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jak-project/goal_src/jak1/engine/math/transformq.gc
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2026-08-17 09:14:26 -07:00

328 lines
15 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
(bundles "ENGINE.CGO" "GAME.CGO")
(require "engine/gfx/hw/display-h.gc")
(require "engine/physics/dynamics-h.gc")
(require "engine/geometry/geometry.gc")
(require "engine/math/transformq-h.gc")
;; DECOMP BEGINS
(defmethod print ((this transformq))
"Print a transformq"
(format #t "#<transformq @ #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~Tquat: ~F ~F ~F ~F ~%" (-> this quat x) (-> this quat y) (-> this quat z) (-> this quat w))
(format #t "~T~Tscale:~F ~F ~F ~F>" (-> this scale x) (-> this scale y) (-> this scale z) (-> this scale w))
this)
(defmethod get-quaternion ((this trsqv))
"Return the transform's quaternion storage."
(-> this quat))
(defmethod set-quaternion! ((this trsqv) (rotation quaternion))
"Copy rotation into this transform."
(quaternion-copy! (get-quaternion this) rotation))
(defmethod rot->dir-targ! ((this trsqv))
"Copy the current rotation into dir-targ."
(quaternion-copy! (-> this dir-targ) (get-quaternion this)))
(defmethod y-angle ((this trsqv))
"Return the current quaternion's yaw."
(quaternion-y-angle (get-quaternion this)))
(defmethod seek-toward-heading-vec! ((this trsqv) (heading vector) (max-yaw-rate float) (response-time time-frame))
"Turn about world Y toward heading's XZ yaw. Clamp each frame's step by max-yaw-rate and
response-time. A fresh reversal requires one confirming frame unless no full turn has been accepted
for 0.2 seconds."
(let* ((yaw-error (deg-diff (quaternion-y-angle (-> this quat)) (vector-y-angle heading)))
;; Limit the step by both the angular rate and a first-order response proportional to error.
(yaw-limit (fmin (* max-yaw-rate (seconds-per-frame)) (/ (* 5.0 (fabs yaw-error)) (the float response-time))))
(saturated-yaw (fmax (fmin yaw-error yaw-limit) (- yaw-limit))))
(let ((old-diff (-> this old-y-angle-diff)))
(set! saturated-yaw
(cond
;; Continue a turn with the same sign. A reversal is accepted immediately only when
;; no full step has been accepted for 0.2 seconds.
((or (= old-diff 0.0)
(and (< 0.0 saturated-yaw) (< 0.0 old-diff))
(or (and (< saturated-yaw 0.0) (< old-diff 0.0)) (time-elapsed? (-> this angle-change-time) (seconds 0.2))))
(set-time! (-> this angle-change-time))
saturated-yaw)
(else
;; Retain the requested sign without visibly turning. If that sign persists it is
;; accepted next frame; alternating signs remain suppressed until the timer expires.
;; Zero would take the old-diff=0 path and defeat this one-frame confirmation.
(* 0.000000001 saturated-yaw)))))
(set! (-> this old-y-angle-diff) saturated-yaw)
(let ((rotation (get-quaternion this)))
(quaternion-rotate-y! rotation rotation saturated-yaw))))
(defmethod set-heading-vec! ((this trsqv) (heading vector))
"Immediately turn toward heading within the plane perpendicular to the current up direction,
preserving that up direction."
(let ((rotation (get-quaternion this)))
(forward-up-nopitch->quaternion rotation
(vector-normalize-copy! (new 'stack-no-clear 'vector) heading 1.0) ;; forward is the given dir.
(vector-y-quaternion! (new 'stack-no-clear 'vector) rotation) ;; use the old up
)))
(defmethod seek-to-point-toward-point! ((this trsqv) (target-point vector) (max-yaw-rate float) (response-time time-frame))
"Turn about world Y toward target-point from this position using max-yaw-rate and response-time."
(seek-toward-heading-vec! this
(vector-! (new 'stack-no-clear 'vector) target-point (-> this trans))
max-yaw-rate
response-time))
(defmethod point-toward-point! ((this trsqv) (target-point vector))
"Immediately turn toward target-point within the plane perpendicular to the current up
direction."
(let ((rotation (get-quaternion this)))
(forward-up-nopitch->quaternion rotation
(vector-normalize! (vector-! (new 'stack-no-clear 'vector) target-point (-> this trans)) 1.0)
(vector-y-quaternion! (new 'stack-no-clear 'vector) rotation))))
(defmethod seek-toward-yaw-angle! ((this trsqv) (yaw float) (max-yaw-rate float) (response-time time-frame))
"Turn toward yaw using max-yaw-rate and response-time."
(seek-toward-heading-vec! this
;; make a vector that points toward +z (forward) rotated by the yaw.
(set-vector! (new 'stack-no-clear 'vector) (sin yaw) 0.0 (cos yaw) 1.0)
max-yaw-rate
response-time))
(defmethod set-yaw-angle-clear-roll-pitch! ((this trsqv) (yaw float))
"Set yaw immediately with a horizontal forward direction and world +Y up."
(set-heading-vec-clear-roll-pitch! this (set-vector! (new 'stack-no-clear 'vector) (sin yaw) 0.0 (cos yaw) 1.0)))
(defmethod set-roll-to-grav! ((this trsqv) (roll-offset float))
"Align local up with standard world up while retaining forward, then apply roll-offset."
(set-roll-to-grav-2! this roll-offset))
(defmethod set-roll-to-grav-2! ((this trsqv) (roll-offset float))
"Align local up with standard world up projected perpendicular to forward, rebuild the right
axis, then apply roll-offset about local Z."
(let* ((rotation (get-quaternion this)) ;; our orientation
(world-up (-> *standard-dynamics* gravity-normal))
(rotation-matrix (quaternion->matrix (new 'stack-no-clear 'matrix) rotation)))
(let ((forward (-> rotation-matrix vector 2)))
;; Remove the forward component from world up, then use the result as local up.
(vector-normalize! (vector-flatten! (-> rotation-matrix vector 1) world-up forward) 1.0)
;; Rebuild local right so the three axes remain orthonormal.
(vector-cross! (the-as vector (-> rotation-matrix vector)) (-> rotation-matrix vector 1) forward))
(let ((roll-matrix (matrix-rotate-z! (new 'stack-no-clear 'matrix) roll-offset)))
(matrix*! rotation-matrix roll-matrix rotation-matrix))
(matrix->quaternion rotation rotation-matrix)))
(defmethod roll-relative-to-gravity ((this trsqv))
"Return signed roll relative to standard world up after projecting world up perpendicular to
the current forward axis."
(let* ((rotation (get-quaternion this))
(forward (vector-z-quaternion! (new 'stack-no-clear 'vector) rotation))
(up (vector-y-quaternion! (new 'stack-no-clear 'vector) rotation))
(world-up (-> *standard-dynamics* gravity-normal))
(projected-up (vector-normalize! (vector-flatten! (new 'stack-no-clear 'vector) world-up forward) 1.0))
(roll-cosine (vector-dot projected-up up)))
;; acos supplies the magnitude; the cross product's direction supplies the sign around forward.
(if (< (vector-dot (vector-cross! (new 'stack-no-clear 'vector) projected-up up) forward) 0.0)
(- (acos roll-cosine))
(acos roll-cosine))))
(defmethod rotate-toward-orientation! ((this trsqv) (target quaternion) (y-rate float) (z-rate float))
"Rotate the current local Y axis toward target's Y axis at z-rate, then the resulting local Z
axis toward target's Z axis at y-rate. Each rate is converted to a per-frame maximum."
;; The shortest-arc helper is singular for exactly opposite axes, so this is not robust across a
;; 180-degree axis flip.
(let ((rotation (get-quaternion this)))
(let ((increment (new 'stack-no-clear 'quaternion)))
(when (< 0.0 z-rate)
(quaternion-from-two-vectors-max-angle! increment
(vector-y-quaternion! (new 'stack-no-clear 'vector) rotation)
(vector-y-quaternion! (new 'stack-no-clear 'vector) target)
(* z-rate (seconds-per-frame)))
(quaternion-normalize! (quaternion*! rotation increment rotation)))
(when (< 0.0 y-rate)
(quaternion-from-two-vectors-max-angle! increment
(vector-z-quaternion! (new 'stack-no-clear 'vector) rotation)
(vector-z-quaternion! (new 'stack-no-clear 'vector) target)
(* y-rate (seconds-per-frame)))
(quaternion-normalize! (quaternion*! rotation increment rotation))))
rotation))
(defmethod set-heading-vec-clear-roll-pitch! ((this trsqv) (heading vector))
"Build an orientation from normalized heading and world +Y. This removes roll; a horizontal
heading also removes pitch."
(forward-up->quaternion (get-quaternion this)
(vector-normalize-copy! (new 'stack-no-clear 'vector) heading 1.0)
(new 'static 'vector :y 1.0 :w 1.0)))
(defmethod point-toward-point-clear-roll-pitch! ((this trsqv) (target-point vector))
"Build an orientation toward target-point using world +Y. This removes roll; a target at the
same height also removes pitch."
(forward-up->quaternion (get-quaternion this)
(vector-normalize! (vector-! (new 'stack-no-clear 'vector) target-point (-> this trans)) 1.0)
(new 'static 'vector :y 1.0 :w 1.0)))
(defun transformq-copy! ((dst transformq) (src transformq))
"Copy translation, quaternion rotation, and scale from src to dst."
(vector-copy! (-> dst trans) (-> src trans))
(vector-copy! (-> dst rot) (-> src rot))
(vector-copy! (-> dst scale) (-> src scale))
dst)
(defun matrix<-transformq! ((dst matrix) (src transformq))
"Convert src to an affine matrix, scaling its three rotation axes and forcing translation.w to
one."
(local-vars (v1-1 float))
(rlet ((vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf)
(vf3 :class vf)
(vf4 :class vf)
(vf5 :class vf))
(init-vf0-vector)
(quaternion->matrix dst (-> src quat))
(cond
(#f (set! (-> dst vector 3 quad) (-> src trans quad)))
(else
(.lvf vf1 (&-> src scale quad))
(.lvf vf2 (&-> src trans quad))
(.lvf vf3 (&-> dst vector 0 quad))
(.lvf vf4 (&-> dst vector 1 quad))
(.lvf vf5 (&-> dst vector 2 quad))
(.mov.vf.w vf2 vf0) ;; set trans.w = 1
(.mul.x.vf vf3 vf3 vf1) ;; apply scale
(.mul.y.vf vf4 vf4 vf1)
(.mul.z.vf vf5 vf5 vf1)
(.svf (&-> dst vector 3 quad) vf2)
(.svf (&-> dst vector 0 quad) vf3)
(.svf (&-> dst vector 1 quad) vf4)
(.svf (&-> dst vector 2 quad) vf5)
(.mov v1-1 vf5)))
dst))
(defun matrix<-no-trans-transformq! ((dst matrix) (src transformq))
"Convert src rotation and scale to an affine matrix with zero translation and homogeneous w equal
to one."
(rlet ((vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf)
(vf3 :class vf)
(vf4 :class vf)
(vf5 :class vf))
(init-vf0-vector)
(quaternion->matrix dst (-> src quat))
(.lvf vf1 (&-> src scale quad))
(.lvf vf3 (&-> dst vector 0 quad))
(.lvf vf4 (&-> dst vector 1 quad))
(.lvf vf5 (&-> dst vector 2 quad))
(.mov.vf vf2 vf0) ;; set trans = [0, 0, 0, 1]
(.mul.x.vf vf3 vf3 vf1) ;; apply scale
(.mul.y.vf vf4 vf4 vf1)
(.mul.z.vf vf5 vf5 vf1)
(.svf (&-> dst vector 3 quad) vf2)
(.svf (&-> dst vector 0 quad) vf3)
(.svf (&-> dst vector 1 quad) vf4)
(.svf (&-> dst vector 2 quad) vf5)
dst))
(defun matrix<-transformq+trans! ((dst matrix) (src transformq) (local-offset vector))
"Convert src to an affine matrix and add local-offset.xyz after scaling and rotating it into world
space. local-offset.w is ignored."
(rlet ((acc :class vf)
(vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf)
(vf3 :class vf)
(vf4 :class vf)
(vf5 :class vf)
(vf6 :class vf))
(init-vf0-vector)
(quaternion->matrix dst (-> src quat))
(.lvf vf1 (&-> src scale quad))
(.lvf vf2 (&-> src trans quad))
(.lvf vf6 (&-> local-offset quad))
(.lvf vf3 (&-> dst vector 0 quad))
(.lvf vf4 (&-> dst vector 1 quad))
(.lvf vf5 (&-> dst vector 2 quad))
(.mov.vf.w vf2 vf0) ;; set original-trans.w = 1
(.mul.x.vf vf3 vf3 vf1) ;; scale matrix
(.mul.y.vf vf4 vf4 vf1)
(.mul.z.vf vf5 vf5 vf1)
(.mul.x.vf acc vf3 vf6) ;; rotate local-offset by scaled matrix
(.add.mul.y.vf acc vf4 vf6 acc)
(.add.mul.z.vf acc vf5 vf6 acc)
(.add.mul.w.vf.xyz vf2 vf2 vf0 acc) ;; adds the offset and original translation
(.svf (&-> dst vector 3 quad) vf2)
(.svf (&-> dst vector 0 quad) vf3)
(.svf (&-> dst vector 1 quad) vf4)
(.svf (&-> dst vector 2 quad) vf5)
dst))
(defun matrix<-transformq+world-trans! ((dst matrix) (src transformq) (world-offset vector))
"Convert src to an affine matrix and add world-offset.xyz directly to its world-space translation.
world-offset.w is ignored."
(rlet ((vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf)
(vf3 :class vf)
(vf4 :class vf)
(vf5 :class vf)
(vf6 :class vf))
(init-vf0-vector)
(quaternion->matrix dst (-> src quat))
(.lvf vf1 (&-> src scale quad))
(.lvf vf2 (&-> src trans quad))
(.lvf vf6 (&-> world-offset quad))
(.lvf vf3 (&-> dst vector 0 quad))
(.lvf vf4 (&-> dst vector 1 quad))
(.lvf vf5 (&-> dst vector 2 quad))
(.mov.vf.w vf2 vf0) ;; set trans.w = 1
(.mul.x.vf vf3 vf3 vf1) ;; scale matrix
(.mul.y.vf vf4 vf4 vf1)
(.mul.z.vf vf5 vf5 vf1)
(.add.vf.xyz vf2 vf2 vf6) ;; add world trans offset
(.svf (&-> dst vector 3 quad) vf2)
(.svf (&-> dst vector 0 quad) vf3)
(.svf (&-> dst vector 1 quad) vf4)
(.svf (&-> dst vector 2 quad) vf5)
dst))
(defun matrix<-parented-transformq! ((dst matrix) (src transformq) (parent-scale vector))
"Prepare src for composition with a nonuniformly scaled parent. Divide every scaled rotation-axis
component by the corresponding nonzero parent-scale component so the later parent multiplication
does not apply that scale again; copy translation unchanged."
(local-vars (v1-1 float))
(rlet ((vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf)
(vf3 :class vf)
(vf4 :class vf)
(vf5 :class vf)
(vf6 :class vf))
(init-vf0-vector)
(quaternion->matrix dst (-> src quat))
(let ((inverse-parent-scale (new 'stack-no-clear 'vector)))
(set! (-> inverse-parent-scale x) (/ 1.0 (-> parent-scale x)))
(set! (-> inverse-parent-scale y) (/ 1.0 (-> parent-scale y)))
(set! (-> inverse-parent-scale z) (/ 1.0 (-> parent-scale z)))
(.lvf vf1 (&-> src scale quad))
(.lvf vf2 (&-> src trans quad))
(.mov.vf.w vf2 vf0) ;; trans.w = 0
(.lvf vf4 (&-> dst vector 0 quad))
(.lvf vf5 (&-> dst vector 1 quad))
(.lvf vf6 (&-> dst vector 2 quad))
(.mul.x.vf vf4 vf4 vf1) ;; apply our scale
(.mul.y.vf vf5 vf5 vf1)
(.mul.z.vf vf6 vf6 vf1)
(.lvf vf3 (&-> inverse-parent-scale quad)))
(.mul.vf vf4 vf4 vf3) ;; apply inverse parent scale
(.mul.vf vf5 vf5 vf3)
(.mul.vf vf6 vf6 vf3)
(.svf (&-> dst vector 3 quad) vf2)
(.svf (&-> dst vector 0 quad) vf4)
(.svf (&-> dst vector 1 quad) vf5)
(.svf (&-> dst vector 2 quad) vf6)
(.mov v1-1 vf6)
dst))