mirror of
https://github.com/open-goal/jak-project.git
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25b0e1be7d
* decomp: `collectables` * fix types * `powerups` and fixes * fixes * Merge branch 'pr/929' into d/temp/collectables * fix collide stuff * update things... * update * update * temp bump global heap mem * fix `defstate` hooks wrong/unnecessary sets & collide stuff for collectables * dumb mistakes :) * stub out broken process-drawable stuff * update refs * add `:no-inspect` key and save some memory & remove birth logs * Update kmachine.h * clang * add citadel * fix no-inspect key * fix tests!! * fix stupid mistake in `collide-shape-prim-sphere` alloc * comment annoying print * feedback * fix edge-case probably * remove `:no-inspect`s
341 lines
12 KiB
Common Lisp
341 lines
12 KiB
Common Lisp
;;-*-Lisp-*-
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(in-package goal)
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;; This file demonstrates how to use the debug draw.
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;; To run this:
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#|
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(make-group "iso") ;; build the game
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(lt) ;; connect to the runtime
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(lg) ;; have the runtime load the game engine
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(test-play) ;; start the game loop
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(ml "goal_src/examples/debug-draw-example.gc") ;; build and load this file.
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;; to get control of camera from keyboard
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(kill-test-procs)
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(launch-wasd-process)
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;; you can turn on actor marks (full) or visibilty boxes in the debug menu.
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|#
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(defun hack-update-camera ((location vector) (inv-rot matrix))
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"Debugging function to set the camera's position and orientation"
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;; update to compute the perspective matrix.
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(update-math-camera
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*math-camera*
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(-> *setting-control* current video-mode)
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(-> *setting-control* current aspect-ratio)
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)
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;; copy the input rotation
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(matrix-copy! (-> *math-camera* inv-camera-rot) inv-rot)
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;; inverse of rotation matrix matrix is its transpose
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(matrix-transpose! (-> *math-camera* camera-rot) (-> *math-camera* inv-camera-rot))
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;; fake some value here
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;;(set! (-> *math-camera* fov-correction-factor) 1000.0)
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(set! (-> *math-camera* fov) (degrees 64.0))
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(let ((f0-28 (fmin 11650.845 (-> *math-camera* fov))))
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(set! (-> *math-camera* fov-correction-factor) (* 0.00008583069 f0-28))
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)
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;; do the math
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(set! (-> *math-camera* trans quad) (-> location quad))
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(let ((cam-temp (-> *math-camera* camera-temp))
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(cam-rot (-> *math-camera* camera-rot))
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(inv-cam-rot (-> *math-camera* inv-camera-rot))
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(cam-trans (-> *math-camera* trans))
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)
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(let ((rotated-trans (new-stack-vector0)))
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(set! (-> rotated-trans x) (- (-> cam-trans x)))
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(set! (-> rotated-trans y) (- (-> cam-trans y)))
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(set! (-> rotated-trans z) (- (-> cam-trans z)))
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(set! (-> rotated-trans w) 1.0)
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(vector-matrix*! rotated-trans rotated-trans cam-rot)
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(set! (-> cam-rot vector 3 quad) (-> rotated-trans quad))
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)
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(matrix*! cam-temp cam-rot (-> *math-camera* perspective))
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(set! (-> inv-cam-rot vector 3 quad) (-> cam-trans quad))
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)
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(none)
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)
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(defun test-function ((iter int))
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"This function draws the debug stuff. You can edit this, then reload this file to play with it."
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;; val will increase from 0 to 1, then reset back to 0.
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(let* ((frame (the float (mod (* 4 iter) 3200)))
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(val (/ frame 1600.0)))
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(format *stdcon* "~0kval ~f~%" val)
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;; orbit the camera around in a circle with radius 5 m.
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(let* ((rad (meters 5.0))
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(x (* rad (sin (* (degrees 360.0) val))))
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(z (* rad (cos (* (degrees 360.0) val))))
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(cam-pos (new 'stack 'vector))
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(cam-inv-rot (new 'stack 'matrix))
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)
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;; this matrix will look directly at the origin...
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(set! (-> cam-pos x) x)
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(set! (-> cam-pos z) z)
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(set! (-> cam-pos y) (meters 2.))
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(forward-down->inv-matrix cam-inv-rot cam-pos (new 'static 'vector :y 1.0))
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;; if the camera is here.
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(set! (-> cam-pos x) (- 0. x))
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(set! (-> cam-pos z) (- 0. z))
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(set! (-> cam-pos y) (meters -2.))
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(hack-update-camera cam-pos cam-inv-rot)
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;; create some test points
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(let ((p0 (new 'static 'vector :x (meters .8) :y (meters .2) :z (meters 2.0)))
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(p1 (new 'static 'vector :x (meters .3) :y (meters .3) :z (meters 2.5)))
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(p2 (new 'static 'vector :x (meters .5) :y (meters .7) :z (meters 1.5)))
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)
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;;(add-debug-point #t (bucket-id debug-draw0) (new 'static 'vector))
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(add-debug-x #t (bucket-id debug-draw0) (new 'static 'vector) (new 'static 'rgba :g #x80 :a #x80))
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(add-debug-box #t (bucket-id debug-draw0) p0 p2 (new 'static 'rgba :b #x80 :a #x80))
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(add-debug-flat-triangle #t (bucket-id debug-draw0) p0 p1 p2 (new 'static 'rgba :r #x80))
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(add-debug-text-3d #t (bucket-id debug-draw0) "triangle!" p0 (font-color yellow-green) (the vector2h #f))
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(add-debug-sphere #t (bucket-id debug-draw0) p2 (meters 0.5) (new 'static 'rgba :r #x80))
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)
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)
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;; these also work
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(draw-end-credits (the int frame))
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;; (draw-title-credits val)
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)
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(none)
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)
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#|
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(define *wasd-camera-transform* (new 'global 'transform))
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(defun wasd-camera-update ()
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(let ((local-trans (new-stack-vector0))
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(trans *wasd-camera-transform*)
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(fast-mode (cpad-hold? 0 r2))
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(pad-idx 0))
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;; circle/square move camera relative x (left and right)
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(set! (-> local-trans x)
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(cond
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((cpad-hold? 0 circle)
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-1600.0
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)
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((cpad-hold? 0 square)
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1600.0
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)
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(else
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0.0
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)
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)
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)
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;; no way to move camera relative y (up/down)
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(set! (-> local-trans y) 0.0)
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;; in and out movement
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(set! (-> local-trans z)
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(cond
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((cpad-hold? 0 down)
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-1600.0
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)
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((cpad-hold? 0 up)
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1600.0
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)
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(else
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0.0
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)
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)
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)
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(set! (-> local-trans w) 1.0)
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(when fast-mode
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(vector-float*! local-trans local-trans 10.)
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)
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;; rotate this into world frame
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(let ((inv-cam-rot (new-stack-vector0))
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(cam-rot-mat (new-stack-matrix0)))
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;; unused.
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(vector-negate! inv-cam-rot (-> trans rot))
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;; convert rotation to rotation matrix.
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(matrix-rotate-xyz! cam-rot-mat (-> trans rot))
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;; and rotate the translation.
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(vector-matrix*! local-trans local-trans cam-rot-mat)
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)
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;; and update the transform
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(vector+! (-> trans trans) (-> trans trans) local-trans)
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;; don't forget to fix w.
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(set! (-> trans trans w) 1.0)
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;; global translation
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(let ((diff (if fast-mode 10000.0 2000.0)))
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(if (cpad-hold? 0 l1)
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(set! (-> trans trans y) (+ diff (-> trans trans y)))
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)
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(if (cpad-hold? 0 r1)
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(set! (-> trans trans y) (+ (- diff) (-> trans trans y)))
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)
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)
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;; rotation (don't allow camera roll)
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(if (cpad-hold? 0 x)
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(set! (-> trans rot x) (+ 200. (-> trans rot x)))
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)
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(if (cpad-hold? 0 triangle)
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(set! (-> trans rot x) (+ -200. (-> trans rot x)))
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)
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(if (cpad-hold? 0 left)
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(set! (-> trans rot y) (+ 300. (-> trans rot y)))
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)
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(if (cpad-hold? 0 right)
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(set! (-> trans rot y) (+ -300. (-> trans rot y)))
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)
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(set! (-> trans scale x) 1.)
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(set! (-> trans scale y) 1.)
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(set! (-> trans scale z) 1.)
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(set! (-> trans scale w) 1.)
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)
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)
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(defun launch-test-process ()
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"Call this to launch a process that draws the debug demo"
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(let ((proc (get-process *nk-dead-pool* process 1024)))
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(activate proc *active-pool* 'test *kernel-dram-stack*)
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(run-next-time-in-process proc (lambda ()
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(let ((iter 0))
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(while #t
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(test-function iter)
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(suspend)
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(+! iter 1)
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)
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)
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)
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)
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proc)
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)
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(defun launch-wasd-process ()
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"Launch a process to control the camera with keyboard.
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Note that the test process above also controls the camera and should be killed first.
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For example, after loading this file, do
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(kill-test-procs)
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(launch-wasd-process)"
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(let ((proc (get-process *nk-dead-pool* process 1024)))
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(activate proc *active-pool* 'test *kernel-dram-stack*)
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(set! (-> *wasd-camera-transform* trans y) (meters 4.0))
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(run-next-time-in-process proc (lambda ()
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(let ((iter 0))
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(while #t
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(wasd-camera-update)
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(let ((mat (new-stack-matrix0)))
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(transform-matrix-calc! *wasd-camera-transform* mat)
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(set! (-> mat data 3) 0.)
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(set! (-> mat data 7) 0.)
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(set! (-> mat data 11) 0.)
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(set! (-> mat data 12) 0.)
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(set! (-> mat data 13) 0.)
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(set! (-> mat data 14) 0.)
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(set! (-> mat data 15) 1.)
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;;(matrix-transpose! mat mat)
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(hack-update-camera (-> *wasd-camera-transform* trans) mat)
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)
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(suspend)
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(+! iter 1)
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)
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)
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)
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)
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proc)
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)
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;; This will spawn a process the first time this file is loaded
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;;(define-perm *test-process* process (launch-wasd-process))
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(defun kill-test-procs ()
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"Kill all processes started by launch-test-process"
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(kill-by-name "test" *active-pool*)
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)
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|#
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(set! *display-profile* #t)
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; (set! *display-split-boxes* #t)
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; (set! *display-level-border* #t)
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; (set! *display-split-box-info* #t)
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(set! *display-deci-count* #t)
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(defun text-randomizer ()
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(dotimes (i 10000)
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(let ((idx1 (rand-vu-int-count (-> *common-text* length))))
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(dotimes (j 20) (rand-vu))
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(let ((idx2 (rand-vu-int-count (-> *common-text* length))))
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(let ((temp (-> *common-text* data idx1 text)))
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(set! (-> *common-text* data idx1 text) (-> *common-text* data idx2 text))
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(set! (-> *common-text* data idx2 text) temp)
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)
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)
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)
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)
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)
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(defun update-subdivide-settings! ((settings subdivide-settings) (math-cam math-camera) (idx int))
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"Change the subdivide settings."
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(set! (-> settings meters 0) (meters 20000.0))
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(set! (-> settings meters 1) (meters 20.0))
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(set! (-> settings meters 2) (meters 20.0))
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(set! (-> settings meters 3) (meters 20.0))
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(set! (-> settings meters 4) (meters 20.0))
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; (set! (-> settings meters 0) (-> settings far idx))
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; (set! (-> settings meters 4) (-> settings close idx))
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; (let ((f0-3 (* 0.14285715 (- (-> settings meters 0) (-> settings meters 4)))))
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; (set! (-> settings meters 3) (+ (-> settings meters 4) (* 0.5 f0-3)))
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; (set! (-> settings meters 2) (+ (-> settings meters 3) f0-3))
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; (set! (-> settings meters 1) (+ (-> settings meters 2) (* 2.0 f0-3)))
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; )
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(let ((f0-7 (/ (-> math-cam inv-hmge-scale w) (-> math-cam d))))
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(dotimes (v1-5 5)
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(set! (-> settings dist v1-5) (* f0-7 (-> settings meters v1-5)))
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)
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)
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(set! (-> *tfrag-work* frag-dists x) (- (-> settings meters 0)))
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(set! (-> *tfrag-work* frag-dists y) (- (-> settings meters 1)))
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(set! (-> *tfrag-work* frag-dists z) (- (-> settings meters 2)))
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(set! (-> *tfrag-work* frag-dists w) (- (-> settings meters 4)))
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0
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(none)
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)
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;;(test-make-target)
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(define *debug-load-level* #f)
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(defun load-slot-1 ((lev symbol))
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(load-state-want-levels (-> *load-state* want 0 name) lev)
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(set! *debug-load-level* lev)
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(make-function-process
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process
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(lambda ()
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(suspend)
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(suspend)
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(while (!= (-> *level* data 1 status) 'loaded)
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(format 0 "waiting...~%")
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(suspend)
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)
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(load-state-want-display-level *debug-load-level* #t)
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)
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)
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) |