Files
jak-project/goal_src/jak1/engine/physics/dynamics-h.gc
T
Tyler Wilding d1ece445d4 Dependency graph work - Part 1 - Preliminary work (#3505)
Relates to #1353 

This adds no new functionality or overhead to the compiler, yet. This is
the preliminary work that has:
- added code to the compiler in several spots to flag when something is
used without being properly required/imported/whatever (disabled by
default)
- that was used to generate project wide file dependencies (some
circulars were manually fixed)
- then that graph underwent a transitive reduction and the result was
written to all `jak1` source files.

The next step will be making this actually produce and use a dependency
graph. Some of the reasons why I'm working on this:
- eliminates more `game.gp` boilerplate. This includes the `.gd` files
to some extent (`*-ag` files and `tpage` files will still need to be
handled) this is the point of the new `bundles` form. This should make
it even easier to add a new file into the source tree.
- a build order that is actually informed from something real and
compiler warnings that tell you when you are using something that won't
be available at build time.
- narrows the search space for doing LSP actions -- like searching for
references. Since it would be way too much work to store in the compiler
every location where every symbol/function/etc is used, I have to do
ad-hoc searches. By having a dependency graph i can significantly reduce
that search space.
- opens the doors for common shared code with a legitimate pattern.
Right now jak 2 shares code from the jak 1 folder. This is basically a
hack -- but by having an explicit require syntax, it would be possible
to reference arbitrary file paths, such as a `common` folder.

Some stats:
- Jak 1 has about 2500 edges between files, including transitives
- With transitives reduced at the source code level, each file seems to
have a modest amount of explicit requirements.

Known issues:
- Tracking the location for where `defmacro`s and virtual state
definitions were defined (and therefore the file) is still problematic.
Because those forms are in a macro environment, the reader does not
track them. I'm wondering if a workaround could be to search the
reader's text_db by not just the `goos::Object` but by the text
position. But for the purposes of finishing this work, I just statically
analyzed and searched the code with throwaway python code.
2024-05-12 12:37:59 -04:00

58 lines
1.5 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
(bundles "ENGINE.CGO" "GAME.CGO")
(require "engine/math/vector-h.gc")
;; name: dynamics-h.gc
;; name in dgo: dynamics-h
;; dgos: GAME, ENGINE
;; DECOMP BEGINS
;; dyanamics contain gravity properties
(deftype dynamics (basic)
((name basic)
(gravity-max meters)
(gravity-length meters)
(gravity vector :inline)
(gravity-normal vector :inline)
(walk-distance meters)
(run-distance meters)
)
)
(defun time-to-apex ((arg0 float) (arg1 float))
"How many ticks it takes to reach the apex of a ballistic trajectory."
(the int (/ arg0 (- (vel-tick arg1))))
)
(defun time-to-ground ((arg0 float) (arg1 float) (arg2 float))
"How many ticks it takes to reach the ground for a ballistic trajectory."
(let ((f0-0 0.0)
(v0-0 0)
)
;; actually integrate forward, just like the game will do so we're exact.
(while (< (- arg2) f0-0)
(set! arg0 (- arg0 (* 0.0033333334 arg1)))
(+! f0-0 (* 0.0033333334 arg0))
(+! v0-0 1)
)
v0-0
)
)
;; the default dynamics of the world.
(define *standard-dynamics*
(new 'static 'dynamics
:name 'standard
:gravity-max GRAVITY_MAX
:gravity-length GRAVITY_AMOUNT
:gravity (new 'static 'vector :x 0.0 :y GRAVITY_AMOUNT :z 0.0 :w 1.0)
:gravity-normal (new 'static 'vector :x 0.0 :y 1.0 :z 0.0 :w 1.0)
:walk-distance (meters 2)
:run-distance (meters 5)
)
)