jak-project/goal_src/engine/math/transform.gc
water111 3d8013633a
[decompiler] Fix rlet in top level and detect matrix and stack inline construction (#547)
* top level in rlet

* detect matrix and vector inline 0

* pretty print the symbol map
2021-05-31 18:14:18 -04:00

89 lines
2.6 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
;; name: transform.gc
;; name in dgo: transform
;; dgos: GAME, ENGINE
(defmethod print transform ((obj transform))
(format #t "#<transform @ #x~X~%" obj)
(format #t "~T~Ttrans:~F ~F ~F ~F ~%"
(-> obj trans data 0)
(-> obj trans data 1)
(-> obj trans data 2)
(-> obj trans data 3)
)
(format #t "~T~Trot: ~F ~F ~F ~F ~%"
(-> obj rot data 0)
(-> obj rot data 1)
(-> obj rot data 2)
(-> obj rot data 3)
)
(format #t "~T~Tscale:~F ~F ~F ~F>"
(-> obj scale data 0)
(-> obj scale data 1)
(-> obj scale data 2)
(-> obj scale data 3)
)
obj
)
(defmethod new trs ((allocation symbol) (type-to-make type))
"Create a new trs and set it equal to identity."
(let ((obj (object-new allocation type-to-make (the-as int (-> type-to-make size)))))
(set! (-> obj trans data 3) 1.0)
(set! (-> obj rot data 3) 1.0)
(vector-identity! (-> obj scale))
obj
)
)
(defun transform-matrix-calc! ((tf transform) (dst-mat matrix))
"Convert a transform to a matrix. This is not particularly efficient."
(let ((s4-0 (new-stack-matrix0))
(s3-0 (new-stack-matrix0))
)
;; start with identity
(matrix-identity! dst-mat)
;; set translation (which also sets identity...)
(matrix-translate! dst-mat (-> tf trans))
;; rotate y axis (this is first, so yaw is "world aligned"
(matrix-rotate-y! s4-0 (-> tf rot data 1))
(matrix*! s3-0 s4-0 dst-mat)
;; rotate x axis
(matrix-rotate-x! s4-0 (-> tf rot data 0))
(matrix*! dst-mat s4-0 s3-0)
;; rotate z axis
(matrix-rotate-z! s4-0 (-> tf rot data 2))
(matrix*! s3-0 s4-0 dst-mat)
;; apply scale
(matrix-scale! s4-0 (-> tf scale))
)
)
(defun transform-matrix-parent-calc! ((tf transform) (dst-mat matrix) (inv-scale vector))
"Convert a transform to a matrix, applying an inverse scaling."
(let ((s4-0 (new-stack-matrix0))
(s3-0 (new-stack-matrix0))
)
(matrix-identity! s3-0)
(matrix-translate! s3-0 (-> tf trans))
(matrix-inv-scale! s4-0 inv-scale)
(matrix*! dst-mat s4-0 s3-0)
(matrix-rotate-y! s4-0 (-> tf rot data 1))
(matrix*! s3-0 s4-0 dst-mat)
(matrix-rotate-x! s4-0 (-> tf rot data 0))
(matrix*! dst-mat s4-0 s3-0)
(matrix-rotate-z! s4-0 (-> tf rot data 2))
(matrix*! s3-0 s4-0 dst-mat)
(matrix-scale! s4-0 (-> tf scale))
(matrix*! dst-mat s4-0 s3-0)
)
)
(defun trs-matrix-calc! ((tf trs) (dst-mat matrix))
"Convert a trs to a matrix"
;; this relies on the fact that trs and transform both have the same memory layout.
(transform-matrix-calc! (the-as transform (-> tf trans)) dst-mat)
)