 prim-core)))
(let ((a2-11 a1-15)
(a3-2 (-> s3-0 prim-core))
)
(.lvf vf2 (&-> a2-11 world-sphere quad))
(.lvf vf3 (&-> a3-2 world-sphere quad))
)
(.sub.vf vf1 vf3 vf2)
(.mul.vf vf1 vf1 vf1)
(.add.y.vf.x vf1 vf1 vf1)
(.add.z.vf.x vf1 vf1 vf1)
(.mov a2-12 vf1)
(b! (>= a2-12 (square (+ (-> a1-15 world-sphere w) (-> s3-0 prim-core world-sphere w)))) cfg-17 :delay #f)
)
)
(b! (>= *actor-list-length* 256) cfg-17 :delay #f)
(set! (-> *actor-list* *actor-list-length*) (the-as collide-shape a0-7))
)
(set! *actor-list-length* (+ *actor-list-length* 1))
(label cfg-17)
(set! a0-6 v1-20)
*collide-hit-by-player-list*
(set! v1-20 (-> v1-20 next0))
)
(label cfg-18)
(b! (!= a0-6 (-> *collide-hit-by-player-list* alive-list-end)) cfg-13 :delay (nop!))
)
(label cfg-20)
(let ((s1-0 0))
(b! #t cfg-30 :delay (nop!))
(label cfg-21)
(let ((s0-0 (-> *actor-list* s1-0)))
(let ((a2-15 (-> s0-0 root-prim)))
(b! (not (logtest? (the-as collide-spec s2-0) (-> a2-15 prim-core collide-as))) cfg-29 :delay (empty-form))
(.lvf vf1 (&-> s3-0 prim-core world-sphere quad))
(.lvf vf2 (&-> a2-15 prim-core world-sphere quad))
(.sub.vf vf3 vf1 vf2)
(.add.w.vf.w vf4 vf1 vf2)
(.mul.vf.xyz vf3 vf3 vf3)
(.mul.w.vf.w vf4 vf4 vf4)
(.mul.x.vf.w acc vf0 vf3)
(.add.mul.y.vf.w acc vf0 vf3 acc)
(.add.mul.z.vf.w vf3 vf0 vf3 acc)
(.sub.w.vf.w vf3 vf3 vf4)
(let ((f0-2 0.0))
(.add.w.vf.x vf3 vf0 vf3)
(let ((v1-28 (-> this process)))
(.mov a0-10 vf3)
(let ((a1-26 (-> s0-0 process)))
(b! (< f0-2 a0-10) cfg-28)
(b! (= v1-28 a1-26) cfg-28 :delay (nop!))
)
)
)
(let ((v1-30 (overlaps-others-test s3-0 arg0 a2-15)))
(.lvf vf1 (&-> s3-0 prim-core world-sphere quad))
(b! (= v1-30 #f) cfg-28 :delay (set! s2-0 (the-as uint (-> arg0 filtered-root-collide-with))))
)
)
(let ((a0-12 (-> (the-as (pointer uint64) arg0) 0))
(v1-31 (-> this penetrate-using))
)
(b! (not (logtest? a0-12 4)) cfg-27 :delay (set! a0-14 (the-as uint (-> arg0 tlist))))
(b! (logtest? (-> s0-0 penetrated-by) v1-31) cfg-28 :delay (nop!))
)
)
(label cfg-27)
(b! (= a0-14 #f) cfg-32 :delay (set! gp-0 0))
(label cfg-28)
0
(label cfg-29)
(+! s1-0 1)
(label cfg-30)
(b! (< s1-0 *actor-list-length*) cfg-21)
)
)
(label cfg-32)
(b! (= (the-as uint gp-0) #f) cfg-34 :delay (nop!))
(set! gp-0 #t)
(label cfg-34)
(the-as symbol gp-0)
)
)
)
;; definition for method 12 of type collide-shape-prim
(defmethod overlaps-others-test ((this collide-shape-prim) (arg0 overlaps-others-params) (arg1 collide-shape-prim))
(format 0 "ERROR: Unsupported call to collide-shape-prim::overlaps-others-test!~%")
#f
)
;; definition for method 12 of type collide-shape-prim-group
;; WARN: Return type mismatch object vs symbol.
(defmethod overlaps-others-test ((this collide-shape-prim-group) (arg0 overlaps-others-params) (arg1 collide-shape-prim))
(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 (the-as collide-shape-prim this))
(v1-0 (-> arg1 prim-core collide-as))
(s2-0 (the-as object #f))
)
(let ((a1-1 (-> arg0 collide-with-filter)))
(nop!)
(let ((s3-0 (the-as uint (-> this num-children)))
(v1-1 (logand v1-0 a1-1))
)
(.lvf vf1 (&-> arg1 prim-core world-sphere quad))
(nop!)
(set! (-> arg0 filtered-other-collide-as) v1-1)
(label cfg-1)
(b! (zero? s3-0) cfg-6 :delay (set! s4-0 (&+ s4-0 80)))
(+! s3-0 -1)
(let ((a0-2 (logand (-> s4-0 prim-core collide-with) v1-1)))
(.lvf vf2 (&-> s4-0 prim-core world-sphere quad))
(b! (zero? a0-2) cfg-1 :delay (.sub.vf vf3 vf2 vf1))
)
(.add.w.vf.w vf4 vf2 vf1)
(.mul.vf.xyz vf3 vf3 vf3)
(.mul.w.vf.w vf4 vf4 vf4)
(.mul.x.vf.w acc vf0 vf3)
(.add.mul.y.vf.w acc vf0 vf3 acc)
(.add.mul.z.vf.w vf3 vf0 vf3 acc)
(.sub.w.vf.w vf3 vf3 vf4)
(let ((f0-0 0.0))
(.add.w.vf.x vf3 vf0 vf3)
(.mov a0-3 vf3)
(b! (< f0-0 a0-3) cfg-1)
)
(let ((a0-5 (overlaps-others-test s4-0 arg0 arg1)))
(set! v1-1 (-> arg0 filtered-other-collide-as))
(b! (= a0-5 #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 uint s2-0) #f) cfg-8 :delay (nop!))
(set! s2-0 #t)
(label cfg-8)
(the-as symbol s2-0)
)
)
)
;; definition for method 13 of type collide-shape-prim
;; WARN: Return type mismatch object vs symbol.
(defmethod overlaps-others-group ((this collide-shape-prim) (arg0 overlaps-others-params) (arg1 collide-shape-prim-group))
(local-vars (a0-4 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 (the-as collide-shape-prim arg1))
(v1-0 (-> this prim-core collide-with))
)
(nop!)
(let ((a0-1 (-> arg0 collide-with-filter)))
(nop!)
(let ((s3-0 (the-as uint (-> arg1 num-children)))
(v1-1 (logand v1-0 a0-1))
)
(.lvf vf2 (&-> this prim-core world-sphere quad))
(let ((s2-0 (the-as object #f)))
(set! (-> arg0 filtered-child-collide-with) v1-1)
(label cfg-1)
(b! (zero? s3-0) cfg-6 :delay (set! s4-0 (&+ s4-0 80)))
(+! s3-0 -1)
(let ((a0-3 (logand v1-1 (-> s4-0 prim-core collide-as))))
(.lvf vf1 (&-> s4-0 prim-core world-sphere quad))
(b! (zero? a0-3) cfg-1 :delay (.sub.vf vf3 vf2 vf1))
)
(.add.w.vf.w vf4 vf2 vf1)
(.mul.vf.xyz vf3 vf3 vf3)
(.mul.w.vf.w vf4 vf4 vf4)
(.mul.x.vf.w acc vf0 vf3)
(.add.mul.y.vf.w acc vf0 vf3 acc)
(.add.mul.z.vf.w vf3 vf0 vf3 acc)
(.sub.w.vf.w vf3 vf3 vf4)
(let ((f0-0 0.0))
(.add.w.vf.x vf3 vf0 vf3)
(.mov a0-4 vf3)
(b! (< f0-0 a0-4) cfg-1)
)
(let ((a0-6 (overlaps-others-test this arg0 s4-0)))
(set! v1-1 (-> arg0 filtered-child-collide-with))
(b! (= a0-6 #f) cfg-1 :delay (.lvf vf2 (&-> this prim-core world-sphere quad)))
)
(b! (!= (-> arg0 tlist) #f) cfg-1 :delay (set! s2-0 0))
(label cfg-6)
(b! (= (the-as uint s2-0) #f) cfg-8 :delay (nop!))
(set! s2-0 #t)
(label cfg-8)
(the-as symbol s2-0)
)
)
)
)
)
)
;; definition for method 12 of type collide-shape-prim-sphere
(defmethod overlaps-others-test ((this collide-shape-prim-sphere) (arg0 overlaps-others-params) (arg1 collide-shape-prim))
(local-vars (v1-11 uint) (s4-0 uint))
(let ((v1-0 (-> arg1 prim-core prim-type)))
(b! (nonzero? v1-0) cfg-2 :delay (set! s4-0 (the-as uint (-> arg0 options))))
(let ((v0-1 (overlaps-others-group this arg0 (the-as collide-shape-prim-group arg1))))
(b! #t cfg-17 :delay (nop!))
(label cfg-2)
(b! (> (the-as int v1-0) 0) cfg-4 :delay (nop!))
(b! #t cfg-11 :delay (logand s4-0 2))
(label cfg-4)
(b! (nonzero? 0) cfg-11 :delay (nop!))
(let ((s2-0 (-> (the-as collide-shape-prim-mesh arg1) mesh)))
(b! (not s2-0) cfg-10 :delay (empty-form))
(let ((v1-5 (populate-for-prim-mesh *collide-mesh-cache* (the-as collide-shape-prim-mesh arg1))))
(when v1-5
(when (overlap-test s2-0 (the-as collide-mesh-cache-tri (-> v1-5 tris)) (the-as vector (-> this prim-core)))
(b! #t cfg-11 :delay (nop!))
(the-as none 0)
)
)
)
)
(label cfg-10)
(set! v0-1 #f)
(b! #t cfg-17 :delay (nop!))
(label cfg-11)
(let ((a0-8 (-> arg0 tlist)))
(b! (= a0-8 #f) cfg-13 :delay (nop!))
(add-touching-prims a0-8 this arg1 -1.0 (the-as collide-tri-result #f) (the-as collide-tri-result #f))
)
(label cfg-13)
(b! (not (logtest? s4-0 1)) cfg-16 :delay (set! v1-11 (the-as uint (-> this prim-core action))))
(let ((a0-9 (-> arg1 prim-core action)))
(b! (logtest? (the-as collide-action (logand v1-11 1)) a0-9) cfg-16 :delay (nop!))
)
(set! v0-1 #f)
(b! #t cfg-17 :delay (nop!))
(label cfg-16)
(set! v0-1 #t)
(label cfg-17)
v0-1
)
)
)
;; definition for method 12 of type collide-shape-prim-mesh
(defmethod overlaps-others-test ((this collide-shape-prim-mesh) (arg0 overlaps-others-params) (arg1 collide-shape-prim))
(local-vars (v1-3 uint) (v1-11 uint) (s4-0 uint))
(let ((v1-0 (-> arg1 prim-core prim-type)))
(b! (nonzero? v1-0) cfg-2 :delay (set! s4-0 (the-as uint (-> arg0 options))))
(let ((v0-1 (overlaps-others-group this arg0 (the-as collide-shape-prim-group arg1))))
(b! #t cfg-18 :delay (nop!))
(label cfg-2)
(b! (> (the-as int v1-0) 0) cfg-10 :delay (set! v1-3 (logand s4-0 2)))
(b! (nonzero? v1-3) cfg-12 :delay (nop!))
(let ((s2-0 (-> this mesh)))
(b! (not s2-0) cfg-9 :delay (empty-form))
(let ((v1-5 (populate-for-prim-mesh *collide-mesh-cache* this)))
(b! (not v1-5) cfg-9 :delay (empty-form))
(b!
(not (overlap-test s2-0 (the-as collide-mesh-cache-tri (-> v1-5 tris)) (the-as vector (-> arg1 prim-core))))
cfg-9
:delay (empty-form)
)
)
)
(b! #t cfg-12 :delay (nop!))
(the-as none 0)
(label cfg-9)
(set! v0-1 #f)
(b! #t cfg-18 :delay (nop!))
(label cfg-10)
(b! (nonzero? v1-3) cfg-12 :delay (nop!))
(format
0
"ERROR: Unsupported mesh -> mesh test attempted in collide-shape-prim-mesh::overlaps-others-test!~%"
)
(set! v0-1 #f)
(b! #t cfg-18 :delay (nop!))
(label cfg-12)
(let ((a0-9 (-> arg0 tlist)))
(b! (= a0-9 #f) cfg-14 :delay (nop!))
(add-touching-prims a0-9 this arg1 -1.0 (the-as collide-tri-result #f) (the-as collide-tri-result #f))
)
(label cfg-14)
(b! (not (logtest? s4-0 1)) cfg-17 :delay (set! v1-11 (the-as uint (-> this prim-core action))))
(let ((a0-10 (-> arg1 prim-core action)))
(b! (logtest? (the-as collide-action (logand v1-11 1)) a0-10) cfg-17 :delay (nop!))
)
(set! v0-1 #f)
(b! #t cfg-18 :delay (nop!))
(label cfg-17)
(set! v0-1 #t)
(label cfg-18)
v0-1
)
)
)
;; definition for method 49 of type collide-shape
;; WARN: Return type mismatch int vs none.
(defmethod modify-collide-as! ((this collide-shape) (arg0 int) (arg1 collide-spec) (arg2 collide-spec))
(let ((v1-0 (-> this root-prim)))
(countdown (a0-1 (-> this total-prims))
(if (logtest? (-> v1-0 prim-id) arg0)
(set! (-> v1-0 prim-core collide-as) (logior (logclear (-> v1-0 prim-core collide-as) arg1) arg2))
)
(&+! v1-0 80)
)
)
0
(none)
)
(defmethod send-shoves ((this collide-shape) (arg0 process) (arg1 touching-shapes-entry) (arg2 float) (arg3 float) (arg4 float))
(rlet ((vf0 :class vf)
(vf4 :class vf)
(vf5 :class vf)
(vf6 :class vf)
)
(init-vf0-vector)
(when arg1
(let ((s0-0 (-> arg1 head))
(gp-0 (the-as process (as-type arg0 process-focusable)))
)
(when (and s0-0 gp-0)
(while s0-0
(let ((sv-160 (get-touched-prim s0-0 this arg1)))
(get-touched-prim s0-0 (-> (the-as process-focusable gp-0) root) arg1)
(when (logtest? (-> sv-160 prim-core action) (collide-action no-standon))
(let ((v1-12 (get-middle-of-bsphere-overlap s0-0 (new 'stack-no-clear 'vector)))
(sv-176 (new 'stack-no-clear 'vector))
)
(let ((a0-7 (-> sv-160 prim-core)))
(.lvf vf4 (&-> v1-12 quad))
(.lvf vf5 (&-> a0-7 world-sphere quad))
)
(.mov.vf.w vf6 vf0)
(.sub.vf.xyz vf6 vf4 vf5)
(.svf (&-> sv-176 quad) vf6)
(vector-normalize! sv-176 1.0)
(when (and (< arg2 (-> sv-176 y)) (and (not (focus-test? (the-as process-focusable gp-0) dead hit board mech))
(< (-> (the-as process-focusable gp-0) root transv y) 4.096)
)
)
(let ((s2-1 (new 'stack-no-clear 'vector)))
(set! (-> s2-1 quad) (-> (the-as process-focusable gp-0) root transv quad))
(let* ((v1-26 (-> (the-as process-focusable gp-0) root transv))
(f30-0 (sqrtf (+ (* (-> v1-26 x) (-> v1-26 x)) (* (-> v1-26 z) (-> v1-26 z)))))
)
(if (= f30-0 0.0)
(set! (-> s2-1 quad) (-> (vector-z-quaternion! s2-1 (-> (the-as process-focusable gp-0) root quat)) quad))
)
(vector-xz-normalize! s2-1 (fmax f30-0 arg4))
)
(set! (-> s2-1 y) arg3)
(send-event gp-0 'shove arg1 (static-attack-info ((id (new-attack-id)) (vector s2-1) (angle 'jump))))
)
(return #t)
)
)
)
)
(set! s0-0 (-> s0-0 next))
)
)
)
)
#f
)
)
;; definition for method 41 of type collide-shape
;; INFO: Used lq/sq
;; WARN: Return type mismatch int vs vector.
(defmethod shove-to-closest-point-on-path ((this collide-shape) (arg0 attack-info) (arg1 float))
(set! (-> arg0 shove-up) arg1)
(let* ((s3-0 (-> this 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)
(get-point-in-path! 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)
)
(the-as vector 0)
)