mirror of
https://github.com/open-goal/jak-project
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68 lines
3.4 KiB
Common Lisp
68 lines
3.4 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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;; 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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;; 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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;; 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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(defmethod global-y-angle-to-point ((this trsqv) (pt vector))
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"Get the angle in the xz plane from the position of this trsqv to the point."
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(vector-y-angle (vector-! (new 'stack-no-clear 'vector) pt (-> this trans))))
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(defmethod relative-y-angle-to-point ((this trsqv) (pt vector))
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"Get the y angle between the current orientation and the point."
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(deg-diff (y-angle this) (vector-y-angle (vector-! (new 'stack-no-clear 'vector) pt (-> this trans)))))
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