merge main into lua

This commit is contained in:
2025-04-12 14:55:42 +02:00
6 changed files with 138 additions and 86 deletions

View File

@@ -1,32 +1,35 @@
using System.Collections.Generic;
using Splashedit.RuntimeCode;
using UnityEngine;
using UnityEngine.Serialization;
namespace SplashEdit.RuntimeCode
{
[RequireComponent(typeof(Renderer))]
public class PSXObjectExporter : MonoBehaviour
{
public PSXBPP BitDepth = PSXBPP.TEX_8BIT; // Defines the bit depth of the texture (e.g., 4BPP, 8BPP)
public LuaFile luaFile;
public List<PSXTexture2D> Textures { get; set; } = new List<PSXTexture2D>(); // Stores the converted PlayStation-style texture
public PSXMesh Mesh { get; set; } // Stores the converted PlayStation-style mesh
[SerializeField] private bool PreviewNormals = false;
[Header("Export Settings")]
[FormerlySerializedAs("BitDepth")]
[SerializeField] private PSXBPP bitDepth = PSXBPP.TEX_8BIT; // Defines the bit depth of the texture (e.g., 4BPP, 8BPP)
[Header("Gizmo Settings")]
[FormerlySerializedAs("PreviewNormals")]
[SerializeField] private bool previewNormals = false;
[SerializeField] private float normalPreviewLength = 0.5f; // Length of the normal lines
private readonly Dictionary<(int, PSXBPP), PSXTexture2D> cache = new();
private void OnDrawGizmos()
{
if (PreviewNormals)
if (previewNormals)
{
MeshFilter filter = GetComponent<MeshFilter>();
if (filter != null)
{
Mesh mesh = filter.sharedMesh;
Vector3[] vertices = mesh.vertices;
Vector3[] normals = mesh.normals;
@@ -78,8 +81,17 @@ namespace SplashEdit.RuntimeCode
if (tex2D != null)
{
PSXTexture2D tex = PSXTexture2D.CreateFromTexture2D(tex2D, BitDepth);
tex.OriginalTexture = tex2D; // Store reference to the original texture
PSXTexture2D tex;
if (cache.ContainsKey((tex2D.GetInstanceID(), bitDepth)))
{
tex = cache[(tex2D.GetInstanceID(), bitDepth)];
}
else
{
tex = PSXTexture2D.CreateFromTexture2D(tex2D, bitDepth);
tex.OriginalTexture = tex2D; // Store reference to the original texture
cache.Add((tex2D.GetInstanceID(), bitDepth), tex);
}
Textures.Add(tex);
}
}

View File

@@ -1,25 +1,28 @@
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.Serialization;
namespace SplashEdit.RuntimeCode
{
public class PSXPlayer : MonoBehaviour
{
public float PlayerHeight;
private const float LookOutDistance = 1000f;
[HideInInspector]
public Vector3 CamPoint;
private readonly float maxDistance = 1000f;
[FormerlySerializedAs("PlayerHeight")]
[SerializeField] private float playerHeight;
public float PlayerHeight => playerHeight;
public Vector3 CamPoint { get; protected set; }
public void FindNavmesh()
{
NavMeshHit hit;
if (NavMesh.SamplePosition(transform.position, out hit, maxDistance, NavMesh.AllAreas))
if (NavMesh.SamplePosition(transform.position, out NavMeshHit hit, LookOutDistance, NavMesh.AllAreas))
{
CamPoint = hit.position + new Vector3(0, PlayerHeight, 0);
}
}
void OnDrawGizmos()
{
FindNavmesh();

View File

@@ -35,18 +35,24 @@ namespace SplashEdit.RuntimeCode
_psxData = DataStorage.LoadData(out selectedResolution, out dualBuffering, out verticalLayout, out prohibitedAreas);
_exporters = FindObjectsByType<PSXObjectExporter>(FindObjectsSortMode.None);
foreach (PSXObjectExporter exp in _exporters)
for (int i = 0; i < _exporters.Length; i++)
{
PSXObjectExporter exp = _exporters[i];
EditorUtility.DisplayProgressBar($"{nameof(PSXSceneExporter)}", $"Export {nameof(PSXObjectExporter)}", ((float)i)/ _exporters.Length);
exp.CreatePSXTextures2D();
exp.CreatePSXMesh(GTEScaling);
}
_navmeshes = FindObjectsByType<PSXNavMesh>(FindObjectsSortMode.None);
foreach (PSXNavMesh navmesh in _navmeshes)
for (int i = 0; i < _navmeshes.Length; i++)
{
PSXNavMesh navmesh = _navmeshes[i];
EditorUtility.DisplayProgressBar($"{nameof(PSXSceneExporter)}", $"Export {nameof(PSXNavMesh)}", ((float)i) / _navmeshes.Length);
navmesh.CreateNavmesh(GTEScaling);
}
EditorUtility.ClearProgressBar();
PackTextures();
PSXPlayer player = FindObjectsByType<PSXPlayer>(FindObjectsSortMode.None).FirstOrDefault();

View File

@@ -342,16 +342,24 @@ namespace SplashEdit.RuntimeCode
}
string assetPath = AssetDatabase.GetAssetPath(texture);
var tImporter = AssetImporter.GetAtPath(assetPath) as TextureImporter;
bool needReimport = false;
if (tImporter != null)
{
if (tImporter.maxTextureSize > MaxTextureSize)
{
tImporter.maxTextureSize = MaxTextureSize;
needReimport = true;
}
if (tImporter.isReadable != isReadable)
{
tImporter.isReadable = isReadable;
needReimport = true;
}
if (needReimport)
{
AssetDatabase.ImportAsset(assetPath);
AssetDatabase.Refresh();
}
tImporter.isReadable = isReadable;
AssetDatabase.ImportAsset(assetPath);
AssetDatabase.Refresh();
}
}
}