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https://github.com/open-goal/jak-project
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d1ece445d4
Relates to #1353 This adds no new functionality or overhead to the compiler, yet. This is the preliminary work that has: - added code to the compiler in several spots to flag when something is used without being properly required/imported/whatever (disabled by default) - that was used to generate project wide file dependencies (some circulars were manually fixed) - then that graph underwent a transitive reduction and the result was written to all `jak1` source files. The next step will be making this actually produce and use a dependency graph. Some of the reasons why I'm working on this: - eliminates more `game.gp` boilerplate. This includes the `.gd` files to some extent (`*-ag` files and `tpage` files will still need to be handled) this is the point of the new `bundles` form. This should make it even easier to add a new file into the source tree. - a build order that is actually informed from something real and compiler warnings that tell you when you are using something that won't be available at build time. - narrows the search space for doing LSP actions -- like searching for references. Since it would be way too much work to store in the compiler every location where every symbol/function/etc is used, I have to do ad-hoc searches. By having a dependency graph i can significantly reduce that search space. - opens the doors for common shared code with a legitimate pattern. Right now jak 2 shares code from the jak 1 folder. This is basically a hack -- but by having an explicit require syntax, it would be possible to reference arbitrary file paths, such as a `common` folder. Some stats: - Jak 1 has about 2500 edges between files, including transitives - With transitives reduced at the source code level, each file seems to have a modest amount of explicit requirements. Known issues: - Tracking the location for where `defmacro`s and virtual state definitions were defined (and therefore the file) is still problematic. Because those forms are in a macro environment, the reader does not track them. I'm wondering if a workaround could be to search the reader's text_db by not just the `goos::Object` but by the text position. But for the purposes of finishing this work, I just statically analyzed and searched the code with throwaway python code.
86 lines
2.3 KiB
Common Lisp
86 lines
2.3 KiB
Common Lisp
;;-*-Lisp-*-
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(in-package goal)
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(bundles "ENGINE.CGO" "GAME.CGO")
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(require "engine/camera/cam-interface-h.gc")
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(require "engine/math/quaternion.gc")
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(require "kernel/gstate.gc")
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(require "engine/gfx/math-camera-h.gc")
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(require "engine/entity/entity-h.gc")
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(require "engine/math/transformq-h.gc")
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;; name: cam-interface.gc
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;; name in dgo: cam-interface
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;; dgos: GAME, ENGINE
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;; definition for function position-in-front-of-camera!
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(defun position-in-front-of-camera! ((arg0 vector) (arg1 float) (arg2 float))
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(vector-float*! arg0 (-> *math-camera* inv-camera-rot vector 2) arg1)
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(vector+float*! arg0 arg0 (-> *math-camera* inv-camera-rot vector 1) arg2)
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(vector+! arg0 arg0 (-> *math-camera* trans))
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arg0
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)
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;; definition for function matrix-local->world
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(defun matrix-local->world ((arg0 symbol) (arg1 symbol))
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(if arg0
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(-> *math-camera* inv-camera-rot-smooth)
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(-> *math-camera* inv-camera-rot)
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)
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)
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;; definition for function matrix-world->local
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(defun matrix-world->local ()
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(-> *math-camera* camera-rot)
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)
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(define-perm *camera-dummy-vector* vector (vector-reset! (new 'global 'vector)))
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;; definition for function camera-pos
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;; INFO: Return type mismatch object vs vector.
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(defun camera-pos ()
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(the-as vector (cond
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(*camera-combiner*
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(-> *camera-combiner* stack)
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)
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(*math-camera*
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(-> *math-camera* trans)
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)
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(else
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*camera-dummy-vector*
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)
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)
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)
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)
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;; definition for function math-camera-pos
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(defun math-camera-pos ()
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(-> *math-camera* trans)
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)
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;; definition for function camera-angle
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(defun camera-angle ()
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(let ((f0-0 (-> *math-camera* camera-rot data 0))
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(f1-0 (-> *math-camera* camera-rot data 2))
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)
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(atan f1-0 f0-0)
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)
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)
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;; definition for function camera-teleport-to-entity
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;; INFO: Return type mismatch int vs none.
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;; Used lq/sq
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(defbehavior camera-teleport-to-entity process ((arg0 entity-actor))
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(let ((gp-0 (new 'stack 'transformq)))
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(set! (-> gp-0 trans quad)
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(-> (the-as transform (-> arg0 extra)) scale quad)
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)
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(quaternion-copy! (-> gp-0 quat) (-> arg0 quat))
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(vector-identity! (-> gp-0 scale))
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(send-event *camera* 'teleport-to-transformq gp-0)
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)
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0
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(none)
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)
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