Minor refactor and QoL features, updated splashpack
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@@ -45,7 +45,7 @@ namespace SplashEdit.RuntimeCode
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/// <param name="textureHeight">Height of the texture (default is 256).</param>
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/// <param name="transform">Optional transform to convert vertices to world space.</param>
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/// <returns>A new PSXMesh containing the converted triangles.</returns>
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public static PSXMesh CreateFromUnityMesh(Mesh mesh, float GTEScaling, int textureWidth = 256, int textureHeight = 256, Transform transform = null)
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public static PSXMesh CreateFromUnityMesh(Mesh mesh, float GTEScaling, Transform transform, bool isStatic, int textureWidth = 256, int textureHeight = 256)
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{
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PSXMesh psxMesh = new PSXMesh { Triangles = new List<Tri>() };
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@@ -67,10 +67,27 @@ namespace SplashEdit.RuntimeCode
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int vid1 = indices[i + 1];
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int vid2 = indices[i + 2];
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Vector3 v0, v1, v2;
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// Transform vertices to world space if a transform is provided.
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Vector3 v0 = transform ? transform.TransformPoint(vertices[vid0]) : vertices[vid0];
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Vector3 v1 = transform ? transform.TransformPoint(vertices[vid1]) : vertices[vid1];
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Vector3 v2 = transform ? transform.TransformPoint(vertices[vid2]) : vertices[vid2];
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if (isStatic)
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{
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v0 = transform.TransformPoint(vertices[vid0]);
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v1 = transform.TransformPoint(vertices[vid1]);
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v2 = transform.TransformPoint(vertices[vid2]);
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}
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else
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{
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// Extract ONLY world scale
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Vector3 worldScale = transform.lossyScale;
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// Apply scale *before* transformation, ensuring rotation isn’t affected
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v0 = Vector3.Scale(vertices[vid0], worldScale);
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v1 = Vector3.Scale(vertices[vid1], worldScale);
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v2 = Vector3.Scale(vertices[vid2], worldScale);
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}
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// Convert vertices to PSX format including fixed-point conversion and shading.
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PSXVertex psxV0 = ConvertToPSXVertex(v0, GTEScaling, normals[vid0], uv[vid0], lightDir, lightColor, textureWidth, textureHeight);
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@@ -116,13 +133,13 @@ namespace SplashEdit.RuntimeCode
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nz = (short)PSXTrig.ConvertCoordinateToPSX(normal.z),
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// Map UV coordinates to a byte range after scaling based on texture dimensions.
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u = (byte)(Mathf.Clamp((uv.x * (textureWidth - 1)), 0, 255)),
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v = (byte)(Mathf.Clamp(((1.0f - uv.y) * (textureHeight - 1)), 0, 255)),
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u = (byte)Mathf.Clamp(uv.x * (textureWidth - 1), 0, 255),
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v = (byte)Mathf.Clamp((1.0f - uv.y) * (textureHeight - 1), 0, 255),
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// Convert the computed color to a byte range.
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r = (byte)(Mathf.Clamp(shadedColor.r * 255, 0, 255)),
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g = (byte)(Mathf.Clamp(shadedColor.g * 255, 0, 255)),
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b = (byte)(Mathf.Clamp(shadedColor.b * 255, 0, 255))
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r = (byte)Mathf.Clamp(shadedColor.r * 255, 0, 255),
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g = (byte)Mathf.Clamp(shadedColor.g * 255, 0, 255),
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b = (byte)Mathf.Clamp(shadedColor.b * 255, 0, 255)
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};
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return psxVertex;
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