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jak-project/goal_src/jak1/engine/data/art-h.gc
T

340 lines
12 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
(bundles "ENGINE.CGO" "GAME.CGO")
(require "kernel/gcommon.gc")
;; DECOMP BEGINS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; joint animation
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; base type for all joint animations
;; note that this refers to an animation for a single joint.
(deftype joint-anim (basic)
((name string)
(number int16)
(length int16)))
;; unused? joint-anims
(deftype joint-anim-matrix (joint-anim)
((data matrix :inline :dynamic :offset 16)))
(deftype joint-anim-transformq (joint-anim)
((data transformq :inline :dynamic :offset 16)))
(deftype joint-anim-drawable (joint-anim)
((data drawable :dynamic)))
;; joint-anim-compressed is the only type of joint-anim actually used.
;; the actual data isn't in here, this is just some metadata
;; again, this refers to a single joint
(deftype joint-anim-compressed (joint-anim)
((data uint32 :dynamic)))
;; a single "frame" in an animation, consists of matrices for each joint.
;; unlike the previous types, this is for all of the joints involved in an animation.
(deftype joint-anim-frame (structure)
((matrices matrix 2 :inline)
(data matrix :inline :dynamic))
(:methods
(new (symbol type int) _type_)))
(defmethod new joint-anim-frame ((allocation symbol) (type-to-make type) (arg0 int))
"Create a new joint-anim-frame with enough room for arg0 matrices"
(let ((v1-1 (max 0 (+ arg0 -2))))
(the-as joint-anim-frame
(new-dynamic-structure allocation type-to-make (the-as int (+ (-> type-to-make size) (* 48 v1-1)))))))
;; compression header - has info used by decompression algorithm
(deftype joint-anim-compressed-hdr (structure)
((control-bits uint32 14)
(num-joints uint32)
(matrix-bits uint32)))
;; this has the data needed to initialize the decompressor - I believe this
;; contains the starting poisition of the joints.
(deftype joint-anim-compressed-fixed (structure)
((hdr joint-anim-compressed-hdr :inline)
(offset-64 uint32)
(offset-32 uint32)
(offset-16 uint32)
(reserved uint32)
(data vector 133 :inline)))
;; these are the actual compressed data frames.
;; dynamically sized, depends on the number of joints and the decompression.
(deftype joint-anim-compressed-frame (structure)
((offset-64 uint32)
(offset-32 uint32)
(offset-16 uint32)
(reserved uint32)
(data vector 133 :inline)))
;; table of frames
(deftype joint-anim-compressed-control (structure)
((num-frames uint32)
(fixed-qwc uint32)
(frame-qwc uint32)
(fixed joint-anim-compressed-fixed)
(data joint-anim-compressed-frame 1)))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; ART
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; "art" is an overly general parent class of all art data.
;; it can be either a container of arts (art-group) or a single art (art-element)
(declare-type res-lump basic)
(deftype art (basic)
((name string :offset 8)
(length int32)
(extra res-lump))
(:methods
(login (_type_) _type_)
(lookup-art (_type_ string type) joint)
(lookup-idx-of-art (_type_ string type) int)
(needs-link? (_type_) symbol)))
;; parent class of all single art things.
(deftype art-element (art)
((pad uint8 12)))
;; unused. all animations use joints/skeletons.
(deftype art-mesh-anim (art-element)
((data basic :dynamic)))
;; joint animation.
(declare-type merc-eye-anim-block structure)
(deftype art-joint-anim (art-element)
((eye-anim-data merc-eye-anim-block :offset 4)
(speed float :overlay-at (-> pad 0))
(artist-base float :overlay-at (-> pad 4))
(artist-step float :overlay-at (-> pad 8))
(master-art-group-name string :offset 32)
(master-art-group-index int32 :offset 36)
(blerc-data (pointer uint8) :offset 40)
(frames joint-anim-compressed-control :offset 44)
(data joint-anim-compressed :dynamic)))
;; a collection of arts.
;; this is often stored as a -ag file in static level data.
(deftype art-group (art)
((info file-info :offset 4)
(data art-element :dynamic :offset 32))
(:methods
(relocate (_type_ kheap (pointer uint8)) none :replace)
(link-art! (_type_) art-group)
(unlink-art! (_type_) int)))
;; unused
(deftype art-mesh-geo (art-element)
((data basic :dynamic)))
;; unused
(deftype art-joint-geo (art-element)
((data joint :dynamic)))
;; the "skeleton group" is defined in code and tells the engine
;; how to actually use the art from the level data for this object.
(deftype skeleton-group (basic)
((art-group-name string)
(jgeo int32)
(janim int32)
(bounds vector :inline)
(radius meters :overlay-at (-> bounds w))
(mgeo int16 4)
(max-lod int32)
(lod-dist float 4)
(longest-edge meters)
(texture-level int8)
(version int8)
(shadow int8)
(sort int8)
(_pad uint8 4)))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Draw Control
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; the draw-control has settings for drawing a foreground object.
(declare-type merc-ctrl basic)
;; a merc level of detail
(deftype lod-group (structure)
((geo merc-ctrl)
(dist meters))
:pack-me)
;; the 4 levels of detail. the max-lod is the index of the highest lod that's actually used.
;; it is the lowest detail.
(deftype lod-set (structure)
((lod lod-group 4 :inline)
(max-lod int8))
:pack-me
(:methods
(setup-lods! (_type_ skeleton-group art-group entity) _type_)))
;; the draw statuses are somewhat confusing, as some are set by the engine
;; and some are set by the game object code.
(defenum draw-status
:type uint8
:bitfield #t
(needs-clip 0) ;; set by engine, determines if object should be clipped
(hidden 1) ;; set by user, can disable drawing and animation codes
(no-anim 2) ;; set by engine, if there is no active joint animation
(was-drawn 3) ;; set by engine, if we were drawn (passed cull checks)
(no-skeleton-update 4) ;; set by engine, if our transforms are not valid
(skip-bones 5) ;; set by user, skips call to draw-bones but does everything else
(do-not-check-distance 6) ;; set by user, ignore in finding closest object for texture calcs
(has-joint-channels 7) ;; set by engine, if the object has joint channels.
)
;; only title seems to be used?
(defenum draw-effect
:type uint8
(drweff0 0)
(drweff1 1)
(drweff2 2)
(title 3)
(drweff4 4)
(drweff5 5)
(drweff6 6)
(drweff7 7))
(declare-type ripple-control basic)
(declare-type shadow-geo basic)
(declare-type shadow-control basic)
;; the actual draw-control - this is just a collection of references to all info
;; needed to do drawing.
(deftype draw-control (basic)
((status draw-status)
(matrix-type uint8)
(data-format uint8)
(global-effect draw-effect)
(art-group art-group)
(jgeo art-joint-geo)
(mgeo merc-ctrl)
(dma-add-func (function process-drawable draw-control symbol object none))
(skeleton skeleton)
(lod-set lod-set :inline)
(lod lod-group 4 :inline :overlay-at (-> lod-set lod 0))
(max-lod int8 :overlay-at (-> lod-set max-lod))
(force-lod int8)
(cur-lod int8)
(desired-lod int8)
(ripple ripple-control)
(longest-edge meters)
(longest-edge? uint32 :overlay-at longest-edge)
(light-index uint8)
(dummy uint8 2)
(death-draw-overlap uint8)
(death-timer uint8)
(death-timer-org uint8)
(death-vertex-skip uint16)
(death-effect uint32)
(sink-group dma-foreground-sink-group)
(process process)
(shadow shadow-geo)
(shadow-ctrl shadow-control)
(origin vector :inline)
(bounds vector :inline)
(radius meters :overlay-at (-> bounds w))
(color-mult rgbaf :inline)
(color-emissive rgbaf :inline)
(secondary-interp float)
(current-secondary-interp float)
(shadow-mask uint8)
(level-index uint8)
(origin-joint-index uint8)
(shadow-joint-index uint8))
(:methods
(new (symbol type process art-joint-geo) _type_)
(get-skeleton-origin (_type_) vector)
(lod-set! (_type_ int) none)
(lods-assign! (_type_ lod-set) none)))
(defmethod get-skeleton-origin ((this draw-control))
"Get the origin of the skeleton. Must have up-to-date bones."
(-> this skeleton bones 0 position))
;; look up the index of an art element in an art group.
(desfun art-elt-index (ag-name elt-name)
(if (number? elt-name)
elt-name
(let ((ag-info (hash-table-try-ref *art-info* (symbol->string ag-name))))
(if (not (car ag-info))
-1
(let ((elt-info (hash-table-try-ref (cdr ag-info) (symbol->string elt-name))))
(if (not (car elt-info)) -1 (cadr (cdr elt-info))))))))
(defmacro joint-node-index (jg-name name)
(let ((jg-info (hash-table-try-ref *jg-info* (symbol->string jg-name))))
(if (not (car jg-info))
-1
(let ((joint-node (hash-table-try-ref (cdr jg-info) (if (integer? name) (int->string name) (symbol->string name)))))
(if (not (car joint-node)) -1 (cadr (cdr joint-node)))))))
(defmacro joint-node (jg name)
`(-> self node-list data (joint-node-index ,jg ,name)))
(defmacro defskelgroup (name art-name joint-geom joint-anim lods &key (shadow 0) &key bounds &key (longest-edge 0.0) &key (texture-level 0) &key (sort 0))
"define a new static skeleton group"
`(let ((skel (new 'static
'skeleton-group
:art-group-name ,(symbol->string art-name)
:bounds ,bounds
:longest-edge ,longest-edge
:version 6
:max-lod
,(- (length lods) 1)
:shadow
,(art-elt-index (string->symbol-format "{}-ag" art-name) shadow)
:texture-level ,texture-level
:sort ,sort)))
;; set joint geometry and joint bones
(set! (-> skel jgeo) ,(art-elt-index (string->symbol-format "{}-ag" art-name) joint-geom))
(set! (-> skel janim) ,(art-elt-index (string->symbol-format "{}-ag" art-name) joint-anim))
;; set lods
,@(apply-i (lambda (x i)
`(begin
(set! (-> skel mgeo ,i) ,(art-elt-index (string->symbol-format "{}-ag" art-name) (car x)))
(set! (-> skel lod-dist ,i) ,(cadr x))))
lods)
;; define skel group
(define ,name skel)))
(defmacro def-actor (name &key (idle #f) &key (lods #f) &key (art (idle-ja)) &key (joints ()) &key (shadow 0) &key bounds &key (longest-edge 0.0) &key (texture-level 0) &key (sort 0))
`(begin
(def-art-elt ,(string->symbol-format "{}-ag" name) ,(string->symbol-format "{}-lod0-jg" name) 0)
(def-art-elt ,(string->symbol-format "{}-ag" name) ,(string->symbol-format "{}-lod0-mg" name) 1)
,@(apply-i (lambda (x i)
`(def-art-elt ,(string->symbol-format "{}-ag" name) ,(string->symbol-format "{}-{}" name x) ,(+ i 2)))
art)
,@(apply-i (lambda (x i) `(def-joint-node ,(string->symbol-format "{}-lod0-jg" name) ,(symbol->string x) ,(1+ i))) joints)
(defskelgroup ,(string->symbol-format "*{}-sg*" name)
,name
,(string->symbol-format "{}-lod0-jg" name)
,(if idle (string->symbol-format "{}-{}" name idle) (string->symbol-format "{}-{}" name (car art)))
,(if lods
`(,@(apply (lambda (x) `(,(string->symbol-format "{}-{}-mg" name (car x)) (meters ,(cadr x)))) lods))
`((,(string->symbol-format "{}-lod0-mg" name) (meters 999999))))
:shadow ,shadow
:bounds (static-spherem ,@bounds)
:longest-edge ,longest-edge
:texture-level ,texture-level
:sort ,sort)))
(import "goal_src/jak1/engine/data/art-elts.gc")
(import "goal_src/jak1/engine/data/joint-nodes.gc")
(import "goal_src/jak1/engine/data/part-groups.gc")