jak-project/common
Hat Kid c64eea6337
[buildactor] support generating collide-meshes for custom models (#3540)
This adds support for generating collide meshes when importing custom
models. A couple of things to keep in mind:

- A single `collide-mesh` may only have up to 255 vertices.
- When exporting a GLTF file in Blender, a `collide-mesh` will be
generated for every mesh object that has collision properties applied
(ideally, you would set all visual meshes to `ignore` and your collision
meshes to `invisible` in the OpenGOAL plugin's custom properties).
- Ensure that your actor using the model properly allocates enough
`collide-shape-prim-mesh`es for each `collide-mesh` ([example from the
original game that uses multiple
meshes](f6688659f2/goal_src/jak1/levels/finalboss/robotboss.gc (L2628-L2806))).

~One annoying problem that I haven't fully figured out yet (unrelated to
the actual functionality):
`collide-mesh`es are stored in art groups as an `(array collide-mesh)`
in the `art-joint-geo`'s `extra`, so I had to add a new `Res` type to
support this. The way that `array`s are stored in `res-lump`s is a bit
of a hack right now. The lump only stores a pointer to the array, so the
size of that is 4 bytes, but because we have to generate all the actual
array data too, the current `ResLump` code in C++ doesn't handle this
case well and would assert, so I decided to omit the asserts if an
`array` tag is present and "fake" the size so the object file is
generated more closely to how the game expects it until we figure out
something better.~
This was fixed by generating the array data beforehand and creating a
`ResRef` class that takes the pointer to the array data and adds it to
the lump.
2024-05-29 06:09:20 +02:00
..
audio deps: update fmt to latest version (#3403) 2024-03-05 22:11:52 -05:00
cross_os_debug deps: update fmt to latest version (#3403) 2024-03-05 22:11:52 -05:00
cross_sockets deps: update fmt to latest version (#3403) 2024-03-05 22:11:52 -05:00
custom_data [buildactor] support generating collide-meshes for custom models (#3540) 2024-05-29 06:09:20 +02:00
dma deps: update fmt to latest version (#3403) 2024-03-05 22:11:52 -05:00
formatter decomp3: spawn target, add merc and particle buckets and some temporary hacks (#3445) 2024-04-05 00:07:39 -04:00
global_profiler deps: update fmt to latest version (#3403) 2024-03-05 22:11:52 -05:00
goos [goalc] speed up jak3 compilation (#3454) 2024-04-06 16:01:17 -04:00
log deps: update fmt to latest version (#3403) 2024-03-05 22:11:52 -05:00
math deps: update fmt to latest version (#3403) 2024-03-05 22:11:52 -05:00
repl Dependency graph work - Part 1 - Preliminary work (#3505) 2024-05-12 12:37:59 -04:00
serialization deps: update fmt to latest version (#3403) 2024-03-05 22:11:52 -05:00
sqlite [jak2] Work-in-progress texture animations (#2819) 2023-07-14 18:17:54 -04:00
texture Start setting up texture animation for jak 3. (#3524) 2024-05-18 11:23:48 -04:00
type_system Dependency graph work - Part 1 - Preliminary work (#3505) 2024-05-12 12:37:59 -04:00
util [wip] build actor tool (#3266) 2024-05-18 18:18:25 +02:00
versions deps: update fmt to latest version (#3403) 2024-03-05 22:11:52 -05:00
CMakeLists.txt [wip] build actor tool (#3266) 2024-05-18 18:18:25 +02:00
common_types.h support c++ tools on macos (#2063) 2022-12-22 17:12:05 -05:00
goal_constants.h [jak3] Set up ckernel (#3308) 2024-01-16 19:24:02 -05:00
link_types.h [jak3] Set up ckernel (#3308) 2024-01-16 19:24:02 -05:00
listener_common.h Typo fix LTT_MSG_INSEPCT (#2778) 2023-06-29 16:45:53 -04:00
symbols.h [jak3] Set up ckernel (#3308) 2024-01-16 19:24:02 -05:00