mirror of
https://github.com/open-goal/jak-project.git
synced 2024-10-20 21:27:52 -04:00
f7bd0752f8
* 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
337 lines
9.5 KiB
Common Lisp
337 lines
9.5 KiB
Common Lisp
;;-*-Lisp-*-
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(in-package goal)
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;; name: bounding-box.gc
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;; name in dgo: bounding-box
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;; dgos: ENGINE, GAME
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;; Implementation of bounding box functions.
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;; These boxes are used as a primitive in the foreground collision system.
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;; DECOMP BEGINS
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(defmethod inside-xyz? bounding-box ((obj bounding-box) (arg0 vector))
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"Is the point in the box?"
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(and (< (-> obj min x) (-> arg0 x))
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(< (-> obj min y) (-> arg0 y))
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(< (-> obj min z) (-> arg0 z))
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(< (-> arg0 x) (-> obj max x))
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(< (-> arg0 y) (-> obj max y))
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(< (-> arg0 z) (-> obj max z))
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)
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)
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(defmethod inside-xz? bounding-box ((obj bounding-box) (arg0 vector))
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"Is the point in the box? Check xz only."
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(and (< (-> obj min x) (-> arg0 x))
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(< (-> obj min z) (-> arg0 z))
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(< (-> arg0 x) (-> obj max x))
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(< (-> arg0 z) (-> obj max z))
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)
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)
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(defun box-vector-enside? ((arg0 bounding-box) (arg1 vector))
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"Is the point in the box? On the edge doesn't count."
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(and (< (-> arg0 min x) (-> arg1 x))
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(< (-> arg0 min y) (-> arg1 y))
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(< (-> arg0 min z) (-> arg1 z))
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(< (-> arg1 x) (-> arg0 max x))
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(< (-> arg1 y) (-> arg0 max y))
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(< (-> arg1 z) (-> arg0 max z))
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)
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)
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(defun box-vector-inside? ((arg0 bounding-box) (arg1 vector))
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"Is the point in the box? On the edge counts."
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(and (>= (-> arg1 x) (-> arg0 min x))
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(>= (-> arg1 y) (-> arg0 min y))
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(>= (-> arg1 z) (-> arg0 min z))
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(>= (-> arg0 max x) (-> arg1 x))
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(>= (-> arg0 max y) (-> arg1 y))
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(>= (-> arg0 max z) (-> arg1 z))
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)
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)
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(defmethod set-from-point-offset! bounding-box ((obj bounding-box) (arg0 vector) (arg1 vector))
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"Set to the smallest box containing arg0, (arg0 + arg1)"
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(rlet ((vf0 :class vf)
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(vf1 :class vf)
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(vf2 :class vf)
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(vf3 :class vf)
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(vf4 :class vf)
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(vf5 :class vf)
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)
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(init-vf0-vector)
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(.lvf vf3 (&-> arg1 quad))
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(.lvf vf4 (&-> arg0 quad))
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(.add.vf vf5 vf4 vf3)
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(.min.vf vf1 vf4 vf5)
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(.max.vf vf2 vf4 vf5)
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(.mov.vf vf1 vf0 :mask #b1000)
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(.mov.vf vf2 vf0 :mask #b1000)
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(.svf (&-> obj min quad) vf1)
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(.svf (&-> obj max quad) vf2)
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0
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(none)
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)
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)
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(defmethod add-point! bounding-box ((obj bounding-box) (arg0 vector))
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"Expand the box as needed to contain the given point."
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(rlet ((vf1 :class vf)
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(vf2 :class vf)
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(vf3 :class vf)
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)
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(.lvf vf1 (&-> obj min quad))
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(.lvf vf2 (&-> obj max quad))
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(.lvf vf3 (&-> arg0 quad))
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(.min.vf vf1 vf1 vf3)
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(.max.vf vf2 vf2 vf3)
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(.svf (&-> obj min quad) vf1)
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(.svf (&-> obj max quad) vf2)
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0
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(none)
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)
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)
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(defmethod add-box! bounding-box ((obj bounding-box) (arg0 bounding-box))
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"Expand the box as needed to contain the given box."
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(rlet ((vf1 :class vf)
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(vf2 :class vf)
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(vf3 :class vf)
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(vf4 :class vf)
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)
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(.lvf vf1 (&-> obj min quad))
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(.lvf vf2 (&-> obj max quad))
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(.lvf vf3 (&-> arg0 min quad))
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(.lvf vf4 (&-> arg0 max quad))
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(.min.vf vf1 vf1 vf3)
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(.max.vf vf2 vf2 vf4)
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(.svf (&-> obj min quad) vf1)
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(.svf (&-> obj max quad) vf2)
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0
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)
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)
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(defmethod set-to-point! bounding-box ((obj bounding-box) (arg0 vector))
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"Set the box to be a single point."
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(set! (-> obj min quad) (-> arg0 quad))
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(set! (-> obj max quad) (-> arg0 quad))
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0
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(none)
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)
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(defmethod set-from-point-offset-pad! bounding-box ((obj bounding-box) (arg0 vector) (arg1 vector) (arg2 float))
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"Set the box to contain arg0, arg0 + offset, with some padding."
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(rlet ((vf0 :class vf)
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(vf1 :class vf)
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(vf2 :class vf)
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(vf3 :class vf)
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(vf4 :class vf)
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(vf5 :class vf)
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(vf6 :class vf)
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)
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(init-vf0-vector)
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(.lvf vf4 (&-> arg1 quad))
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(.lvf vf5 (&-> arg0 quad))
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(.mov vf1 arg2)
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(.add.vf vf6 vf5 vf4)
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(.min.vf vf2 vf5 vf6)
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(.max.vf vf3 vf5 vf6)
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(.add.x.vf vf3 vf3 vf1 :mask #b111)
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(.sub.x.vf vf2 vf2 vf1 :mask #b111)
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(.mov.vf vf2 vf0 :mask #b1000)
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(.mov.vf vf3 vf0 :mask #b1000)
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(.svf (&-> obj min quad) vf2)
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(.svf (&-> obj max quad) vf3)
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0
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)
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)
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(defmethod set-from-sphere! bounding-box ((obj bounding-box) (arg0 sphere))
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"Set the box to contain a single sphere."
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(rlet ((vf0 :class vf)
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(vf1 :class vf)
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(vf2 :class vf)
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(vf3 :class vf)
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)
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(init-vf0-vector)
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(.lvf vf1 (&-> arg0 quad))
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(.sub.w.vf vf2 vf1 vf1 :mask #b111)
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(.add.w.vf vf3 vf1 vf1 :mask #b111)
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(.mov.vf vf2 vf0 :mask #b1000)
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(.mov.vf vf3 vf0 :mask #b1000)
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(.svf (&-> obj min quad) vf2)
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(.svf (&-> obj max quad) vf3)
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0
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(none)
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)
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)
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;;;;;;;;;;;;;;;;;;;;;;;;;
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;; multi-sphere methods
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;;;;;;;;;;;;;;;;;;;;;;;;;
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;; these are used in the collision system to build bounding boxes around collision geometries, so they are quite optimized.
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(defmethod add-spheres! bounding-box ((obj bounding-box) (spheres (inline-array sphere)) (count int))
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"Add count spheres."
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;; the PS2 implementation is very optimized
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;; It is unrolled and 'software pipelined' to do 4 at a time.
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;; This is slightly less optimized.
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(rlet ((current-min :class vf)
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(current-max :class vf)
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(sph-min :class vf)
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(sph-max :class vf)
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(sph :class vf))
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(when (nonzero? count)
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;; load these outside the loop
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(.lvf current-min (-> obj min))
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(.lvf current-max (-> obj max))
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(dotimes (i count)
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(.lvf sph (-> spheres i))
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(.sub.w.vf sph-min sph sph :mask #b111)
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(.add.w.vf sph-max sph sph :mask #b111)
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(.min.vf current-min current-min sph-min :mask #b111)
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(.max.vf current-max current-max sph-max :mask #b111)
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)
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(.svf (-> obj min) current-min)
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(.svf (-> obj max) current-max)
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)
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)
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0
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)
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(defmethod set-from-spheres! bounding-box ((obj bounding-box) (spheres (inline-array sphere)) (count int))
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"Reset box to hold the given spheres. Note: this implementation could be optimized."
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;; This is also unrolled, but does 7 at a time.
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(rlet ((vf0 :class vf)
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(current-min :class vf)
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(current-max :class vf)
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(sph-min :class vf)
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(sph-max :class vf)
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(sph :class vf))
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;; init constant
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(init-vf0-vector)
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;; init min/max. in the case we don't have any spheres, we should return (0,0,0,1) for min/max.
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(set! current-min vf0)
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(set! current-max vf0)
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(dotimes (i count)
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(.lvf sph (-> spheres i))
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(.sub.w.vf sph-min sph sph :mask #b111)
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(.add.w.vf sph-max sph sph :mask #b111)
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(cond
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((zero? i)
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(set! current-min sph-min)
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(set! current-max sph-max)
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)
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(else
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(.min.vf current-min current-min sph-min :mask #b111)
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(.max.vf current-max current-max sph-max :mask #b111)
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)
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)
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)
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(.svf (-> obj min) current-min)
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(.svf (-> obj max) current-max)
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)
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0
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)
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(defmethod get-bounding-sphere bounding-box ((obj bounding-box) (arg0 vector))
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"Get a bounding sphere for a bounding box."
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(let* ((a1-2 (vector-! (new 'stack-no-clear 'vector) (-> obj max) (-> obj min)))
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(a0-3 (vector-float*! (new 'stack-no-clear 'vector) a1-2 0.5))
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)
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(vector+! arg0 (-> obj min) a0-3)
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(set! (-> arg0 w) (vector-length a0-3))
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)
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arg0
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)
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;;;;;;;;;;;;;;
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;; line clip
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;;;;;;;;;;;;;;
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;; The "liang-barsky" algorithm for line clipping is just using the parametric equation for a line.
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;; this is used to implement a "line segment intersects square in xz plane" check.
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(deftype liang-barsky-line-clip-params (structure)
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((te float :offset-assert 0)
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(tl float :offset-assert 4)
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)
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:method-count-assert 9
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:size-assert #x8
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:flag-assert #x900000008
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)
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(defun liang-barsky-line-clipt ((arg0 liang-barsky-line-clip-params) (arg1 float) (arg2 float))
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"Clip test in 1 dimension. Is arg1 in arg2?"
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(cond
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((< 0.0 arg1)
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(let ((f0-2 (/ arg2 arg1)))
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(if (< (-> arg0 tl) f0-2)
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(return #f)
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)
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(if (< (-> arg0 te) f0-2)
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(set! (-> arg0 te) f0-2)
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)
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)
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)
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((< arg1 0.0)
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(let ((f0-5 (/ arg2 arg1)))
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(if (< f0-5 (-> arg0 te))
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(return #f)
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)
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(if (< f0-5 (-> arg0 tl))
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(set! (-> arg0 tl) f0-5)
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)
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)
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)
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(else
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(if (< 0.0 arg2)
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(return #f)
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)
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)
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)
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#t
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)
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(defmethod intersects-line-segment? bounding-box ((obj bounding-box) (arg0 vector) (arg1 vector))
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"Check intersection in xz plane, using liang-barsky. Not sure if this actually
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a useful check or not..."
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(let ((f28-0 (- (-> arg1 x) (-> arg0 x)))
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(f30-0 (- (-> arg1 z) (-> arg0 z)))
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)
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(cond
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((and (= f28-0 0.0) (= f30-0 0.0))
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(let ((f1-2 (-> arg0 x))
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(f0-4 (-> arg0 z))
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)
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(and (>= f1-2 (-> obj min x)) (>= (-> obj max x) f1-2) (>= f0-4 (-> obj min z)) (>= (-> obj max z) f0-4))
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)
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)
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(else
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(let ((s4-0 (new 'stack-no-clear 'liang-barsky-line-clip-params)))
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(set! (-> s4-0 te) 0.0)
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(set! (-> s4-0 tl) 1.0)
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(and (liang-barsky-line-clipt s4-0 f28-0 (- (-> obj min x) (-> arg0 x)))
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(liang-barsky-line-clipt s4-0 (- f28-0) (- (-> arg0 x) (-> obj max x)))
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(liang-barsky-line-clipt s4-0 f30-0 (- (-> obj min z) (-> arg0 z)))
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(liang-barsky-line-clipt s4-0 (- f30-0) (- (-> arg0 z) (-> obj max z)))
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)
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)
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)
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)
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)
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)
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