jak-project/goal_src/jak2/engine/math/transformq-h.gc
2022-11-19 17:58:51 -05:00

91 lines
3.7 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
;; name: transformq-h.gc
;; name in dgo: transformq-h
;; dgos: ENGINE, GAME
;; the transformq is a transform, but _replaces_ the rotation field with a quaternion.
;; it is much more commonly used than transform.
;; DECOMP BEGINS
(deftype transformq (transform)
((quat quaternion :inline :offset 16)
)
:method-count-assert 9
:size-assert #x30
:flag-assert #x900000030
)
(deftype trsq (trs)
((quat quaternion :inline :offset 32)
)
:method-count-assert 9
:size-assert #x40
:flag-assert #x900000040
)
;; a transform with:
;; - type information (child of basic)
;; - rotation stored as quaternion
;; - velocity information.
;; This is a very commonly used type to represent the position of an in-game object.
;; The "root" of a process-drawable (the parent "in-game object" type) is a trsqv.
;; Additionally, the collision system uses trsqv as the parent type for foreground
;; collision objects (collide-shape, collide-shape-moving)
;; As a result, this type has a lot of weird methods and extra stuff hidden in it.
(deftype trsqv (trsq)
(;; some extra info for game objects, hidden in the unused space.
(pause-adjust-distance meters :offset 4)
(nav-radius meters :offset 8)
;; velocities
(transv vector :inline :offset-assert 64)
(rotv vector :inline :offset-assert 80)
(scalev vector :inline :offset-assert 96)
;; trsqv also supports the ability to adjust its orientation
;; to face a target. This has some logic to prevent chattering
;; that requires some additional state here:
(dir-targ quaternion :inline :offset-assert 112)
(angle-change-time time-frame :offset-assert 128)
(old-y-angle-diff float :offset-assert 136)
)
:method-count-assert 28
:size-assert #x8c
:flag-assert #x1c0000008c
(:methods
(seek-toward-heading-vec! (_type_ vector float time-frame) quaternion 9)
(set-heading-vec! (_type_ vector) quaternion 10)
(seek-to-point-toward-point! (_type_ vector float time-frame) quaternion 11)
(point-toward-point! (_type_ vector) quaternion 12)
(seek-toward-yaw-angle! (_type_ float float time-frame) quaternion 13)
(set-yaw-angle-clear-roll-pitch! (_type_ float) quaternion 14)
(set-roll-to-grav! (_type_ float) quaternion 15)
(set-roll-to-grav-2! (_type_ float) quaternion 16)
(rotate-toward-orientation! (_type_ quaternion float float int int float) quaternion 17)
(set-quaternion! (_type_ quaternion) quaternion 18)
(set-heading-vec-clear-roll-pitch! (_type_ vector) quaternion 19)
(point-toward-point-clear-roll-pitch! (_type_ vector) quaternion 20)
(rot->dir-targ! (_type_) quaternion 21)
(y-angle (_type_) float 22)
(global-y-angle-to-point (_type_ vector) float 23)
(relative-y-angle-to-point (_type_ vector) float 24)
(roll-relative-to-gravity (_type_) float 25)
(set-and-limit-velocity (_type_ int vector float) trsqv :behavior process 26)
(get-quaternion (_type_) quaternion 27)
)
)
(defmethod global-y-angle-to-point trsqv ((obj trsqv) (arg0 vector))
"Get the angle in the xz plane from the position of this trsqv to the point arg0.
(ignores our current yaw)"
(vector-y-angle (vector-! (new 'stack-no-clear 'vector) arg0 (-> obj trans)))
)
(defmethod relative-y-angle-to-point trsqv ((obj trsqv) (arg0 vector))
"Get the y angle between the current orientation and arg0. (how much we'd have to yaw to point at arg0)"
(deg-diff (y-angle obj) (vector-y-angle (vector-! (new 'stack-no-clear 'vector) arg0 (-> obj trans))))
)