Added PSXMesh, deindexes tris, converts them into primitives for the PSX
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@@ -1,16 +1,62 @@
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using System.Collections.Generic;
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using UnityEngine;
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namespace PSXSplash.RuntimeCode
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{
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public struct PSXVertex
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{
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public short vx, vy, vz;
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public byte u, v;
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}
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public struct Tri
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{
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public PSXVertex v0;
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public PSXVertex v1;
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public PSXVertex v2;
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}
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[System.Serializable]
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public class PSXMesh
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{
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public bool TriangulateMesh = true;
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public List<Tri> Triangles;
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public void Export(GameObject gameObject)
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public static PSXMesh CreateFromUnityMesh(Mesh mesh, int textureWidth, int textureHeight)
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{
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Debug.Log($"Export: {this}");
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PSXMesh psxMesh = new PSXMesh { Triangles = new List<Tri>() };
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Vector3[] vertices = mesh.vertices;
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Vector2[] uv = mesh.uv;
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int[] indices = mesh.triangles;
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for (int i = 0; i < indices.Length; i += 3)
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{
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int vid0 = indices[i];
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int vid1 = indices[i + 1];
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int vid2 = indices[i + 2];
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PSXVertex v0 = ConvertToPSXVertex(vertices[vid0], uv[vid0], textureWidth, textureHeight);
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PSXVertex v1 = ConvertToPSXVertex(vertices[vid1], uv[vid1], textureWidth, textureHeight);
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PSXVertex v2 = ConvertToPSXVertex(vertices[vid2], uv[vid2], textureWidth, textureHeight);
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psxMesh.Triangles.Add(new Tri { v0 = v0, v1 = v1, v2 = v2 });
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}
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return psxMesh;
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}
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private static PSXVertex ConvertToPSXVertex(Vector3 vertex, Vector2 uv, int textureWidth, int textureHeight)
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{
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PSXVertex psxVertex = new PSXVertex
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{
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vx = (short)(Mathf.Clamp(vertex.x, -4f, 3.999f) * 4096),
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vy = (short)(Mathf.Clamp(vertex.y, -4f, 3.999f) * 4096),
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vz = (short)(Mathf.Clamp(vertex.z, -4f, 3.999f) * 4096),
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u = (byte)(Mathf.Clamp(uv.x * textureWidth, 0, 255)),
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v = (byte)(Mathf.Clamp((1.0f - uv.y) * textureHeight, 0, 255))
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};
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return psxVertex;
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}
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}
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}
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