code refactoring and improvement
add more "Unity" way of handling static object add RequireComponent to ensure that object have mesh and texture add some handling of empty texture on objects removed repetition from code set all formatting to be the same
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@@ -2,16 +2,14 @@ using UnityEngine;
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namespace SplashEdit.RuntimeCode
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{
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[RequireComponent(typeof(MeshFilter))]
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[RequireComponent(typeof(Renderer))]
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public class PSXObjectExporter : MonoBehaviour
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{
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public PSXBPP BitDepth = PSXBPP.TEX_8BIT; // Defines the bit depth of the texture (e.g., 4BPP, 8BPP)
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public bool MeshIsStatic = true; // Determines if the mesh is static, affecting how it's processed. Non-static meshes don't export correctly as of now.
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[HideInInspector]
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public PSXTexture2D Texture; // Stores the converted PlayStation-style texture
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[HideInInspector]
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public PSXMesh Mesh; // Stores the converted PlayStation-style mesh
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public PSXTexture2D Texture { get; set; } // Stores the converted PlayStation-style texture
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public PSXMesh Mesh { get; set; } // Stores the converted PlayStation-style mesh
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/// <summary>
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/// Converts the object's material texture into a PlayStation-compatible texture.
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@@ -19,11 +17,22 @@ namespace SplashEdit.RuntimeCode
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public void CreatePSXTexture2D()
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{
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Renderer renderer = GetComponent<Renderer>();
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if (renderer != null && renderer.sharedMaterial != null && renderer.sharedMaterial.mainTexture is Texture2D texture)
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if (renderer.sharedMaterial != null && renderer.sharedMaterial.mainTexture is Texture2D texture)
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{
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Texture = PSXTexture2D.CreateFromTexture2D(texture, BitDepth);
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Texture.OriginalTexture = texture; // Stores reference to the original texture
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}
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else
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{
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//TODO: Better handle object with default texture
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Texture = new PSXTexture2D()
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{
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BitDepth = BitDepth,
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Width = 0,
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Height = 0,
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};
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Texture.OriginalTexture = null;
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}
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}
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/// <summary>
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@@ -31,19 +40,16 @@ namespace SplashEdit.RuntimeCode
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/// </summary>
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public void CreatePSXMesh()
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{
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MeshFilter meshFilter = gameObject.GetComponent<MeshFilter>();
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if (meshFilter != null)
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MeshFilter meshFilter = GetComponent<MeshFilter>();
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if (gameObject.isStatic)
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{
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if (MeshIsStatic)
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{
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// Static meshes take object transformation into account
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Mesh = PSXMesh.CreateFromUnityMesh(meshFilter.sharedMesh, Texture.Width, Texture.Height, transform);
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}
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else
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{
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// Dynamic meshes do not consider object transformation
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Mesh = PSXMesh.CreateFromUnityMesh(meshFilter.sharedMesh, Texture.Width, Texture.Height);
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}
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// Static meshes take object transformation into account
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Mesh = PSXMesh.CreateFromUnityMesh(meshFilter.sharedMesh, Texture.Width, Texture.Height, transform);
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}
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else
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{
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// Dynamic meshes do not consider object transformation
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Mesh = PSXMesh.CreateFromUnityMesh(meshFilter.sharedMesh, Texture.Width, Texture.Height);
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}
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}
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}
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