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https://github.com/open-goal/jak-project.git
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fe29eae395
This only applies to the background for now: - support for alpha for vertex colors in custom levels - switch time of day palette generation from octree to k-d tree - support for alpha masking in custom levels - support for transparent textures - support for envmap in custom levels --------- Co-authored-by: water111 <awaterford1111445@gmail.com>
280 lines
11 KiB
C++
280 lines
11 KiB
C++
#include "MercExtract.h"
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#include "common/log/log.h"
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#include "goalc/build_level/common/gltf_mesh_extract.h"
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void extract(const std::string& name,
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MercExtractData& out,
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const tinygltf::Model& model,
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const std::vector<gltf_util::NodeWithTransform>& all_nodes,
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u32 index_offset,
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u32 vertex_offset,
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u32 tex_offset) {
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ASSERT(out.new_vertices.empty());
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std::map<int, tfrag3::MercDraw> draw_by_material;
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int mesh_count = 0;
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int prim_count = 0;
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for (const auto& n : all_nodes) {
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const auto& node = model.nodes[n.node_idx];
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if (node.extras.Has("set_invisible") && node.extras.Get("set_invisible").Get<int>()) {
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continue;
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}
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// gltf_mesh_extract::PatResult mesh_default_collide =
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// gltf_mesh_extract::custom_props_to_pat(node.extras, node.name);
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if (node.mesh >= 0) {
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const auto& mesh = model.meshes[node.mesh];
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mesh_count++;
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for (const auto& prim : mesh.primitives) {
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// get material
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// const auto& mat_idx = prim.material;
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// gltf_mesh_extract::PatResult pat = mesh_default_collide;
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// if (mat_idx != -1) {
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// const auto& mat = model.materials[mat_idx];
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// auto mat_pat = gltf_mesh_extract::custom_props_to_pat(mat.extras, mat.name);
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// if (mat_pat.set) {
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// pat = mat_pat;
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// }
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// }
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// if (pat.set && pat.ignore) {
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// continue; // skip, no collide here
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// }
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prim_count++;
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// extract index buffer
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std::vector<u32> prim_indices = gltf_util::gltf_index_buffer(
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model, prim.indices, out.new_vertices.size() + vertex_offset);
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ASSERT_MSG(prim.mode == TINYGLTF_MODE_TRIANGLES, "Unsupported triangle mode");
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// extract vertices
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auto verts =
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gltf_util::gltf_vertices(model, prim.attributes, n.w_T_node, true, true, mesh.name);
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out.new_vertices.insert(out.new_vertices.end(), verts.vtx.begin(), verts.vtx.end());
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out.new_colors.insert(out.new_colors.end(), verts.vtx_colors.begin(),
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verts.vtx_colors.end());
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out.normals.insert(out.normals.end(), verts.normals.begin(), verts.normals.end());
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ASSERT(out.new_colors.size() == out.new_vertices.size());
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if (prim.attributes.count("JOINTS_0") && prim.attributes.count("WEIGHTS_0")) {
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auto joints_and_weights = gltf_util::extract_and_flatten_joints_and_weights(model, prim);
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ASSERT(joints_and_weights.size() == verts.vtx.size());
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out.joints_and_weights.insert(out.joints_and_weights.end(), joints_and_weights.begin(),
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joints_and_weights.end());
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} else {
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// add fake data for vertices without this data
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gltf_util::JointsAndWeights dummy;
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dummy.joints[0] = 3;
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dummy.weights[0] = 1.f;
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for (size_t i = 0; i < out.new_vertices.size(); i++) {
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out.joints_and_weights.push_back(dummy);
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}
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}
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// real draw details will be filled out in the next loop.
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auto& draw = draw_by_material[prim.material];
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draw.mode = gltf_util::make_default_draw_mode(); // todo rm
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draw.tree_tex_id = 0; // todo rm
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draw.num_triangles += prim_indices.size() / 3;
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draw.no_strip = true;
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draw.index_count = prim_indices.size();
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draw.first_index = index_offset + out.new_indices.size();
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out.new_indices.insert(out.new_indices.end(), prim_indices.begin(), prim_indices.end());
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}
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}
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}
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tfrag3::MercEffect e;
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out.new_model.name = name;
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out.new_model.max_bones = 120; // idk
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out.new_model.max_draws = 200;
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for (const auto& [mat_idx, d_] : draw_by_material) {
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e.all_draws.push_back(d_);
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auto& draw = e.all_draws.back();
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draw.mode = gltf_util::make_default_draw_mode();
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if (mat_idx == -1) {
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lg::warn("Draw had a material index of -1, using default texture.");
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draw.tree_tex_id = 0;
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continue;
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}
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const auto& mat = model.materials[mat_idx];
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int tex_idx = mat.pbrMetallicRoughness.baseColorTexture.index;
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if (tex_idx == -1) {
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lg::warn("Material {} has no texture, using default texture.", mat.name);
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draw.tree_tex_id = 0;
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continue;
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}
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const auto& tex = model.textures[tex_idx];
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ASSERT(tex.sampler >= 0);
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ASSERT(tex.source >= 0);
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gltf_util::setup_draw_mode_from_sampler(model.samplers.at(tex.sampler), &draw.mode);
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gltf_util::setup_alpha_from_material(mat, &draw.mode);
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const auto& img = model.images[tex.source];
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draw.tree_tex_id = tex_offset + texture_pool_add_texture(&out.tex_pool, img);
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}
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lg::info("total of {} unique materials", e.all_draws.size());
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out.new_model.effects.push_back(e);
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out.new_model.effects.push_back(e);
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out.new_model.effects.push_back(e);
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out.new_model.effects.push_back(e);
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lg::info("Merged {} meshes and {} prims into {} vertices", mesh_count, prim_count,
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out.new_vertices.size());
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}
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void merc_convert(MercSwapData& out, const MercExtractData& in) {
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// easy
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out.new_model = in.new_model;
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out.new_indices = in.new_indices;
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out.new_textures = in.tex_pool.textures_by_idx;
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// convert vertices
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for (size_t i = 0; i < in.new_vertices.size(); i++) {
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const auto& y = in.new_vertices[i];
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auto& x = out.new_vertices.emplace_back();
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x.pos[0] = y.x;
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x.pos[1] = y.y;
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x.pos[2] = y.z;
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x.normal[0] = in.normals.at(i).x();
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x.normal[1] = in.normals.at(i).y();
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x.normal[2] = in.normals.at(i).z();
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x.weights[0] = in.joints_and_weights.at(i).weights[0];
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x.weights[1] = in.joints_and_weights.at(i).weights[1];
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x.weights[2] = in.joints_and_weights.at(i).weights[2];
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x.st[0] = y.s;
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x.st[1] = y.t;
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x.rgba[0] = in.new_colors[i][0];
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x.rgba[1] = in.new_colors[i][1];
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x.rgba[2] = in.new_colors[i][2];
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x.rgba[3] = in.new_colors[i][3];
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x.mats[0] = in.joints_and_weights.at(i).joints[0];
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x.mats[1] = in.joints_and_weights.at(i).joints[1];
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x.mats[2] = in.joints_and_weights.at(i).joints[2];
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}
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}
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MercSwapData load_merc_model(u32 current_idx_count,
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u32 current_vtx_count,
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u32 current_tex_count,
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const std::string& path,
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const std::string& name) {
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MercSwapData result;
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lg::info("Reading gltf mesh: {}", path);
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tinygltf::TinyGLTF loader;
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tinygltf::Model model;
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std::string err, warn;
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bool res = loader.LoadBinaryFromFile(&model, &err, &warn, path);
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ASSERT_MSG(warn.empty(), warn.c_str());
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ASSERT_MSG(err.empty(), err.c_str());
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ASSERT_MSG(res, "Failed to load GLTF file!");
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auto all_nodes = gltf_util::flatten_nodes_from_all_scenes(model);
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MercExtractData extract_data;
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extract(name, extract_data, model, all_nodes, current_idx_count, current_vtx_count,
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current_tex_count);
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merc_convert(result, extract_data);
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return result;
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}
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std::vector<jak1::CollideMesh> gen_collide_mesh_from_model(
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const tinygltf::Model& model,
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const std::vector<gltf_util::NodeWithTransform>& all_nodes,
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int joint_idx) {
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// data for a single primitive
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struct PrimWork {
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std::string mesh_name;
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std::vector<math::Vector4f> verts;
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std::vector<u32> indices;
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gltf_mesh_extract::PatResult pat;
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};
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std::vector<std::vector<PrimWork>> mesh_data;
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int mesh_count = 0;
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// int prim_count = 0;
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for (const auto& n : all_nodes) {
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const auto& node = model.nodes[n.node_idx];
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gltf_mesh_extract::PatResult mesh_default_collide =
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gltf_mesh_extract::custom_props_to_pat(node.extras, node.name);
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if (node.mesh >= 0) {
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const auto& mesh = model.meshes[node.mesh];
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mesh_count++;
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std::vector<PrimWork> prims;
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for (const auto& prim : mesh.primitives) {
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// get material
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const auto& mat_idx = prim.material;
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gltf_mesh_extract::PatResult pat = mesh_default_collide;
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if (mat_idx != -1) {
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const auto& mat = model.materials[mat_idx];
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auto mat_pat = gltf_mesh_extract::custom_props_to_pat(mat.extras, mat.name);
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if (mat_pat.set) {
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pat = mat_pat;
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}
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}
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if (pat.set && pat.ignore) {
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continue; // skip, no collide here
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}
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auto& prim_data = prims.emplace_back();
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prim_data.mesh_name = mesh.name;
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prim_data.pat = pat;
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// prim_count++;
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// extract index buffer
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std::vector<u32> prim_indices = gltf_util::gltf_index_buffer(model, prim.indices, 0);
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ASSERT_MSG(prim.mode == TINYGLTF_MODE_TRIANGLES,
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fmt::format("Mesh {}: Unsupported triangle mode {}", mesh.name, prim.mode));
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// extract vertices
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auto verts =
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gltf_util::gltf_vertices(model, prim.attributes, n.w_T_node, true, true, mesh.name);
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ASSERT_MSG(verts.vtx.size() <= 255,
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fmt::format("primitive of mesh {} has too many vertices (max 255, actual {})",
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mesh.name, verts.vtx.size()));
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prim_data.verts.reserve(verts.vtx.size());
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for (auto& vert : verts.vtx) {
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prim_data.verts.emplace_back(vert.x, vert.y, vert.z, 1.0);
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}
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prim_data.indices = prim_indices;
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mesh_data.push_back(prims);
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}
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}
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}
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std::vector<jak1::CollideMesh> cmeshes;
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cmeshes.reserve(mesh_count);
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// we extracted all of the prim data for each mesh, now combine
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for (size_t p = 0; p < mesh_data.size(); p++) {
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auto& prims = mesh_data.at(p);
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std::vector<math::Vector4f> verts;
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std::vector<jak1::CollideMeshTri> tris;
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int vert_count = 0;
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for (auto& prim : prims) {
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if (prim.pat.ignore) {
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continue;
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}
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vert_count += verts.size();
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verts.insert(verts.end(), prim.verts.begin(), prim.verts.end());
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for (size_t i = 0; i < prim.indices.size(); i += 3) {
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auto& tri = tris.emplace_back();
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tri.vert_idx[0] = prim.indices.at(i);
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tri.vert_idx[1] = prim.indices.at(i + 1);
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tri.vert_idx[2] = prim.indices.at(i + 2);
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tri.pat = prim.pat.pat;
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}
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}
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ASSERT_MSG(vert_count <= 255, fmt::format("Mesh {} has too many vertices (max 255, actual {})",
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prims.at(p).mesh_name, vert_count));
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auto& cmesh = cmeshes.emplace_back();
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// TODO joint idx as a custom property in blender?
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cmesh.joint_id = joint_idx;
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cmesh.vertices.reserve(255);
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cmesh.vertices.insert(cmesh.vertices.begin(), verts.begin(), verts.end());
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cmesh.num_verts = cmesh.vertices.size();
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cmesh.num_tris = tris.size();
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cmesh.tris.reserve(cmesh.num_tris);
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for (size_t j = 0; j < cmesh.num_tris; j++) {
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cmesh.tris.push_back(tris.at(j));
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}
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}
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return cmeshes;
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}
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