jak-project/goal_src/jak2/engine/geometry/bounding-box.gc
water111 f7bd0752f8
[decomp] Decompile first batch of files in engine (#1787)
* wip

* getting stuff set up so we can actually run test cases

* better handle block entry stuff

* types2 working on gstring

* comments

* math ref working

* up to first stack stuff

* stack fixes

* bounding box

* math stuff is working

* float fixes

* temp debug for (method 9 profile-array)

* stupid stupid bug

* debugging

* everything is broken

* some amount of type stuff works

* bitfield

* texture bitfields not working

* temp

* types

* more stuff

* type check

* temp

* float related fixes for light and res problems

* revisit broken files, fix bugs

* more types

* vector debug

* bug fixes for decompiler crashes in harder functions

* update goal_src
2022-08-24 00:29:51 -04:00

337 lines
9.5 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
;; name: bounding-box.gc
;; name in dgo: bounding-box
;; dgos: ENGINE, GAME
;; Implementation of bounding box functions.
;; These boxes are used as a primitive in the foreground collision system.
;; DECOMP BEGINS
(defmethod inside-xyz? bounding-box ((obj bounding-box) (arg0 vector))
"Is the point in the box?"
(and (< (-> obj min x) (-> arg0 x))
(< (-> obj min y) (-> arg0 y))
(< (-> obj min z) (-> arg0 z))
(< (-> arg0 x) (-> obj max x))
(< (-> arg0 y) (-> obj max y))
(< (-> arg0 z) (-> obj max z))
)
)
(defmethod inside-xz? bounding-box ((obj bounding-box) (arg0 vector))
"Is the point in the box? Check xz only."
(and (< (-> obj min x) (-> arg0 x))
(< (-> obj min z) (-> arg0 z))
(< (-> arg0 x) (-> obj max x))
(< (-> arg0 z) (-> obj max z))
)
)
(defun box-vector-enside? ((arg0 bounding-box) (arg1 vector))
"Is the point in the box? On the edge doesn't count."
(and (< (-> arg0 min x) (-> arg1 x))
(< (-> arg0 min y) (-> arg1 y))
(< (-> arg0 min z) (-> arg1 z))
(< (-> arg1 x) (-> arg0 max x))
(< (-> arg1 y) (-> arg0 max y))
(< (-> arg1 z) (-> arg0 max z))
)
)
(defun box-vector-inside? ((arg0 bounding-box) (arg1 vector))
"Is the point in the box? On the edge counts."
(and (>= (-> arg1 x) (-> arg0 min x))
(>= (-> arg1 y) (-> arg0 min y))
(>= (-> arg1 z) (-> arg0 min z))
(>= (-> arg0 max x) (-> arg1 x))
(>= (-> arg0 max y) (-> arg1 y))
(>= (-> arg0 max z) (-> arg1 z))
)
)
(defmethod set-from-point-offset! bounding-box ((obj bounding-box) (arg0 vector) (arg1 vector))
"Set to the smallest box containing arg0, (arg0 + arg1)"
(rlet ((vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf)
(vf3 :class vf)
(vf4 :class vf)
(vf5 :class vf)
)
(init-vf0-vector)
(.lvf vf3 (&-> arg1 quad))
(.lvf vf4 (&-> arg0 quad))
(.add.vf vf5 vf4 vf3)
(.min.vf vf1 vf4 vf5)
(.max.vf vf2 vf4 vf5)
(.mov.vf vf1 vf0 :mask #b1000)
(.mov.vf vf2 vf0 :mask #b1000)
(.svf (&-> obj min quad) vf1)
(.svf (&-> obj max quad) vf2)
0
(none)
)
)
(defmethod add-point! bounding-box ((obj bounding-box) (arg0 vector))
"Expand the box as needed to contain the given point."
(rlet ((vf1 :class vf)
(vf2 :class vf)
(vf3 :class vf)
)
(.lvf vf1 (&-> obj min quad))
(.lvf vf2 (&-> obj max quad))
(.lvf vf3 (&-> arg0 quad))
(.min.vf vf1 vf1 vf3)
(.max.vf vf2 vf2 vf3)
(.svf (&-> obj min quad) vf1)
(.svf (&-> obj max quad) vf2)
0
(none)
)
)
(defmethod add-box! bounding-box ((obj bounding-box) (arg0 bounding-box))
"Expand the box as needed to contain the given box."
(rlet ((vf1 :class vf)
(vf2 :class vf)
(vf3 :class vf)
(vf4 :class vf)
)
(.lvf vf1 (&-> obj min quad))
(.lvf vf2 (&-> obj max quad))
(.lvf vf3 (&-> arg0 min quad))
(.lvf vf4 (&-> arg0 max quad))
(.min.vf vf1 vf1 vf3)
(.max.vf vf2 vf2 vf4)
(.svf (&-> obj min quad) vf1)
(.svf (&-> obj max quad) vf2)
0
)
)
(defmethod set-to-point! bounding-box ((obj bounding-box) (arg0 vector))
"Set the box to be a single point."
(set! (-> obj min quad) (-> arg0 quad))
(set! (-> obj max quad) (-> arg0 quad))
0
(none)
)
(defmethod set-from-point-offset-pad! bounding-box ((obj bounding-box) (arg0 vector) (arg1 vector) (arg2 float))
"Set the box to contain arg0, arg0 + offset, with some padding."
(rlet ((vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf)
(vf3 :class vf)
(vf4 :class vf)
(vf5 :class vf)
(vf6 :class vf)
)
(init-vf0-vector)
(.lvf vf4 (&-> arg1 quad))
(.lvf vf5 (&-> arg0 quad))
(.mov vf1 arg2)
(.add.vf vf6 vf5 vf4)
(.min.vf vf2 vf5 vf6)
(.max.vf vf3 vf5 vf6)
(.add.x.vf vf3 vf3 vf1 :mask #b111)
(.sub.x.vf vf2 vf2 vf1 :mask #b111)
(.mov.vf vf2 vf0 :mask #b1000)
(.mov.vf vf3 vf0 :mask #b1000)
(.svf (&-> obj min quad) vf2)
(.svf (&-> obj max quad) vf3)
0
)
)
(defmethod set-from-sphere! bounding-box ((obj bounding-box) (arg0 sphere))
"Set the box to contain a single sphere."
(rlet ((vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf)
(vf3 :class vf)
)
(init-vf0-vector)
(.lvf vf1 (&-> arg0 quad))
(.sub.w.vf vf2 vf1 vf1 :mask #b111)
(.add.w.vf vf3 vf1 vf1 :mask #b111)
(.mov.vf vf2 vf0 :mask #b1000)
(.mov.vf vf3 vf0 :mask #b1000)
(.svf (&-> obj min quad) vf2)
(.svf (&-> obj max quad) vf3)
0
(none)
)
)
;;;;;;;;;;;;;;;;;;;;;;;;;
;; multi-sphere methods
;;;;;;;;;;;;;;;;;;;;;;;;;
;; these are used in the collision system to build bounding boxes around collision geometries, so they are quite optimized.
(defmethod add-spheres! bounding-box ((obj bounding-box) (spheres (inline-array sphere)) (count int))
"Add count spheres."
;; the PS2 implementation is very optimized
;; It is unrolled and 'software pipelined' to do 4 at a time.
;; This is slightly less optimized.
(rlet ((current-min :class vf)
(current-max :class vf)
(sph-min :class vf)
(sph-max :class vf)
(sph :class vf))
(when (nonzero? count)
;; load these outside the loop
(.lvf current-min (-> obj min))
(.lvf current-max (-> obj max))
(dotimes (i count)
(.lvf sph (-> spheres i))
(.sub.w.vf sph-min sph sph :mask #b111)
(.add.w.vf sph-max sph sph :mask #b111)
(.min.vf current-min current-min sph-min :mask #b111)
(.max.vf current-max current-max sph-max :mask #b111)
)
(.svf (-> obj min) current-min)
(.svf (-> obj max) current-max)
)
)
0
)
(defmethod set-from-spheres! bounding-box ((obj bounding-box) (spheres (inline-array sphere)) (count int))
"Reset box to hold the given spheres. Note: this implementation could be optimized."
;; This is also unrolled, but does 7 at a time.
(rlet ((vf0 :class vf)
(current-min :class vf)
(current-max :class vf)
(sph-min :class vf)
(sph-max :class vf)
(sph :class vf))
;; init constant
(init-vf0-vector)
;; init min/max. in the case we don't have any spheres, we should return (0,0,0,1) for min/max.
(set! current-min vf0)
(set! current-max vf0)
(dotimes (i count)
(.lvf sph (-> spheres i))
(.sub.w.vf sph-min sph sph :mask #b111)
(.add.w.vf sph-max sph sph :mask #b111)
(cond
((zero? i)
(set! current-min sph-min)
(set! current-max sph-max)
)
(else
(.min.vf current-min current-min sph-min :mask #b111)
(.max.vf current-max current-max sph-max :mask #b111)
)
)
)
(.svf (-> obj min) current-min)
(.svf (-> obj max) current-max)
)
0
)
(defmethod get-bounding-sphere bounding-box ((obj bounding-box) (arg0 vector))
"Get a bounding sphere for a bounding box."
(let* ((a1-2 (vector-! (new 'stack-no-clear 'vector) (-> obj max) (-> obj min)))
(a0-3 (vector-float*! (new 'stack-no-clear 'vector) a1-2 0.5))
)
(vector+! arg0 (-> obj min) a0-3)
(set! (-> arg0 w) (vector-length a0-3))
)
arg0
)
;;;;;;;;;;;;;;
;; line clip
;;;;;;;;;;;;;;
;; The "liang-barsky" algorithm for line clipping is just using the parametric equation for a line.
;; this is used to implement a "line segment intersects square in xz plane" check.
(deftype liang-barsky-line-clip-params (structure)
((te float :offset-assert 0)
(tl float :offset-assert 4)
)
:method-count-assert 9
:size-assert #x8
:flag-assert #x900000008
)
(defun liang-barsky-line-clipt ((arg0 liang-barsky-line-clip-params) (arg1 float) (arg2 float))
"Clip test in 1 dimension. Is arg1 in arg2?"
(cond
((< 0.0 arg1)
(let ((f0-2 (/ arg2 arg1)))
(if (< (-> arg0 tl) f0-2)
(return #f)
)
(if (< (-> arg0 te) f0-2)
(set! (-> arg0 te) f0-2)
)
)
)
((< arg1 0.0)
(let ((f0-5 (/ arg2 arg1)))
(if (< f0-5 (-> arg0 te))
(return #f)
)
(if (< f0-5 (-> arg0 tl))
(set! (-> arg0 tl) f0-5)
)
)
)
(else
(if (< 0.0 arg2)
(return #f)
)
)
)
#t
)
(defmethod intersects-line-segment? bounding-box ((obj bounding-box) (arg0 vector) (arg1 vector))
"Check intersection in xz plane, using liang-barsky. Not sure if this actually
a useful check or not..."
(let ((f28-0 (- (-> arg1 x) (-> arg0 x)))
(f30-0 (- (-> arg1 z) (-> arg0 z)))
)
(cond
((and (= f28-0 0.0) (= f30-0 0.0))
(let ((f1-2 (-> arg0 x))
(f0-4 (-> arg0 z))
)
(and (>= f1-2 (-> obj min x)) (>= (-> obj max x) f1-2) (>= f0-4 (-> obj min z)) (>= (-> obj max z) f0-4))
)
)
(else
(let ((s4-0 (new 'stack-no-clear 'liang-barsky-line-clip-params)))
(set! (-> s4-0 te) 0.0)
(set! (-> s4-0 tl) 1.0)
(and (liang-barsky-line-clipt s4-0 f28-0 (- (-> obj min x) (-> arg0 x)))
(liang-barsky-line-clipt s4-0 (- f28-0) (- (-> arg0 x) (-> obj max x)))
(liang-barsky-line-clipt s4-0 f30-0 (- (-> obj min z) (-> arg0 z)))
(liang-barsky-line-clipt s4-0 (- f30-0) (- (-> arg0 z) (-> obj max z)))
)
)
)
)
)
)