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jak-project/goal_src/jak1/engine/math/transformq-h.gc
T
ManDude cd68cb671e deftype and defmethod syntax major changes (#3094)
Major change to how `deftype` shows up in our code:
- the decompiler will no longer emit the `offset-assert`,
`method-count-assert`, `size-assert` and `flag-assert` parameters. There
are extremely few cases where having this in the decompiled code is
helpful, as the types there come from `all-types` which already has
those parameters. This also doesn't break type consistency because:
  - the asserts aren't compared.
- the first step of the test uses `all-types`, which has the asserts,
which will throw an error if they're bad.
- the decompiler won't emit the `heap-base` parameter unless necessary
now.
- the decompiler will try its hardest to turn a fixed-offset field into
an `overlay-at` field. It falls back to the old offset if all else
fails.
- `overlay-at` now supports field "dereferencing" to specify the offset
that's within a field that's a structure, e.g.:
```lisp
(deftype foobar (structure)
  ((vec    vector  :inline)
   (flags  int32   :overlay-at (-> vec w))
   )
  )
```
in this structure, the offset of `flags` will be 12 because that is the
final offset of `vec`'s `w` field within this structure.
- **removed ID from all method declarations.** IDs are only ever
automatically assigned now. Fixes #3068.
- added an `:overlay` parameter to method declarations, in order to
declare a new method that goes on top of a previously-defined method.
Syntax is `:overlay <method-name>`. Please do not ever use this.
- added `state-methods` list parameter. This lets you quickly specify a
list of states to be put in the method table. Same syntax as the
`states` list parameter. The decompiler will try to put as many states
in this as it can without messing with the method ID order.

Also changes `defmethod` to make the first type definition (before the
arguments) optional. The type can now be inferred from the first
argument. Fixes #3093.

---------

Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2023-10-30 03:20:02 +00:00

78 lines
3.5 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
;; name: transformq-h.gc
;; name in dgo: transformq-h
;; dgos: GAME, ENGINE
;; DECOMP BEGINS
;; the transformq is a transform, but _replaces_ the rotation field with a quaternion.
;; it is much more commonly used than transform.
(deftype transformq (transform)
;; this overlays the rot field of transform.
((quat quaternion :inline :overlay-at (-> rot x))
)
)
;; trsq is the quaternion version of trs (trs is like a transform, but is basic.)
(deftype trsq (trs)
;; this overlays the rot field of trs.
((quat quaternion :inline :overlay-at (-> rot x))
)
)
;; Representing a translate/rotate/scale with a quaternion and a velocity.
;; This is often used as the base type for the position of a game object that can move around
;; so it has methods to do common control functions.
;; many of these functions assume that y is up and assume that roll/pitch is small
;; (a reasonable assumption for most in-game objects that don't do flips)
;; note: Jak's control uses this as a base class.
(deftype trsqv (trsq)
((pause-adjust-distance meters :offset 4) ;; hack: adjusts the distance where actor logic is paused, if this is an actor
(nav-radius meters :offset 8) ;; hack: the radius of the bounding sphere used by the navigate system.
(transv vector :inline) ;; velocity (meters/second)
(rotv vector :inline) ;; angular velocity (deg/second)
(scalev vector :inline) ;; scale velocity (unused?)
;; there's a hacky ~first-order orientation yaw control with hysteresis
;; it makes the yaw change smoothly and attempts to cancel out oscillations from the collision system
(dir-targ quaternion :inline) ;; direction target
(angle-change-time time-frame) ;; the time when we change rotation directions
(old-y-angle-diff float) ;; the amount we moved last time
)
(:methods
(seek-toward-heading-vec! (_type_ vector float time-frame) quaternion)
(set-heading-vec! (_type_ vector) quaternion)
(seek-to-point-toward-point! (_type_ vector float time-frame) quaternion)
(point-toward-point! (_type_ vector) quaternion)
(seek-toward-yaw-angle! (_type_ float float time-frame) quaternion)
(set-yaw-angle-clear-roll-pitch! (_type_ float) quaternion)
(set-roll-to-grav! (_type_ float) quaternion)
(set-roll-to-grav-2! (_type_ float) quaternion)
(rotate-toward-orientation! (_type_ quaternion float float) quaternion)
(set-quaternion! (_type_ quaternion) quaternion)
(set-heading-vec-clear-roll-pitch! (_type_ vector) quaternion)
(point-toward-point-clear-roll-pitch! (_type_ vector) quaternion)
(rot->dir-targ! (_type_) quaternion)
(y-angle (_type_) float)
(global-y-angle-to-point (_type_ vector) float)
(relative-y-angle-to-point (_type_ vector) float)
(roll-relative-to-gravity (_type_) float)
(set-and-limit-velocity (_type_ int vector float) trsqv)
(get-quaternion (_type_) quaternion)
)
)
(defmethod global-y-angle-to-point ((this trsqv) (arg0 vector))
"Get the angle in the xz plane from the position of this trsqv to the point arg0."
(vector-y-angle (vector-! (new 'stack-no-clear 'vector) arg0 (-> this trans)))
)
(defmethod relative-y-angle-to-point ((this trsqv) (arg0 vector))
"Get the y angle between the current orientation and arg0."
(deg-diff (y-angle this) (vector-y-angle (vector-! (new 'stack-no-clear 'vector) arg0 (-> this trans))))
)