improve code readability
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@@ -1,7 +1,6 @@
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.Diagnostics;
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namespace SplashEdit.RuntimeCode
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{
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@@ -116,11 +115,24 @@ namespace SplashEdit.RuntimeCode
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}
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// Get mesh data arrays.
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mesh.RecalculateNormals();
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Vector3[] vertices = mesh.vertices;
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Vector3[] normals = mesh.normals;// Assuming this function recalculates normals
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Vector3[] normals = mesh.normals;
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Vector3[] smoothNormals = RecalculateSmoothNormals(mesh);
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Vector2[] uv = mesh.uv;
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PSXVertex convertData(int index)
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{
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// Scale the vertex based on world scale.
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Vector3 v = Vector3.Scale(vertices[index], transform.lossyScale);
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// Transform the vertex to world space.
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Vector3 wv = transform.TransformPoint(vertices[index]);
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// Transform the normals to world space.
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Vector3 wn = transform.TransformDirection(smoothNormals[index]).normalized;
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// Compute lighting for each vertex (this can be a custom function).
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Color c = PSXLightingBaker.ComputeLighting(wv, wn);
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// Convert vertex to PSX format, including fixed-point conversion and shading.
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return ConvertToPSXVertex(v, GTEScaling, normals[index], uv[index], psxTexture?.Width, psxTexture?.Height, c);
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}
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// Iterate through the triangles of the submesh.
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for (int i = 0; i < submeshTriangles.Length; i += 3)
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{
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@@ -135,46 +147,8 @@ namespace SplashEdit.RuntimeCode
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(vid1, vid2) = (vid2, vid1);
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}
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// Scale the vertices based on world scale.
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Vector3 v0 = Vector3.Scale(vertices[vid0], transform.lossyScale);
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Vector3 v1 = Vector3.Scale(vertices[vid1], transform.lossyScale);
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Vector3 v2 = Vector3.Scale(vertices[vid2], transform.lossyScale);
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// Transform the vertices to world space.
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Vector3 wv0 = transform.TransformPoint(vertices[vid0]);
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Vector3 wv1 = transform.TransformPoint(vertices[vid1]);
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Vector3 wv2 = transform.TransformPoint(vertices[vid2]);
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// Transform the normals to world space.
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Vector3 wn0 = transform.TransformDirection(smoothNormals[vid0]).normalized;
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Vector3 wn1 = transform.TransformDirection(smoothNormals[vid1]).normalized;
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Vector3 wn2 = transform.TransformDirection(smoothNormals[vid2]).normalized;
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// Compute lighting for each vertex (this can be a custom function).
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Color cv0 = PSXLightingBaker.ComputeLighting(wv0, wn0);
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Color cv1 = PSXLightingBaker.ComputeLighting(wv1, wn1);
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Color cv2 = PSXLightingBaker.ComputeLighting(wv2, wn2);
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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], psxTexture?.Width ?? 0, psxTexture?.Height ?? 0);
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PSXVertex psxV1 = ConvertToPSXVertex(v1, GTEScaling, normals[vid1], uv[vid1], psxTexture?.Width ?? 0, psxTexture?.Height ?? 0);
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PSXVertex psxV2 = ConvertToPSXVertex(v2, GTEScaling, normals[vid2], uv[vid2], psxTexture?.Width ?? 0, psxTexture?.Height ?? 0);
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// Apply lighting to the colors.
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psxV0.r = (byte)Mathf.Clamp(cv0.r * 255, 0, 255);
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psxV0.g = (byte)Mathf.Clamp(cv0.g * 255, 0, 255);
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psxV0.b = (byte)Mathf.Clamp(cv0.b * 255, 0, 255);
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psxV1.r = (byte)Mathf.Clamp(cv1.r * 255, 0, 255);
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psxV1.g = (byte)Mathf.Clamp(cv1.g * 255, 0, 255);
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psxV1.b = (byte)Mathf.Clamp(cv1.b * 255, 0, 255);
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psxV2.r = (byte)Mathf.Clamp(cv2.r * 255, 0, 255);
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psxV2.g = (byte)Mathf.Clamp(cv2.g * 255, 0, 255);
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psxV2.b = (byte)Mathf.Clamp(cv2.b * 255, 0, 255);
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// Add the constructed triangle to the mesh.
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psxMesh.Triangles.Add(new Tri { v0 = psxV0, v1 = psxV1, v2 = psxV2, Texture = psxTexture });
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psxMesh.Triangles.Add(new Tri { v0 = convertData(vid0), v1 = convertData(vid0), v2 = convertData(vid0), Texture = psxTexture });
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}
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}
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@@ -192,29 +166,30 @@ namespace SplashEdit.RuntimeCode
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/// <param name="textureWidth">Width of the texture for UV scaling.</param>
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/// <param name="textureHeight">Height of the texture for UV scaling.</param>
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/// <returns>A PSXVertex with converted coordinates, normals, UVs, and color.</returns>
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private static PSXVertex ConvertToPSXVertex(Vector3 vertex, float GTEScaling, Vector3 normal, Vector2 uv, int textureWidth, int textureHeight)
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private static PSXVertex ConvertToPSXVertex(Vector3 vertex, float GTEScaling, Vector3 normal, Vector2 uv, int? textureWidth, int? textureHeight, Color color)
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{
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static short clampPosition(float v) => (short)(Mathf.Clamp(v, -4f, 3.999f) * 4096);
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static byte clamp0255(float v) => (byte)(Mathf.Clamp(v, 0, 255));
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int width = textureWidth ?? 0;
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int height = textureHeight ?? 0;
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PSXVertex psxVertex = new PSXVertex
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{
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// Convert position to fixed-point, clamping values to a defined range.
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vx = (short)PSXTrig.ConvertCoordinateToPSX(vertex.x, GTEScaling),
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vy = (short)PSXTrig.ConvertCoordinateToPSX(-vertex.y, GTEScaling),
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vz = (short)PSXTrig.ConvertCoordinateToPSX(vertex.z, GTEScaling),
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vx = PSXTrig.ConvertCoordinateToPSX(vertex.x, GTEScaling),
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vy = PSXTrig.ConvertCoordinateToPSX(-vertex.y, GTEScaling),
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vz = PSXTrig.ConvertCoordinateToPSX(vertex.z, GTEScaling),
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// Convert normals to fixed-point.
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nx = (short)PSXTrig.ConvertCoordinateToPSX(normal.x),
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ny = (short)PSXTrig.ConvertCoordinateToPSX(-normal.y),
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nz = (short)PSXTrig.ConvertCoordinateToPSX(normal.z),
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nx = PSXTrig.ConvertCoordinateToPSX(normal.x),
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ny = PSXTrig.ConvertCoordinateToPSX(-normal.y),
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nz = 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 * (width - 1), 0, 255),
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v = (byte)Mathf.Clamp((1.0f - uv.y) * (height - 1), 0, 255),
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// Convert the computed color to a byte range.
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// Apply lighting to the colors.
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r = Utils.Clamp0255(color.r),
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g = Utils.Clamp0255(color.g),
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b = Utils.Clamp0255(color.b),
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};
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return psxVertex;
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