jak-project/decompiler/level_extractor/extract_collide_frags.cpp
water111 fff3a2d872
[extractor] create debug_out (#2159)
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
2023-01-30 19:20:29 -05:00

285 lines
8.5 KiB
C++

#include "extract_collide_frags.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 std::string& debug_name,
tfrag3::Level& out,
bool dump_level) {
// 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);
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 (dump_level) {
auto debug_out = debug_dump_to_obj(all_frags);
auto file_path =
file_util::get_file_path({"debug_out", 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]);
}
}
}
}
} // namespace decompiler