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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.
83 lines
2.7 KiB
Common Lisp
83 lines
2.7 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/math/matrix.gc")
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(require "engine/math/transform-h.gc")
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;; name: transform.gc
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;; name in dgo: transform
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;; dgos: GAME, ENGINE
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;; note: transformq and trsq is mostly used instead of transform.
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;; DECOMP BEGINS
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(defmethod print ((this transform))
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(format #t "#<transform @ #x~X~%" this)
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(format #t "~T~Ttrans:~F ~F ~F ~F ~%" (-> this trans x) (-> this trans y) (-> this trans z) (-> this trans w))
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(format #t "~T~Trot: ~F ~F ~F ~F ~%" (-> this rot x) (-> this rot y) (-> this rot z) (-> this rot w))
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(format #t "~T~Tscale:~F ~F ~F ~F>" (-> this scale x) (-> this scale y) (-> this scale z) (-> this scale w))
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this
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)
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(defmethod new trs ((allocation symbol) (type-to-make type))
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"Create a new trs and set it equal to identity."
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(let ((this (object-new allocation type-to-make (the-as int (-> type-to-make size)))))
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(set! (-> this trans w) 1.0)
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(set! (-> this rot w) 1.0)
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(vector-identity! (-> this scale))
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this
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)
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)
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(defun transform-matrix-calc! ((tf transform) (dst-mat matrix))
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"Convert a transform to a matrix. This is not particularly efficient."
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(let ((s4-0 (new-stack-matrix0))
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(s3-0 (new-stack-matrix0))
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)
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;; start with identity
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(matrix-identity! dst-mat)
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;; set translation (which also sets identity...)
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(matrix-translate! dst-mat (-> tf trans))
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;; rotate y axis (this is first, so yaw is "world aligned"
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(matrix-rotate-y! s4-0 (-> tf rot y))
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(matrix*! s3-0 s4-0 dst-mat)
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;; rotate x axis
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(matrix-rotate-x! s4-0 (-> tf rot x))
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(matrix*! dst-mat s4-0 s3-0)
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;; rotate z axis
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(matrix-rotate-z! s4-0 (-> tf rot z))
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(matrix*! s3-0 s4-0 dst-mat)
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;; apply scale
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(matrix-scale! s4-0 (-> tf scale))
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(matrix*! dst-mat s4-0 s3-0)
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)
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)
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(defun transform-matrix-parent-calc! ((tf transform) (dst-mat matrix) (inv-scale vector))
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"Convert a transform to a matrix, applying an inverse scaling."
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(let ((s4-0 (new-stack-matrix0))
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(s3-0 (new-stack-matrix0))
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)
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(matrix-identity! s3-0)
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(matrix-translate! s3-0 (-> tf trans))
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(matrix-inv-scale! s4-0 inv-scale)
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(matrix*! dst-mat s4-0 s3-0)
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(matrix-rotate-y! s4-0 (-> tf rot y))
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(matrix*! s3-0 s4-0 dst-mat)
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(matrix-rotate-x! s4-0 (-> tf rot x))
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(matrix*! dst-mat s4-0 s3-0)
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(matrix-rotate-z! s4-0 (-> tf rot z))
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(matrix*! s3-0 s4-0 dst-mat)
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(matrix-scale! s4-0 (-> tf scale))
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(matrix*! dst-mat s4-0 s3-0)
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)
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)
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(defun trs-matrix-calc! ((tf trs) (dst-mat matrix))
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"Convert a trs to a matrix"
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;; this relies on the fact that trs and transform both have the same memory layout.
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(transform-matrix-calc! (the-as transform (-> tf trans)) dst-mat)
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)
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