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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
3.6 KiB
Common Lisp
83 lines
3.6 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/quaternion-h.gc")
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(require "engine/math/vector-h.gc")
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(require "engine/math/transform-h.gc")
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;; name: transformq-h.gc
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;; name in dgo: transformq-h
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;; dgos: GAME, ENGINE
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;; DECOMP BEGINS
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;; the transformq is a transform, but _replaces_ the rotation field with a quaternion.
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;; it is much more commonly used than transform.
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(deftype transformq (transform)
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;; this overlays the rot field of transform.
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((quat quaternion :inline :overlay-at (-> rot x))
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)
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)
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;; trsq is the quaternion version of trs (trs is like a transform, but is basic.)
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(deftype trsq (trs)
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;; this overlays the rot field of trs.
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((quat quaternion :inline :overlay-at (-> rot x))
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)
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)
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;; Representing a translate/rotate/scale with a quaternion and a velocity.
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;; This is often used as the base type for the position of a game object that can move around
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;; so it has methods to do common control functions.
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;; many of these functions assume that y is up and assume that roll/pitch is small
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;; (a reasonable assumption for most in-game objects that don't do flips)
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;; note: Jak's control uses this as a base class.
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(deftype trsqv (trsq)
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((pause-adjust-distance meters :offset 4) ;; hack: adjusts the distance where actor logic is paused, if this is an actor
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(nav-radius meters :offset 8) ;; hack: the radius of the bounding sphere used by the navigate system.
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(transv vector :inline) ;; velocity (meters/second)
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(rotv vector :inline) ;; angular velocity (deg/second)
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(scalev vector :inline) ;; scale velocity (unused?)
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;; there's a hacky ~first-order orientation yaw control with hysteresis
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;; it makes the yaw change smoothly and attempts to cancel out oscillations from the collision system
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(dir-targ quaternion :inline) ;; direction target
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(angle-change-time time-frame) ;; the time when we change rotation directions
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(old-y-angle-diff float) ;; the amount we moved last time
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)
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(:methods
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(seek-toward-heading-vec! (_type_ vector float time-frame) quaternion)
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(set-heading-vec! (_type_ vector) quaternion)
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(seek-to-point-toward-point! (_type_ vector float time-frame) quaternion)
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(point-toward-point! (_type_ vector) quaternion)
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(seek-toward-yaw-angle! (_type_ float float time-frame) quaternion)
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(set-yaw-angle-clear-roll-pitch! (_type_ float) quaternion)
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(set-roll-to-grav! (_type_ float) quaternion)
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(set-roll-to-grav-2! (_type_ float) quaternion)
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(rotate-toward-orientation! (_type_ quaternion float float) quaternion)
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(set-quaternion! (_type_ quaternion) quaternion)
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(set-heading-vec-clear-roll-pitch! (_type_ vector) quaternion)
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(point-toward-point-clear-roll-pitch! (_type_ vector) quaternion)
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(rot->dir-targ! (_type_) quaternion)
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(y-angle (_type_) float)
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(global-y-angle-to-point (_type_ vector) float)
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(relative-y-angle-to-point (_type_ vector) float)
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(roll-relative-to-gravity (_type_) float)
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(set-and-limit-velocity (_type_ int vector float) trsqv)
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(get-quaternion (_type_) quaternion)
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)
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)
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(defmethod global-y-angle-to-point ((this trsqv) (arg0 vector))
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"Get the angle in the xz plane from the position of this trsqv to the point arg0."
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(vector-y-angle (vector-! (new 'stack-no-clear 'vector) arg0 (-> this trans)))
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)
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(defmethod relative-y-angle-to-point ((this trsqv) (arg0 vector))
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"Get the y angle between the current orientation and arg0."
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(deg-diff (y-angle this) (vector-y-angle (vector-! (new 'stack-no-clear 'vector) arg0 (-> this trans))))
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)
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