jak-project/goal_src/jak1/engine/math/transformq.gc
2022-06-29 22:20:09 -04:00

449 lines
15 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
;; name: transformq.gc
;; name in dgo: transformq
;; dgos: GAME, ENGINE
(defmethod print transformq ((obj transformq))
"Print a transformq"
(format #t "#<transformq @ #x~X~%" obj)
(format #t "~T~Ttrans:~F ~F ~F ~F ~%"
(-> obj trans x)
(-> obj trans y)
(-> obj trans z)
(-> obj trans w)
)
(format #t "~T~Tquat: ~F ~F ~F ~F ~%"
(-> obj rot x)
(-> obj rot y)
(-> obj rot z)
(-> obj rot w)
)
(format #t "~T~Tscale:~F ~F ~F ~F>"
(-> obj scale x)
(-> obj scale y)
(-> obj scale z)
(-> obj scale w)
)
obj
)
(defmethod get-quaternion trsqv ((obj trsqv))
"Get the rotation as a quaternion."
(-> obj quat)
)
(defmethod set-quaternion! trsqv ((obj trsqv) (arg0 quaternion))
"Set the rotation as a quaternion"
(quaternion-copy! (get-quaternion obj) arg0)
)
(defmethod rot->dir-targ! trsqv ((obj trsqv))
"Set the dir-targ to our current orientation"
(quaternion-copy! (-> obj dir-targ) (get-quaternion obj))
)
(defmethod y-angle trsqv ((obj trsqv))
"Get our current y-angle (y is up, so yaw)"
(quaternion-y-angle (get-quaternion obj))
)
(defmethod seek-toward-heading-vec! trsqv ((obj trsqv) (dir vector) (vel float) (frame-count time-frame))
"Adjust the orientation to point along dir, only changing our yaw.
The vel is a maximum velocity limit.
The frame count is the time constant (first order).
There's some logic to avoid rapidly changing directions"
(let* ((yaw-error (deg-diff (quaternion-y-angle (-> obj quat)) (vector-y-angle dir)))
;; limit both on a max velocity, and a proportional to error term.
(yaw-limit (fmin (* vel (-> *display* seconds-per-frame))
(/ (* 5.0 (fabs yaw-error)) (the float frame-count))
)
)
;; saturate the yaw error
(saturated-yaw (fmax (fmin yaw-error yaw-limit) (- yaw-limit)))
)
(let ((old-diff (-> obj old-y-angle-diff)))
(set! saturated-yaw
(cond
;; I have no idea what this crazy thing is.
;; But it prevents changes in direction from happening too often.
((or (= old-diff 0.0)
(and (< 0.0 saturated-yaw) (< 0.0 old-diff))
(or (and (< saturated-yaw 0.0) (< old-diff 0.0))
(>= (- (-> *display* base-frame-counter)
(-> obj angle-change-time)
)
60
)
)
)
(set! (-> obj angle-change-time) (-> *display* base-frame-counter))
saturated-yaw
)
(else
;; not sure why this isn't 0.
(* 0.000000001 saturated-yaw)
)
)
)
)
(set! (-> obj old-y-angle-diff) saturated-yaw)
(let ((quat (get-quaternion obj)))
(quaternion-rotate-y! quat quat saturated-yaw)
)
)
)
(defmethod set-heading-vec! trsqv ((obj trsqv) (arg0 vector))
"Makes us look in the arg0 direction immediately. Pitch will be unchanged."
(let ((s3-0 (get-quaternion obj)))
(forward-up-nopitch->quaternion
s3-0
(vector-normalize-copy! (new 'stack-no-clear 'vector) arg0 1.0) ;; forward is the given dir.
(vector-y-quaternion! (new 'stack-no-clear 'vector) s3-0) ;; use the old up
)
)
)
(defmethod seek-to-point-toward-point! trsqv ((obj trsqv) (arg0 vector) (arg1 float) (arg2 time-frame))
"Seek toward pointing toward arg0 from our current location."
(seek-toward-heading-vec!
obj
(vector-! (new 'stack-no-clear 'vector) arg0 (-> obj trans))
arg1
arg2
)
)
(defmethod point-toward-point! trsqv ((obj trsqv) (arg0 vector))
"Immediately point toward arg0"
(let ((s3-0 (get-quaternion obj)))
(forward-up-nopitch->quaternion
s3-0
(vector-normalize! (vector-! (new 'stack-no-clear 'vector) arg0 (-> obj trans)) 1.0)
(vector-y-quaternion! (new 'stack-no-clear 'vector) s3-0)
)
)
)
(defmethod seek-toward-yaw-angle! trsqv ((obj trsqv) (yaw float) (vel float) (frame-count time-frame))
"Seek toward the given yaw angle."
(seek-toward-heading-vec!
obj
;; make a vector that points toward +z (forward) rotated by the yaw.
(set-vector! (new 'stack-no-clear 'vector) (sin yaw) 0.0 (cos yaw) 1.0)
vel
frame-count
)
)
(defmethod set-yaw-angle-clear-roll-pitch! trsqv ((obj trsqv) (yaw float))
"Immediately clear our roll and pitch and set yaw to the given angle"
(set-heading-vec-clear-roll-pitch!
obj
(set-vector! (new 'stack-no-clear 'vector) (sin yaw) 0.0 (cos yaw) 1.0)
)
)
(defmethod set-roll-to-grav! trsqv ((obj trsqv) (arg0 float))
"Set our roll so that our local down aligns with standard gravity"
(set-roll-to-grav-2! obj arg0)
)
(defmethod set-roll-to-grav-2! trsqv ((obj trsqv) (arg0 float))
"Set our roll so that our local down aligns with standard gravity"
(let* ((quat (get-quaternion obj)) ;; our orientation
(grav (-> *standard-dynamics* gravity-normal)) ;; dir of gravity
(rot-mat (quaternion->matrix (new 'stack-no-clear 'matrix) quat)) ;; our orientation
)
(let ((dir-z (-> rot-mat vector 2))) ;; this is the direction of the z-axis.
;; this projects world gravity into our local z plane (killing its pitch component),
;; then updates the rotation matrix so that this is our y axis (up)
(vector-normalize! (vector-flatten! (-> rot-mat vector 1) grav dir-z) 1.0)
;; fix up the rotation matrix x vector to make the matrix orthonormal again.
(vector-cross!
(-> rot-mat vector 0)
(-> rot-mat vector 1)
dir-z
)
)
;; add some additional roll offset
(let ((a1-5 (matrix-rotate-z! (new 'stack-no-clear 'matrix) arg0)))
(matrix*! rot-mat a1-5 rot-mat)
)
;; write it back.
(matrix->quaternion quat rot-mat)
)
)
(defmethod roll-relative-to-gravity trsqv ((obj trsqv))
"Get our roll, relative to 'down' from gravity"
(let* ((quat (get-quaternion obj))
(dir-z (vector-z-quaternion! (new 'stack-no-clear 'vector) quat))
(dir-y (vector-y-quaternion! (new 'stack-no-clear 'vector) quat))
(dir-grav (-> *standard-dynamics* gravity-normal))
;; project gravity to our z plane (kills pitch)
(grav-z-plane
(vector-normalize!
(vector-flatten! (new 'stack-no-clear 'vector) dir-grav dir-z)
1.0
)
)
(grav-dot (vector-dot grav-z-plane dir-y))
)
;; normally we'd just do (acos (vector-dot grav-z-plane y))
;; but this won't give us the correct sign if we're rolled negatively.
;; this check below manually inverts the acos as needed.
(if (< (vector-dot (vector-cross! (new 'stack-no-clear 'vector) grav-z-plane dir-y) dir-z)
0.0
)
(- (acos grav-dot))
(acos grav-dot)
)
)
)
(defmethod rotate-toward-orientation! trsqv ((obj trsqv) (target quaternion) (y-rate float) (z-rate float))
"Adjust our orientation toward target, subject to some rate limits.
I don't think this is a very robust function and probably doesn't work right in cases
where an axis flips by 180 degrees."
;; the basic idea is that we apply two rotations:
;; the first moves our y axis toward the desired's y axis, and the second moves
;; out z axis. These are both rate limited.
(local-vars (sv-96 vector))
(let ((quat (get-quaternion obj)))
(let ((temp-quat (new 'stack-no-clear 'quaternion)))
(when (< 0.0 z-rate)
(let ((s1-0 quaternion-from-two-vectors-max-angle!)
(s0-0 temp-quat)
)
(set! sv-96 (vector-y-quaternion! (new 'stack-no-clear 'vector) quat))
(let ((a2-1 (vector-y-quaternion! (new 'stack-no-clear 'vector) target))
(a3-1 (* z-rate (-> *display* seconds-per-frame)))
)
(s1-0 s0-0 sv-96 a2-1 a3-1)
)
)
(quaternion-normalize! (quaternion*! quat temp-quat quat))
)
(when (< 0.0 y-rate)
(quaternion-from-two-vectors-max-angle!
temp-quat
(vector-z-quaternion! (new 'stack-no-clear 'vector) quat)
(vector-z-quaternion! (new 'stack-no-clear 'vector) target)
(* y-rate (-> *display* seconds-per-frame))
)
(quaternion-normalize! (quaternion*! quat temp-quat quat))
)
)
quat
)
)
(defmethod set-heading-vec-clear-roll-pitch! trsqv ((obj trsqv) (arg0 vector))
"Set our rotation to point along the given heading, with no roll or pitch."
(forward-up->quaternion
(get-quaternion obj)
(vector-normalize-copy! (new 'stack-no-clear 'vector) arg0 1.0)
(new 'static 'vector :y 1.0 :w 1.0)
)
)
(defmethod point-toward-point-clear-roll-pitch! trsqv ((obj trsqv) (arg0 vector))
"Set our orientation to point toward arg0, clearing roll and pitch"
(forward-up->quaternion
(get-quaternion obj)
(vector-normalize!
(vector-! (new 'stack-no-clear 'vector) arg0 (-> obj trans))
1.0
)
(new 'static 'vector :y 1.0 :w 1.0)
)
)
(defun transformq-copy! ((arg0 transformq) (arg1 transformq))
"Set arg0 = arg1"
(set! (-> arg0 trans quad) (-> arg1 trans quad))
(set! (-> arg0 rot quad) (-> arg1 rot quad))
(set! (-> arg0 scale quad) (-> arg1 scale quad))
arg0
)
(defun matrix<-transformq! ((arg0 matrix) (arg1 transformq))
"Convert to 4x4 affine transform."
(local-vars (v1-1 float))
(rlet ((vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf)
(vf3 :class vf)
(vf4 :class vf)
(vf5 :class vf)
)
(.lvf vf0 (new 'static 'vector :x 0.0 :y 0.0 :z 0.0 :w 1.0))
(quaternion->matrix arg0 (the-as quaternion (-> arg1 rot)))
(cond
(#f
(set! (-> arg0 vector 3 quad) (-> arg1 trans quad))
)
(else
;; apply scale and copy trans
(.lvf vf1 (&-> arg1 scale quad))
(.lvf vf2 (&-> arg1 trans quad))
(.lvf vf3 (&-> arg0 vector 0 quad))
(.lvf vf4 (&-> arg0 vector 1 quad))
(.lvf vf5 (&-> arg0 vector 2 quad))
(.mov.vf vf2 vf0 :mask #b1000) ;; don't forget the 1.
(.mul.x.vf vf3 vf3 vf1)
(.mul.y.vf vf4 vf4 vf1)
(.mul.z.vf vf5 vf5 vf1)
(.svf (&-> arg0 vector 3 quad) vf2)
(.svf (&-> arg0 vector 0 quad) vf3)
(.svf (&-> arg0 vector 1 quad) vf4)
(.svf (&-> arg0 vector 2 quad) vf5)
(.mov v1-1 vf5)
)
)
arg0
)
)
(defun matrix<-no-trans-transformq! ((arg0 matrix) (arg1 transformq))
"Create 4x4 affine transform with no translation."
(rlet ((vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf)
(vf3 :class vf)
(vf4 :class vf)
(vf5 :class vf)
)
(.lvf vf0 (new 'static 'vector :x 0.0 :y 0.0 :z 0.0 :w 1.0))
(quaternion->matrix arg0 (the-as quaternion (-> arg1 rot)))
(.lvf vf1 (&-> arg1 scale quad))
(.lvf vf3 (&-> arg0 vector 0 quad))
(.lvf vf4 (&-> arg0 vector 1 quad))
(.lvf vf5 (&-> arg0 vector 2 quad))
(.mov.vf vf2 vf0) ;; trans = 0,0,0,1
(.mul.x.vf vf3 vf3 vf1)
(.mul.y.vf vf4 vf4 vf1)
(.mul.z.vf vf5 vf5 vf1)
(.svf (&-> arg0 vector 3 quad) vf2)
(.svf (&-> arg0 vector 0 quad) vf3)
(.svf (&-> arg0 vector 1 quad) vf4)
(.svf (&-> arg0 vector 2 quad) vf5)
arg0
)
)
(defun matrix<-transformq+trans! ((arg0 matrix) (arg1 transformq) (arg2 vector))
"Convert to affine transform with an additional translation (in the local frame)."
(rlet ((acc :class vf)
(vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf)
(vf3 :class vf)
(vf4 :class vf)
(vf5 :class vf)
(vf6 :class vf)
)
(.lvf vf0 (new 'static 'vector :x 0.0 :y 0.0 :z 0.0 :w 1.0))
(quaternion->matrix arg0 (the-as quaternion (-> arg1 rot)))
(.lvf vf1 (&-> arg1 scale quad))
(.lvf vf2 (&-> arg1 trans quad))
(.lvf vf6 (&-> arg2 quad))
(.lvf vf3 (&-> arg0 vector 0 quad))
(.lvf vf4 (&-> arg0 vector 1 quad))
(.lvf vf5 (&-> arg0 vector 2 quad))
(.mov.vf vf2 vf0 :mask #b1000)
(.mul.x.vf vf3 vf3 vf1)
(.mul.y.vf vf4 vf4 vf1)
(.mul.z.vf vf5 vf5 vf1)
(.mul.x.vf acc vf3 vf6)
(.add.mul.y.vf acc vf4 vf6 acc)
(.add.mul.z.vf acc vf5 vf6 acc)
(.add.mul.w.vf vf2 vf2 vf0 acc :mask #b111)
(.svf (&-> arg0 vector 3 quad) vf2)
(.svf (&-> arg0 vector 0 quad) vf3)
(.svf (&-> arg0 vector 1 quad) vf4)
(.svf (&-> arg0 vector 2 quad) vf5)
arg0
)
)
(defun matrix<-transformq+world-trans! ((arg0 matrix) (arg1 transformq) (arg2 vector))
"Convert to affine transform with an additional translation in the world frame (not rotated)"
(rlet ((vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf)
(vf3 :class vf)
(vf4 :class vf)
(vf5 :class vf)
(vf6 :class vf)
)
(.lvf vf0 (new 'static 'vector :x 0.0 :y 0.0 :z 0.0 :w 1.0))
(quaternion->matrix arg0 (the-as quaternion (-> arg1 rot)))
(.lvf vf1 (&-> arg1 scale quad))
(.lvf vf2 (&-> arg1 trans quad))
(.lvf vf6 (&-> arg2 quad))
(.lvf vf3 (&-> arg0 vector 0 quad))
(.lvf vf4 (&-> arg0 vector 1 quad))
(.lvf vf5 (&-> arg0 vector 2 quad))
(.mov.vf vf2 vf0 :mask #b1000)
(.mul.x.vf vf3 vf3 vf1)
(.mul.y.vf vf4 vf4 vf1)
(.mul.z.vf vf5 vf5 vf1)
(.add.vf vf2 vf2 vf6 :mask #b111)
(.svf (&-> arg0 vector 3 quad) vf2)
(.svf (&-> arg0 vector 0 quad) vf3)
(.svf (&-> arg0 vector 1 quad) vf4)
(.svf (&-> arg0 vector 2 quad) vf5)
arg0
)
)
(defun matrix<-parented-transformq! ((arg0 matrix) (arg1 transformq) (arg2 vector))
"Unused. Seems like the parented thing means there's an inverse scale in arg2."
(local-vars (v1-1 float))
(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)
(quaternion->matrix arg0 (-> arg1 quat))
(let ((v1-0 (new 'stack-no-clear 'vector)))
(set! (-> v1-0 x) (/ 1.0 (-> arg2 x)))
(set! (-> v1-0 y) (/ 1.0 (-> arg2 y)))
(set! (-> v1-0 z) (/ 1.0 (-> arg2 z)))
(.lvf vf1 (&-> arg1 scale quad))
(.lvf vf2 (&-> arg1 trans quad))
(.mov.vf vf2 vf0 :mask #b1000)
(.lvf vf4 (&-> arg0 vector 0 quad))
(.lvf vf5 (&-> arg0 vector 1 quad))
(.lvf vf6 (&-> arg0 vector 2 quad))
(.mul.x.vf vf4 vf4 vf1)
(.mul.y.vf vf5 vf5 vf1)
(.mul.z.vf vf6 vf6 vf1)
(.lvf vf3 (&-> v1-0 quad))
)
(.mul.vf vf4 vf4 vf3)
(.mul.vf vf5 vf5 vf3)
(.mul.vf vf6 vf6 vf3)
(.svf (&-> arg0 vector 3 quad) vf2)
(.svf (&-> arg0 vector 0 quad) vf4)
(.svf (&-> arg0 vector 1 quad) vf5)
(.svf (&-> arg0 vector 2 quad) vf6)
(.mov v1-1 vf6)
arg0
)
)