Rip collision based on config flag (#3348)

Added a new `rip_collision` flag to the decompiler config and wired it
up. Cleaned up the comments around these fields in the JSON too for
clarity

Also refactored a bunch of the related extract functions to read from
`config` object rather than pass down a bunch of booleans
This commit is contained in:
Matt Dallmeyer 2024-01-29 13:15:42 -08:00 committed by GitHub
parent ba8d4c2903
commit 1979f94e45
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
12 changed files with 55 additions and 49 deletions

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@ -90,7 +90,6 @@ tasks:
- cmd: python ./scripts/cpp/format-includes.py
- cmd: python ./third-party/run-clang-format/run-clang-format.py -r common decompiler game goalc test tools lsp -i
- task: format-json
# DECOMPILING
decomp:
cmds:
@ -115,6 +114,16 @@ tasks:
- task: decomp-file
- python ./scripts/gsrc/update-from-decomp.py --game "{{.GAME}}" --file {{.FILE}}
- task: lint-gsrc-file
# ASSET RIPPING
rip-textures:
cmds:
- "{{.DECOMP_BIN_RELEASE_DIR}}/decompiler \"./decompiler/config/{{.DECOMP_CONFIG}}\" \"./iso_data\" \"./decompiler_out\" --version \"{{.DECOMP_CONFIG_VERSION}}\" --config-override '{\"decompile_code\": false, \"levels_extract\": true, \"save_texture_pngs\": true}'"
rip-levels:
cmds:
- "{{.DECOMP_BIN_RELEASE_DIR}}/decompiler \"./decompiler/config/{{.DECOMP_CONFIG}}\" \"./iso_data\" \"./decompiler_out\" --version \"{{.DECOMP_CONFIG_VERSION}}\" --config-override '{\"decompile_code\": false, \"levels_extract\": true, \"rip_levels\": true}'"
rip-collision:
cmds:
- "{{.DECOMP_BIN_RELEASE_DIR}}/decompiler \"./decompiler/config/{{.DECOMP_CONFIG}}\" \"./iso_data\" \"./decompiler_out\" --version \"{{.DECOMP_CONFIG_VERSION}}\" --config-override '{\"decompile_code\": false, \"levels_extract\": true, \"extract_collision\": true, \"rip_collision\": true}'"
# TOOLS
analyze-ee-memory:
cmds:

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@ -314,6 +314,10 @@ Config make_config_via_json(nlohmann::json& json) {
config.import_deps_by_file =
import_deps.get<std::unordered_map<std::string, std::vector<std::string>>>();
if (json.contains("rip_collision")) {
config.rip_collision = json.at("rip_collision").get<bool>();
}
config.write_patches = json.at("write_patches").get<bool>();
config.apply_patches = json.at("apply_patches").get<bool>();
const auto& object_patches = json.at("object_patches");

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@ -179,6 +179,8 @@ struct Config {
std::unordered_map<std::string, std::string> joint_node_hacks;
std::unordered_map<std::string, std::vector<std::string>> import_deps_by_file;
bool rip_collision = false;
};
Config read_config_file(const fs::path& path_to_config_file,

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@ -56,7 +56,7 @@
"generate_symbol_definition_map": false,
// genreate the all-types file
"generate_all_types" : false,
"generate_all_types": false,
// debug option for instruction decoder
"write_hex_near_instructions": false,
@ -100,14 +100,16 @@
// LEVEL EXTRACTION
////////////////////////////
// turn this on to extract level background graphics data
// turn this on to extract level background graphics data as .fr3 files in out/<game>/fr3
"levels_extract": true,
// turn this on if you want extracted levels to be saved out as .obj files
// turn this on if you want extracted levels to be saved out as .glb files in glb_out/<game>
"rip_levels": false,
// should we extract collision meshes?
// these can be displayed in game, but makes the .fr3 files slightly larger
// should we also extract collision meshes to the .fr3 files?
// these can be displayed in-game with the OpenGOAL collision renderer
"extract_collision": true,
// save game textures as .png files.
// turn this on if you want extracted level collision to be saved as .obj files in debug_out/<game>
"rip_collision": false,
// save game textures as .png files to decompiler_out/<game>/textures
"save_texture_pngs": false,
////////////////////////////

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@ -110,14 +110,16 @@
// LEVEL EXTRACTION
////////////////////////////
// turn this on to extract level background graphics data
// turn this on to extract level background graphics data as .fr3 files in out/<game>/fr3
"levels_extract": true,
// turn this on if you want extracted levels to be saved out as .obj files
// turn this on if you want extracted levels to be saved out as .glb files in glb_out/<game>
"rip_levels": false,
// should we extract collision meshes?
// these can be displayed in game, but makes the .fr3 files slightly larger
// should we also extract collision meshes to the .fr3 files?
// these can be displayed in-game with the OpenGOAL collision renderer
"extract_collision": true,
// turn this on if you want extracted level collision to be saved as .obj files in debug_out/<game>
"rip_collision": false,
// save game textures as .png files to decompiler_out/<game>/textures
"save_texture_pngs": false,
////////////////////////////

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@ -102,14 +102,16 @@
// LEVEL EXTRACTION
////////////////////////////
// turn this on to extract level background graphics data
// turn this on to extract level background graphics data as .fr3 files in out/<game>/fr3
"levels_extract": false,
// turn this on if you want extracted levels to be saved out as .obj files
// turn this on if you want extracted levels to be saved out as .glb files in glb_out/<game>
"rip_levels": false,
// should we extract collision meshes?
// these can be displayed in game, but makes the .fr3 files slightly larger
// should we also extract collision meshes to the .fr3 files?
// these can be displayed in-game with the OpenGOAL collision renderer
"extract_collision": false,
// turn this on if you want extracted level collision to be saved as .obj files in debug_out/<game>
"rip_collision": false,
// save game textures as .png files to decompiler_out/<game>/textures
"save_texture_pngs": false,
////////////////////////////

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@ -200,8 +200,7 @@ void decompile(const fs::path& iso_data_path, const std::string& data_subfolder)
auto level_out_path =
file_util::get_jak_project_dir() / "out" / game_version_names[config.game_version] / "fr3";
file_util::create_dir_if_needed(level_out_path);
extract_all_levels(db, tex_db, config.levels_to_extract, "GAME.CGO", config, config.rip_levels,
config.extract_collision, level_out_path);
extract_all_levels(db, tex_db, config.levels_to_extract, "GAME.CGO", config, level_out_path);
}
}

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@ -233,8 +233,7 @@ void extract_collide_frags(const level_tools::DrawableTreeCollideFragment* tree,
const std::vector<const level_tools::DrawableTreeInstanceTie*>& ties,
const Config& config,
const std::string& debug_name,
tfrag3::Level& out,
bool dump_level) {
tfrag3::Level& out) {
// in-game, the broad-phase collision builds a list of fragments, then unpacks them with:
/*
*(dotimes (i (-> *collide-list* num-items))
@ -260,7 +259,7 @@ void extract_collide_frags(const level_tools::DrawableTreeCollideFragment* tree,
total_faces += frag.unpacked.faces.size();
}
if (dump_level) {
if (config.rip_collision) {
auto debug_out = debug_dump_to_obj(all_frags);
auto file_path = file_util::get_file_path(
{fmt::format("debug_out/{}", config.game_name), fmt::format("collide-{}.obj", debug_name)});
@ -442,8 +441,7 @@ void extract_collide_frags(const level_tools::CollideHash& chash,
const Config& config,
const std::string& debug_name,
const decompiler::DecompilerTypeSystem& dts,
tfrag3::Level& out,
bool dump_level) {
tfrag3::Level& out) {
// We need to find all collide-hash-fragments, but we can't just scan through the entire file.
// for collide-hash-fragments, we need to figure out which TIEs they belong to, to apply the
// instance transformation matrix.
@ -507,7 +505,7 @@ void extract_collide_frags(const level_tools::CollideHash& chash,
}
}
if (dump_level) {
if (config.rip_collision) {
// out.collision.vertices every 3 vertices make a face, so it duplicates vertices in many cases
// for now debug_dump_to_obj isn't smart and doesn't hash these to save space or anything
auto debug_out = debug_dump_to_obj(out.collision.vertices);

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@ -10,15 +10,13 @@ void extract_collide_frags(const level_tools::DrawableTreeCollideFragment* tree,
const std::vector<const level_tools::DrawableTreeInstanceTie*>& ties,
const Config& config,
const std::string& debug_name,
tfrag3::Level& out,
bool dump_level);
tfrag3::Level& out);
void extract_collide_frags(const level_tools::CollideHash& chash,
const std::vector<const level_tools::DrawableTreeInstanceTie*>& ties,
const Config& config,
const std::string& debug_name,
const decompiler::DecompilerTypeSystem& dts,
tfrag3::Level& out,
bool dump_level);
tfrag3::Level& out);
} // namespace decompiler

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@ -160,7 +160,6 @@ level_tools::BspHeader extract_bsp_from_level(const ObjectFileDB& db,
const TextureDB& tex_db,
const std::string& dgo_name,
const Config& config,
bool extract_collision,
tfrag3::Level& level_data) {
auto hacks = config.hacks;
auto bsp_rec = get_bsp_file(db.obj_files_by_dgo.at(dgo_name), dgo_name);
@ -231,14 +230,15 @@ level_tools::BspHeader extract_bsp_from_level(const ObjectFileDB& db,
ASSERT(as_shrub_tree);
extract_shrub(as_shrub_tree, fmt::format("{}-{}-shrub", dgo_name, i++),
bsp_header.texture_remap_table, tex_db, {}, level_data, false, db.version());
} else if (draw_tree->my_type() == "drawable-tree-collide-fragment" && extract_collision) {
} else if (draw_tree->my_type() == "drawable-tree-collide-fragment" &&
config.extract_collision) {
auto as_collide_frags =
dynamic_cast<level_tools::DrawableTreeCollideFragment*>(draw_tree.get());
ASSERT(as_collide_frags);
ASSERT(!got_collide);
got_collide = true;
extract_collide_frags(as_collide_frags, all_ties, config,
fmt::format("{}-{}-collide", dgo_name, i++), level_data, false);
fmt::format("{}-{}-collide", dgo_name, i++), level_data);
} else {
lg::print(" unsupported tree {}\n", draw_tree->my_type());
}
@ -247,7 +247,7 @@ level_tools::BspHeader extract_bsp_from_level(const ObjectFileDB& db,
if (bsp_header.collide_hash.num_items) {
ASSERT(!got_collide);
extract_collide_frags(bsp_header.collide_hash, all_ties, config,
fmt::format("{}-{}-collide", dgo_name, i++), db.dts, level_data, false);
fmt::format("{}-{}-collide", dgo_name, i++), db.dts, level_data);
}
level_data.level_name = level_name;
@ -262,7 +262,6 @@ level_tools::BspHeader extract_bsp_from_level(const ObjectFileDB& db,
void extract_common(const ObjectFileDB& db,
const TextureDB& tex_db,
const std::string& dgo_name,
bool dump_levels,
const fs::path& output_folder,
const Config& config) {
if (db.obj_files_by_dgo.count(dgo_name) == 0) {
@ -325,7 +324,7 @@ void extract_common(const ObjectFileDB& db,
output_folder / fmt::format("{}.fr3", dgo_name.substr(0, dgo_name.length() - 4)),
compressed.data(), compressed.size());
if (dump_levels) {
if (config.rip_levels) {
auto file_path = file_util::get_jak_project_dir() / "glb_out" / "common.glb";
file_util::create_dir_if_needed_for_file(file_path);
save_level_foreground_as_gltf(tfrag_level, art_group_data, file_path);
@ -336,8 +335,6 @@ void extract_from_level(const ObjectFileDB& db,
const TextureDB& tex_db,
const std::string& dgo_name,
const Config& config,
bool dump_level,
bool extract_collision,
const fs::path& output_folder,
const fs::path& entities_folder) {
if (db.obj_files_by_dgo.count(dgo_name) == 0) {
@ -349,8 +346,7 @@ void extract_from_level(const ObjectFileDB& db,
add_all_textures_from_level(level_data, dgo_name, tex_db);
// the bsp header file data
auto bsp_header =
extract_bsp_from_level(db, tex_db, dgo_name, config, extract_collision, level_data);
auto bsp_header = extract_bsp_from_level(db, tex_db, dgo_name, config, level_data);
extract_art_groups_from_level(db, tex_db, bsp_header.texture_remap_table, dgo_name, level_data,
art_group_data);
@ -366,7 +362,7 @@ void extract_from_level(const ObjectFileDB& db,
output_folder / fmt::format("{}.fr3", dgo_name.substr(0, dgo_name.length() - 4)),
compressed.data(), compressed.size());
if (dump_level) {
if (config.rip_levels) {
auto back_file_path = file_util::get_jak_project_dir() / "glb_out" /
fmt::format("{}_background.glb", level_data.level_name);
file_util::create_dir_if_needed_for_file(back_file_path);
@ -385,18 +381,15 @@ void extract_all_levels(const ObjectFileDB& db,
const std::vector<std::string>& dgo_names,
const std::string& common_name,
const Config& config,
bool debug_dump_level,
bool extract_collision,
const fs::path& output_path) {
extract_common(db, tex_db, common_name, debug_dump_level, output_path, config);
extract_common(db, tex_db, common_name, output_path, config);
auto entities_dir = file_util::get_jak_project_dir() / "decompiler_out" /
game_version_names[config.game_version] / "entities";
file_util::create_dir_if_needed(entities_dir);
SimpleThreadGroup threads;
threads.run(
[&](int idx) {
extract_from_level(db, tex_db, dgo_names[idx], config, debug_dump_level, extract_collision,
output_path, entities_dir);
extract_from_level(db, tex_db, dgo_names[idx], config, output_path, entities_dir);
},
dgo_names.size());
threads.join();

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@ -16,8 +16,6 @@ void extract_all_levels(const ObjectFileDB& db,
const std::vector<std::string>& dgo_names,
const std::string& common_name,
const Config& config,
bool debug_dump_level,
bool extract_collision,
const fs::path& path);
void add_all_textures_from_level(tfrag3::Level& lev,
const std::string& level_name,

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@ -321,8 +321,7 @@ int main(int argc, char** argv) {
auto level_out_path =
file_util::get_jak_project_dir() / "out" / game_version_names[config.game_version] / "fr3";
file_util::create_dir_if_needed(level_out_path);
extract_all_levels(db, tex_db, config.levels_to_extract, "GAME.CGO", config, config.rip_levels,
config.extract_collision, level_out_path);
extract_all_levels(db, tex_db, config.levels_to_extract, "GAME.CGO", config, level_out_path);
}
mem_log("After extraction: {} MB", get_peak_rss() / (1024 * 1024));