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 = 256, int textureHeight = 256, Transform transform = null) { 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]; // Convert to world space only if a transform is provided Vector3 v0 = transform ? transform.TransformPoint(vertices[vid0]) : vertices[vid0]; Vector3 v1 = transform ? transform.TransformPoint(vertices[vid1]) : vertices[vid1]; Vector3 v2 = transform ? transform.TransformPoint(vertices[vid2]) : vertices[vid2]; PSXVertex psxV0 = ConvertToPSXVertex(v0, uv[vid0], textureWidth, textureHeight); PSXVertex psxV1 = ConvertToPSXVertex(v1, uv[vid1], textureWidth, textureHeight); PSXVertex psxV2 = ConvertToPSXVertex(v2, uv[vid2], textureWidth, textureHeight); psxMesh.Triangles.Add(new Tri { v0 = psxV0, v1 = psxV1, v2 = psxV2 }); } 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-1)), 0, 255)), v = (byte)(Mathf.Clamp(((1.0f - uv.y) * (textureHeight-1)), 0, 255)) }; return psxVertex; } } }