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jak-project/goal_src/jak1/engine/common-obs/tippy.gc
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Tyler Wilding c162c66118 g/j1: Cleanup all main issues in the formatter and format all of goal_src/jak1 (#3535)
This PR does two main things:
1. Work through the main low-hanging fruit issues in the formatter
keeping it from feeling mature and usable
2. Iterate and prove that point by formatting all of the Jak 1 code
base. **This has removed around 100K lines in total.**
- The decompiler will now format it's results for jak 1 to keep things
from drifting back to where they were. This is controlled by a new
config flag `format_code`.

How am I confident this hasn't broken anything?:
- I compiled the entire project and stored it's `out/jak1/obj` files
separately
- I then recompiled the project after formatting and wrote a script that
md5's each file and compares it (`compare-compilation-outputs.py`
- The results (eventually) were the same:

![Screenshot 2024-05-25
132900](https://github.com/open-goal/jak-project/assets/13153231/015e6f20-8d19-49b7-9951-97fa88ddc6c2)
> This proves that the only difference before and after is non-critical
whitespace for all code/macros that is actually in use.

I'm still aware of improvements that could be made to the formatter, as
well as general optimization of it's performance. But in general these
are for rare or non-critical situations in my opinion and I'll work
through them before doing Jak 2. The vast majority looks great and is
working properly at this point. Those known issues are the following if
you are curious:

![image](https://github.com/open-goal/jak-project/assets/13153231/0edfaba1-6d36-40f5-ab23-0642209867c4)
2024-06-05 22:17:31 -04:00

55 lines
2.0 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
(bundles "GAME.CGO")
(require "engine/math/quaternion.gc")
(require "engine/game/game-h.gc")
;; DECOMP BEGINS
(deftype tippy (structure)
((axis vector :inline)
(angle float)
(orig quaternion :inline)
(dist-ratio float)
(damping float)
(1-damping float))
(:methods
(reset! (_type_ process-drawable float float) none)
(tippy-method-10 (_type_ process-drawable vector) symbol)))
(defmethod reset! ((this tippy) (arg0 process-drawable) (arg1 float) (arg2 float))
(set-vector! (-> this axis) 0.0 0.0 0.0 1.0)
(set! (-> this angle) 0.0)
(quaternion-copy! (-> this orig) (-> arg0 root quat))
(set! (-> this dist-ratio) arg1)
(set! (-> this damping) arg2)
(set! (-> this 1-damping) (- 1.0 arg2))
0
(none))
(defmethod tippy-method-10 ((this tippy) (arg0 process-drawable) (arg1 vector))
(let ((s4-0 #t))
(cond
(arg1
(let ((s3-0 (new 'stack-no-clear 'vector)))
0.0
(set! (-> s3-0 x) (- (-> arg1 z) (-> arg0 root trans z)))
(set! (-> s3-0 y) 0.0)
(set! (-> s3-0 z) (- (-> arg0 root trans x) (-> arg1 x)))
(let ((f0-6 (vector-length s3-0)))
(vector-float*! s3-0 s3-0 (/ 1.0 f0-6))
(let ((f30-0 (* f0-6 (-> this dist-ratio))))
(set! (-> this axis x) (+ (* (-> this 1-damping) (-> this axis x)) (* (-> this damping) (-> s3-0 x))))
(set! (-> this axis y) 0.0)
(set! (-> this axis z) (+ (* (-> this 1-damping) (-> this axis z)) (* (-> this damping) (-> s3-0 z))))
(vector-normalize! (-> this axis) 1.0)
(set! (-> this angle) (+ (* (-> this 1-damping) (-> this angle)) (* (-> this damping) f30-0)))))))
(else
(set! (-> this angle) (* (-> this 1-damping) (-> this angle)))
(when (< (-> this angle) 182.04445)
(set! (-> this angle) 0.0)
(set! s4-0 #f))))
(quaternion-vector-angle! (-> arg0 root quat) (-> this axis) (-> this angle))
(quaternion*! (-> arg0 root quat) (-> arg0 root quat) (-> this orig))
s4-0))