using System.Collections.Generic; using UnityEngine; namespace PSXSplash.RuntimeCode { public struct PSXVertex { public short vx, vy, vz; public byte u, v; } public struct Tri { public PSXVertex v0; public PSXVertex v1; public PSXVertex v2; } [System.Serializable] public class PSXMesh { public List Triangles; public static PSXMesh CreateFromUnityMesh(Mesh mesh, int textureWidth, int textureHeight) { PSXMesh psxMesh = new PSXMesh { Triangles = new List() }; Vector3[] vertices = mesh.vertices; Vector2[] uv = mesh.uv; int[] indices = mesh.triangles; for (int i = 0; i < indices.Length; i += 3) { int vid0 = indices[i]; int vid1 = indices[i + 1]; int vid2 = indices[i + 2]; PSXVertex v0 = ConvertToPSXVertex(vertices[vid0], uv[vid0], textureWidth, textureHeight); PSXVertex v1 = ConvertToPSXVertex(vertices[vid1], uv[vid1], textureWidth, textureHeight); PSXVertex v2 = ConvertToPSXVertex(vertices[vid2], uv[vid2], textureWidth, textureHeight); psxMesh.Triangles.Add(new Tri { v0 = v0, v1 = v1, v2 = v2 }); } return psxMesh; } private static PSXVertex ConvertToPSXVertex(Vector3 vertex, Vector2 uv, int textureWidth, int textureHeight) { PSXVertex psxVertex = new PSXVertex { vx = (short)(Mathf.Clamp(vertex.x, -4f, 3.999f) * 4096), vy = (short)(Mathf.Clamp(vertex.y, -4f, 3.999f) * 4096), vz = (short)(Mathf.Clamp(vertex.z, -4f, 3.999f) * 4096), u = (byte)(Mathf.Clamp(uv.x * textureWidth, 0, 255)), v = (byte)(Mathf.Clamp((1.0f - uv.y) * textureHeight, 0, 255)) }; return psxVertex; } } }