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

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

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

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

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

57 lines
2.0 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
(bundles "ENGINE.CGO" "GAME.CGO")
(require "kernel-defs.gc")
;; DECOMP BEGINS
;; A 4x4 matrix, stored in row-major order
;; some, but not all, functions assume that a matrix is an affine transform.
;; others assume that the rotation has no scale or shear (and that its inverse is its transpose)
(deftype matrix (structure)
((vector vector 4 :inline :offset 0)
(quad uint128 4 :overlay-at vector)
(data float 16 :overlay-at vector))
(:methods
(transform-vectors! (_type_ (inline-array vector) (inline-array vector) int) none)))
;; A 3x3 matrix, stored in row-major order.
;; NOTE: the rows each have an extra 4-bytes of padding
;; so this is really a 3x4 matrix.
;; this type is rarely used
(deftype matrix3 (structure)
((data float 12)
(vector vector 3 :inline :overlay-at (-> data 0))
(quad uint128 3 :overlay-at (-> data 0))))
;; a matrix stored using 16-bit integers.
;; note that these usually have different scaling for the 4th row which
;; contains the translation in an affine transform.
;; so you generally should not unpack these to floats without knowing where they came from
;; and how they were originally packed (for example, in tie/shrub)
(deftype matrix4h (structure)
((data int16 16)
(vector4h vector4h 4 :inline :overlay-at (-> data 0))
(long int64 4 :overlay-at (-> data 0))))
(defun matrix-copy! ((dst matrix) (src matrix))
"Copy src to dst"
(let ((v1-0 (-> src vector 0 quad))
(a2-0 (-> src vector 1 quad))
(a3-0 (-> src vector 2 quad))
(a1-1 (-> src vector 3 quad)))
(set! (-> dst vector 0 quad) v1-0)
(set! (-> dst vector 1 quad) a2-0)
(set! (-> dst vector 2 quad) a3-0)
(set! (-> dst vector 3 quad) a1-1))
dst)
(defmacro new-stack-matrix0 ()
"Get a new matrix on the stack that's set to zero."
`(let ((mat (new 'stack-no-clear 'matrix)))
(set! (-> mat quad 0) (the-as uint128 0))
(set! (-> mat quad 1) (the-as uint128 0))
(set! (-> mat quad 2) (the-as uint128 0))
(set! (-> mat quad 3) (the-as uint128 0))
mat))