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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.
34 lines
849 B
Common Lisp
34 lines
849 B
Common Lisp
;;-*-Lisp-*-
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(in-package goal)
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(bundles "ENGINE.CGO" "GAME.CGO")
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(require "kernel-defs.gc")
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;; name: transform-h.gc
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;; name in dgo: transform-h
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;; dgos: GAME, ENGINE
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;; DECOMP BEGINS
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;; Transformation. w components of vectors should be 1.0
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;; This can represent any rotation, translation, and scaling.
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;; Note that the scaling is applied before rotation (meaning it scales along the axes of the pre-transformed frame).
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(deftype transform (structure)
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((trans vector :inline)
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(rot vector :inline)
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(scale vector :inline)
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)
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)
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;; Like transform, but it's a basic.
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;; some in-game objects have trs as their parent type to represent their location in the game world.
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(deftype trs (basic)
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((trans vector :inline)
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(rot vector :inline)
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(scale vector :inline)
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)
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(:methods
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(new (symbol type) _type_)
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)
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)
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