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https://github.com/open-goal/jak-project
synced 2026-07-31 08:16:02 -04:00
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
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@@ -160,7 +160,6 @@ level_tools::BspHeader extract_bsp_from_level(const ObjectFileDB& db,
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const TextureDB& tex_db,
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const std::string& dgo_name,
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const Config& config,
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bool extract_collision,
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tfrag3::Level& level_data) {
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auto hacks = config.hacks;
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auto bsp_rec = get_bsp_file(db.obj_files_by_dgo.at(dgo_name), dgo_name);
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@@ -231,14 +230,15 @@ level_tools::BspHeader extract_bsp_from_level(const ObjectFileDB& db,
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ASSERT(as_shrub_tree);
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extract_shrub(as_shrub_tree, fmt::format("{}-{}-shrub", dgo_name, i++),
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bsp_header.texture_remap_table, tex_db, {}, level_data, false, db.version());
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} else if (draw_tree->my_type() == "drawable-tree-collide-fragment" && extract_collision) {
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} else if (draw_tree->my_type() == "drawable-tree-collide-fragment" &&
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config.extract_collision) {
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auto as_collide_frags =
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dynamic_cast<level_tools::DrawableTreeCollideFragment*>(draw_tree.get());
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ASSERT(as_collide_frags);
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ASSERT(!got_collide);
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got_collide = true;
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extract_collide_frags(as_collide_frags, all_ties, config,
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fmt::format("{}-{}-collide", dgo_name, i++), level_data, false);
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fmt::format("{}-{}-collide", dgo_name, i++), level_data);
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} else {
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lg::print(" unsupported tree {}\n", draw_tree->my_type());
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}
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@@ -247,7 +247,7 @@ level_tools::BspHeader extract_bsp_from_level(const ObjectFileDB& db,
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if (bsp_header.collide_hash.num_items) {
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ASSERT(!got_collide);
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extract_collide_frags(bsp_header.collide_hash, all_ties, config,
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fmt::format("{}-{}-collide", dgo_name, i++), db.dts, level_data, false);
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fmt::format("{}-{}-collide", dgo_name, i++), db.dts, level_data);
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}
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level_data.level_name = level_name;
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@@ -262,7 +262,6 @@ level_tools::BspHeader extract_bsp_from_level(const ObjectFileDB& db,
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void extract_common(const ObjectFileDB& db,
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const TextureDB& tex_db,
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const std::string& dgo_name,
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bool dump_levels,
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const fs::path& output_folder,
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const Config& config) {
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if (db.obj_files_by_dgo.count(dgo_name) == 0) {
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@@ -325,7 +324,7 @@ void extract_common(const ObjectFileDB& db,
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output_folder / fmt::format("{}.fr3", dgo_name.substr(0, dgo_name.length() - 4)),
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compressed.data(), compressed.size());
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if (dump_levels) {
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if (config.rip_levels) {
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auto file_path = file_util::get_jak_project_dir() / "glb_out" / "common.glb";
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file_util::create_dir_if_needed_for_file(file_path);
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save_level_foreground_as_gltf(tfrag_level, art_group_data, file_path);
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@@ -336,8 +335,6 @@ void extract_from_level(const ObjectFileDB& db,
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const TextureDB& tex_db,
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const std::string& dgo_name,
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const Config& config,
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bool dump_level,
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bool extract_collision,
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const fs::path& output_folder,
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const fs::path& entities_folder) {
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if (db.obj_files_by_dgo.count(dgo_name) == 0) {
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@@ -349,8 +346,7 @@ void extract_from_level(const ObjectFileDB& db,
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add_all_textures_from_level(level_data, dgo_name, tex_db);
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// the bsp header file data
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auto bsp_header =
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extract_bsp_from_level(db, tex_db, dgo_name, config, extract_collision, level_data);
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auto bsp_header = extract_bsp_from_level(db, tex_db, dgo_name, config, level_data);
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extract_art_groups_from_level(db, tex_db, bsp_header.texture_remap_table, dgo_name, level_data,
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art_group_data);
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@@ -366,7 +362,7 @@ void extract_from_level(const ObjectFileDB& db,
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output_folder / fmt::format("{}.fr3", dgo_name.substr(0, dgo_name.length() - 4)),
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compressed.data(), compressed.size());
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if (dump_level) {
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if (config.rip_levels) {
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auto back_file_path = file_util::get_jak_project_dir() / "glb_out" /
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fmt::format("{}_background.glb", level_data.level_name);
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file_util::create_dir_if_needed_for_file(back_file_path);
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@@ -385,18 +381,15 @@ void extract_all_levels(const ObjectFileDB& db,
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const std::vector<std::string>& dgo_names,
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const std::string& common_name,
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const Config& config,
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bool debug_dump_level,
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bool extract_collision,
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const fs::path& output_path) {
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extract_common(db, tex_db, common_name, debug_dump_level, output_path, config);
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extract_common(db, tex_db, common_name, output_path, config);
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auto entities_dir = file_util::get_jak_project_dir() / "decompiler_out" /
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game_version_names[config.game_version] / "entities";
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file_util::create_dir_if_needed(entities_dir);
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SimpleThreadGroup threads;
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threads.run(
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[&](int idx) {
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extract_from_level(db, tex_db, dgo_names[idx], config, debug_dump_level, extract_collision,
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output_path, entities_dir);
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extract_from_level(db, tex_db, dgo_names[idx], config, output_path, entities_dir);
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},
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dgo_names.size());
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threads.join();
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