Files
secretsplash/Runtime/PSXNavMesh.cs

95 lines
3.1 KiB
C#

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