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8 changes: 4 additions & 4 deletions fast64_internal/f3d/f3d_gbi.py
Original file line number Diff line number Diff line change
Expand Up @@ -2335,7 +2335,7 @@ def __eq__(self, __o: object) -> bool:


class FMesh:
def __init__(self, name, DLFormat):
def __init__(self, name, DLFormat, drawLayer=None):
self.name = name
# GfxList
self.draw = GfxList(name, GfxListTag.Draw, DLFormat)
Expand All @@ -2345,6 +2345,7 @@ def __init__(self, name, DLFormat):
self.cullVertexList = None
self.draw_overrides: list[GfxList] = []
self.DLFormat = DLFormat
self.drawLayer = drawLayer

# Used to avoid consecutive calls to the same material if unnecessary
self.currentFMaterial = None
Expand Down Expand Up @@ -2405,8 +2406,7 @@ def to_c(self, f3d: F3D, gfxFormatter: GfxFormatter):
for triGroup in self.triangleGroups:
staticData.append(triGroup.to_c(f3d, gfxFormatter))

draw_layer = "Opaque" if "Opaque" in self.name else "Transparent" if "Transparent" in self.name else "Overlay"
dynamicData = gfxFormatter.drawToC(f3d, self.draw, layer=draw_layer)
dynamicData = gfxFormatter.drawToC(f3d, self.draw, layer=self.drawLayer)

for cmd_list in self.draw_overrides:
dynamicData.append(cmd_list.to_c(f3d))
Expand Down Expand Up @@ -2541,7 +2541,7 @@ def addMesh(
if final_name in self.meshes:
final_name = f"{base_name}_{i:03}"
checkUniqueBoneNames(self, final_name, name)
self.meshes[final_name] = mesh = meshOverride(final_name, self.DLFormat)
self.meshes[final_name] = mesh = meshOverride(final_name, self.DLFormat, drawLayer=drawLayer)
self.onAddMesh(mesh, contextObj)
return mesh

Expand Down
4 changes: 2 additions & 2 deletions fast64_internal/sm64/sm64_geolayout_writer.py
Original file line number Diff line number Diff line change
Expand Up @@ -2764,7 +2764,7 @@ def saveSkinnedMeshByMaterial(
lastMaterialName = None

# Load parent group vertices
fSkinnedMesh = FMesh(skinnedMeshName, fModel.DLFormat)
fSkinnedMesh = FMesh(skinnedMeshName, fModel.DLFormat, drawLayer=drawLayer)

# Load verts into buffer by material.
# It seems like material setup must be done BEFORE triangles are drawn.
Expand Down Expand Up @@ -2808,7 +2808,7 @@ def saveSkinnedMeshByMaterial(
# End skinned mesh vertices.
fSkinnedMesh.draw.commands.append(SPEndDisplayList())

fMesh = FMesh(meshName, fModel.DLFormat)
fMesh = FMesh(meshName, fModel.DLFormat, drawLayer=drawLayer)

# Load current group vertices, then draw commands by material
existingVertData, matRegionDict = convertVertDictToArray(notInGroupVertArray)
Expand Down
2 changes: 1 addition & 1 deletion fast64_internal/z64/exporter/skeleton/functions.py
Original file line number Diff line number Diff line change
Expand Up @@ -100,7 +100,7 @@ def ootProcessBone(
)
else:
# Dummy data, only used so that name is set correctly
mesh = FMesh(bone.ootBone.customDLName, DLFormat.Static)
mesh = FMesh(bone.ootBone.customDLName, DLFormat.Static, drawLayer=drawLayer)

DL = None
if mesh is not None:
Expand Down
17 changes: 13 additions & 4 deletions fast64_internal/z64/f3d/operators.py
Original file line number Diff line number Diff line change
Expand Up @@ -32,12 +32,16 @@


class OOTF3DGfxFormatter(OOTGfxFormatter):
def __init__(self, scrollMethod):
def __init__(self, scrollMethod, use_draw_layer_suffix=True):
OOTGfxFormatter.__init__(self, scrollMethod)
self.use_draw_layer_suffix = use_draw_layer_suffix

# override the function to give a custom name to the DL array
def drawToC(self, f3d, gfxList, layer: Optional[str] = None):
return gfxList.to_c(f3d, name_override=f"{gfxList.name}_{layer.lower()}_dl")
name_override = None
if self.use_draw_layer_suffix and layer is not None:
name_override = f"{gfxList.name}_{layer.lower()}_dl"
return gfxList.to_c(f3d, name_override=name_override)


def ootConvertMeshToC(
Expand Down Expand Up @@ -71,7 +75,11 @@ def ootConvertMeshToC(
triConverterInfo, fModel, obj, finalTransform, fModel.name, not saveTextures, False, "oot"
)

# Since we provide a draw layer override, there should only be one fMesh.
# fMeshes is a dict where keys are draw layer names and values are the mesh for that draw layer.
# If there is more than one mesh we need to append a draw layer suffix on export to the original mesh name,
# to avoid exporting the same name twice.
use_draw_layer_suffix = len(fMeshes) > 1
Comment thread
Yanis002 marked this conversation as resolved.

for fMesh in fMeshes.values():
fMesh.draw.name = obj_name

Expand All @@ -96,7 +104,8 @@ def ootConvertMeshToC(
path = ootGetPath(exportPath, isCustomExport, "assets/objects/", folderName, False, True)
includeDir = settings.customAssetIncludeDir if settings.isCustom else f"assets/objects/{folderName}"
exportData = fModel.to_c(
TextureExportSettings(False, saveTextures, includeDir, path), OOTF3DGfxFormatter(ScrollMethod.Vertex)
TextureExportSettings(False, saveTextures, includeDir, path),
OOTF3DGfxFormatter(ScrollMethod.Vertex, use_draw_layer_suffix=use_draw_layer_suffix),
)

data.append(exportData.all())
Expand Down
4 changes: 2 additions & 2 deletions fast64_internal/z64/model_classes.py
Original file line number Diff line number Diff line change
Expand Up @@ -378,8 +378,8 @@ def to_c(self) -> CData:
class SkinAnimData(FMesh):
"""subclass of FMesh for exporting SkinAnimatedLimbData"""

def __init__(self, name: str, DLFormat: DLFormat) -> None:
super().__init__(name, DLFormat)
def __init__(self, name: str, DLFormat: DLFormat, drawLayer=None) -> None:
super().__init__(name, DLFormat, drawLayer=drawLayer)
self.namePrefix = name.partition("mesh")[0]
self.name = self.namePrefix + "SkinAnimatedLimbData"
self.vtxList: OOTVtxList = OOTVtxList("(Vtx*)0x08000000")
Expand Down