This commit is contained in:
Jan Racek
2026-03-27 21:29:24 +01:00
parent 45a552be5a
commit 13ed569eaf
85 changed files with 1953 additions and 2470 deletions

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@@ -1,872 +0,0 @@
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@@ -113,7 +113,7 @@ namespace SplashEdit.EditorCode
System.IO.Compression.ZipFile.ExtractToDirectory(tempFile, installDir); System.IO.Compression.ZipFile.ExtractToDirectory(tempFile, installDir);
// Fix nested directory (archives often have one extra level) // Fix nested directory (archives often have one extra level)
FixNestedDirectory(installDir); SplashEdit.RuntimeCode.Utils.FixNestedDirectory(installDir);
try { File.Delete(tempFile); } catch { } try { File.Delete(tempFile); } catch { }
@@ -142,27 +142,6 @@ namespace SplashEdit.EditorCode
} }
} }
private static void FixNestedDirectory(string dir)
{
// If extraction created exactly one subdirectory, flatten it
var subdirs = Directory.GetDirectories(dir);
if (subdirs.Length == 1)
{
string nested = subdirs[0];
foreach (string file in Directory.GetFiles(nested))
{
string dest = Path.Combine(dir, Path.GetFileName(file));
if (!File.Exists(dest)) File.Move(file, dest);
}
foreach (string sub in Directory.GetDirectories(nested))
{
string dest = Path.Combine(dir, Path.GetFileName(sub));
if (!Directory.Exists(dest)) Directory.Move(sub, dest);
}
try { Directory.Delete(nested, true); } catch { }
}
}
/// <summary> /// <summary>
/// Runs mkpsxiso with the given XML catalog to produce a BIN/CUE image. /// Runs mkpsxiso with the given XML catalog to produce a BIN/CUE image.
/// </summary> /// </summary>

View File

@@ -164,7 +164,7 @@ namespace SplashEdit.EditorCode
else else
{ {
// The zip might have a nested directory — try to find the exe // The zip might have a nested directory — try to find the exe
FixNestedDirectory(installDir); SplashEdit.RuntimeCode.Utils.FixNestedDirectory(installDir);
if (SplashBuildPaths.IsPCSXReduxInstalled()) if (SplashBuildPaths.IsPCSXReduxInstalled())
{ {
log?.Invoke("PCSX-Redux installed successfully!"); log?.Invoke("PCSX-Redux installed successfully!");
@@ -187,29 +187,6 @@ namespace SplashEdit.EditorCode
} }
} }
/// <summary>
/// If the zip extracts into a nested directory, move files up.
/// </summary>
private static void FixNestedDirectory(string installDir)
{
var subdirs = Directory.GetDirectories(installDir);
if (subdirs.Length == 1)
{
string nested = subdirs[0];
foreach (string file in Directory.GetFiles(nested))
{
string dest = Path.Combine(installDir, Path.GetFileName(file));
File.Move(file, dest);
}
foreach (string dir in Directory.GetDirectories(nested))
{
string dest = Path.Combine(installDir, Path.GetFileName(dir));
Directory.Move(dir, dest);
}
try { Directory.Delete(nested); } catch { }
}
}
/// <summary> /// <summary>
/// Parse the latest build ID from the master manifest JSON. /// Parse the latest build ID from the master manifest JSON.
/// Expected format: {"builds":[{"id":1234,...},...],...} /// Expected format: {"builds":[{"id":1234,...},...],...}

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@@ -126,7 +126,7 @@ namespace SplashEdit.EditorCode
} }
// Fix nested directory (sometimes archives have one extra level) // Fix nested directory (sometimes archives have one extra level)
FixNestedDirectory(installDir); SplashEdit.RuntimeCode.Utils.FixNestedDirectory(installDir);
try { File.Delete(tempFile); } catch { } try { File.Delete(tempFile); } catch { }
@@ -155,27 +155,6 @@ namespace SplashEdit.EditorCode
} }
} }
private static void FixNestedDirectory(string dir)
{
// If extraction created exactly one subdirectory, flatten it
var subdirs = Directory.GetDirectories(dir);
if (subdirs.Length == 1)
{
string nested = subdirs[0];
foreach (string file in Directory.GetFiles(nested))
{
string dest = Path.Combine(dir, Path.GetFileName(file));
if (!File.Exists(dest)) File.Move(file, dest);
}
foreach (string sub in Directory.GetDirectories(nested))
{
string dest = Path.Combine(dir, Path.GetFileName(sub));
if (!Directory.Exists(dest)) Directory.Move(sub, dest);
}
try { Directory.Delete(nested, true); } catch { }
}
}
/// <summary> /// <summary>
/// Converts a Unity AudioClip to PS1 SPU ADPCM format using psxavenc. /// Converts a Unity AudioClip to PS1 SPU ADPCM format using psxavenc.
/// Returns the ADPCM byte array, or null on failure. /// Returns the ADPCM byte array, or null on failure.

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@@ -13,7 +13,6 @@ namespace SplashEdit.EditorCode
private Texture2D quantizedTexture; private Texture2D quantizedTexture;
private Texture2D vramTexture; // VRAM representation of the texture private Texture2D vramTexture; // VRAM representation of the texture
private List<VRAMPixel> clut; // Color Lookup Table (CLUT), stored as a 1D list private List<VRAMPixel> clut; // Color Lookup Table (CLUT), stored as a 1D list
private ushort[] indexedPixelData; // Indexed pixel data for VRAM storage
private PSXBPP bpp = PSXBPP.TEX_4BIT; private PSXBPP bpp = PSXBPP.TEX_4BIT;
private readonly int previewSize = 256; private readonly int previewSize = 256;
@@ -54,7 +53,7 @@ namespace SplashEdit.EditorCode
{ {
GUILayout.BeginVertical(); GUILayout.BeginVertical();
GUILayout.Label("Original Texture", PSXEditorStyles.CardHeaderStyle); GUILayout.Label("Original Texture", PSXEditorStyles.CardHeaderStyle);
DrawTexturePreview(originalTexture, previewSize, false); DrawTexturePreview(originalTexture, previewSize);
GUILayout.EndVertical(); GUILayout.EndVertical();
} }
@@ -88,27 +87,6 @@ namespace SplashEdit.EditorCode
PSXEditorStyles.DrawSeparator(4, 4); PSXEditorStyles.DrawSeparator(4, 4);
// Export indexed pixel data
if (indexedPixelData != null)
{
if (GUILayout.Button("Export texture data", PSXEditorStyles.SecondaryButton, GUILayout.Height(24)))
{
string path = EditorUtility.SaveFilePanel("Save texture data", "", "pixel_data", "bin");
if (!string.IsNullOrEmpty(path))
{
using (FileStream fileStream = new FileStream(path, FileMode.Create, FileAccess.Write))
using (BinaryWriter writer = new BinaryWriter(fileStream))
{
foreach (ushort value in indexedPixelData)
{
writer.Write(value);
}
}
}
}
}
// Export CLUT data // Export CLUT data
if (clut != null) if (clut != null)
{ {
@@ -146,7 +124,7 @@ namespace SplashEdit.EditorCode
clut = psxTex.ColorPalette; clut = psxTex.ColorPalette;
} }
private void DrawTexturePreview(Texture2D texture, int size, bool flipY = true) private void DrawTexturePreview(Texture2D texture, int size)
{ {
// Renders a texture preview within the editor window // Renders a texture preview within the editor window
Rect rect = GUILayoutUtility.GetRect(size, size, GUILayout.ExpandWidth(false)); Rect rect = GUILayoutUtility.GetRect(size, size, GUILayout.ExpandWidth(false));

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@@ -1,5 +1,8 @@
namespace SplashEdit.RuntimeCode namespace SplashEdit.RuntimeCode
{ {
// I tried to make this and now I'm scared to delete this.
/// <summary> /// <summary>
/// Implemented by MonoBehaviours that participate in the PSX scene export pipeline. /// Implemented by MonoBehaviours that participate in the PSX scene export pipeline.
/// Each exportable object converts its Unity representation into PSX-ready data. /// Each exportable object converts its Unity representation into PSX-ready data.

View File

@@ -137,53 +137,55 @@ namespace SplashEdit.RuntimeCode
private class Node private class Node
{ {
public Vector3 Point; public Vector3 Point;
public int Index;
public Node Left, Right; public Node Left, Right;
} }
private Node root; private Node root;
private List<Vector3> points;
public KDTree(List<Vector3> points) public KDTree(List<Vector3> points)
{ {
this.points = points; var indexed = new List<(Vector3 point, int index)>();
root = Build(points, 0); for (int i = 0; i < points.Count; i++)
indexed.Add((points[i], i));
root = Build(indexed, 0);
} }
private Node Build(List<Vector3> points, int depth) private Node Build(List<(Vector3 point, int index)> items, int depth)
{ {
if (points.Count == 0) return null; if (items.Count == 0) return null;
int axis = depth % 3; int axis = depth % 3;
points.Sort((a, b) => a[axis].CompareTo(b[axis])); items.Sort((a, b) => a.point[axis].CompareTo(b.point[axis]));
int median = points.Count / 2; int median = items.Count / 2;
return new Node return new Node
{ {
Point = points[median], Point = items[median].point,
Left = Build(points.Take(median).ToList(), depth + 1), Index = items[median].index,
Right = Build(points.Skip(median + 1).ToList(), depth + 1) Left = Build(items.Take(median).ToList(), depth + 1),
Right = Build(items.Skip(median + 1).ToList(), depth + 1)
}; };
} }
public int FindNearestIndex(Vector3 target) public int FindNearestIndex(Vector3 target)
{ {
Vector3 nearest = FindNearest(root, target, 0, root.Point); return FindNearest(root, target, 0, root).Index;
return points.IndexOf(nearest);
} }
private Vector3 FindNearest(Node node, Vector3 target, int depth, Vector3 best) private Node FindNearest(Node node, Vector3 target, int depth, Node best)
{ {
if (node == null) return best; if (node == null) return best;
if (Vector3.SqrMagnitude(target - node.Point) < Vector3.SqrMagnitude(target - best)) if (Vector3.SqrMagnitude(target - node.Point) < Vector3.SqrMagnitude(target - best.Point))
best = node.Point; best = node;
int axis = depth % 3; int axis = depth % 3;
Node first = target[axis] < node.Point[axis] ? node.Left : node.Right; Node first = target[axis] < node.Point[axis] ? node.Left : node.Right;
Node second = first == node.Left ? node.Right : node.Left; Node second = first == node.Left ? node.Right : node.Left;
best = FindNearest(first, target, depth + 1, best); best = FindNearest(first, target, depth + 1, best);
if (Mathf.Pow(target[axis] - node.Point[axis], 2) < Vector3.SqrMagnitude(target - best)) if (Mathf.Pow(target[axis] - node.Point[axis], 2) < Vector3.SqrMagnitude(target - best.Point))
best = FindNearest(second, target, depth + 1, best); best = FindNearest(second, target, depth + 1, best);
return best; return best;

View File

@@ -2,6 +2,7 @@ using UnityEngine;
namespace SplashEdit.RuntimeCode namespace SplashEdit.RuntimeCode
{ {
[Icon("Packages/net.psxsplash.splashedit/Icons/LuaFile.png")]
public class LuaFile : ScriptableObject public class LuaFile : ScriptableObject
{ {
[SerializeField] private string luaScript; [SerializeField] private string luaScript;

View File

@@ -4,8 +4,6 @@ namespace SplashEdit.RuntimeCode
{ {
/// <summary> /// <summary>
/// Pre-converted audio clip data ready for splashpack serialization. /// Pre-converted audio clip data ready for splashpack serialization.
/// Populated by the Editor (PSXSceneExporter) so Runtime code never
/// touches PSXAudioConverter.
/// </summary> /// </summary>
public struct AudioClipExport public struct AudioClipExport
{ {
@@ -18,9 +16,10 @@ namespace SplashEdit.RuntimeCode
/// <summary> /// <summary>
/// Attach to a GameObject to include an audio clip in the PS1 build. /// Attach to a GameObject to include an audio clip in the PS1 build.
/// At export time, the AudioClip is converted to SPU ADPCM and packed /// At export time, the AudioClip is converted to SPU ADPCM and packed
/// into the splashpack binary. Use Audio.Play(clipIndex) from Lua. /// into the splashpack for runtime loading.
/// </summary> /// </summary>
[AddComponentMenu("PSX/Audio Clip")] [AddComponentMenu("PSX/Audio Clip")]
[Icon("Packages/net.psxsplash.splashedit/Icons/PSXAudioClip.png")]
public class PSXAudioClip : MonoBehaviour public class PSXAudioClip : MonoBehaviour
{ {
[Tooltip("Name used to identify this clip in Lua (Audio.Play(\"name\"))." )] [Tooltip("Name used to identify this clip in Lua (Audio.Play(\"name\"))." )]

View File

@@ -17,6 +17,7 @@ namespace SplashEdit.RuntimeCode
[DisallowMultipleComponent] [DisallowMultipleComponent]
[ExecuteAlways] [ExecuteAlways]
[AddComponentMenu("PSX/UI/PSX Canvas")] [AddComponentMenu("PSX/UI/PSX Canvas")]
[Icon("Packages/net.psxsplash.splashedit/Icons/PSXCanvas.png")]
public class PSXCanvas : MonoBehaviour public class PSXCanvas : MonoBehaviour
{ {
[Tooltip("Name used to reference this canvas from Lua (max 24 chars). Must be unique per scene.")] [Tooltip("Name used to reference this canvas from Lua (max 24 chars). Must be unique per scene.")]

View File

@@ -10,6 +10,7 @@ namespace SplashEdit.RuntimeCode
/// all PSXCutsceneClip assets via Resources.FindObjectsOfTypeAll. /// all PSXCutsceneClip assets via Resources.FindObjectsOfTypeAll.
/// </summary> /// </summary>
[CreateAssetMenu(fileName = "NewCutscene", menuName = "PSX/Cutscene Clip", order = 100)] [CreateAssetMenu(fileName = "NewCutscene", menuName = "PSX/Cutscene Clip", order = 100)]
[Icon("Packages/net.psxsplash.splashedit/Icons/PSXCutsceneClip.png")]
public class PSXCutsceneClip : ScriptableObject public class PSXCutsceneClip : ScriptableObject
{ {
[Tooltip("Name used to reference this cutscene from Lua (max 24 chars). Must be unique per scene.")] [Tooltip("Name used to reference this cutscene from Lua (max 24 chars). Must be unique per scene.")]

View File

@@ -5,6 +5,7 @@ namespace SplashEdit.RuntimeCode
{ {
[CreateAssetMenu(fileName = "PSXData", menuName = "PSXSplash/PS1 Project Data")] [CreateAssetMenu(fileName = "PSXData", menuName = "PSXSplash/PS1 Project Data")]
[Icon("Packages/net.psxsplash.splashedit/Icons/PSXData.png")]
public class PSXData : ScriptableObject public class PSXData : ScriptableObject
{ {

View File

@@ -8,6 +8,7 @@ using UnityEditor;
namespace SplashEdit.RuntimeCode namespace SplashEdit.RuntimeCode
{ {
[CreateAssetMenu(fileName = "New PSXFont", menuName = "PSX/Font Asset")] [CreateAssetMenu(fileName = "New PSXFont", menuName = "PSX/Font Asset")]
[Icon("Packages/net.psxsplash.splashedit/Icons/PSXFontAsset.png")]
public class PSXFontAsset : ScriptableObject public class PSXFontAsset : ScriptableObject
{ {
[Header("Source - Option A: TrueType/OTF Font")] [Header("Source - Option A: TrueType/OTF Font")]
@@ -154,7 +155,6 @@ namespace SplashEdit.RuntimeCode
if (validCount > 0) if (validCount > 0)
{ {
workingSize = 0; workingSize = 0;
Debug.Log("PSXFontAsset: Using font's native size for character info.");
} }
} }
@@ -273,11 +273,6 @@ namespace SplashEdit.RuntimeCode
// This makes the native advance widths match the bitmap exactly for // This makes the native advance widths match the bitmap exactly for
// proportional rendering. Characters wider than cell get clipped (rare). // proportional rendering. Characters wider than cell get clipped (rare).
Debug.Log($"PSXFontAsset: Cell {glyphWidth}x{glyphHeight}, {glyphsPerRow}/row, " +
$"{rowCount} rows, texture {texW}x{texH} " +
$"(measured: {measuredMaxW}x{measuredMaxH}, " +
$"ascender={maxAscender}, descender={maxDescender}, vScale={vScale:F2})");
// ── Step 5: Render glyphs into grid ── // ── Step 5: Render glyphs into grid ──
// Each glyph is LEFT-ALIGNED at native width for proportional rendering. // Each glyph is LEFT-ALIGNED at native width for proportional rendering.
// The advance widths from CharacterInfo match native glyph proportions. // The advance widths from CharacterInfo match native glyph proportions.
@@ -376,8 +371,6 @@ namespace SplashEdit.RuntimeCode
return; return;
} }
Debug.Log($"PSXFontAsset: Rendered {renderedCount}/95 glyphs.");
// Store advance widths from the same CharacterInfo used for rendering. // Store advance widths from the same CharacterInfo used for rendering.
// This guarantees advances match the bitmap glyphs exactly. // This guarantees advances match the bitmap glyphs exactly.
storedAdvanceWidths = new byte[96]; storedAdvanceWidths = new byte[96];
@@ -424,7 +417,6 @@ namespace SplashEdit.RuntimeCode
fontTexture = AssetDatabase.LoadAssetAtPath<Texture2D>(texPath); fontTexture = AssetDatabase.LoadAssetAtPath<Texture2D>(texPath);
EditorUtility.SetDirty(this); EditorUtility.SetDirty(this);
AssetDatabase.SaveAssets(); AssetDatabase.SaveAssets();
Debug.Log($"PSXFontAsset: Saved {texW}x{texH} bitmap at {texPath}");
} }
#endif #endif

View File

@@ -8,6 +8,7 @@ namespace SplashEdit.RuntimeCode
/// the onInteract Lua event fires. /// the onInteract Lua event fires.
/// </summary> /// </summary>
[RequireComponent(typeof(PSXObjectExporter))] [RequireComponent(typeof(PSXObjectExporter))]
[Icon("Packages/net.psxsplash.splashedit/Icons/PSXInteractable.png")]
public class PSXInteractable : MonoBehaviour public class PSXInteractable : MonoBehaviour
{ {
[Header("Interaction Settings")] [Header("Interaction Settings")]

View File

@@ -76,6 +76,8 @@ namespace SplashEdit.RuntimeCode
finalColor += lightContribution; finalColor += lightContribution;
} }
// Clamp to 0.8 to leave headroom for PS1 2x color blending mode,
// which doubles vertex colors. Without this cap, bright areas would clip.
finalColor.r = Mathf.Clamp(finalColor.r, 0.0f, 0.8f); finalColor.r = Mathf.Clamp(finalColor.r, 0.0f, 0.8f);
finalColor.g = Mathf.Clamp(finalColor.g, 0.0f, 0.8f); finalColor.g = Mathf.Clamp(finalColor.g, 0.0f, 0.8f);
finalColor.b = Mathf.Clamp(finalColor.b, 0.0f, 0.8f); finalColor.b = Mathf.Clamp(finalColor.b, 0.0f, 0.8f);

View File

@@ -83,9 +83,6 @@ namespace SplashEdit.RuntimeCode
} }
/// <summary>
/// Creates a PSXMesh from a Unity Mesh by converting its vertices, normals, UVs, and applying shading.
/// </summary>
/// <summary> /// <summary>
/// Creates a PSXMesh from a Unity Renderer by extracting its mesh and materials. /// Creates a PSXMesh from a Unity Renderer by extracting its mesh and materials.
/// </summary> /// </summary>
@@ -203,12 +200,12 @@ namespace SplashEdit.RuntimeCode
/// Converts a Unity vertex into a PSXVertex by applying fixed-point conversion, shading, and UV mapping. /// Converts a Unity vertex into a PSXVertex by applying fixed-point conversion, shading, and UV mapping.
/// </summary> /// </summary>
/// <param name="vertex">The position of the vertex.</param> /// <param name="vertex">The position of the vertex.</param>
/// <param name="GTEScaling">World-to-GTE scaling factor.</param>
/// <param name="normal">The normal vector at the vertex.</param> /// <param name="normal">The normal vector at the vertex.</param>
/// <param name="uv">Texture coordinates for the vertex.</param> /// <param name="uv">Texture coordinates for the vertex.</param>
/// <param name="lightDir">The light direction used for shading calculations.</param>
/// <param name="lightColor">The color of the light affecting the vertex.</param>
/// <param name="textureWidth">Width of the texture for UV scaling.</param> /// <param name="textureWidth">Width of the texture for UV scaling.</param>
/// <param name="textureHeight">Height of the texture for UV scaling.</param> /// <param name="textureHeight">Height of the texture for UV scaling.</param>
/// <param name="color">Pre-computed vertex color from lighting.</param>
/// <returns>A PSXVertex with converted coordinates, normals, UVs, and color.</returns> /// <returns>A PSXVertex with converted coordinates, normals, UVs, and color.</returns>
private static PSXVertex ConvertToPSXVertex(Vector3 vertex, float GTEScaling, Vector3 normal, Vector2 uv, int? textureWidth, int? textureHeight, Color color) private static PSXVertex ConvertToPSXVertex(Vector3 vertex, float GTEScaling, Vector3 normal, Vector2 uv, int? textureWidth, int? textureHeight, Color color)
{ {

View File

@@ -14,6 +14,7 @@ namespace SplashEdit.RuntimeCode
[RequireComponent(typeof(MeshFilter))] [RequireComponent(typeof(MeshFilter))]
[RequireComponent(typeof(MeshRenderer))] [RequireComponent(typeof(MeshRenderer))]
[Icon("Packages/net.psxsplash.splashedit/Icons/PSXObjectExporter.png")]
public class PSXObjectExporter : MonoBehaviour, IPSXExportable public class PSXObjectExporter : MonoBehaviour, IPSXExportable
{ {
public LuaFile LuaFile => luaFile; public LuaFile LuaFile => luaFile;

View File

@@ -4,6 +4,7 @@ using UnityEngine.Serialization;
namespace SplashEdit.RuntimeCode namespace SplashEdit.RuntimeCode
{ {
[Icon("Packages/net.psxsplash.splashedit/Icons/PSXPlayer.png")]
public class PSXPlayer : MonoBehaviour public class PSXPlayer : MonoBehaviour
{ {
[Header("Player Dimensions")] [Header("Player Dimensions")]

View File

@@ -11,6 +11,7 @@ namespace SplashEdit.RuntimeCode
/// This is independent of the navigation portal system (PSXNavRegion). /// This is independent of the navigation portal system (PSXNavRegion).
/// </summary> /// </summary>
[ExecuteInEditMode] [ExecuteInEditMode]
[Icon("Packages/net.psxsplash.splashedit/Icons/PSXPortalLink.png")]
public class PSXPortalLink : MonoBehaviour public class PSXPortalLink : MonoBehaviour
{ {
[Tooltip("First room connected by this portal.")] [Tooltip("First room connected by this portal.")]

View File

@@ -13,6 +13,7 @@ namespace SplashEdit.RuntimeCode
/// This is independent of the navregion/portal system used for navigation. /// This is independent of the navregion/portal system used for navigation.
/// </summary> /// </summary>
[ExecuteInEditMode] [ExecuteInEditMode]
[Icon("Packages/net.psxsplash.splashedit/Icons/PSXRoom.png")]
public class PSXRoom : MonoBehaviour public class PSXRoom : MonoBehaviour
{ {
[Tooltip("Optional display name for this room (used in editor gizmos).")] [Tooltip("Optional display name for this room (used in editor gizmos).")]

View File

@@ -16,6 +16,7 @@ namespace SplashEdit.RuntimeCode
} }
[ExecuteInEditMode] [ExecuteInEditMode]
[Icon("Packages/net.psxsplash.splashedit/Icons/PSXSceneExporter.png")]
public class PSXSceneExporter : MonoBehaviour public class PSXSceneExporter : MonoBehaviour
{ {
/// <summary> /// <summary>

View File

@@ -7,7 +7,7 @@ using UnityEngine;
namespace SplashEdit.RuntimeCode namespace SplashEdit.RuntimeCode
{ {
/// <summary> /// <summary>
/// Pure binary serializer for the splashpack v8 format. /// Pure binary serializer for the splashpack v16 format.
/// All I/O extracted from PSXSceneExporter so the MonoBehaviour stays thin. /// All I/O extracted from PSXSceneExporter so the MonoBehaviour stays thin.
/// </summary> /// </summary>
public static class PSXSceneWriter public static class PSXSceneWriter
@@ -72,7 +72,7 @@ namespace SplashEdit.RuntimeCode
// ═══════════════════════════════════════════════════════════════ // ═══════════════════════════════════════════════════════════════
/// <summary> /// <summary>
/// Serialize the scene to a splashpack v8 binary file. /// Serialize the scene to a splashpack v16 binary file.
/// </summary> /// </summary>
/// <param name="path">Absolute file path to write.</param> /// <param name="path">Absolute file path to write.</param>
/// <param name="scene">Pre-built scene data.</param> /// <param name="scene">Pre-built scene data.</param>
@@ -148,13 +148,13 @@ namespace SplashEdit.RuntimeCode
writer.Write((ushort)clutCount); writer.Write((ushort)clutCount);
writer.Write((ushort)colliderCount); writer.Write((ushort)colliderCount);
writer.Write((ushort)scene.interactables.Length); writer.Write((ushort)scene.interactables.Length);
writer.Write((ushort)PSXTrig.ConvertCoordinateToPSX(scene.playerPos.x, gte)); writer.Write(PSXTrig.ConvertCoordinateToPSX(scene.playerPos.x, gte));
writer.Write((ushort)PSXTrig.ConvertCoordinateToPSX(-scene.playerPos.y, gte)); writer.Write(PSXTrig.ConvertCoordinateToPSX(-scene.playerPos.y, gte));
writer.Write((ushort)PSXTrig.ConvertCoordinateToPSX(scene.playerPos.z, gte)); writer.Write(PSXTrig.ConvertCoordinateToPSX(scene.playerPos.z, gte));
writer.Write((ushort)PSXTrig.ConvertToFixed12(scene.playerRot.eulerAngles.x * Mathf.Deg2Rad)); writer.Write(PSXTrig.ConvertToFixed12(scene.playerRot.eulerAngles.x * Mathf.Deg2Rad));
writer.Write((ushort)PSXTrig.ConvertToFixed12(scene.playerRot.eulerAngles.y * Mathf.Deg2Rad)); writer.Write(PSXTrig.ConvertToFixed12(scene.playerRot.eulerAngles.y * Mathf.Deg2Rad));
writer.Write((ushort)PSXTrig.ConvertToFixed12(scene.playerRot.eulerAngles.z * Mathf.Deg2Rad)); writer.Write(PSXTrig.ConvertToFixed12(scene.playerRot.eulerAngles.z * Mathf.Deg2Rad));
writer.Write((ushort)PSXTrig.ConvertCoordinateToPSX(scene.playerHeight, gte)); writer.Write((ushort)PSXTrig.ConvertCoordinateToPSX(scene.playerHeight, gte));
@@ -475,6 +475,7 @@ namespace SplashEdit.RuntimeCode
writer.Write((ushort)0); // padding writer.Write((ushort)0); // padding
// Sentinel tpage = 0xFFFF marks untextured // Sentinel tpage = 0xFFFF marks untextured
// haha funny word. Sentinel, sentinel, sentinel. I could keep saying it forever.
writer.Write((ushort)0xFFFF); writer.Write((ushort)0xFFFF);
writer.Write((ushort)0); writer.Write((ushort)0);
writer.Write((ushort)0); writer.Write((ushort)0);
@@ -828,6 +829,9 @@ namespace SplashEdit.RuntimeCode
// ══════════════════════════════════════════════════════ // ══════════════════════════════════════════════════════
// DEAD ZONE — pixel/audio bulk data (freed after VRAM/SPU upload) // DEAD ZONE — pixel/audio bulk data (freed after VRAM/SPU upload)
// Everything written after this point is not needed at runtime. // Everything written after this point is not needed at runtime.
// You may be asking why we don't just put pixel/audio data in separate files
// or why don't we put this data at the end of the file to begin with. The answer is
// Very simple and I'm going to tell it to you right now... OH GOD I FORGOT TO TURN OFF THE STOVE (runs away)
// ══════════════════════════════════════════════════════ // ══════════════════════════════════════════════════════
AlignToFourBytes(writer); AlignToFourBytes(writer);
long pixelDataStart = writer.BaseStream.Position; long pixelDataStart = writer.BaseStream.Position;

View File

@@ -252,9 +252,9 @@ namespace SplashEdit.RuntimeCode
if (BitDepth == PSXBPP.TEX_16BIT) if (BitDepth == PSXBPP.TEX_16BIT)
{ {
for (int y = 0; y < Width; y++) for (int y = 0; y < Height; y++)
{ {
for (int x = 0; x < Height; x++) for (int x = 0; x < Width; x++)
{ {
tex.SetPixel(x, Height - 1 - y, ImageData[x, y].GetUnityColor()); tex.SetPixel(x, Height - 1 - y, ImageData[x, y].GetUnityColor());
} }

View File

@@ -1,8 +1,5 @@
namespace SplashEdit.RuntimeCode namespace SplashEdit.RuntimeCode
{ {
/// <summary>
/// Cutscene track types. Must match the C++ TrackType enum in cutscene.hh.
/// </summary>
public enum PSXTrackType : byte public enum PSXTrackType : byte
{ {
CameraPosition = 0, CameraPosition = 0,
@@ -10,7 +7,6 @@ namespace SplashEdit.RuntimeCode
ObjectPosition = 2, ObjectPosition = 2,
ObjectRotationY = 3, ObjectRotationY = 3,
ObjectActive = 4, ObjectActive = 4,
// UI track types (v13+)
UICanvasVisible = 5, UICanvasVisible = 5,
UIElementVisible = 6, UIElementVisible = 6,
UIProgress = 7, UIProgress = 7,

View File

@@ -2,6 +2,7 @@ using UnityEngine;
namespace SplashEdit.RuntimeCode namespace SplashEdit.RuntimeCode
{ {
[Icon("Packages/net.psxsplash.splashedit/Icons/PSXTriggerBox.png")]
public class PSXTriggerBox : MonoBehaviour public class PSXTriggerBox : MonoBehaviour
{ {
[SerializeField] private Vector3 size = Vector3.one; [SerializeField] private Vector3 size = Vector3.one;

View File

@@ -10,6 +10,7 @@ namespace SplashEdit.RuntimeCode
[RequireComponent(typeof(RectTransform))] [RequireComponent(typeof(RectTransform))]
[DisallowMultipleComponent] [DisallowMultipleComponent]
[AddComponentMenu("PSX/UI/PSX UI Box")] [AddComponentMenu("PSX/UI/PSX UI Box")]
[Icon("Packages/net.psxsplash.splashedit/Icons/PSXUIBox.png")]
public class PSXUIBox : MonoBehaviour public class PSXUIBox : MonoBehaviour
{ {
[Tooltip("Name used to reference this element from Lua (max 24 chars).")] [Tooltip("Name used to reference this element from Lua (max 24 chars).")]

View File

@@ -10,6 +10,7 @@ namespace SplashEdit.RuntimeCode
[RequireComponent(typeof(RectTransform))] [RequireComponent(typeof(RectTransform))]
[DisallowMultipleComponent] [DisallowMultipleComponent]
[AddComponentMenu("PSX/UI/PSX UI Image")] [AddComponentMenu("PSX/UI/PSX UI Image")]
[Icon("Packages/net.psxsplash.splashedit/Icons/PSXUIImage.png")]
public class PSXUIImage : MonoBehaviour public class PSXUIImage : MonoBehaviour
{ {
[Tooltip("Name used to reference this element from Lua (max 24 chars).")] [Tooltip("Name used to reference this element from Lua (max 24 chars).")]

View File

@@ -10,6 +10,7 @@ namespace SplashEdit.RuntimeCode
[RequireComponent(typeof(RectTransform))] [RequireComponent(typeof(RectTransform))]
[DisallowMultipleComponent] [DisallowMultipleComponent]
[AddComponentMenu("PSX/UI/PSX UI Progress Bar")] [AddComponentMenu("PSX/UI/PSX UI Progress Bar")]
[Icon("Packages/net.psxsplash.splashedit/Icons/PSXUIProgressBar.png")]
public class PSXUIProgressBar : MonoBehaviour public class PSXUIProgressBar : MonoBehaviour
{ {
[Tooltip("Name used to reference this element from Lua (max 24 chars).")] [Tooltip("Name used to reference this element from Lua (max 24 chars).")]

View File

@@ -10,6 +10,7 @@ namespace SplashEdit.RuntimeCode
[RequireComponent(typeof(RectTransform))] [RequireComponent(typeof(RectTransform))]
[DisallowMultipleComponent] [DisallowMultipleComponent]
[AddComponentMenu("PSX/UI/PSX UI Text")] [AddComponentMenu("PSX/UI/PSX UI Text")]
[Icon("Packages/net.psxsplash.splashedit/Icons/PSXUIText.png")]
public class PSXUIText : MonoBehaviour public class PSXUIText : MonoBehaviour
{ {
[Tooltip("Name used to reference this element from Lua (max 24 chars).")] [Tooltip("Name used to reference this element from Lua (max 24 chars).")]

View File

@@ -222,16 +222,16 @@ namespace SplashEdit.RuntimeCode
{ {
if (bvh == null) return 0; if (bvh == null) return 0;
// BVH nodes: each node has AABB (24 bytes) + child/tri info (8 bytes) = 32 bytes // BVH nodes: each node has AABB (24 bytes) + child/tri info (8 bytes) = 32 bytes
// Triangle refs: 2 bytes each (uint16) // Triangle refs: 4 bytes each (uint32)
return (long)bvh.NodeCount * 32 + (long)bvh.TriangleRefCount * 2; return (long)bvh.NodeCount * 32 + (long)bvh.TriangleRefCount * 4;
} }
private static long EstimateCollisionSize(PSXCollisionExporter collision) private static long EstimateCollisionSize(PSXCollisionExporter collision)
{ {
if (collision == null || collision.MeshCount == 0) return 0; if (collision == null || collision.MeshCount == 0) return 0;
// Each collision mesh header: AABB + triangle count (28 bytes) // Each collision mesh header: AABB (24) + tri count (2) + flags (2) + offset (4) = 32 bytes
// Each collision triangle: 3 vertices * 6 bytes = 18 bytes + normal 6 bytes = 24 bytes // Each collision triangle: 3 verts * 12 bytes + normal 12 bytes + flags 4 bytes = 52 bytes
return (long)collision.MeshCount * 28 + (long)collision.TriangleCount * 24; return (long)collision.MeshCount * 32 + (long)collision.TriangleCount * 52;
} }
private static long EstimateNavRegionSize(PSXNavRegionBuilder nav) private static long EstimateNavRegionSize(PSXNavRegionBuilder nav)

View File

@@ -321,7 +321,7 @@ namespace SplashEdit.RuntimeCode
// Iterate over possible CLUT positions in VRAM. // Iterate over possible CLUT positions in VRAM.
for (ushort x = 0; x < VramWidth; x += 16) for (ushort x = 0; x < VramWidth; x += 16)
{ {
for (ushort y = 0; y <= VramHeight; y++) for (ushort y = 0; y < VramHeight; y++)
{ {
var candidate = new Rect(x, y, clutWidth, clutHeight); var candidate = new Rect(x, y, clutWidth, clutHeight);
if (IsPlacementValid(candidate)) if (IsPlacementValid(candidate))

View File

@@ -331,6 +331,30 @@ namespace SplashEdit.RuntimeCode
{ {
private static int MaxTextureSize => 256; private static int MaxTextureSize => 256;
/// <summary>
/// If a directory contains exactly one subdirectory (common after archive extraction),
/// flatten its contents up one level and remove the nested directory.
/// </summary>
public static void FixNestedDirectory(string dir)
{
var subdirs = System.IO.Directory.GetDirectories(dir);
if (subdirs.Length == 1)
{
string nested = subdirs[0];
foreach (string file in System.IO.Directory.GetFiles(nested))
{
string dest = System.IO.Path.Combine(dir, System.IO.Path.GetFileName(file));
if (!System.IO.File.Exists(dest)) System.IO.File.Move(file, dest);
}
foreach (string sub in System.IO.Directory.GetDirectories(nested))
{
string dest = System.IO.Path.Combine(dir, System.IO.Path.GetFileName(sub));
if (!System.IO.Directory.Exists(dest)) System.IO.Directory.Move(sub, dest);
}
try { System.IO.Directory.Delete(nested, true); } catch { }
}
}
public static (Rect, Rect) BufferForResolution(Vector2 selectedResolution, bool verticalLayout, Vector2 offset = default) public static (Rect, Rect) BufferForResolution(Vector2 selectedResolution, bool verticalLayout, Vector2 offset = default)
{ {
if (offset == default) if (offset == default)

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guid: 45b95f68e129e6f478d509d59f39bc6e
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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@@ -1,8 +0,0 @@
fileFormatVersion: 2
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@@ -1,95 +0,0 @@
-- ============================================================================
-- PSXSplash Example Script
-- Demonstrates all working Lua events and API calls.
-- Attach this to a PSXObjectExporter via the "Lua File" field.
-- ============================================================================
-- Per-object state (each object gets its own copy of these locals)
local bobAmplitude = 50 -- vertical bob range
local bobSpeed = 2 -- bob increment per frame
local bobPhase = 0
-- ============================================================================
-- LIFECYCLE EVENTS
-- ============================================================================
--- Called once when the object is first loaded into the scene.
function onCreate(self)
Debug.Log("Object created!")
local pos = Entity.GetPosition(self)
Debug.Log(" start pos: " .. pos.x .. ", " .. pos.y .. ", " .. pos.z)
end
--- Called every frame while the object is active.
--- WARNING: This runs on a 33 MHz MIPS R3000 — keep it light!
function onUpdate(self)
-- Simple vertical bob
bobPhase = bobPhase + bobSpeed
if bobPhase > 360 then bobPhase = bobPhase - 360 end
local pos = Entity.GetPosition(self)
pos.y = pos.y + PSXMath.Sign(180 - bobPhase) * bobAmplitude / 60
Entity.SetPosition(self, pos)
end
--- Called when the object is destroyed or the scene unloads.
function onDestroy(self)
Debug.Log("Object destroyed!")
end
-- onEnable / onDisable are available but omitted here to reduce log noise.
-- function onEnable(self) Debug.Log("Object enabled") end
-- function onDisable(self) Debug.Log("Object disabled") end
-- ============================================================================
-- INTERACTION EVENTS (requires PSXInteractable component)
-- ============================================================================
--- Called when the player interacts with this object.
function onInteract(self)
Debug.Log("Player interacted!")
local active = Entity.IsActive(self)
Entity.SetActive(self, not active)
end
-- ============================================================================
-- COLLISION / TRIGGER EVENTS
-- ============================================================================
--- Called when this object's collider overlaps another.
function onCollideWithPlayer(self)
Debug.Log("Collision with another object")
end
--- Called on the first frame two triggers overlap.
function onTriggerEnter(self, other)
Debug.Log("Trigger enter")
end
--- Called every frame while two triggers continue to overlap.
function onTriggerStay(self, other)
-- Expensive! Avoid heavy work here.
end
--- Called when two triggers stop overlapping.
function onTriggerExit(self, other)
Debug.Log("Trigger exit")
end
-- ============================================================================
-- INPUT EVENTS
-- ============================================================================
--- Called when any button is pressed this frame.
function onButtonPress(self, button)
if button == Input.CROSS then
Debug.Log("Cross pressed!")
end
end
--- Called when any button is released this frame.
function onButtonRelease(self, button)
if button == Input.CROSS then
Debug.Log("Cross released!")
end
end

View File

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# PSXSplash Lua — VS Code Autocomplete Setup
Get full IntelliSense (autocomplete, hover docs, go-to-definition) for the
PSXSplash Lua API in Visual Studio Code.
## 1. Install the Lua Language Server extension
Open VS Code → Extensions → search **sumneko.lua** → Install.
## 2. Point the language server at the stubs
Add (or merge) the following into your workspace `.vscode/settings.json`:
```jsonc
{
"Lua.workspace.library": [
// Path to the EmmyLua stubs shipped with SplashEdit
"${workspaceFolder}/splashedit/tools"
],
"Lua.runtime.version": "Lua 5.2",
"Lua.diagnostics.globals": [
// Event callbacks the engine calls — not "undefined" globals
"onCreate", "onUpdate", "onDestroy",
"onEnable", "onDisable",
"onCollideWithPlayer", "onInteract",
"onTriggerEnter", "onTriggerStay", "onTriggerExit",
"onButtonPress", "onButtonRelease"
]
}
```
> If your Lua scripts live inside the Unity project
> (`kitchensink/Assets/Lua/`), open that folder as the workspace root, then
> adjust the `library` path to be relative to it, e.g.
> `"../splashedit/tools"`.
## 3. Verify
Open any `.lua` script and type `Entity.` — you should see `Find`,
`FindByIndex`, `GetCount`, etc. with full parameter docs.
Hover over `Input.CROSS` to see its type annotation. Hover over `onUpdate`
to see the performance warning.
## Updating the stubs
When the C++ API changes, regenerate `splash_api.lua` from the
`RegisterAll()` function in `psxsplash/src/luaapi.cpp`. The stubs file is
the single source of truth for editor autocomplete.

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-- ============================================================================
-- PSXSplash Lua API — EmmyLua Stubs
-- Generated for SplashEdit. DO NOT EDIT — regenerate from luaapi.cpp.
-- Place this file in your workspace root so the Lua Language Server picks it up.
-- ============================================================================
--- @meta
-- ============================================================================
-- Types
-- ============================================================================
--- A 3-component vector in 20.12 fixed-point space.
--- @class Vec3Table
--- @field x number
--- @field y number
--- @field z number
--- Opaque handle returned by Entity.Find / Entity.FindByIndex.
--- @alias EntityHandle table
-- ============================================================================
-- Entity API
-- ============================================================================
--- @class Entity
Entity = {}
--- Find a game object by its Lua script index.
--- @param scriptIndex number The lua file index (0-based) assigned during export.
--- @return EntityHandle|nil Handle for use with other Entity functions, or nil.
function Entity.Find(scriptIndex) end
--- Find a game object by its global object index.
--- @param index number Object index (0-based) in the scene's game-object array.
--- @return EntityHandle|nil
function Entity.FindByIndex(index) end
--- Return the total number of game objects in the scene.
--- @return number
function Entity.GetCount() end
--- Activate or deactivate a game object.
--- @param entity EntityHandle
--- @param active boolean
function Entity.SetActive(entity, active) end
--- Check whether a game object is active.
--- @param entity EntityHandle
--- @return boolean
function Entity.IsActive(entity) end
--- Get the world-space position of an entity (20.12 fixed-point).
--- @param entity EntityHandle
--- @return Vec3Table
function Entity.GetPosition(entity) end
--- Set the world-space position of an entity.
--- @param entity EntityHandle
--- @param pos Vec3Table
function Entity.SetPosition(entity, pos) end
-- ============================================================================
-- Vec3 API
-- ============================================================================
--- @class Vec3
Vec3 = {}
--- Create a new vector.
--- @param x number
--- @param y number
--- @param z number
--- @return Vec3Table
function Vec3.new(x, y, z) end
--- Component-wise addition.
--- @param a Vec3Table
--- @param b Vec3Table
--- @return Vec3Table
function Vec3.add(a, b) end
--- Component-wise subtraction (a - b).
--- @param a Vec3Table
--- @param b Vec3Table
--- @return Vec3Table
function Vec3.sub(a, b) end
--- Scalar multiply.
--- @param v Vec3Table
--- @param s number
--- @return Vec3Table
function Vec3.mul(v, s) end
--- Dot product.
--- @param a Vec3Table
--- @param b Vec3Table
--- @return number
function Vec3.dot(a, b) end
--- Cross product.
--- @param a Vec3Table
--- @param b Vec3Table
--- @return Vec3Table
function Vec3.cross(a, b) end
--- Magnitude (Euclidean length).
--- @param v Vec3Table
--- @return number
function Vec3.length(v) end
--- Squared magnitude (cheaper than length).
--- @param v Vec3Table
--- @return number
function Vec3.lengthSq(v) end
--- Return a unit-length copy of v.
--- @param v Vec3Table
--- @return Vec3Table
function Vec3.normalize(v) end
--- Distance between two points.
--- @param a Vec3Table
--- @param b Vec3Table
--- @return number
function Vec3.distance(a, b) end
--- Squared distance (cheaper than distance).
--- @param a Vec3Table
--- @param b Vec3Table
--- @return number
function Vec3.distanceSq(a, b) end
--- Linear interpolation between a and b.
--- @param a Vec3Table
--- @param b Vec3Table
--- @param t number 0..1
--- @return Vec3Table
function Vec3.lerp(a, b, t) end
-- ============================================================================
-- Input API
-- ============================================================================
--- @class Input
Input = {}
--- Button constants (bitmask values matching psyqo::AdvancedPad::Button).
--- @type number
Input.CROSS = 0
Input.CIRCLE = 0
Input.SQUARE = 0
Input.TRIANGLE = 0
Input.L1 = 0
Input.R1 = 0
Input.L2 = 0
Input.R2 = 0
Input.START = 0
Input.SELECT = 0
Input.UP = 0
Input.DOWN = 0
Input.LEFT = 0
Input.RIGHT = 0
Input.L3 = 0
Input.R3 = 0
--- True on the single frame the button was pressed.
--- @param button number One of Input.CROSS, Input.CIRCLE, …
--- @return boolean
function Input.IsPressed(button) end
--- True on the single frame the button was released.
--- @param button number
--- @return boolean
function Input.IsReleased(button) end
--- True every frame the button is held down.
--- @param button number
--- @return boolean
function Input.IsHeld(button) end
--- Get left analog stick axes.
--- @return number x -128..127 (0 if digital pad)
--- @return number y -128..127
function Input.GetAnalog() end
-- ============================================================================
-- Timer API
-- ============================================================================
--- @class Timer
Timer = {}
--- Frames elapsed since the scene was loaded.
--- @return number
function Timer.GetFrameCount() end
-- ============================================================================
-- Camera API
-- ============================================================================
--- @class Camera
Camera = {}
--- Get the camera's world-space position.
--- @return Vec3Table
function Camera.GetPosition() end
--- Set the camera's world-space position.
--- @param pos Vec3Table
function Camera.SetPosition(pos) end
--- Get the camera's rotation (currently returns {0,0,0}).
--- @return Vec3Table Euler angles in radians
function Camera.GetRotation() end
--- Set the camera's rotation (not yet implemented).
--- @param rot Vec3Table Euler angles in radians
function Camera.SetRotation(rot) end
--- Point the camera at a world position (not yet implemented).
--- @param target Vec3Table
function Camera.LookAt(target) end
-- ============================================================================
-- Audio API — SPU ADPCM playback
-- ============================================================================
--- @class Audio
Audio = {}
--- Play a sound clip by index. Returns the SPU voice used (1-23), or -1 on failure.
--- @param clipIndex number 0-based clip index (order of PSXAudioSource in scene)
--- @param volume? number 0..127 (default 100)
--- @param pan? number 0=left, 64=center, 127=right (default 64)
--- @return number voiceId
function Audio.Play(clipIndex, volume, pan) end
--- Stop a specific SPU voice (returned from Audio.Play).
--- @param voiceId number
function Audio.Stop(voiceId) end
--- Set volume (and optional pan) on a playing voice.
--- @param voiceId number
--- @param volume number 0..127
--- @param pan? number 0..127 (default 64)
function Audio.SetVolume(voiceId, volume, pan) end
--- Stop all playing sounds.
function Audio.StopAll() end
-- ============================================================================
-- Debug API
-- ============================================================================
--- @class Debug
Debug = {}
--- Print a message to the TTY / debug console.
--- @param message string
function Debug.Log(message) end
--- Draw a debug line (not yet implemented on PS1).
--- @param fromX number
--- @param fromY number
--- @param fromZ number
--- @param toX number
--- @param toY number
--- @param toZ number
function Debug.DrawLine(fromX, fromY, fromZ, toX, toY, toZ) end
--- Draw a debug box (not yet implemented on PS1).
--- @param minX number
--- @param minY number
--- @param minZ number
--- @param maxX number
--- @param maxY number
--- @param maxZ number
function Debug.DrawBox(minX, minY, minZ, maxX, maxY, maxZ) end
-- ============================================================================
-- PSXMath API
-- ============================================================================
--- @class PSXMath
PSXMath = {}
--- Clamp a value between min and max.
--- @param value number
--- @param min number
--- @param max number
--- @return number
function PSXMath.Clamp(value, min, max) end
--- Linear interpolation (a + (b-a)*t).
--- @param a number
--- @param b number
--- @param t number 0..1
--- @return number
function PSXMath.Lerp(a, b, t) end
--- Return -1, 0, or 1.
--- @param x number
--- @return number
function PSXMath.Sign(x) end
--- Absolute value.
--- @param x number
--- @return number
function PSXMath.Abs(x) end
--- Minimum of two values.
--- @param a number
--- @param b number
--- @return number
function PSXMath.Min(a, b) end
--- Maximum of two values.
--- @param a number
--- @param b number
--- @return number
function PSXMath.Max(a, b) end
-- ============================================================================
-- Event Callbacks
-- These are global functions you define in your script. The engine calls them
-- automatically based on the event mask resolved at load time.
-- ============================================================================
--- Called once when the game object is created.
--- @param self EntityHandle
function onCreate(self) end
--- Called every frame while the object is active.
--- WARNING: 33 MHz CPU — keep this function fast!
--- @param self EntityHandle
function onUpdate(self) end
--- Called when the object is destroyed / scene unloads.
--- @param self EntityHandle
function onDestroy(self) end
--- Called when the object is activated.
--- @param self EntityHandle
function onEnable(self) end
--- Called when the object is deactivated.
--- @param self EntityHandle
function onDisable(self) end
--- Called when this object's collider overlaps another.
--- @param self EntityHandle
--- @param other EntityHandle
function onCollideWithPlayer(self) end
--- Called when the player interacts with this object (PSXInteractable).
--- @param self EntityHandle
function onInteract(self) end
--- Called on the first frame two trigger volumes overlap.
--- @param self EntityHandle
--- @param other EntityHandle
function onTriggerEnter(self, other) end
--- Called every frame two trigger volumes continue overlapping.
--- @param self EntityHandle
--- @param other EntityHandle
function onTriggerStay(self, other) end
--- Called when two trigger volumes stop overlapping.
--- @param self EntityHandle
--- @param other EntityHandle
function onTriggerExit(self, other) end
--- Called when any controller button is pressed.
--- @param self EntityHandle
--- @param button number One of Input.CROSS, Input.CIRCLE, …
function onButtonPress(self, button) end
--- Called when any controller button is released.
--- @param self EntityHandle
--- @param button number
function onButtonRelease(self, button) end

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