jak-project/goalc/build_actor/common/MercExtract.h
water111 f2e7606f1b
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[build_actor] Add skeleton and animation support (#3638)
This adds a feature to `build_actor` to support importing skeletons and
animations from .glb files.

Multiple animations are handled and will use the name in the GLB. The
default `viewer` process will end up playing back the first animation.

There are a few limitations:
- You can only have around 100 bones. It is technically possibly to have
slightly more, but certain animations may fail to compress when there
are more than ~100 bones.
- Currently, all animations have 60 keyframes per second. This is a
higher quality than what is normally used. If animation size becomes
problematic, we could make this customizable somehow.
- There is no support for the `align` bone.

---------

Co-authored-by: water111 <awaterford1111445@gmail.com>
2024-08-16 11:25:53 -04:00

41 lines
1.4 KiB
C++

#pragma once
#include "common/util/gltf_util.h"
#include "goalc/build_actor/jak1/build_actor.h"
struct MercExtractData {
gltf_util::TexturePool tex_pool;
std::vector<u32> new_indices;
std::vector<tfrag3::PreloadedVertex> new_vertices;
std::vector<math::Vector<u8, 4>> new_colors;
std::vector<math::Vector3f> normals;
std::vector<gltf_util::JointsAndWeights> joints_and_weights;
tfrag3::MercModel new_model;
};
// Data produced by loading a replacement model
struct MercSwapData {
std::vector<u32> new_indices;
std::vector<tfrag3::MercVertex> new_vertices;
std::vector<tfrag3::Texture> new_textures;
tfrag3::MercModel new_model;
};
void extract(const std::string& name,
MercExtractData& out,
const tinygltf::Model& model,
const std::vector<gltf_util::NodeWithTransform>& all_nodes,
u32 index_offset,
u32 vertex_offset,
u32 tex_offset);
void merc_convert(MercSwapData& out, const MercExtractData& in);
MercSwapData load_merc_model(u32 current_idx_count,
u32 current_vtx_count,
u32 current_tex_count,
const std::string& path,
const std::string& name);
std::vector<jak1::CollideMesh> gen_collide_mesh_from_model(
const tinygltf::Model& model,
const std::vector<gltf_util::NodeWithTransform>& all_nodes,
int joint_idx);