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jak-project/goal_src/jak1/engine/math/transform.gc
T
Tyler Wilding d1ece445d4 Dependency graph work - Part 1 - Preliminary work (#3505)
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.
2024-05-12 12:37:59 -04:00

83 lines
2.7 KiB
Common Lisp

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