mirror of
https://github.com/open-goal/jak-project.git
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f6f1cadb8e
* collide probe works, amazingly * add ref test
269 lines
9.9 KiB
Common Lisp
269 lines
9.9 KiB
Common Lisp
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;; Unused version of line sphere, touching list test
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;; it looks like there's two ways to collide a ray with the background.
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;; the "old version" is slow, but simpler. So let's start with that.
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;; The inputs here are an "origin" point, a "line", and a radius.
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;; From this, we build an axis aligned bounding box, then find the collide-frag-meshes that are inside.
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;; It's about the simplest possible implementation, but it's a nice check to see if we really understand what's going on.
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(defmacro pabsw-hack (out in)
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`(let ((temp (new 'stack-no-clear 'array 'int32 4)))
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(set! (-> (the (pointer uint128) temp)) ,in)
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(set! (-> temp 0) (abs (-> temp 0)))
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(set! (-> temp 1) (abs (-> temp 1)))
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(set! (-> temp 2) (abs (-> temp 2)))
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(set! (-> temp 3) (abs (-> temp 3)))
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(set! ,out (-> (the (pointer uint128) temp)))
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)
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)
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;; This is mostly stolen from collide-cache.gc. It builds the bounding box we'll use for later tests.
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;; The bounding box is stored in *collide-work*.
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(defun setup-collide-for-line-sphere ((origin vector) (line vector) (radius float))
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(local-vars (a0-2 uint128) (a0-3 uint128) (a0-7 float) (t0-1 uint128) (t0-2 uint128) (zero uint128))
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(rlet ((acc :class vf) (Q :class vf) (vf0 :class vf) (vf1 :class vf) (vf10 :class vf) (vf11 :class vf) (vf12 :class vf)
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(vf13 :class vf) (vf14 :class vf) (vf15 :class vf) (vf16 :class vf) (vf17 :class vf) (vf18 :class vf) (vf19 :class vf)
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(vf2 :class vf) (vf20 :class vf) (vf21 :class vf) (vf22 :class vf) (vf23 :class vf) (vf3 :class vf) (vf4 :class vf)
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(vf5 :class vf) (vf6 :class vf) (vf7 :class vf) (vf8 :class vf) (vf9 :class vf))
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(init-vf0-vector)
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(set! zero (the uint128 0))
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(let ((v1-0 (new 'static 'vector4w :x #x1000 :y #x1000 :z #x1000)))
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(.mov vf9 (the uint128 radius)) ;; vf9.x = radius
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(.lvf vf3 (&-> line quad)) ;; vf3 = line
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(let ((a0-1 (-> v1-0 quad))) ;; a0-1 = 0x1000,
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(.ftoi.vf vf21 vf3) ;; vf21 is the line
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(.lvf vf1 (&-> origin quad)) ;; vf1 is the origin
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(.mul.vf vf8 vf3 vf3) ;;
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(let ((v1-1 *collide-work*))
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(.add.vf vf2 vf1 vf3) ;; vf2 is the endpoint
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;;(set! (-> obj ignore-mask) pat-ignore)
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(.mov t0-1 vf21) ;; t0-1 is the line
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(pabsw-hack t0-2 t0-1) ;; t0-2 is the line, absolute value
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(.pcgtw a0-2 t0-2 a0-1)
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(.ppach a0-3 zero a0-2)
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(let ((a0-4 (shl (the-as int a0-3) 16)))
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(b! (nonzero? a0-4) cfg-3)
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)
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(format 0 "BAD case in setup-collide-for-line-sphere")
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(b! #t cfg-13 :delay (nop!))
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(label cfg-3)
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(.add.y.vf vf8 vf8 vf8 :mask #b1)
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;;(set! (-> obj num-tris) 0)
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(.min.vf vf4 vf1 vf2)
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;;(set! (-> obj num-prims) 0)
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(.max.vf vf5 vf1 vf2)
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;;(set! (-> obj collide-with) collide-with)
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(.sub.x.vf vf10 vf0 vf9 :mask #b111)
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;;(set! (-> obj proc) proc)
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(.add.z.vf vf8 vf8 vf8 :mask #b1)
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(.sub.x.vf vf4 vf4 vf9 :mask #b111)
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(.add.x.vf vf5 vf5 vf9 :mask #b111)
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(.ftoi.vf vf15 vf10)
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(.isqrt.vf Q vf0 vf8 :fsf #b11 :ftf #b0)
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(.add.x.vf vf11 vf0 vf9 :mask #b111)
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(.svf (&-> v1-1 collide-box4w min quad) vf15)
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(.ftoi.vf vf6 vf4)
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;;(.svf (&-> obj collide-box min quad) vf4)
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(.ftoi.vf vf7 vf5)
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;;(.svf (&-> obj collide-box max quad) vf5)
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(.mov.vf vf13 vf0)
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;;(.svf (&-> obj collide-box4w min quad) vf6)
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;;(.svf (&-> obj collide-box4w max quad) vf7)
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(.wait.vf)
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(.add.vf vf8 vf0 Q :mask #b1)
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(.mul.x.vf vf12 vf3 vf8)
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(.div.vf Q vf0 vf8 :fsf #b11 :ftf #b0)
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(.mul.vf vf22 vf12 vf12)
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(.abs.vf vf23 vf12)
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(.add.y.vf vf22 vf22 vf22 :mask #b1)
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(.mov a0-7 vf23)
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(.wait.vf)
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(.add.vf vf8 vf0 Q :mask #b1)
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(b! (zero? a0-7) cfg-6 :likely-delay (.add.z.vf vf13 vf0 vf12 :mask #b1))
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(.sub.y.vf vf13 vf0 vf12 :mask #b1)
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(.isqrt.vf Q vf0 vf22 :fsf #b11 :ftf #b0)
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(.add.x.vf vf13 vf0 vf12 :mask #b10)
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(.wait.vf)
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(.mul.vf vf13 vf13 Q :mask #b11)
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(label cfg-6)
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(.outer.product.a.vf acc vf12 vf13)
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(.add.x.vf vf11 vf11 vf8 :mask #b1)
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(.outer.product.b.vf vf14 vf13 vf12 acc)
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(.ftoi.vf vf16 vf11)
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(.mov.vf vf17 vf12)
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(.mov.vf vf18 vf13)
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(.mov.vf vf19 vf14)
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(.mov.vf vf17 vf0 :mask #b1110)
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(.svf (&-> v1-1 collide-box4w max quad) vf16)
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(.mov.vf vf18 vf0 :mask #b1101)
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(.mov.vf vf19 vf0 :mask #b1011)
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(.add.x.vf vf17 vf17 vf13 :mask #b10)
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(.add.y.vf vf18 vf18 vf12 :mask #b1)
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(.add.z.vf vf19 vf19 vf12 :mask #b1)
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(.add.x.vf vf17 vf17 vf14 :mask #b100)
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(.add.y.vf vf18 vf18 vf14 :mask #b100)
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(.add.z.vf vf19 vf19 vf13 :mask #b10)
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(.mul.x.vf acc vf17 vf1)
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(.add.mul.y.vf acc vf18 vf1 acc)
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(.svf (&-> v1-1 inv-mat vector 0 quad) vf17)
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(.add.mul.z.vf vf20 vf19 vf1 acc)
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(.svf (&-> v1-1 inv-mat vector 1 quad) vf18)
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(.sub.vf vf20 vf0 vf20)
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(.svf (&-> v1-1 inv-mat vector 2 quad) vf19)
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(.svf (&-> v1-1 inv-mat vector 3 quad) vf20)
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(label cfg-13)
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)
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)
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)
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)
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)
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;; convert vector of ints to floats.
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(defmacro vector-as-floats (in)
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`(let ((vec (new 'stack-no-clear 'vector)))
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(rlet ((reg :class vf))
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(.lvf reg (&-> ,in quad))
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(.itof.vf reg reg)
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(.svf (&-> vec quad) reg)
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)
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vec
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)
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)
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;; incrementing counter to make the test input move around.
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(define *debug-counter* 0)
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(defun debug-draw-collide-work ()
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(+! *debug-counter* 1)
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;; create a test input that moves around sandover
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(let ((origin (new 'static 'vector :y (meters 7.0) :x (meters 5.) :z (meters 0.0)))
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(line (new 'static 'vector :y (meters 5.0) :x (meters -5.0)))
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(radius (meters 0.5))
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)
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(set! (-> line z) (* (sin (degrees (the float *debug-counter*))) (meters 15.0)))
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(set! (-> line x) (* (cos (degrees (the float *debug-counter*))) (meters 15.0)))
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(let ((dbg2 (/ (the float *debug-counter*) 2)))
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(set! (-> origin x) (* (sin (degrees dbg2)) (meters 30.)))
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(set! (-> origin z) (* (cos (* 3.0 (degrees dbg2))) (meters 30.)))
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(+! (-> origin x) (meters -50.))
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)
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;; setup the collide work
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(setup-collide-for-line-sphere origin line radius)
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;; draw the line we're going to check
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(add-debug-line
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#t
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(bucket-id debug-draw0)
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origin
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(vector+! (new 'stack-no-clear 'vector) origin line)
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(new 'static 'rgba :r #x80)
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#f
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(the rgba -1)
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)
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;; debug draw spheres along the line
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(dotimes (i 10)
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(add-debug-sphere
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#t
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(bucket-id debug-draw0)
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(vector-lerp! (new 'stack-no-clear 'vector)
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origin
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(vector+! (new 'stack-no-clear 'vector) origin line)
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(/ (the float i) 9.0)
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)
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radius
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(new 'static 'rgba :g #x80 :r #x80 :b #x80 :a #x80)
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)
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)
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;; clear collide list
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(set! (-> *collide-list* num-items) 0)
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;; loop over active levels
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(dotimes (lev-idx (-> *level* length))
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(let ((lev (-> *level* level lev-idx)))
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(when (= (-> lev status) 'active)
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;; do the collision check!
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(collide-ray (-> lev bsp) 0 *collide-list*)
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)
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)
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)
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;; print results
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(format *stdcon* "got ~d in list~%" (-> *collide-list* num-items))
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(format *stdcon* "cam at: ~`vector`P~%" (camera-pos))
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(let ((old-count 0))
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;; visualize results
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(dotimes (i (-> *collide-list* num-items))
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(let ((mesh (the collide-frag-mesh (-> *collide-list* items i mesh)))
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(inst (the instance-tie (-> *collide-list* items i inst))))
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(when inst
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(+! old-count 1)
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(add-debug-sphere #t (bucket-id debug-draw0) (-> inst bsphere) (-> inst bsphere w) (new 'static 'rgba :b #x80 :a #x80))
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)
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(when (not inst)
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(+! old-count 1)
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;;(format *stdcon* "NI: ~A~%" mesh)
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(add-debug-sphere #t (bucket-id debug-draw0) (vector-as-floats (-> mesh base-trans)) (meters 5.0) (new 'static 'rgba :g #x80 :a #x80))
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)
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;
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)
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)
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;; now test the other one
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(set! (-> *collide-list* num-items) 0)
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(collide-probe-make-list (-> *level* level 0) *collide-list*)
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;; these should come out the same, if we did it right.
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(format *stdcon* "COMPARE: ~d ~d~%" (-> *collide-list* num-items) old-count)
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(dotimes (i (-> *collide-list* num-items))
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(let ((mesh (the collide-frag-mesh (-> *collide-list* items i mesh)))
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(inst (the instance-tie (-> *collide-list* items i inst))))
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(when inst
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(add-debug-sphere #t (bucket-id debug-draw0) (-> inst bsphere) (* 0.95 (-> inst bsphere w)) (new 'static 'rgba :b #x80 :r #x80 :a #x80))
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)
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(when (not inst)
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;;(format *stdcon* "NI: ~A~%" mesh)
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(add-debug-sphere #t (bucket-id debug-draw0) (vector-as-floats (-> mesh base-trans)) (meters 6.0) (new 'static 'rgba :g #x30 :a #x80))
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)
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;
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)
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)
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)
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#f
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)
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)
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(defun start-debug-drawer ()
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(kill-by-name 'debug-drawer *active-pool*)
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(let ((proc (get-process *nk-dead-pool* process 1024)))
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(activate proc *active-pool* 'debug-drawer *kernel-dram-stack*)
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(run-next-time-in-process
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proc
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(lambda ()
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(while #t
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(debug-draw-collide-work)
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(suspend)
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)
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)
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)
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)
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)
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