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https://github.com/open-goal/jak-project.git
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889fdcd79c
Say goodbye to half of the laser needle shots spinning around doing nothing. This is toggleable with `fix-projectile-focus` in the pc settings.
152 lines
5.8 KiB
Common Lisp
152 lines
5.8 KiB
Common Lisp
;;-*-Lisp-*-
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(in-package goal)
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;; name: collide-cache-h.gc
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;; name in dgo: collide-cache-h
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;; dgos: GAME
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(defenum prim-type
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:type int8
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(prim -2)
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(sphere -1)
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(group 0)
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(mesh 1)
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(fake-prim 2)
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)
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(declare-type collide-cache-prim structure)
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(declare-type collide-using-spheres-params structure)
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(declare-type instance-tie structure)
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(declare-type collide-list structure)
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;; DECOMP BEGINS
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(deftype collide-puss-sphere (structure)
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"A query sphere from the user for the porbe-using-spheres query.
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This is used internally by the collide-cache implementation."
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((bsphere sphere :inline)
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(bbox4w bounding-box4w :inline)
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)
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)
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(deftype collide-puss-work (structure)
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"Scratchpad memory map for probe-using-spheres query."
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((closest-pt vector :inline)
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(tri-normal vector :inline)
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(tri-bbox4w bounding-box4w :inline)
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(spheres-bbox4w bounding-box4w :inline)
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(spheres collide-puss-sphere 64 :inline)
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)
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(:methods
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(check-mesh-prim-against-spheres (_type_ collide-cache-prim collide-using-spheres-params) symbol)
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(check-sphere-prim-against-spheres (_type_ collide-cache-prim collide-using-spheres-params) symbol)
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)
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)
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(deftype collide-cache-tri (structure)
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"A single triangle inside the collision cache.
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Contains a reference back to the source object (like a collide-shape or water-control), and the prim itself."
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((vertex vector 3 :inline)
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(extra-quad uint8 16)
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(pat pat-surface :overlay-at (-> extra-quad 0))
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(collide-ptr basic :overlay-at (-> extra-quad 4))
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(prim-index uint16 :overlay-at (-> extra-quad 8))
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(user16 uint16 :overlay-at (-> extra-quad 10))
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(user32 uint32 :overlay-at (-> extra-quad 12))
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(clear-flags uint128 :overlay-at (-> extra-quad 0))
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)
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)
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(deftype collide-cache-prim (structure)
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"A primitive inside the collide-cache.
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This can represent a sphere, a triangle mesh, or a group of other primitives within a bounding sphere."
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((prim-core collide-prim-core :inline)
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(extra-quad uint8 16)
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(ccache collide-cache :overlay-at (-> extra-quad 0))
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(prim collide-shape-prim :overlay-at (-> extra-quad 4))
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(first-tri uint16 :overlay-at (-> extra-quad 8))
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(num-tris uint16 :overlay-at (-> extra-quad 10))
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(unused uint8 4 :overlay-at (-> extra-quad 12))
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(world-sphere vector :inline :overlay-at (-> prim-core world-sphere))
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(collide-as collide-spec :overlay-at (-> prim-core collide-as))
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(action collide-action :overlay-at (-> prim-core action))
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(prim-type prim-type :overlay-at (-> prim-core prim-type))
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)
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(:methods
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(resolve-moving-sphere-tri (_type_ collide-query sphere vector float collide-action) float)
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(resolve-moving-sphere-sphere (_type_ collide-query sphere vector float collide-action) float)
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)
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)
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(deftype collide-cache (basic)
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"The collide-cache is a structure to accelerate collision queries.
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In particular, it helps with queries where you don't know what you might hit.
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It can detect collision with the background geometry, foreground dynamic collision shapes (spheres and meshes), and water.
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To use it, it must first be 'filled' with geometry. Then you can manually inspect the geometry, or use one of the queries.
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The supported queries are 'line-sphere' (raycast) and 'spheres' (check if intersecting anything).
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It is not useful for ollision queries against a specific foreground object, like 'am I on top of platform X right now?'."
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((num-tris int32)
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(num-tris-u32 uint32 :overlay-at num-tris)
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(num-prims int32)
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(num-prims-u32 uint32 :overlay-at num-prims)
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(ignore-mask pat-surface)
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(ignore-processes process 2)
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(collide-box bounding-box :inline)
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(collide-box4w bounding-box4w :inline)
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(collide-with collide-spec)
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(unused uint32)
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(prims collide-cache-prim 100 :inline)
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(tris collide-cache-tri 461 :inline)
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)
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(:methods
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(debug-draw (_type_) none)
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(fill-and-probe-using-line-sphere (_type_ collide-query) float)
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(fill-and-probe-using-spheres (_type_ collide-query) symbol)
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(fill-using-bounding-box (_type_ collide-query) none)
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(fill-using-line-sphere (_type_ collide-query) none)
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(fill-using-spheres (_type_ collide-query) none)
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(reset (_type_) none)
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(probe-using-line-sphere (_type_ collide-query) float)
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(probe-using-spheres (_type_ collide-query) symbol)
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(fill-from-bg (_type_ (function collide-hash int collide-list collide-query int) (function collide-cache collide-list collide-query none) collide-query) none)
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(fill-from-fg-boxes (_type_) none)
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(fill-from-fg-line-sphere (_type_ collide-query) none)
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(fill-from-water (_type_ water-control) none)
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(collide-cache-method-22 () none)
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(collide-cache-method-23 () none)
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(collide-cache-method-24 () none)
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(collide-cache-method-25 () none)
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)
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)
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(deftype collide-list-item (structure)
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"Entry on the broad-phase collision list.
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Can represent instanced collision, as a TIE instance, or a single non-instanced mesh fragment."
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((mesh instance-tie)
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(inst basic)
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)
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:pack-me
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)
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(deftype collide-list (structure)
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"List of items returned by the broad-phase collision query."
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((num-items int32)
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(items collide-list-item 256 :inline :offset 16)
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)
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)
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(kmemopen global "collide-cache-buffers")
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(define-perm *collide-cache* collide-cache (new 'global 'collide-cache))
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(define-perm *collide-list* collide-list (new 'global 'collide-list))
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(kmemclose)
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