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https://github.com/open-goal/jak-project.git
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79d14af0b5
I finally read through all the joint code and wrote up some documentation. I think this will be really helpful when we try to understand all the functions in `process-drawable`, or if somebody ever wants to import/export animations. This switches all three games to using a new faster GOAL joint decompressor. It is on by default, but you can go back to the old version by setting `*use-new-decompressor*` to false. Also fix the log-related crash, fix the clock speed used in timer math.
83 lines
3.3 KiB
Common Lisp
83 lines
3.3 KiB
Common Lisp
;;-*-Lisp-*-
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(in-package goal)
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;; name: transformq-h.gc
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;; name in dgo: transformq-h
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;; dgos: GAME
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(declare-type transformq structure)
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(define-extern matrix<-transformq! (function matrix transformq matrix))
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(define-extern matrix<-parented-transformq! (function matrix transformq vector matrix))
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(define-extern matrix<-transformq+trans! (function matrix transformq vector matrix))
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(define-extern matrix<-transformq+world-trans! (function matrix transformq vector matrix))
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(define-extern matrix<-transformq+rot-offset! (function matrix transformq vector matrix))
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;; DECOMP BEGINS
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(deftype transformq (transform)
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((quat quaternion :inline :overlay-at (-> rot data 0))
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)
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)
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(deftype trsq (trs)
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((quat quaternion :inline :overlay-at (-> rot data 0))
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)
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)
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(deftype trsqv (trsq)
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"A transform with:
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- type information (child of [[basic]])
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- rotation stored as quaternion
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- velocity information.
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This is a very commonly used type to represent the position of an in-game object.
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The `root` of a process-drawable (the parent 'in-game object' type) is a [[trsqv]].
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Additionally, the collision system uses [[trsqv]] as the parent type for foreground
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collision objects ([[collide-shape]], [[collide-shape-moving]]).
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As a result, this type has a lot of weird methods and extra stuff hidden in it."
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((pause-adjust-distance meters :offset 4)
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(nav-radius meters :offset 8)
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(transv vector :inline)
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(rotv vector :inline)
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(scalev vector :inline)
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(dir-targ quaternion :inline)
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(angle-change-time time-frame)
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(old-y-angle-diff float)
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)
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(:methods
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(seek-toward-heading-vec! (_type_ vector float time-frame) quaternion)
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(set-heading-vec! (_type_ vector) quaternion)
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(seek-to-point-toward-point! (_type_ vector float time-frame) quaternion)
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(point-toward-point! (_type_ vector) quaternion)
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(seek-toward-yaw-angle! (_type_ float float time-frame) quaternion)
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(set-yaw-angle-clear-roll-pitch! (_type_ float) quaternion)
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(set-roll-to-grav! (_type_ float) quaternion)
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(set-roll-to-grav-2! (_type_ float) quaternion)
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(rotate-toward-orientation! (_type_ quaternion float float int int float) quaternion)
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(set-quaternion! (_type_ quaternion) quaternion)
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(set-heading-vec-clear-roll-pitch! (_type_ vector) quaternion)
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(point-toward-point-clear-roll-pitch! (_type_ vector) quaternion)
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(rot->dir-targ! (_type_) quaternion)
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(y-angle (_type_) float)
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(global-y-angle-to-point (_type_ vector) float)
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(relative-y-angle-to-point (_type_ vector) float)
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(roll-relative-to-gravity (_type_) float)
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(set-and-limit-velocity (_type_ int vector float) trsqv)
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(get-quaternion (_type_) quaternion)
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)
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)
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(defmethod global-y-angle-to-point ((this trsqv) (arg0 vector))
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"Get the angle in the xz plane from the position of this trsqv to the point arg0
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(ignores our current yaw)."
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(vector-y-angle (vector-! (new 'stack-no-clear 'vector) arg0 (-> this trans)))
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)
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(defmethod relative-y-angle-to-point ((this trsqv) (arg0 vector))
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"Get the y angle between the current orientation and arg0
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(how much we'd have to yaw to point at arg0)."
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(deg-diff (y-angle this) (vector-y-angle (vector-! (new 'stack-no-clear 'vector) arg0 (-> this trans))))
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)
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