mirror of
https://github.com/open-goal/jak-project
synced 2026-06-24 01:41:29 -04:00
f2e7606f1b
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>
66 lines
2.0 KiB
C++
66 lines
2.0 KiB
C++
#include "common/log/log.h"
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#include "common/util/Assert.h"
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#include "common/util/FileUtil.h"
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#include "goalc/build_actor/jak1/build_actor.h"
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#include "third-party/CLI11.hpp"
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int main(int argc, char** argv) {
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// logging
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lg::set_stdout_level(lg::level::info);
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lg::set_flush_level(lg::level::info);
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lg::initialize();
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// game version
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std::string game, mdl_name, output_file;
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bool gen_collide_mesh = false;
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fs::path project_path_override;
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// path
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if (!file_util::setup_project_path(std::nullopt)) {
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return 1;
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}
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lg::info("Build Actor Tool", versions::GOAL_VERSION_MAJOR, versions::GOAL_VERSION_MINOR);
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CLI::App app{"OpenGOAL Compiler / REPL"};
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app.add_option("input-model", mdl_name,
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"Input model file (for example: custom_assets/jak1/models/test.glb)")
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->required();
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app.add_option("output-file", output_file,
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"Output *-ag.go file (for example: out/jak1/obj/test-ag.go)")
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->required();
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app.add_option("-g,--game", game, "Game version (only jak1 for now)")->required();
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app.add_option("--proj-path", project_path_override,
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"Specify the location of the 'data/' folder");
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app.add_flag("-m,--mesh", gen_collide_mesh, "Whether to generate a collide-mesh for this model");
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app.validate_positionals();
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CLI11_PARSE(app, argc, argv)
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GameVersion game_version = game_name_to_version(game);
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if (!project_path_override.empty()) {
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if (!fs::exists(project_path_override)) {
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lg::error("Error: project path override '{}' does not exist", project_path_override.string());
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return 1;
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}
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if (!file_util::setup_project_path(project_path_override)) {
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lg::error("Could not setup project path!");
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return 1;
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}
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} else if (!file_util::setup_project_path(std::nullopt)) {
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return 1;
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}
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switch (game_version) {
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case GameVersion::Jak1:
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jak1::run_build_actor(mdl_name, output_file, gen_collide_mesh);
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break;
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default:
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ASSERT_NOT_REACHED_MSG("unsupported game version");
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}
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return 0;
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}
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