mirror of
https://github.com/open-goal/jak-project.git
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45318be063
* decomp: mostly finish `cam-master` * decomp/scripts: lots of work in cam-states * stash * Merge remote-tracking branch 'water111/master' into decomp/camera-master Updated submodule third-party/googletest * decompiler: Add support for non power of 2 offsets for inline arr access * decomp: mostly finish `cam-states` need to fix a macro issue * blocked: `cam-master` decompiler crash when adding casts * decomp: finish `cam-states-dbg` * decomp: mostly finish `pov-camera` with the exception of joint-related code * decomp: `cam-debug` finished decompiling, no way does this compile yet though * decomp: considerable work done in `cam-layout` * decomp: `cam-layout` almost done! * decomp: `pov-camera` finished, TC tests will fail for now * decomp: working on resolving issues * decomp: cam-layout decompiling * fixing more issues in cam-master...one event handler remains * skip problematic function in `cam-master` for now * gsrc: update res macros * decomp: finish `cam-states` * decomp: giving up on `cam-debug` * tests: allow skipping state handlers in ref tests * decomp: working through cam-layout bugs * decomp: allow for shifting non-integers * decomp: finalize `cam-layout` and `cam-master` * decomp: finalize `cam-states` * cleanup: bi-annual formatting of the casting files * formatting * address feedback - leave the float labels alone for now * address feedback * linting/formatting * update gsrc and ref tests Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
343 lines
11 KiB
Common Lisp
343 lines
11 KiB
Common Lisp
;;-*-Lisp-*-
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(in-package goal)
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;; name: cylinder.gc
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;; name in dgo: cylinder
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;; dgos: GAME, ENGINE
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;; Note: "cylinder" refers to a capsule, "cylinder-flat" refers to a real cylinder with end caps.
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(defmethod ray-capsule-intersect cylinder ((obj cylinder) (probe-origin vector) (probe-dir vector))
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"Intersect a ray with a capsule."
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(let ((t2-0 (new 'stack-no-clear 'vector))
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(end-pt (new 'stack-no-clear 'vector))
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)
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;; first intersect with the cylinder part.
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(let ((result (ray-cylinder-intersect
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probe-origin
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probe-dir
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(-> obj origin)
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(-> obj axis)
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(-> obj radius)
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(-> obj length)
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t2-0
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)
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)
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)
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;; next, intersect with the sphere at the origin.
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(let ((u-origin-sph (ray-sphere-intersect
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probe-origin
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probe-dir
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(-> obj origin)
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(-> obj radius)
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)
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)
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)
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;; if that was closer, we went through both the sphere and the wall, and we want the sphere.
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(if (and (>= u-origin-sph 0.0) (or (< result 0.0) (< u-origin-sph result)))
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(set! result u-origin-sph)
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)
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)
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;; compute the location of the other end's sphere's origin
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(vector+float*! end-pt (-> obj origin) (-> obj axis) (-> obj length))
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;; intersect that
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(let ((u-end-sphere (ray-sphere-intersect probe-origin probe-dir end-pt (-> obj radius))))
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;; and pick it if it's closer.
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(if (and (>= u-end-sphere 0.0) (or (< result 0.0) (< u-end-sphere result)))
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(set! result u-end-sphere)
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)
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)
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result
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)
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)
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)
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;; This is used to hold vertices for debug-drawing cylinders.
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(deftype cylinder-verts (structure)
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((vert vector 24 :inline :offset-assert 0)
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)
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:method-count-assert 9
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:size-assert #x180
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:flag-assert #x900000180
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)
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(defmethod debug-draw cylinder ((obj cylinder) (arg0 vector4w))
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"Debug draw a cylinder. This is slow and ugly"
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(local-vars
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(sv-896 matrix)
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(sv-912 int)
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(sv-928 (function vector vector vector float vector))
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(sv-944 vector)
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(sv-960 vector)
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(sv-976 vector)
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(sv-992 (function vector vector vector float vector))
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(sv-1008 vector)
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(sv-1024 vector)
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(sv-1040 vector)
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(sv-1056 (function vector vector vector float vector))
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(sv-1072 vector)
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(sv-1088 vector)
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(sv-1104 vector)
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(sv-1120 (function vector vector vector float vector))
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(sv-1136 vector)
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(sv-1152 vector)
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(sv-1168 vector)
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)
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(rlet ((vf0 :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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(let ((s1-0 (new 'stack-no-clear 'vector))
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(s0-0 (new 'stack-no-clear 'vector))
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)
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(if (< 0.999 (fabs (-> obj axis y)))
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(vector-cross! s1-0 (-> obj axis) (new 'static 'vector :z 1.0))
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(vector-cross! s1-0 (-> obj axis) (new 'static 'vector :y 1.0))
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)
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(vector-normalize! s1-0 (-> obj radius))
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(vector-float*! s0-0 (-> obj axis) (* 0.125 (-> obj length)))
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(let ((s5-0 (new 'stack-no-clear 'cylinder-verts))
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(s4-0 (new 'stack-no-clear 'cylinder-verts))
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(s3-0 (new 'stack-no-clear 'matrix))
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)
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(matrix-axis-angle! s3-0 (-> obj axis) 4096.0)
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(set! sv-896 (new 'stack-no-clear 'matrix))
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(vector-matrix*! (the-as vector sv-896) (-> obj origin) s3-0)
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(let ((v1-5 (-> s3-0 vector 3)))
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(.lvf vf4 (&-> (-> obj origin) quad))
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(.lvf vf5 (&-> sv-896 vector 0 quad))
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(.mov.vf vf6 vf0 :mask #b1000)
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(.sub.vf vf6 vf4 vf5 :mask #b111)
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(.svf (&-> v1-5 quad) vf6)
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)
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(set! sv-912 0)
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(while (< sv-912 8)
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(vector+! (-> s5-0 vert (+ sv-912 8)) (-> obj origin) s1-0)
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(vector+float*!
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(-> s5-0 vert (+ sv-912 8))
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(-> s5-0 vert (+ sv-912 8))
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s0-0
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(the float sv-912)
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)
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(set! sv-912 (+ sv-912 1))
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)
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(dotimes (s0-1 8)
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(set! sv-928 vector+float*!)
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(set! sv-944 (-> s5-0 vert s0-1))
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(set! sv-960 (-> obj origin))
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(set! sv-976 s1-0)
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(let ((a3-1 (cos (* 2048.0 (the float (- 7 s0-1))))))
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(sv-928 sv-944 sv-960 sv-976 a3-1)
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)
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(set! sv-992 vector+float*!)
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(set! sv-1008 (-> s5-0 vert s0-1))
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(set! sv-1024 (-> s5-0 vert s0-1))
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(set! sv-1040 (-> obj axis))
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(let
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((a3-2 (* (- (-> obj radius)) (sin (* 2048.0 (the float (- 7 s0-1)))))))
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(sv-992 sv-1008 sv-1024 sv-1040 a3-2)
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)
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(set! sv-1056 vector+float*!)
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(set! sv-1072 (-> s5-0 vert (+ s0-1 16)))
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(set! sv-1088 (-> obj origin))
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(set! sv-1104 s1-0)
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(let ((a3-3 (cos (* 2048.0 (the float s0-1)))))
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(sv-1056 sv-1072 sv-1088 sv-1104 a3-3)
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)
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(set! sv-1120 vector+float*!)
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(set! sv-1136 (-> s5-0 vert (+ s0-1 16)))
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(set! sv-1152 (-> s5-0 vert (+ s0-1 16)))
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(set! sv-1168 (-> obj axis))
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(let ((a3-4 (+ (-> obj length)
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(* (-> obj radius) (sin (* 2048.0 (the float s0-1))))
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)
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)
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)
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(sv-1120 sv-1136 sv-1152 sv-1168 a3-4)
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)
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)
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(dotimes (s2-1 16)
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(dotimes (s1-1 24)
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(vector-matrix*! (-> s4-0 vert s1-1) (-> s5-0 vert s1-1) s3-0)
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(camera-line (-> s5-0 vert s1-1) (-> s4-0 vert s1-1) arg0)
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(if (nonzero? s1-1)
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(camera-line (-> s5-0 vert s1-1) (-> s5-0 vert (+ s1-1 -1)) arg0)
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)
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)
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(let ((v1-77 s5-0))
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(set! s5-0 s4-0)
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(set! s4-0 v1-77)
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)
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)
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)
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)
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0
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(none)
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)
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)
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(defun ray-arbitrary-circle-intersect ((probe-origin vector) (probe-dir vector) (circle-origin vector) (circle-normal vector) (radius float))
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"Intersect a ray with a non-axis-aligned circle."
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(let* ((v1-1 (vector-! (new 'stack-no-clear 'vector) circle-origin probe-origin)) ;; circle -> probe offset
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(f0-2 (/ (vector-dot v1-1 circle-normal) (vector-dot probe-dir circle-normal)))
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)
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(cond
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((or (< 1.0 f0-2) (< f0-2 0.0))
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-100000000.0
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)
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((let ((a0-7 (new 'stack-no-clear 'vector)))
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(vector-float*! a0-7 probe-dir f0-2)
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(vector-! a0-7 a0-7 v1-1)
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(< (vector-dot a0-7 a0-7) (* radius radius))
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)
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f0-2
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)
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(else
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-100000000.0
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)
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)
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)
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)
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(defmethod ray-flat-cyl-intersect cylinder-flat ((obj cylinder-flat) (probe-origin vector) (probe-dir vector))
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"Intersect with a real cylinder."
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(let ((gp-0 (new 'stack-no-clear 'vector))
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(end-pt (new 'stack-no-clear 'vector))
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)
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0.0
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0.0
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;; walls
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(let ((result (ray-cylinder-intersect
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probe-origin
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probe-dir
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(-> obj origin)
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(-> obj axis)
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(-> obj radius)
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(-> obj length)
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gp-0
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)
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)
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)
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;; one end cap
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(let ((u-origin-circle (ray-arbitrary-circle-intersect
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probe-origin
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probe-dir
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(-> obj origin)
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(-> obj axis)
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(-> obj radius)
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)
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)
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)
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(when (and (>= u-origin-circle 0.0) (or (< result 0.0) (< u-origin-circle result)))
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(set! result u-origin-circle)
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(set! (-> gp-0 quad) (-> obj origin quad))
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)
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)
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;; get other end cap
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(vector+float*! end-pt (-> obj origin) (-> obj axis) (-> obj length))
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(let ((u-end-circle (ray-arbitrary-circle-intersect
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probe-origin
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probe-dir
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end-pt
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(-> obj axis)
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(-> obj radius)
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)
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)
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)
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(when (and (>= u-end-circle 0.0) (or (< result 0.0) (< u-end-circle result)))
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(set! result u-end-circle)
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(set! (-> gp-0 quad) (-> end-pt quad))
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)
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)
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result
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)
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)
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)
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;; debug draw for cylinder flat.
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(deftype cylinder-flat-verts (structure)
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((vert vector 10 :inline :offset-assert 0)
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)
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:method-count-assert 9
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:size-assert #xa0
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:flag-assert #x9000000a0
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)
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(defmethod debug-draw cylinder-flat ((obj cylinder-flat) (arg0 vector4w))
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(local-vars (sv-448 vector) (sv-464 int))
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(rlet ((vf0 :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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(let ((s1-0 (new 'stack-no-clear 'vector))
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(s0-0 (new 'stack-no-clear 'vector))
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)
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(if (< 0.999 (fabs (-> obj axis y)))
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(vector-cross! s1-0 (-> obj axis) (new 'static 'vector :z 1.0))
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(vector-cross! s1-0 (-> obj axis) (new 'static 'vector :y 1.0))
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)
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(vector-normalize! s1-0 (-> obj radius))
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(vector-float*! s0-0 (-> obj axis) (* 0.14285715 (-> obj length)))
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(let ((s5-0 (new 'stack-no-clear 'cylinder-flat-verts))
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(s4-0 (new 'stack-no-clear 'cylinder-flat-verts))
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(s3-0 (new 'stack-no-clear 'matrix))
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)
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(matrix-axis-angle! s3-0 (-> obj axis) 4096.0)
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(set! sv-448 (new 'stack-no-clear 'vector))
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(vector-matrix*! sv-448 (-> obj origin) s3-0)
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(let ((v1-5 (-> s3-0 vector 3)))
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(.lvf vf4 (&-> (-> obj origin) quad))
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(.lvf vf5 (&-> sv-448 quad))
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(.mov.vf vf6 vf0 :mask #b1000)
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(.sub.vf vf6 vf4 vf5 :mask #b111)
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(.svf (&-> v1-5 quad) vf6)
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)
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(set! sv-464 0)
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(while (< sv-464 8)
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(vector+! (-> s5-0 vert (+ sv-464 1)) (-> obj origin) s1-0)
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(vector+float*!
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(-> s5-0 vert (+ sv-464 1))
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(-> s5-0 vert (+ sv-464 1))
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s0-0
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(the float sv-464)
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)
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(set! sv-464 (+ sv-464 1))
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)
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(set! (-> s5-0 vert 0 quad) (-> obj origin quad))
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(vector+float*!
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(-> s5-0 vert 9)
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(-> obj origin)
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(-> obj axis)
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(-> obj length)
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)
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(dotimes (s2-1 16)
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(dotimes (s1-1 10)
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(vector-matrix*! (-> s4-0 vert s1-1) (-> s5-0 vert s1-1) s3-0)
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(camera-line (-> s5-0 vert s1-1) (-> s4-0 vert s1-1) arg0)
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(if (nonzero? s1-1)
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(camera-line (-> s5-0 vert s1-1) (-> s5-0 vert (+ s1-1 -1)) arg0)
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)
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)
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(let ((v1-43 s5-0))
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(set! s5-0 s4-0)
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(set! s4-0 v1-43)
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)
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)
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)
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)
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0
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(none)
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)
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)
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