95 lines
3.1 KiB
C#
95 lines
3.1 KiB
C#
using UnityEngine;
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using Unity.AI.Navigation;
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using UnityEngine.AI;
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using System.Collections.Generic;
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namespace SplashEdit.RuntimeCode
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{
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public struct PSXNavMeshTri
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{
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public PSXNavmeshVertex v0, v1, v2;
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}
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public struct PSXNavmeshVertex
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{
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public short vx, vy, vz;
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}
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[RequireComponent(typeof(NavMeshSurface))]
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public class PSXNavMesh : MonoBehaviour
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{
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Mesh mesh;
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[HideInInspector]
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public List<PSXNavMeshTri> Navmesh { get; set; }
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public void CreateNavmesh(float GTEScaling)
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{
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mesh = new Mesh();
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Navmesh = new List<PSXNavMeshTri>();
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NavMeshSurface navMeshSurface = GetComponent<NavMeshSurface>();
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navMeshSurface.overrideTileSize = true;
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navMeshSurface.tileSize = 16;
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navMeshSurface.overrideVoxelSize = true;
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navMeshSurface.voxelSize = 0.1f;
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navMeshSurface.BuildNavMesh();
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NavMeshTriangulation triangulation = NavMesh.CalculateTriangulation();
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navMeshSurface.overrideTileSize = false;
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navMeshSurface.overrideVoxelSize = false;
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int[] triangles = triangulation.indices;
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Vector3[] vertices = triangulation.vertices;
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mesh.vertices = vertices;
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mesh.triangles = triangles;
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mesh.RecalculateNormals();
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for (int i = 0; i < triangles.Length; i += 3)
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{
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int vid0 = triangles[i];
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int vid1 = triangles[i + 1];
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int vid2 = triangles[i + 2];
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PSXNavMeshTri tri = new PSXNavMeshTri();
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tri.v0.vx = PSXTrig.ConvertCoordinateToPSX(vertices[vid0].x, GTEScaling);
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tri.v0.vy = PSXTrig.ConvertCoordinateToPSX(-vertices[vid0].y, GTEScaling);
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tri.v0.vz = PSXTrig.ConvertCoordinateToPSX(vertices[vid0].z, GTEScaling);
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tri.v1.vx = PSXTrig.ConvertCoordinateToPSX(vertices[vid1].x, GTEScaling);
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tri.v1.vy = PSXTrig.ConvertCoordinateToPSX(-vertices[vid1].y, GTEScaling);
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tri.v1.vz = PSXTrig.ConvertCoordinateToPSX(vertices[vid1].z, GTEScaling);
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tri.v2.vx = PSXTrig.ConvertCoordinateToPSX(vertices[vid2].x, GTEScaling);
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tri.v2.vy = PSXTrig.ConvertCoordinateToPSX(-vertices[vid2].y, GTEScaling);
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tri.v2.vz = PSXTrig.ConvertCoordinateToPSX(vertices[vid2].z, GTEScaling);
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Navmesh.Add(tri);
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}
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}
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public void OnDrawGizmos()
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{
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if (mesh == null) return;
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Gizmos.DrawMesh(mesh);
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Gizmos.color = Color.green;
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var vertices = mesh.vertices;
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var triangles = mesh.triangles;
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for (int i = 0; i < triangles.Length; i += 3)
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{
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Vector3 v0 = vertices[triangles[i]];
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Vector3 v1 = vertices[triangles[i + 1]];
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Vector3 v2 = vertices[triangles[i + 2]];
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Gizmos.DrawLine(v0, v1);
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Gizmos.DrawLine(v1, v2);
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Gizmos.DrawLine(v2, v0);
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}
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}
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}
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} |