jak-project/decompiler/level_extractor/extract_collide_frags.cpp
Matt Dallmeyer 1979f94e45
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
2024-01-29 22:15:42 +01:00

519 lines
18 KiB
C++

#include "extract_collide_frags.h"
#include "common/log/log.h"
#include "common/util/FileUtil.h"
namespace decompiler {
struct CollideListItem {
const level_tools::CollideFragMesh* mesh = nullptr;
const level_tools::InstanceTie* inst = nullptr;
struct {
struct UnpackedFace {
UnpackedFace(u8 a, u8 b, u8 c) : verts(a, b, c) {}
math::Vector<u8, 3> verts;
u32 pat;
};
std::vector<math::Vector4f> vu0_buffer;
std::vector<UnpackedFace> faces;
} unpacked;
};
/*!
* Get all collide frags.
*/
std::vector<CollideListItem> build_all_frags_list(
const level_tools::DrawableTreeCollideFragment* tree,
const std::vector<const level_tools::DrawableTreeInstanceTie*>& ties) {
std::vector<CollideListItem> list;
for (auto& cf : tree->last_array.collide_fragments) {
auto& elt = list.emplace_back();
elt.mesh = &cf.mesh;
elt.inst = nullptr;
}
for (auto tt : ties) {
auto last_array = tt->arrays.back().get();
auto as_instance_array = dynamic_cast<level_tools::DrawableInlineArrayInstanceTie*>(last_array);
ASSERT(as_instance_array);
for (auto& inst : as_instance_array->instances) {
auto& frags = tt->prototypes.prototype_array_tie.data.at(inst.bucket_index)
.collide_frag.collide_fragments;
for (auto& frag : frags) {
auto& elt = list.emplace_back();
elt.inst = &inst;
elt.mesh = &frag.mesh;
}
}
}
return list;
}
float u32_to_float(u32 in) {
float r;
memcpy(&r, &in, sizeof(float));
return r;
}
void unpack_part1_collide_list_item(CollideListItem& item) {
int in_idx = 0;
int out_idx = 0;
int qw_to_write = item.mesh->vertex_count;
while (out_idx < qw_to_write * 4) {
auto& vert = item.unpacked.vu0_buffer.emplace_back();
vert[0] = u32_to_float(0x4d000000 + deref_u16(item.mesh->packed_data, in_idx++));
vert[1] = u32_to_float(0x4d000000 + deref_u16(item.mesh->packed_data, in_idx++));
vert[2] = u32_to_float(0x4d000000 + deref_u16(item.mesh->packed_data, in_idx++));
vert[3] = u32_to_float(0x3f800000);
out_idx += 4;
}
}
math::Vector<float, 4> transform_tie(const std::array<math::Vector4f, 4> mat,
const math::Vector4f& pt) {
auto temp = mat[0] * pt.x() + mat[1] * pt.y() + mat[2] * pt.z() + mat[3];
math::Vector4f result;
result.x() = temp.x();
result.y() = temp.y();
result.z() = temp.z();
result.w() = 1.f;
return result;
}
namespace {
// todo dedup
std::array<math::Vector4f, 4> extract_tie_matrix(const u16* data) {
std::array<math::Vector4f, 4> result;
for (int i = 0; i < 4; i++) {
s32 x = data[12 + i];
x <<= 16;
x >>= 10;
result[3][i] = x;
}
for (int vec = 0; vec < 3; vec++) {
for (int i = 0; i < 4; i++) {
s32 x = data[vec * 4 + i];
x <<= 16;
x >>= 16;
result[vec][i] = (float)x / 4096.f;
}
}
return result;
}
} // namespace
void unpack_part2_collide_list_item(CollideListItem& item) {
float base_offset = u32_to_float(0x4d000000);
math::Vector4f vf13_combo_offset(base_offset, base_offset, base_offset, 0);
s32 base_trans_int[4];
memcpy(base_trans_int, item.mesh->base_trans.data, 16);
math::Vector4f vf14_base_trans_float(base_trans_int[0], base_trans_int[1], base_trans_int[2],
base_trans_int[3]);
vf13_combo_offset -= vf14_base_trans_float;
std::array<math::Vector4f, 4> mat;
if (item.inst) {
mat = extract_tie_matrix(item.inst->origin.data);
mat[3][0] += item.inst->bsphere.data[0];
mat[3][1] += item.inst->bsphere.data[1];
mat[3][2] += item.inst->bsphere.data[2];
}
for (auto& ver : item.unpacked.vu0_buffer) {
ver -= vf13_combo_offset;
if (item.inst) {
ver = transform_tie(mat, ver);
}
}
}
void find_faces(CollideListItem& item) {
u32 byte_offset = 16 * item.mesh->vertex_data_qwc;
while (true) {
s8 t7_start_idx = deref_s8(item.mesh->packed_data, byte_offset++);
if (t7_start_idx < 0) {
return;
}
s8 t8_start_idx = deref_s8(item.mesh->packed_data, byte_offset++);
s8 t6_start_idx = deref_s8(item.mesh->packed_data, byte_offset++);
s8 t6_run_idx = t7_start_idx;
s8 t7_run_idx = t8_start_idx;
s8 ra_run_idx = t6_start_idx;
item.unpacked.faces.emplace_back(t6_run_idx, t7_run_idx, ra_run_idx);
s8 s5 = 1;
while (true) {
s8 next = deref_s8(item.mesh->packed_data, byte_offset++);
if (!next) {
break;
}
if (next < 0) {
next = -((s32)next);
} else {
t6_run_idx = t7_run_idx;
s5 = -s5;
}
next--;
t7_run_idx = ra_run_idx;
ra_run_idx = next;
u8 result[3];
result[1] = t7_run_idx;
result[1 + s5] = ra_run_idx;
result[1 - s5] = t6_run_idx;
item.unpacked.faces.emplace_back(result[0], result[1], result[2]);
ASSERT((u32)next < item.unpacked.vu0_buffer.size());
}
}
}
void extract_pats(CollideListItem& item) {
u32 byte_offset = 16 * item.mesh->vertex_data_qwc + item.mesh->strip_data_len;
for (auto& f : item.unpacked.faces) {
auto pat_idx = deref_u8(item.mesh->packed_data, byte_offset++);
u32 pat = deref_u32(item.mesh->pat_array, pat_idx);
// lg::print("pat @ {} is 0x{:x}\n", pat_idx, pat);
f.pat = pat;
}
}
std::string debug_dump_to_obj(const std::vector<CollideListItem>& list) {
std::vector<math::Vector4f> verts;
std::vector<math::Vector<u32, 3>> faces;
for (auto& item : list) {
u32 f_off = verts.size() + 1;
for (auto& f : item.unpacked.faces) {
faces.emplace_back(f.verts[0] + f_off, f.verts[1] + f_off, f.verts[2] + f_off);
}
for (u32 t = 0; t < item.unpacked.vu0_buffer.size(); t++) {
verts.push_back(item.unpacked.vu0_buffer[t] / 65536);
}
}
std::string result;
for (auto& vert : verts) {
result += fmt::format("v {} {} {}\n", vert.x(), vert.y(), vert.z());
}
for (auto& face : faces) {
result += fmt::format("f {}/{} {}/{} {}/{}\n", face.x(), face.x(), face.y(), face.y(), face.z(),
face.z());
}
return result;
}
void set_vertices_for_tri(tfrag3::CollisionMesh::Vertex* out, const math::Vector4f* in) {
math::Vector3f v10 = in[1].xyz() - in[0].xyz();
math::Vector3f v20 = in[2].xyz() - in[0].xyz();
auto normal = (v10.cross(v20).normalized() * INT16_MAX).cast<s16>();
for (int i = 0; i < 3; i++) {
out[i].x = in[i].x();
out[i].y = in[i].y();
out[i].z = in[i].z();
out[i].nx = normal.x();
out[i].ny = normal.y();
out[i].nz = normal.z();
out[i].flags = 0; // todo
out[i].pad = 0;
}
}
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) {
// in-game, the broad-phase collision builds a list of fragments, then unpacks them with:
/*
*(dotimes (i (-> *collide-list* num-items))
(let ((frag (-> *collide-list* items i)))
;; to VU0 memory
(__pc-upload-collide-frag (-> frag mesh packed-data) (-> frag mesh vertex-data-qwc) (->
frag mesh vertex-count))
;; from VU0 memory to scratchpad
(unpack-background-collide-mesh obj (-> frag mesh) (-> frag inst) 0)
;; from scratchpad to collide-cache memory.
(import-mesh-func obj (-> frag mesh))
)
)
*/
auto all_frags = build_all_frags_list(tree, ties);
[[maybe_unused]] u32 total_faces = 0;
for (auto& frag : all_frags) {
unpack_part1_collide_list_item(frag);
unpack_part2_collide_list_item(frag);
find_faces(frag);
extract_pats(frag);
total_faces += frag.unpacked.faces.size();
}
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)});
file_util::create_dir_if_needed_for_file(file_path);
file_util::write_text_file(file_path, debug_out);
}
for (auto& item : all_frags) {
for (auto& f : item.unpacked.faces) {
math::Vector4f verts[3] = {item.unpacked.vu0_buffer[f.verts[0]],
item.unpacked.vu0_buffer[f.verts[1]],
item.unpacked.vu0_buffer[f.verts[2]]};
tfrag3::CollisionMesh::Vertex out_verts[3];
set_vertices_for_tri(out_verts, verts);
for (int i = 0; i < 3; i++) {
out_verts[i].pat = f.pat;
out.collision.vertices.push_back(out_verts[i]);
}
}
}
}
////////////////////////
// Jak 2 Format
////////////////////////
void handle_collide_fragment(const TypedRef& collide_fragment,
const decompiler::DecompilerTypeSystem& dts,
const std::optional<std::array<math::Vector4f, 4>>& matrix,
std::vector<tfrag3::CollisionMesh::Vertex>* out) {
struct Poly {
u8 vert_index[3];
u8 pat;
};
level_tools::Vector bbox_min;
bbox_min.read_from_file(get_field_ref(collide_fragment, "bbox", dts));
// There's a lot of indirection:
// grid -> buckets -> index -> poly -> vertex.
// First step: 3D coordinates are converted to a cell in a 3D grid.
// The dimensions of this grid are stored as u8's in the dimension array.
u32 dim_array = deref_u32(get_field_ref(collide_fragment, "dimension-array", dts), 0);
u8 counts[4];
memcpy(counts, &dim_array, 4);
ASSERT(counts[3] == 0); // unused
// Each grid cell maps to a bucket (they go in order, no fancy hash function)
u32 num_buckets = read_plain_data_field<uint16_t>(collide_fragment, "num-buckets", dts);
// this should match the grid dims
ASSERT(counts[0] * counts[1] * counts[2] == num_buckets);
// read the buckets
struct BucketEntry {
s16 index, count;
};
std::vector<BucketEntry> buckets(num_buckets);
memcpy_from_plain_data((u8*)buckets.data(),
deref_label(get_field_ref(collide_fragment, "bucket-array", dts)),
sizeof(BucketEntry) * num_buckets);
// Each bucket references a series of entries in the index list. Check all buckets to see the
// length of the index list.
int max_from_buckets = 0;
for (const auto& bucket : buckets) {
int end = bucket.count + bucket.index;
if (end > max_from_buckets) {
max_from_buckets = end;
}
}
// confirm the index list length matches
u32 num_indices = read_plain_data_field<uint16_t>(collide_fragment, "num-indices", dts);
ASSERT(max_from_buckets == (int)num_indices);
// read the index list
std::vector<u8> index_list(num_indices);
memcpy_from_plain_data((u8*)index_list.data(),
deref_label(get_field_ref(collide_fragment, "index-array", dts)),
num_indices);
u8 max_in_index_list = 0;
for (auto x : index_list) {
max_in_index_list = std::max(x, max_in_index_list);
}
u8 poly_count = read_plain_data_field<uint8_t>(collide_fragment, "poly-count", dts);
u8 num_polys = read_plain_data_field<uint8_t>(collide_fragment, "num-polys", dts);
ASSERT(poly_count == num_polys);
if (poly_count == 0) {
ASSERT(max_in_index_list == 255);
} else {
ASSERT(num_polys == max_in_index_list + 1);
}
// this value seems to be bogus
// u16 vert_count = read_plain_data_field<uint16_t>(collide_fragment, "num-verts", dts);
std::vector<Poly> polys(max_in_index_list + 1);
memcpy_from_plain_data((u8*)polys.data(),
deref_label(get_field_ref(collide_fragment, "poly-array", dts)),
4 * (max_in_index_list + 1));
int max_vi = 0;
int max_pat = 0;
for (const auto& p : polys) {
for (int i = 0; i < 3; i++) {
max_vi = std::max(max_vi, (int)p.vert_index[i]);
}
max_pat = std::max(max_pat, (int)p.pat);
}
std::vector<u16> verts((max_vi + 1) * 3);
memcpy_from_plain_data((u8*)verts.data(),
deref_label(get_field_ref(collide_fragment, "vert-array", dts)),
6 * (max_vi + 1));
std::vector<u32> pats(max_pat + 1);
memcpy_from_plain_data((u8*)pats.data(),
deref_label(get_field_ref(collide_fragment, "pat-array", dts)),
4 * (max_pat + 1));
for (const auto& p : polys) {
math::Vector4f verts_in[3];
for (int vi = 0; vi < 3; vi++) {
int v = p.vert_index[vi];
verts_in[vi] = {u32(verts.at(v * 3)) * 16 + bbox_min.data[0],
u32(verts.at(v * 3 + 1)) * 16 + bbox_min.data[1],
u32(verts.at(v * 3 + 2)) * 16 + bbox_min.data[2], 1.f};
if (matrix) {
verts_in[vi] = transform_tie(*matrix, verts_in[vi]);
}
}
math::Vector3f v10 = verts_in[1].xyz() - verts_in[0].xyz();
math::Vector3f v20 = verts_in[2].xyz() - verts_in[0].xyz();
auto normal = (v10.cross(v20).normalized() * INT16_MAX).cast<s16>();
for (int i = 0; i < 3; i++) {
auto& vert_out = out->emplace_back();
vert_out.x = verts_in[i].x();
vert_out.y = verts_in[i].y();
vert_out.z = verts_in[i].z();
vert_out.nx = normal.x();
vert_out.ny = normal.y();
vert_out.nz = normal.z();
vert_out.flags = 0; // todo
vert_out.pad = 0;
vert_out.pad2 = 0;
vert_out.pat = pats.at(p.pat);
}
}
}
std::string debug_dump_to_obj(const std::vector<tfrag3::CollisionMesh::Vertex>& verts_in) {
std::vector<math::Vector4f> verts;
std::vector<math::Vector<u32, 3>> faces;
for (auto& v : verts_in) {
verts.emplace_back(v.x / 4096.0, v.y / 4096.0, v.z / 4096.0, 1.0);
u32 v_len = verts.size();
if (v_len % 3 == 0) {
// add face from last 3 vertices
faces.emplace_back(v_len - 2, v_len - 1, v_len);
}
}
std::string result;
for (auto& vert : verts) {
result += fmt::format("v {} {} {}\n", vert.x(), vert.y(), vert.z());
}
for (auto& face : faces) {
result += fmt::format("f {}/{} {}/{} {}/{}\n", face.x(), face.x(), face.y(), face.y(), face.z(),
face.z());
}
return result;
}
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) {
// 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.
// Each level has a bsp-header, which has a collide-hash, storing the collision data in a
// hash-table based structure. Note that this system is separate from the "spatial-hash" system,
// though they are both versions of spatial hashing.
// A point in the level belongs to a cell in a uniform grid. (this grid is not stored anywhere)
// Each cell's coordinates can be hashed to get a "bucket" index.
// Each "bucket" points to a number of consecutive collide-hash-items stored in the item-array
// of the collide-hash.
// For just extracting the collision mesh, we can skip the bucket stuff and just iterate through
// the item array directly. Note that items may appear multiple times if they belong to multiple
// buckets. (this happens because some collision geometry is larger than a grid cell)
std::unordered_set<u32> processed_offsets;
auto data_ref = chash.item_array;
for (int i = 0; i < chash.num_items; i++) {
// skip over the ID field, which we don't care about.
data_ref.byte_offset += 4;
// get the object in the item array element
auto obj = deref_label(data_ref);
ASSERT(obj.seg == data_ref.seg);
obj.byte_offset -= 4; // basic offset
if (processed_offsets.count(obj.byte_offset) == 0) {
processed_offsets.insert(obj.byte_offset);
auto type = get_type_of_basic(obj);
if (type == "collide-hash-fragment") {
// not instanced.
handle_collide_fragment(typed_ref_from_basic(obj, dts), dts, {}, &out.collision.vertices);
} else if (type == "instance-tie") {
} else {
ASSERT_NOT_REACHED();
}
}
data_ref.byte_offset += 4;
}
// first, all ties. Store collide-hash-fragments that are associated by ties.
for (auto tt : ties) {
auto last_array = tt->arrays.back().get();
auto as_instance_array = dynamic_cast<level_tools::DrawableInlineArrayInstanceTie*>(last_array);
ASSERT(as_instance_array);
for (auto& inst : as_instance_array->instances) {
std::array<math::Vector4f, 4> mat;
mat = extract_tie_matrix(inst.origin.data);
mat[3][0] += inst.bsphere.data[0];
mat[3][1] += inst.bsphere.data[1];
mat[3][2] += inst.bsphere.data[2];
auto& frags =
tt->prototypes.prototype_array_tie.data.at(inst.bucket_index).collide_hash_frags;
for (auto frag : frags) {
frag.byte_offset -= 4;
handle_collide_fragment(typed_ref_from_basic(frag, dts), dts, mat, &out.collision.vertices);
}
}
}
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);
auto file_path = file_util::get_file_path(
{fmt::format("debug_out/{}", config.game_name), fmt::format("collide-{}.obj", debug_name)});
file_util::create_dir_if_needed_for_file(file_path);
file_util::write_text_file(file_path, debug_out);
}
}
} // namespace decompiler