mirror of
https://github.com/open-goal/jak-project
synced 2026-08-07 10:16:45 -04:00
2a4d3d7a4a
This adds more recognition for inlined vector functions to the decompiler, which can clean up a bunch of ugly looking code/`rlet`s.  Unfortunately, this changes the numbering of ops in the decomp, since all the vector instructions get combined in a single "operation" by the decompiler. I really tried to avoid having this ever happen in the decompiler and this is one of the few cases where it has. So I had to update a bunch of type casts. For that reason I haven't turned this on in Jak 2 yet, although I am planning to do that at some point. (probably at the same time as porting back a bunch of jak 3 improvements to jak 2) --------- Co-authored-by: water111 <awaterford1111445@gmail.com>
88 lines
2.9 KiB
Common Lisp
88 lines
2.9 KiB
Common Lisp
;;-*-Lisp-*-
|
|
(in-package goal)
|
|
|
|
;; name: aligner-h.gc
|
|
;; name in dgo: aligner-h
|
|
;; dgos: GAME
|
|
|
|
;; +++align-opts
|
|
(defenum align-opts
|
|
:bitfield #t
|
|
:type uint32
|
|
(adjust-x-vel)
|
|
(adjust-y-vel)
|
|
(adjust-xz-vel)
|
|
(keep-other-velocities)
|
|
(adjust-quat) ;; 16
|
|
(alop0)
|
|
(alop1)
|
|
(alop2)
|
|
(alop3)
|
|
(alop4)
|
|
(alop5)
|
|
(no-gravity)
|
|
(ignore-y-if-zero)
|
|
)
|
|
;; ---align-opts
|
|
|
|
|
|
;; +++align-flags
|
|
(defenum align-flags
|
|
:bitfield #t
|
|
:type uint32
|
|
(disabled) ;; keep object velocity
|
|
)
|
|
;; ---align-flags
|
|
|
|
|
|
;; DECOMP BEGINS
|
|
|
|
(deftype align-control (basic)
|
|
"Align-control is a utility for moving a process-drawable based on its animation.
|
|
The animation format has two special parent-like joints: prejoint and align.
|
|
The prejoint is the parent for all joints, so it causes all bones to move.
|
|
The align joint has no children, but the convention is that moving align will
|
|
cause the entire process-drawable's root to move, effectively moving the entire character.
|
|
Most of the time, this is the preferable way to move a character as part of an animation -
|
|
it will update their velocity and when the animation ends or is canceled,
|
|
the offset in position from playing the animation will stay. For example, if Jak punches,
|
|
his velocity will increase due to the animated align in the punch animation.
|
|
To implement this, the align-control computes the relative transform between align frames.
|
|
To apply the position offset, typically the velocity is updated, then the normal per-frame
|
|
physics update will end up moving the position. For orientation, there is no concept of
|
|
angular velocity, so instead align-control directly modifies the quaternion.
|
|
Unlike normal animation evaluation, the alignment's blend is computed in a different way
|
|
that doesn't blend and instead just picks the most recently pushed animation."
|
|
((flags align-flags)
|
|
(process process-drawable)
|
|
(frame-group art-joint-anim)
|
|
(frame-num float)
|
|
(matrix matrix 2 :inline)
|
|
(transform transform 2 :inline)
|
|
(delta transformq :inline)
|
|
(last-speed meters)
|
|
(align transformq :inline :overlay-at (-> transform 0 trans data 0))
|
|
)
|
|
(:methods
|
|
(new (symbol type process) _type_)
|
|
(compute-delta-align! (_type_) transformq)
|
|
(align! (_type_ align-opts float float float) trsqv)
|
|
(adjust-root-no-gravity! (_type_ align-opts vector int float float) trsqv)
|
|
(first-transform (_type_) transform)
|
|
(second-transform (_type_) transform)
|
|
)
|
|
)
|
|
|
|
|
|
;; WARN: Return type mismatch object vs align-control.
|
|
(defmethod new align-control ((allocation symbol) (type-to-make type) (arg0 process))
|
|
(let ((this (object-new allocation type-to-make (the-as int (-> type-to-make size)))))
|
|
(when (zero? this)
|
|
(go process-drawable-art-error "memory")
|
|
(return (the-as align-control 0))
|
|
)
|
|
(set! (-> this process) (the-as process-drawable arg0))
|
|
(the-as align-control this)
|
|
)
|
|
)
|