psst
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@@ -1,16 +1,45 @@
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using System.Collections.Generic;
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using Splashedit.RuntimeCode;
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using SplashEdit.RuntimeCode;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace SplashEdit.RuntimeCode
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{
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/// <summary>
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/// Collision type for PS1 runtime
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/// </summary>
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public enum PSXCollisionType
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{
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None = 0, // No collision
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Solid = 1, // Solid collision - blocks movement
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Trigger = 2, // Trigger - fires events but doesn't block
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Platform = 3 // Platform - solid from above, passable from below
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}
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/// <summary>
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/// Object behavior flags for PS1 runtime
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/// </summary>
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[System.Flags]
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public enum PSXObjectFlags
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{
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None = 0,
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Static = 1 << 0, // Object never moves (can be optimized)
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Dynamic = 1 << 1, // Object can move
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Visible = 1 << 2, // Object is rendered
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CastsShadow = 1 << 3, // Object casts shadows (future)
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ReceivesShadow = 1 << 4, // Object receives shadows (future)
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Interactable = 1 << 5, // Player can interact with this
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AlwaysRender = 1 << 6, // Skip frustum culling for this object
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}
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[RequireComponent(typeof(Renderer))]
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public class PSXObjectExporter : MonoBehaviour
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public class PSXObjectExporter : MonoBehaviour, IPSXExportable
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{
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public LuaFile LuaFile => luaFile;
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public bool IsActive = true;
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[FormerlySerializedAs("IsActive")]
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[SerializeField] private bool isActive = true;
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public bool IsActive => isActive;
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public List<PSXTexture2D> Textures { get; set; } = new List<PSXTexture2D>();
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public PSXMesh Mesh { get; protected set; }
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@@ -20,22 +49,41 @@ namespace SplashEdit.RuntimeCode
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[SerializeField] private PSXBPP bitDepth = PSXBPP.TEX_8BIT;
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[SerializeField] private LuaFile luaFile;
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[Header("BSP Settings")]
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[SerializeField] private Mesh _modifiedMesh; // Mesh after BSP processing
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[Header("Object Flags")]
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[SerializeField] private PSXObjectFlags objectFlags = PSXObjectFlags.Static | PSXObjectFlags.Visible;
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[Header("Collision Settings")]
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[SerializeField] private PSXCollisionType collisionType = PSXCollisionType.None;
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[SerializeField] private bool exportCollisionMesh = false;
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[SerializeField] private Mesh customCollisionMesh; // Optional simplified collision mesh
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[Tooltip("Layer mask for collision detection (1-8)")]
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[Range(1, 8)]
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[SerializeField] private int collisionLayer = 1;
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[Header("Navigation")]
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[Tooltip("Include this object's walkable surfaces in nav region generation")]
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[SerializeField] private bool generateNavigation = false;
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[Header("Gizmo Settings")]
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[FormerlySerializedAs("PreviewNormals")]
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[SerializeField] private bool previewNormals = false;
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[SerializeField] private float normalPreviewLength = 0.5f;
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[SerializeField] private bool showCollisionBounds = true;
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// Public accessors for editor and export
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public PSXBPP BitDepth => bitDepth;
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public PSXCollisionType CollisionType => collisionType;
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public bool ExportCollisionMesh => exportCollisionMesh;
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public Mesh CustomCollisionMesh => customCollisionMesh;
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public int CollisionLayer => collisionLayer;
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public PSXObjectFlags ObjectFlags => objectFlags;
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public bool GenerateNavigation => generateNavigation;
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// For assigning texture from editor
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public Texture2D texture;
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private readonly Dictionary<(int, PSXBPP), PSXTexture2D> cache = new();
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public Mesh ModifiedMesh
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{
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get => _modifiedMesh;
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set => _modifiedMesh = value;
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}
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private void OnDrawGizmos()
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{
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if (previewNormals)
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@@ -60,6 +108,48 @@ namespace SplashEdit.RuntimeCode
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}
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}
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}
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private void OnDrawGizmosSelected()
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{
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// Draw collision bounds when object is selected
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if (showCollisionBounds && collisionType != PSXCollisionType.None)
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{
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MeshFilter filter = GetComponent<MeshFilter>();
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Mesh collisionMesh = customCollisionMesh != null ? customCollisionMesh : (filter?.sharedMesh);
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if (collisionMesh != null)
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{
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Bounds bounds = collisionMesh.bounds;
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// Choose color based on collision type
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switch (collisionType)
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{
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case PSXCollisionType.Solid:
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Gizmos.color = new Color(1f, 0.3f, 0.3f, 0.5f); // Red
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break;
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case PSXCollisionType.Trigger:
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Gizmos.color = new Color(0.3f, 1f, 0.3f, 0.5f); // Green
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break;
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case PSXCollisionType.Platform:
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Gizmos.color = new Color(0.3f, 0.3f, 1f, 0.5f); // Blue
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break;
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}
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// Draw AABB
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Matrix4x4 oldMatrix = Gizmos.matrix;
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Gizmos.matrix = transform.localToWorldMatrix;
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Gizmos.DrawWireCube(bounds.center, bounds.size);
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// Draw filled with lower alpha
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Color fillColor = Gizmos.color;
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fillColor.a = 0.1f;
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Gizmos.color = fillColor;
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Gizmos.DrawCube(bounds.center, bounds.size);
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Gizmos.matrix = oldMatrix;
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}
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}
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}
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public void CreatePSXTextures2D()
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{
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@@ -67,6 +157,24 @@ namespace SplashEdit.RuntimeCode
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Textures.Clear();
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if (renderer != null)
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{
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// If an override texture is set, use it for all submeshes
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if (texture != null)
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{
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PSXTexture2D tex;
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if (cache.ContainsKey((texture.GetInstanceID(), bitDepth)))
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{
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tex = cache[(texture.GetInstanceID(), bitDepth)];
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}
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else
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{
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tex = PSXTexture2D.CreateFromTexture2D(texture, bitDepth);
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tex.OriginalTexture = texture;
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cache.Add((texture.GetInstanceID(), bitDepth), tex);
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}
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Textures.Add(tex);
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return;
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}
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Material[] materials = renderer.sharedMaterials;
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foreach (Material mat in materials)
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@@ -129,34 +237,12 @@ namespace SplashEdit.RuntimeCode
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return null;
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}
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public void CreatePSXMesh(float GTEScaling, bool useBSP = false)
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public void CreatePSXMesh(float GTEScaling)
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{
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Renderer renderer = GetComponent<Renderer>();
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if (renderer != null)
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{
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if (useBSP && _modifiedMesh != null)
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{
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// Create a temporary GameObject with the modified mesh but same materials
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GameObject tempGO = new GameObject("TempBSPMesh");
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tempGO.transform.position = transform.position;
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tempGO.transform.rotation = transform.rotation;
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tempGO.transform.localScale = transform.localScale;
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MeshFilter tempMF = tempGO.AddComponent<MeshFilter>();
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tempMF.sharedMesh = _modifiedMesh;
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MeshRenderer tempMR = tempGO.AddComponent<MeshRenderer>();
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tempMR.sharedMaterials = renderer.sharedMaterials;
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Mesh = PSXMesh.CreateFromUnityRenderer(tempMR, GTEScaling, transform, Textures);
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// Clean up
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GameObject.DestroyImmediate(tempGO);
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}
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else
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{
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Mesh = PSXMesh.CreateFromUnityRenderer(renderer, GTEScaling, transform, Textures);
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}
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Mesh = PSXMesh.CreateFromUnityRenderer(renderer, GTEScaling, transform, Textures);
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}
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}
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}
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