mirror of
https://github.com/open-goal/jak-project.git
synced 2024-10-20 21:27:52 -04:00
61c4fc4b91
Fixes #2983
426 lines
14 KiB
C++
426 lines
14 KiB
C++
#include "extract_collide_frags.h"
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#include "common/util/FileUtil.h"
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namespace decompiler {
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struct CollideListItem {
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const level_tools::CollideFragMesh* mesh = nullptr;
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const level_tools::InstanceTie* inst = nullptr;
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struct {
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struct UnpackedFace {
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UnpackedFace(u8 a, u8 b, u8 c) : verts(a, b, c) {}
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math::Vector<u8, 3> verts;
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u32 pat;
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};
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std::vector<math::Vector4f> vu0_buffer;
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std::vector<UnpackedFace> faces;
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} unpacked;
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};
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/*!
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* Get all collide frags.
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*/
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std::vector<CollideListItem> build_all_frags_list(
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const level_tools::DrawableTreeCollideFragment* tree,
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const std::vector<const level_tools::DrawableTreeInstanceTie*>& ties) {
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std::vector<CollideListItem> list;
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for (auto& cf : tree->last_array.collide_fragments) {
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auto& elt = list.emplace_back();
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elt.mesh = &cf.mesh;
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elt.inst = nullptr;
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}
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for (auto tt : ties) {
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auto last_array = tt->arrays.back().get();
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auto as_instance_array = dynamic_cast<level_tools::DrawableInlineArrayInstanceTie*>(last_array);
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ASSERT(as_instance_array);
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for (auto& inst : as_instance_array->instances) {
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auto& frags = tt->prototypes.prototype_array_tie.data.at(inst.bucket_index)
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.collide_frag.collide_fragments;
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for (auto& frag : frags) {
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auto& elt = list.emplace_back();
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elt.inst = &inst;
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elt.mesh = &frag.mesh;
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}
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}
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}
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return list;
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}
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float u32_to_float(u32 in) {
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float r;
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memcpy(&r, &in, sizeof(float));
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return r;
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}
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void unpack_part1_collide_list_item(CollideListItem& item) {
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int in_idx = 0;
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int out_idx = 0;
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int qw_to_write = item.mesh->vertex_count;
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while (out_idx < qw_to_write * 4) {
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auto& vert = item.unpacked.vu0_buffer.emplace_back();
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vert[0] = u32_to_float(0x4d000000 + deref_u16(item.mesh->packed_data, in_idx++));
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vert[1] = u32_to_float(0x4d000000 + deref_u16(item.mesh->packed_data, in_idx++));
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vert[2] = u32_to_float(0x4d000000 + deref_u16(item.mesh->packed_data, in_idx++));
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vert[3] = u32_to_float(0x3f800000);
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out_idx += 4;
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}
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}
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math::Vector<float, 4> transform_tie(const std::array<math::Vector4f, 4> mat,
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const math::Vector4f& pt) {
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auto temp = mat[0] * pt.x() + mat[1] * pt.y() + mat[2] * pt.z() + mat[3];
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math::Vector4f result;
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result.x() = temp.x();
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result.y() = temp.y();
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result.z() = temp.z();
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result.w() = 1.f;
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return result;
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}
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namespace {
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// todo dedup
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std::array<math::Vector4f, 4> extract_tie_matrix(const u16* data) {
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std::array<math::Vector4f, 4> result;
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for (int i = 0; i < 4; i++) {
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s32 x = data[12 + i];
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x <<= 16;
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x >>= 10;
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result[3][i] = x;
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}
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for (int vec = 0; vec < 3; vec++) {
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for (int i = 0; i < 4; i++) {
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s32 x = data[vec * 4 + i];
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x <<= 16;
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x >>= 16;
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result[vec][i] = (float)x / 4096.f;
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}
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}
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return result;
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}
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} // namespace
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void unpack_part2_collide_list_item(CollideListItem& item) {
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float base_offset = u32_to_float(0x4d000000);
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math::Vector4f vf13_combo_offset(base_offset, base_offset, base_offset, 0);
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s32 base_trans_int[4];
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memcpy(base_trans_int, item.mesh->base_trans.data, 16);
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math::Vector4f vf14_base_trans_float(base_trans_int[0], base_trans_int[1], base_trans_int[2],
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base_trans_int[3]);
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vf13_combo_offset -= vf14_base_trans_float;
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std::array<math::Vector4f, 4> mat;
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if (item.inst) {
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mat = extract_tie_matrix(item.inst->origin.data);
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mat[3][0] += item.inst->bsphere.data[0];
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mat[3][1] += item.inst->bsphere.data[1];
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mat[3][2] += item.inst->bsphere.data[2];
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}
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for (auto& ver : item.unpacked.vu0_buffer) {
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ver -= vf13_combo_offset;
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if (item.inst) {
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ver = transform_tie(mat, ver);
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}
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}
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}
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void find_faces(CollideListItem& item) {
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u32 byte_offset = 16 * item.mesh->vertex_data_qwc;
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while (true) {
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s8 t7_start_idx = deref_s8(item.mesh->packed_data, byte_offset++);
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if (t7_start_idx < 0) {
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return;
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}
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s8 t8_start_idx = deref_s8(item.mesh->packed_data, byte_offset++);
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s8 t6_start_idx = deref_s8(item.mesh->packed_data, byte_offset++);
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s8 t6_run_idx = t7_start_idx;
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s8 t7_run_idx = t8_start_idx;
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s8 ra_run_idx = t6_start_idx;
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item.unpacked.faces.emplace_back(t6_run_idx, t7_run_idx, ra_run_idx);
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s8 s5 = 1;
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while (true) {
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s8 next = deref_s8(item.mesh->packed_data, byte_offset++);
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if (!next) {
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break;
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}
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if (next < 0) {
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next = -((s32)next);
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} else {
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t6_run_idx = t7_run_idx;
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s5 = -s5;
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}
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next--;
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t7_run_idx = ra_run_idx;
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ra_run_idx = next;
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u8 result[3];
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result[1] = t7_run_idx;
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result[1 + s5] = ra_run_idx;
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result[1 - s5] = t6_run_idx;
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item.unpacked.faces.emplace_back(result[0], result[1], result[2]);
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ASSERT((u32)next < item.unpacked.vu0_buffer.size());
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}
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}
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}
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void extract_pats(CollideListItem& item) {
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u32 byte_offset = 16 * item.mesh->vertex_data_qwc + item.mesh->strip_data_len;
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for (auto& f : item.unpacked.faces) {
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auto pat_idx = deref_u8(item.mesh->packed_data, byte_offset++);
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u32 pat = deref_u32(item.mesh->pat_array, pat_idx);
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// lg::print("pat @ {} is 0x{:x}\n", pat_idx, pat);
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f.pat = pat;
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}
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}
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std::string debug_dump_to_obj(const std::vector<CollideListItem>& list) {
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std::vector<math::Vector4f> verts;
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std::vector<math::Vector<u32, 3>> faces;
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for (auto& item : list) {
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u32 f_off = verts.size() + 1;
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for (auto& f : item.unpacked.faces) {
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faces.emplace_back(f.verts[0] + f_off, f.verts[1] + f_off, f.verts[2] + f_off);
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}
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for (u32 t = 0; t < item.unpacked.vu0_buffer.size(); t++) {
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verts.push_back(item.unpacked.vu0_buffer[t] / 65536);
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}
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}
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std::string result;
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for (auto& vert : verts) {
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result += fmt::format("v {} {} {}\n", vert.x(), vert.y(), vert.z());
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}
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for (auto& face : faces) {
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result += fmt::format("f {}/{} {}/{} {}/{}\n", face.x(), face.x(), face.y(), face.y(), face.z(),
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face.z());
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}
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return result;
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}
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void set_vertices_for_tri(tfrag3::CollisionMesh::Vertex* out, const math::Vector4f* in) {
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math::Vector3f v10 = in[1].xyz() - in[0].xyz();
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math::Vector3f v20 = in[2].xyz() - in[0].xyz();
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auto normal = (v10.cross(v20).normalized() * INT16_MAX).cast<s16>();
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for (int i = 0; i < 3; i++) {
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out[i].x = in[i].x();
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out[i].y = in[i].y();
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out[i].z = in[i].z();
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out[i].nx = normal.x();
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out[i].ny = normal.y();
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out[i].nz = normal.z();
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out[i].flags = 0; // todo
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out[i].pad = 0;
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}
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}
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void extract_collide_frags(const level_tools::DrawableTreeCollideFragment* tree,
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const std::vector<const level_tools::DrawableTreeInstanceTie*>& ties,
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const std::string& debug_name,
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tfrag3::Level& out,
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bool dump_level) {
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// in-game, the broad-phase collision builds a list of fragments, then unpacks them with:
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/*
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*(dotimes (i (-> *collide-list* num-items))
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(let ((frag (-> *collide-list* items i)))
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;; to VU0 memory
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(__pc-upload-collide-frag (-> frag mesh packed-data) (-> frag mesh vertex-data-qwc) (->
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frag mesh vertex-count))
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;; from VU0 memory to scratchpad
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(unpack-background-collide-mesh obj (-> frag mesh) (-> frag inst) 0)
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;; from scratchpad to collide-cache memory.
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(import-mesh-func obj (-> frag mesh))
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)
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)
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*/
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auto all_frags = build_all_frags_list(tree, ties);
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[[maybe_unused]] u32 total_faces = 0;
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for (auto& frag : all_frags) {
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unpack_part1_collide_list_item(frag);
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unpack_part2_collide_list_item(frag);
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find_faces(frag);
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extract_pats(frag);
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total_faces += frag.unpacked.faces.size();
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}
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if (dump_level) {
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auto debug_out = debug_dump_to_obj(all_frags);
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auto file_path =
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file_util::get_file_path({"debug_out", fmt::format("collide-{}.obj", debug_name)});
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file_util::create_dir_if_needed_for_file(file_path);
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file_util::write_text_file(file_path, debug_out);
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}
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for (auto& item : all_frags) {
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for (auto& f : item.unpacked.faces) {
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math::Vector4f verts[3] = {item.unpacked.vu0_buffer[f.verts[0]],
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item.unpacked.vu0_buffer[f.verts[1]],
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item.unpacked.vu0_buffer[f.verts[2]]};
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tfrag3::CollisionMesh::Vertex out_verts[3];
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set_vertices_for_tri(out_verts, verts);
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for (int i = 0; i < 3; i++) {
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out_verts[i].pat = f.pat;
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out.collision.vertices.push_back(out_verts[i]);
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}
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}
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}
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}
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////////////////////////
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// Jak 2 Format
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////////////////////////
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void handle_collide_fragment(const TypedRef& collide_fragment,
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const decompiler::DecompilerTypeSystem& dts,
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const std::optional<std::array<math::Vector4f, 4>>& matrix,
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std::vector<tfrag3::CollisionMesh::Vertex>* out) {
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struct Poly {
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u8 vert_index[3];
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u8 pat;
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};
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level_tools::Vector bbox_min;
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bbox_min.read_from_file(get_field_ref(collide_fragment, "bbox", dts));
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u8 poly_count = read_plain_data_field<uint8_t>(collide_fragment, "poly-count", dts);
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u8 num_polys = read_plain_data_field<uint8_t>(collide_fragment, "num-polys", dts);
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ASSERT(poly_count == num_polys);
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// this value seems to be bogus
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// u16 vert_count = read_plain_data_field<uint16_t>(collide_fragment, "num-verts", dts);
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std::vector<Poly> polys(poly_count);
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memcpy_from_plain_data((u8*)polys.data(),
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deref_label(get_field_ref(collide_fragment, "poly-array", dts)),
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4 * poly_count);
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int max_vi = 0;
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int max_pat = 0;
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for (const auto& p : polys) {
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for (int i = 0; i < 3; i++) {
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max_vi = std::max(max_vi, (int)p.vert_index[i]);
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}
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max_pat = std::max(max_pat, (int)p.pat);
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}
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std::vector<u16> verts((max_vi + 1) * 3);
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memcpy_from_plain_data((u8*)verts.data(),
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deref_label(get_field_ref(collide_fragment, "vert-array", dts)),
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6 * (max_vi + 1));
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std::vector<u32> pats(max_pat + 1);
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memcpy_from_plain_data((u8*)pats.data(),
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deref_label(get_field_ref(collide_fragment, "pat-array", dts)),
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4 * (max_pat + 1));
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for (const auto& p : polys) {
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math::Vector4f verts_in[3];
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for (int vi = 0; vi < 3; vi++) {
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int v = p.vert_index[vi];
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verts_in[vi] = {u32(verts.at(v * 3)) * 16 + bbox_min.data[0],
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u32(verts.at(v * 3 + 1)) * 16 + bbox_min.data[1],
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u32(verts.at(v * 3 + 2)) * 16 + bbox_min.data[2], 1.f};
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if (matrix) {
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verts_in[vi] = transform_tie(*matrix, verts_in[vi]);
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}
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}
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math::Vector3f v10 = verts_in[1].xyz() - verts_in[0].xyz();
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math::Vector3f v20 = verts_in[2].xyz() - verts_in[0].xyz();
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auto normal = (v10.cross(v20).normalized() * INT16_MAX).cast<s16>();
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for (int i = 0; i < 3; i++) {
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auto& vert_out = out->emplace_back();
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vert_out.x = verts_in[i].x();
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vert_out.y = verts_in[i].y();
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vert_out.z = verts_in[i].z();
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vert_out.nx = normal.x();
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vert_out.ny = normal.y();
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vert_out.nz = normal.z();
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vert_out.flags = 0; // todo
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vert_out.pad = 0;
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vert_out.pad2 = 0;
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vert_out.pat = pats.at(p.pat);
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}
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}
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}
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void extract_collide_frags(const level_tools::CollideHash& chash,
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const std::vector<const level_tools::DrawableTreeInstanceTie*>& ties,
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const decompiler::DecompilerTypeSystem& dts,
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tfrag3::Level& out) {
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// We need to find all collide-hash-fragments, but we can't just scan through the entire file.
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// for collide-hash-fragments, we need to figure out which TIEs they belong to, to apply the
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// instance transformation matrix.
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// Each level has a bsp-header, which has a collide-hash, storing the collision data in a
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// hash-table based structure. Note that this system is separate from the "spatial-hash" system,
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// though they are both versions of spatial hashing.
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// A point in the level belongs to a cell in a uniform grid. (this grid is not stored anywhere)
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// Each cell's coordinates can be hashed to get a "bucket" index.
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// Each "bucket" points to a number of consecutive collide-hash-items stored in the item-array
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// of the collide-hash.
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// For just extracting the collision mesh, we can skip the bucket stuff and just iterate through
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// the item array directly. Note that items may appear multiple times if they belong to multiple
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// buckets. (this happens because some collision geometry is larger than a grid cell)
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std::unordered_set<u32> processed_offsets;
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auto data_ref = chash.item_array;
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for (int i = 0; i < chash.num_items; i++) {
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// skip over the ID field, which we don't care about.
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data_ref.byte_offset += 4;
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// get the object in the item array element
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auto obj = deref_label(data_ref);
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ASSERT(obj.seg == data_ref.seg);
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obj.byte_offset -= 4; // basic offset
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if (processed_offsets.count(obj.byte_offset) == 0) {
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processed_offsets.insert(obj.byte_offset);
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auto type = get_type_of_basic(obj);
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if (type == "collide-hash-fragment") {
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// not instanced.
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handle_collide_fragment(typed_ref_from_basic(obj, dts), dts, {}, &out.collision.vertices);
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} else if (type == "instance-tie") {
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} else {
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ASSERT_NOT_REACHED();
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}
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}
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data_ref.byte_offset += 4;
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}
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// now, ties
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for (auto tt : ties) {
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auto last_array = tt->arrays.back().get();
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auto as_instance_array = dynamic_cast<level_tools::DrawableInlineArrayInstanceTie*>(last_array);
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ASSERT(as_instance_array);
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for (auto& inst : as_instance_array->instances) {
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std::array<math::Vector4f, 4> mat;
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mat = extract_tie_matrix(inst.origin.data);
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mat[3][0] += inst.bsphere.data[0];
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mat[3][1] += inst.bsphere.data[1];
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mat[3][2] += inst.bsphere.data[2];
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auto& frags =
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tt->prototypes.prototype_array_tie.data.at(inst.bucket_index).collide_hash_frags;
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for (auto frag : frags) {
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frag.byte_offset -= 4;
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handle_collide_fragment(typed_ref_from_basic(frag, dts), dts, mat, &out.collision.vertices);
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}
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}
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}
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}
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} // namespace decompiler
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