Files
jak-project/goalc/build_actor/common/MercExtract.cpp
Grateful Forest c60ae23e59 jak1, jak2, jak3: fix custom model visibility (#4070)
Resolves #3698

This is a known issue confirmed by HatKid after the release of the build
actor tool as something that came up during testing.

There is a problem which is you can't go over 255 vertices or faces in a
single collision primitive. The solution then is to split a single
object into two different primitives. This is what's done in the real
game.

The problem here is that the build actor tool also doesn't support
splitting an object into multiple objects in Blender. If you do, any
subsequent objects appear invisible. This is because the pipeline for
building materials is single-object. If you have a material on multiple
objects in Blender, only one gets built and any subsequent uses get
skipped as they were presumed to have already been built.

This simple fix adds an additional check to check both materials AND
objects when building materials.

This is a pretty important fix, as there's no way to get around the 255
hex limit, so at that point you have no choice but to separate objects
into two separate Blender objects. At this point, it doesn't make sense
to not be able to display the same material on multiple Blender objects.

This affects BOTH collision meshes as well as visual meshes.

This is also a particular issue for non-armature actors.


[Here](https://discord.com/channels/967812267351605298/989587365884485732/1310328952069296290)
is an example of others stumbling across this problem. The solution
found was to make sure all objects were in a single object.

Before this PR:

<video controls
src="https://github.com/user-attachments/assets/fabcd951-d855-4d52-8ed0-0aeea0b75414"></video>

After this PR:

<video controls
src="https://github.com/user-attachments/assets/3e3b7d53-e4ed-43bb-aef1-08cc147d44c0"></video>
2025-12-08 17:51:33 -05:00

479 lines
18 KiB
C++

#include "MercExtract.h"
#include "common/log/log.h"
#include "common/util/gltf_util.h"
#include "goalc/build_level/common/gltf_mesh_extract.h"
void extract(const std::string& name,
gltf_util::MercExtractData& out,
const tinygltf::Model& model,
const std::vector<gltf_util::NodeWithTransform>& all_nodes,
u32 index_offset,
u32 vertex_offset,
u32 tex_offset) {
ASSERT(out.new_vertices.empty());
std::map<std::pair<int, int>, tfrag3::MercDraw> draw_by_material;
int mesh_count = 0;
int prim_count = 0;
int joints = 3;
auto skin_idx = find_single_skin(model, all_nodes);
if (skin_idx) {
joints += gltf_util::get_joint_count(model, *skin_idx);
}
for (const auto& n : all_nodes) {
const auto& node = model.nodes[n.node_idx];
if (node.extras.Has("set_invisible") && node.extras.Get("set_invisible").Get<int>()) {
continue;
}
// gltf_mesh_extract::PatResult mesh_default_collide =
// gltf_mesh_extract::custom_props_to_pat(node.extras, node.name);
if (node.mesh >= 0) {
const auto& mesh = model.meshes[node.mesh];
mesh_count++;
for (const auto& prim : mesh.primitives) {
// get material
// const auto& mat_idx = prim.material;
// gltf_mesh_extract::PatResult pat = mesh_default_collide;
// if (mat_idx != -1) {
// const auto& mat = model.materials[mat_idx];
// auto mat_pat = gltf_mesh_extract::custom_props_to_pat(mat.extras, mat.name);
// if (mat_pat.set) {
// pat = mat_pat;
// }
// }
// if (pat.set && pat.ignore) {
// continue; // skip, no collide here
// }
prim_count++;
// extract index buffer
std::vector<u32> prim_indices = gltf_util::gltf_index_buffer(
model, prim.indices, out.new_vertices.size() + vertex_offset);
ASSERT_MSG(prim.mode == TINYGLTF_MODE_TRIANGLES, "Unsupported triangle mode");
// extract vertices
auto verts =
gltf_util::gltf_vertices(model, prim.attributes, n.w_T_node, true, true, mesh.name);
out.new_vertices.insert(out.new_vertices.end(), verts.vtx.begin(), verts.vtx.end());
out.new_colors.insert(out.new_colors.end(), verts.vtx_colors.begin(),
verts.vtx_colors.end());
out.normals.insert(out.normals.end(), verts.normals.begin(), verts.normals.end());
ASSERT(out.new_colors.size() == out.new_vertices.size());
if (prim.attributes.count("JOINTS_0") && prim.attributes.count("WEIGHTS_0")) {
auto joints_and_weights = gltf_util::extract_and_flatten_joints_and_weights(model, prim);
ASSERT(joints_and_weights.size() == verts.vtx.size());
out.joints_and_weights.insert(out.joints_and_weights.end(), joints_and_weights.begin(),
joints_and_weights.end());
} else {
// add fake data for vertices without this data
gltf_util::JointsAndWeights dummy;
dummy.joints[0] = 3;
dummy.weights[0] = 1.f;
for (size_t i = 0; i < out.new_vertices.size(); i++) {
out.joints_and_weights.push_back(dummy);
}
}
// real draw details will be filled out in the next loop.
auto& draw = draw_by_material[{prim.material, n.node_idx}];
draw.mode = gltf_util::make_default_draw_mode(); // todo rm
draw.tree_tex_id = 0; // todo rm
draw.num_triangles += prim_indices.size() / 3;
draw.no_strip = true;
draw.index_count = prim_indices.size();
draw.first_index = index_offset + out.new_indices.size();
out.new_indices.insert(out.new_indices.end(), prim_indices.begin(), prim_indices.end());
}
}
}
tfrag3::MercEffect e;
tfrag3::MercEffect envmap_eff;
envmap_eff.has_envmap = false;
out.new_model.name = name;
out.new_model.max_bones = joints;
out.new_model.max_draws = 0;
for (const auto& [key, d_] : draw_by_material) {
int mat_idx = key.first;
if (mat_idx < 0 || !gltf_util::material_has_envmap(model.materials[mat_idx]) ||
!gltf_util::envmap_is_valid(model.materials[mat_idx])) {
gltf_util::process_normal_merc_draw(model, out, tex_offset, e, mat_idx, d_);
} else {
envmap_eff.has_envmap = true;
gltf_util::process_envmap_merc_draw(model, out, tex_offset, envmap_eff, mat_idx, d_);
}
}
// in case a model only has envmap draws, we don't push the normal merc effect
if (!e.all_draws.empty()) {
out.new_model.effects.push_back(e);
}
if (envmap_eff.has_envmap) {
out.new_model.effects.push_back(envmap_eff);
}
for (auto& effect : out.new_model.effects) {
out.new_model.max_draws += effect.all_draws.size();
}
lg::info("total of {} unique materials ({} normal, {} envmap)", out.new_model.max_draws,
e.all_draws.size(), envmap_eff.all_draws.size());
lg::info("Merged {} meshes and {} prims into {} vertices", mesh_count, prim_count,
out.new_vertices.size());
}
void merc_convert(gltf_util::MercSwapData& out, const gltf_util::MercExtractData& in) {
// easy
out.new_model = in.new_model;
out.new_indices = in.new_indices;
out.new_textures = in.tex_pool.textures_by_idx;
// convert vertices
for (size_t i = 0; i < in.new_vertices.size(); i++) {
const auto& y = in.new_vertices[i];
auto& x = out.new_vertices.emplace_back();
x.pos[0] = y.x;
x.pos[1] = y.y;
x.pos[2] = y.z;
x.normal[0] = in.normals.at(i).x();
x.normal[1] = in.normals.at(i).y();
x.normal[2] = in.normals.at(i).z();
x.weights[0] = in.joints_and_weights.at(i).weights[0];
x.weights[1] = in.joints_and_weights.at(i).weights[1];
x.weights[2] = in.joints_and_weights.at(i).weights[2];
x.st[0] = y.s;
x.st[1] = y.t;
x.rgba[0] = in.new_colors[i][0];
x.rgba[1] = in.new_colors[i][1];
x.rgba[2] = in.new_colors[i][2];
x.rgba[3] = in.new_colors[i][3];
x.mats[0] = in.joints_and_weights.at(i).joints[0];
x.mats[1] = in.joints_and_weights.at(i).joints[1];
x.mats[2] = in.joints_and_weights.at(i).joints[2];
}
}
gltf_util::MercSwapData load_merc_model(u32 current_idx_count,
u32 current_vtx_count,
u32 current_tex_count,
const std::string& path,
const std::string& name) {
gltf_util::MercSwapData result;
lg::info("Reading gltf mesh: {}", path);
tinygltf::TinyGLTF loader;
tinygltf::Model model;
std::string err, warn;
bool res = loader.LoadBinaryFromFile(&model, &err, &warn, path);
ASSERT_MSG(warn.empty(), warn.c_str());
ASSERT_MSG(err.empty(), err.c_str());
ASSERT_MSG(res, "Failed to load GLTF file!");
auto all_nodes = gltf_util::flatten_nodes_from_all_scenes(model);
gltf_util::MercExtractData extract_data;
extract(name, extract_data, model, all_nodes, current_idx_count, current_vtx_count,
current_tex_count);
merc_convert(result, extract_data);
return result;
}
std::vector<jak1::CollideMesh> gen_collide_mesh_from_model_jak1(
const tinygltf::Model& model,
const std::vector<gltf_util::NodeWithTransform>& all_nodes,
int joint_idx) {
// data for a single primitive
struct PrimWork {
std::string mesh_name;
std::vector<math::Vector4f> verts;
std::vector<u32> indices;
gltf_mesh_extract::PatResult pat;
};
std::vector<std::vector<PrimWork>> mesh_data;
int mesh_count = 0;
// int prim_count = 0;
for (const auto& n : all_nodes) {
const auto& node = model.nodes[n.node_idx];
gltf_mesh_extract::PatResult mesh_default_collide =
gltf_mesh_extract::custom_props_to_pat(node.extras, node.name);
if (node.mesh >= 0) {
const auto& mesh = model.meshes[node.mesh];
mesh_count++;
std::vector<PrimWork> prims;
for (const auto& prim : mesh.primitives) {
// get material
const auto& mat_idx = prim.material;
gltf_mesh_extract::PatResult pat = mesh_default_collide;
if (mat_idx != -1) {
const auto& mat = model.materials[mat_idx];
auto mat_pat = gltf_mesh_extract::custom_props_to_pat(mat.extras, mat.name);
if (mat_pat.set) {
pat = mat_pat;
}
}
if (pat.set && pat.ignore) {
continue; // skip, no collide here
}
auto& prim_data = prims.emplace_back();
prim_data.mesh_name = mesh.name;
prim_data.pat = pat;
// prim_count++;
// extract index buffer
std::vector<u32> prim_indices = gltf_util::gltf_index_buffer(model, prim.indices, 0);
ASSERT_MSG(prim.mode == TINYGLTF_MODE_TRIANGLES,
fmt::format("Mesh {}: Unsupported triangle mode {}", mesh.name, prim.mode));
// extract vertices
auto verts =
gltf_util::gltf_vertices(model, prim.attributes, n.w_T_node, true, true, mesh.name);
ASSERT_MSG(verts.vtx.size() <= 255,
fmt::format("primitive of mesh {} has too many vertices (max 255, actual {})",
mesh.name, verts.vtx.size()));
prim_data.verts.reserve(verts.vtx.size());
for (auto& vert : verts.vtx) {
prim_data.verts.emplace_back(vert.x, vert.y, vert.z, 1.0);
}
prim_data.indices = prim_indices;
mesh_data.push_back(prims);
}
}
}
std::vector<jak1::CollideMesh> cmeshes;
cmeshes.reserve(mesh_count);
// we extracted all of the prim data for each mesh, now combine
for (size_t p = 0; p < mesh_data.size(); p++) {
auto& prims = mesh_data.at(p);
std::vector<math::Vector4f> verts;
std::vector<jak1::CollideMeshTri> tris;
int vert_count = 0;
for (auto& prim : prims) {
if (prim.pat.ignore) {
continue;
}
vert_count += verts.size();
verts.insert(verts.end(), prim.verts.begin(), prim.verts.end());
for (size_t i = 0; i < prim.indices.size(); i += 3) {
auto& tri = tris.emplace_back();
tri.vert_idx[0] = prim.indices.at(i);
tri.vert_idx[1] = prim.indices.at(i + 1);
tri.vert_idx[2] = prim.indices.at(i + 2);
tri.pat = prim.pat.pat;
}
}
ASSERT_MSG(vert_count <= 255, fmt::format("Mesh {} has too many vertices (max 255, actual {})",
prims.at(p).mesh_name, vert_count));
auto& cmesh = cmeshes.emplace_back();
// TODO joint idx as a custom property in blender?
cmesh.joint_id = joint_idx;
cmesh.vertices.reserve(255);
cmesh.vertices.insert(cmesh.vertices.begin(), verts.begin(), verts.end());
cmesh.num_verts = cmesh.vertices.size();
cmesh.num_tris = tris.size();
cmesh.tris.reserve(cmesh.num_tris);
for (size_t j = 0; j < cmesh.num_tris; j++) {
cmesh.tris.push_back(tris.at(j));
}
}
return cmeshes;
}
std::vector<jak2::CollideMesh> gen_collide_mesh_from_model_jak2(
const tinygltf::Model& model,
const std::vector<gltf_util::NodeWithTransform>& all_nodes,
int joint_idx) {
// data for a single primitive
struct PrimWork {
std::string mesh_name;
std::vector<math::Vector4f> verts;
std::vector<u32> indices;
gltf_mesh_extract::PatResult pat;
};
std::vector<std::vector<PrimWork>> mesh_data;
int mesh_count = 0;
// int prim_count = 0;
for (const auto& n : all_nodes) {
const auto& node = model.nodes[n.node_idx];
gltf_mesh_extract::PatResult mesh_default_collide =
gltf_mesh_extract::custom_props_to_pat(node.extras, node.name);
if (node.mesh >= 0) {
const auto& mesh = model.meshes[node.mesh];
mesh_count++;
std::vector<PrimWork> prims;
for (const auto& prim : mesh.primitives) {
// get material
const auto& mat_idx = prim.material;
gltf_mesh_extract::PatResult pat = mesh_default_collide;
if (mat_idx != -1) {
const auto& mat = model.materials[mat_idx];
auto mat_pat = gltf_mesh_extract::custom_props_to_pat(mat.extras, mat.name);
if (mat_pat.set) {
pat = mat_pat;
}
}
if (pat.set && pat.ignore) {
continue; // skip, no collide here
}
auto& prim_data = prims.emplace_back();
prim_data.mesh_name = mesh.name;
prim_data.pat = pat;
// prim_count++;
// extract index buffer
std::vector<u32> prim_indices = gltf_util::gltf_index_buffer(model, prim.indices, 0);
ASSERT_MSG(prim.mode == TINYGLTF_MODE_TRIANGLES,
fmt::format("Mesh {}: Unsupported triangle mode {}", mesh.name, prim.mode));
// extract vertices
auto verts =
gltf_util::gltf_vertices(model, prim.attributes, n.w_T_node, true, true, mesh.name);
ASSERT_MSG(verts.vtx.size() <= 255,
fmt::format("primitive of mesh {} has too many vertices (max 255, actual {})",
mesh.name, verts.vtx.size()));
prim_data.verts.reserve(verts.vtx.size());
for (auto& vert : verts.vtx) {
prim_data.verts.emplace_back(vert.x, vert.y, vert.z, 1.0);
}
prim_data.indices = prim_indices;
mesh_data.push_back(prims);
}
}
}
std::vector<jak2::CollideMesh> cmeshes;
cmeshes.reserve(mesh_count);
// we extracted all of the prim data for each mesh, now combine
for (size_t p = 0; p < mesh_data.size(); p++) {
auto& prims = mesh_data.at(p);
std::vector<math::Vector4f> verts;
std::vector<jak2::CollideMeshTri> tris;
int vert_count = 0;
for (auto& prim : prims) {
if (prim.pat.ignore) {
continue;
}
vert_count += verts.size();
verts.insert(verts.end(), prim.verts.begin(), prim.verts.end());
for (size_t i = 0; i < prim.indices.size(); i += 3) {
auto& tri = tris.emplace_back();
tri.vert_idx[0] = prim.indices.at(i);
tri.vert_idx[1] = prim.indices.at(i + 1);
tri.vert_idx[2] = prim.indices.at(i + 2);
tri.pat = jak2_pat(prim.pat.pat);
}
}
ASSERT_MSG(vert_count <= 255, fmt::format("Mesh {} has too many vertices (max 255, actual {})",
prims.at(p).mesh_name, vert_count));
auto& cmesh = cmeshes.emplace_back();
// TODO joint idx as a custom property in blender?
cmesh.joint_id = joint_idx;
cmesh.vertices.reserve(255);
cmesh.vertices.insert(cmesh.vertices.begin(), verts.begin(), verts.end());
cmesh.num_verts = cmesh.vertices.size();
cmesh.num_tris = tris.size();
cmesh.tris.reserve(cmesh.num_tris);
for (size_t j = 0; j < cmesh.num_tris; j++) {
cmesh.tris.push_back(tris.at(j));
}
}
return cmeshes;
}
std::vector<jak3::CollideMesh> gen_collide_mesh_from_model_jak3(
const tinygltf::Model& model,
const std::vector<gltf_util::NodeWithTransform>& all_nodes,
int joint_idx) {
// data for a single primitive
struct PrimWork {
std::string mesh_name;
std::vector<math::Vector4f> verts;
std::vector<u32> indices;
gltf_mesh_extract::PatResult pat;
};
std::vector<std::vector<PrimWork>> mesh_data;
int mesh_count = 0;
// int prim_count = 0;
for (const auto& n : all_nodes) {
const auto& node = model.nodes[n.node_idx];
gltf_mesh_extract::PatResult mesh_default_collide =
gltf_mesh_extract::custom_props_to_pat(node.extras, node.name);
if (node.mesh >= 0) {
const auto& mesh = model.meshes[node.mesh];
mesh_count++;
std::vector<PrimWork> prims;
for (const auto& prim : mesh.primitives) {
// get material
const auto& mat_idx = prim.material;
gltf_mesh_extract::PatResult pat = mesh_default_collide;
if (mat_idx != -1) {
const auto& mat = model.materials[mat_idx];
auto mat_pat = gltf_mesh_extract::custom_props_to_pat(mat.extras, mat.name);
if (mat_pat.set) {
pat = mat_pat;
}
}
if (pat.set && pat.ignore) {
continue; // skip, no collide here
}
auto& prim_data = prims.emplace_back();
prim_data.mesh_name = mesh.name;
prim_data.pat = pat;
// prim_count++;
// extract index buffer
std::vector<u32> prim_indices = gltf_util::gltf_index_buffer(model, prim.indices, 0);
ASSERT_MSG(prim.mode == TINYGLTF_MODE_TRIANGLES,
fmt::format("Mesh {}: Unsupported triangle mode {}", mesh.name, prim.mode));
// extract vertices
auto verts =
gltf_util::gltf_vertices(model, prim.attributes, n.w_T_node, true, true, mesh.name);
ASSERT_MSG(verts.vtx.size() <= 255,
fmt::format("primitive of mesh {} has too many vertices (max 255, actual {})",
mesh.name, verts.vtx.size()));
prim_data.verts.reserve(verts.vtx.size());
for (auto& vert : verts.vtx) {
prim_data.verts.emplace_back(vert.x, vert.y, vert.z, 1.0);
}
prim_data.indices = prim_indices;
mesh_data.push_back(prims);
}
}
}
std::vector<jak3::CollideMesh> cmeshes;
cmeshes.reserve(mesh_count);
// we extracted all of the prim data for each mesh, now combine
for (size_t p = 0; p < mesh_data.size(); p++) {
auto& prims = mesh_data.at(p);
std::vector<math::Vector4f> verts;
std::vector<jak3::CollideMeshTri> tris;
int vert_count = 0;
for (auto& prim : prims) {
if (prim.pat.ignore) {
continue;
}
vert_count += verts.size();
verts.insert(verts.end(), prim.verts.begin(), prim.verts.end());
for (size_t i = 0; i < prim.indices.size(); i += 3) {
auto& tri = tris.emplace_back();
tri.vert_idx[0] = prim.indices.at(i);
tri.vert_idx[1] = prim.indices.at(i + 1);
tri.vert_idx[2] = prim.indices.at(i + 2);
tri.pat = jak3_pat(prim.pat.pat);
}
}
ASSERT_MSG(vert_count <= 255, fmt::format("Mesh {} has too many vertices (max 255, actual {})",
prims.at(p).mesh_name, vert_count));
auto& cmesh = cmeshes.emplace_back();
// TODO joint idx as a custom property in blender?
cmesh.joint_id = joint_idx;
cmesh.vertices.reserve(255);
cmesh.vertices.insert(cmesh.vertices.begin(), verts.begin(), verts.end());
cmesh.num_verts = cmesh.vertices.size();
cmesh.num_tris = tris.size();
cmesh.tris.reserve(cmesh.num_tris);
for (size_t j = 0; j < cmesh.num_tris; j++) {
cmesh.tris.push_back(tris.at(j));
}
}
return cmeshes;
}