jak-project/goal_src/engine/geometry/cylinder.gc
Tyler Wilding 45318be063
decomp: finish _almost all of_ the remaining camera code (#845)
* 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>
2021-10-16 21:01:23 -04:00

343 lines
11 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
;; name: cylinder.gc
;; name in dgo: cylinder
;; dgos: GAME, ENGINE
;; Note: "cylinder" refers to a capsule, "cylinder-flat" refers to a real cylinder with end caps.
(defmethod ray-capsule-intersect cylinder ((obj cylinder) (probe-origin vector) (probe-dir vector))
"Intersect a ray with a capsule."
(let ((t2-0 (new 'stack-no-clear 'vector))
(end-pt (new 'stack-no-clear 'vector))
)
;; first intersect with the cylinder part.
(let ((result (ray-cylinder-intersect
probe-origin
probe-dir
(-> obj origin)
(-> obj axis)
(-> obj radius)
(-> obj length)
t2-0
)
)
)
;; next, intersect with the sphere at the origin.
(let ((u-origin-sph (ray-sphere-intersect
probe-origin
probe-dir
(-> obj origin)
(-> obj radius)
)
)
)
;; if that was closer, we went through both the sphere and the wall, and we want the sphere.
(if (and (>= u-origin-sph 0.0) (or (< result 0.0) (< u-origin-sph result)))
(set! result u-origin-sph)
)
)
;; compute the location of the other end's sphere's origin
(vector+float*! end-pt (-> obj origin) (-> obj axis) (-> obj length))
;; intersect that
(let ((u-end-sphere (ray-sphere-intersect probe-origin probe-dir end-pt (-> obj radius))))
;; and pick it if it's closer.
(if (and (>= u-end-sphere 0.0) (or (< result 0.0) (< u-end-sphere result)))
(set! result u-end-sphere)
)
)
result
)
)
)
;; This is used to hold vertices for debug-drawing cylinders.
(deftype cylinder-verts (structure)
((vert vector 24 :inline :offset-assert 0)
)
:method-count-assert 9
:size-assert #x180
:flag-assert #x900000180
)
(defmethod debug-draw cylinder ((obj cylinder) (arg0 vector4w))
"Debug draw a cylinder. This is slow and ugly"
(local-vars
(sv-896 matrix)
(sv-912 int)
(sv-928 (function vector vector vector float vector))
(sv-944 vector)
(sv-960 vector)
(sv-976 vector)
(sv-992 (function vector vector vector float vector))
(sv-1008 vector)
(sv-1024 vector)
(sv-1040 vector)
(sv-1056 (function vector vector vector float vector))
(sv-1072 vector)
(sv-1088 vector)
(sv-1104 vector)
(sv-1120 (function vector vector vector float vector))
(sv-1136 vector)
(sv-1152 vector)
(sv-1168 vector)
)
(rlet ((vf0 :class vf)
(vf4 :class vf)
(vf5 :class vf)
(vf6 :class vf)
)
(init-vf0-vector)
(let ((s1-0 (new 'stack-no-clear 'vector))
(s0-0 (new 'stack-no-clear 'vector))
)
(if (< 0.999 (fabs (-> obj axis y)))
(vector-cross! s1-0 (-> obj axis) (new 'static 'vector :z 1.0))
(vector-cross! s1-0 (-> obj axis) (new 'static 'vector :y 1.0))
)
(vector-normalize! s1-0 (-> obj radius))
(vector-float*! s0-0 (-> obj axis) (* 0.125 (-> obj length)))
(let ((s5-0 (new 'stack-no-clear 'cylinder-verts))
(s4-0 (new 'stack-no-clear 'cylinder-verts))
(s3-0 (new 'stack-no-clear 'matrix))
)
(matrix-axis-angle! s3-0 (-> obj axis) 4096.0)
(set! sv-896 (new 'stack-no-clear 'matrix))
(vector-matrix*! (the-as vector sv-896) (-> obj origin) s3-0)
(let ((v1-5 (-> s3-0 vector 3)))
(.lvf vf4 (&-> (-> obj origin) quad))
(.lvf vf5 (&-> sv-896 vector 0 quad))
(.mov.vf vf6 vf0 :mask #b1000)
(.sub.vf vf6 vf4 vf5 :mask #b111)
(.svf (&-> v1-5 quad) vf6)
)
(set! sv-912 0)
(while (< sv-912 8)
(vector+! (-> s5-0 vert (+ sv-912 8)) (-> obj origin) s1-0)
(vector+float*!
(-> s5-0 vert (+ sv-912 8))
(-> s5-0 vert (+ sv-912 8))
s0-0
(the float sv-912)
)
(set! sv-912 (+ sv-912 1))
)
(dotimes (s0-1 8)
(set! sv-928 vector+float*!)
(set! sv-944 (-> s5-0 vert s0-1))
(set! sv-960 (-> obj origin))
(set! sv-976 s1-0)
(let ((a3-1 (cos (* 2048.0 (the float (- 7 s0-1))))))
(sv-928 sv-944 sv-960 sv-976 a3-1)
)
(set! sv-992 vector+float*!)
(set! sv-1008 (-> s5-0 vert s0-1))
(set! sv-1024 (-> s5-0 vert s0-1))
(set! sv-1040 (-> obj axis))
(let
((a3-2 (* (- (-> obj radius)) (sin (* 2048.0 (the float (- 7 s0-1)))))))
(sv-992 sv-1008 sv-1024 sv-1040 a3-2)
)
(set! sv-1056 vector+float*!)
(set! sv-1072 (-> s5-0 vert (+ s0-1 16)))
(set! sv-1088 (-> obj origin))
(set! sv-1104 s1-0)
(let ((a3-3 (cos (* 2048.0 (the float s0-1)))))
(sv-1056 sv-1072 sv-1088 sv-1104 a3-3)
)
(set! sv-1120 vector+float*!)
(set! sv-1136 (-> s5-0 vert (+ s0-1 16)))
(set! sv-1152 (-> s5-0 vert (+ s0-1 16)))
(set! sv-1168 (-> obj axis))
(let ((a3-4 (+ (-> obj length)
(* (-> obj radius) (sin (* 2048.0 (the float s0-1))))
)
)
)
(sv-1120 sv-1136 sv-1152 sv-1168 a3-4)
)
)
(dotimes (s2-1 16)
(dotimes (s1-1 24)
(vector-matrix*! (-> s4-0 vert s1-1) (-> s5-0 vert s1-1) s3-0)
(camera-line (-> s5-0 vert s1-1) (-> s4-0 vert s1-1) arg0)
(if (nonzero? s1-1)
(camera-line (-> s5-0 vert s1-1) (-> s5-0 vert (+ s1-1 -1)) arg0)
)
)
(let ((v1-77 s5-0))
(set! s5-0 s4-0)
(set! s4-0 v1-77)
)
)
)
)
0
(none)
)
)
(defun ray-arbitrary-circle-intersect ((probe-origin vector) (probe-dir vector) (circle-origin vector) (circle-normal vector) (radius float))
"Intersect a ray with a non-axis-aligned circle."
(let* ((v1-1 (vector-! (new 'stack-no-clear 'vector) circle-origin probe-origin)) ;; circle -> probe offset
(f0-2 (/ (vector-dot v1-1 circle-normal) (vector-dot probe-dir circle-normal)))
)
(cond
((or (< 1.0 f0-2) (< f0-2 0.0))
-100000000.0
)
((let ((a0-7 (new 'stack-no-clear 'vector)))
(vector-float*! a0-7 probe-dir f0-2)
(vector-! a0-7 a0-7 v1-1)
(< (vector-dot a0-7 a0-7) (* radius radius))
)
f0-2
)
(else
-100000000.0
)
)
)
)
(defmethod ray-flat-cyl-intersect cylinder-flat ((obj cylinder-flat) (probe-origin vector) (probe-dir vector))
"Intersect with a real cylinder."
(let ((gp-0 (new 'stack-no-clear 'vector))
(end-pt (new 'stack-no-clear 'vector))
)
0.0
0.0
;; walls
(let ((result (ray-cylinder-intersect
probe-origin
probe-dir
(-> obj origin)
(-> obj axis)
(-> obj radius)
(-> obj length)
gp-0
)
)
)
;; one end cap
(let ((u-origin-circle (ray-arbitrary-circle-intersect
probe-origin
probe-dir
(-> obj origin)
(-> obj axis)
(-> obj radius)
)
)
)
(when (and (>= u-origin-circle 0.0) (or (< result 0.0) (< u-origin-circle result)))
(set! result u-origin-circle)
(set! (-> gp-0 quad) (-> obj origin quad))
)
)
;; get other end cap
(vector+float*! end-pt (-> obj origin) (-> obj axis) (-> obj length))
(let ((u-end-circle (ray-arbitrary-circle-intersect
probe-origin
probe-dir
end-pt
(-> obj axis)
(-> obj radius)
)
)
)
(when (and (>= u-end-circle 0.0) (or (< result 0.0) (< u-end-circle result)))
(set! result u-end-circle)
(set! (-> gp-0 quad) (-> end-pt quad))
)
)
result
)
)
)
;; debug draw for cylinder flat.
(deftype cylinder-flat-verts (structure)
((vert vector 10 :inline :offset-assert 0)
)
:method-count-assert 9
:size-assert #xa0
:flag-assert #x9000000a0
)
(defmethod debug-draw cylinder-flat ((obj cylinder-flat) (arg0 vector4w))
(local-vars (sv-448 vector) (sv-464 int))
(rlet ((vf0 :class vf)
(vf4 :class vf)
(vf5 :class vf)
(vf6 :class vf)
)
(init-vf0-vector)
(let ((s1-0 (new 'stack-no-clear 'vector))
(s0-0 (new 'stack-no-clear 'vector))
)
(if (< 0.999 (fabs (-> obj axis y)))
(vector-cross! s1-0 (-> obj axis) (new 'static 'vector :z 1.0))
(vector-cross! s1-0 (-> obj axis) (new 'static 'vector :y 1.0))
)
(vector-normalize! s1-0 (-> obj radius))
(vector-float*! s0-0 (-> obj axis) (* 0.14285715 (-> obj length)))
(let ((s5-0 (new 'stack-no-clear 'cylinder-flat-verts))
(s4-0 (new 'stack-no-clear 'cylinder-flat-verts))
(s3-0 (new 'stack-no-clear 'matrix))
)
(matrix-axis-angle! s3-0 (-> obj axis) 4096.0)
(set! sv-448 (new 'stack-no-clear 'vector))
(vector-matrix*! sv-448 (-> obj origin) s3-0)
(let ((v1-5 (-> s3-0 vector 3)))
(.lvf vf4 (&-> (-> obj origin) quad))
(.lvf vf5 (&-> sv-448 quad))
(.mov.vf vf6 vf0 :mask #b1000)
(.sub.vf vf6 vf4 vf5 :mask #b111)
(.svf (&-> v1-5 quad) vf6)
)
(set! sv-464 0)
(while (< sv-464 8)
(vector+! (-> s5-0 vert (+ sv-464 1)) (-> obj origin) s1-0)
(vector+float*!
(-> s5-0 vert (+ sv-464 1))
(-> s5-0 vert (+ sv-464 1))
s0-0
(the float sv-464)
)
(set! sv-464 (+ sv-464 1))
)
(set! (-> s5-0 vert 0 quad) (-> obj origin quad))
(vector+float*!
(-> s5-0 vert 9)
(-> obj origin)
(-> obj axis)
(-> obj length)
)
(dotimes (s2-1 16)
(dotimes (s1-1 10)
(vector-matrix*! (-> s4-0 vert s1-1) (-> s5-0 vert s1-1) s3-0)
(camera-line (-> s5-0 vert s1-1) (-> s4-0 vert s1-1) arg0)
(if (nonzero? s1-1)
(camera-line (-> s5-0 vert s1-1) (-> s5-0 vert (+ s1-1 -1)) arg0)
)
)
(let ((v1-43 s5-0))
(set! s5-0 s4-0)
(set! s4-0 v1-43)
)
)
)
)
0
(none)
)
)