[unity] Fix generated rotated regions.

This commit is contained in:
John 2017-03-17 21:19:43 +08:00 committed by GitHub
parent 922bd8ac5d
commit 38c6cfec15

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@ -371,9 +371,11 @@ namespace Spine.Unity.Modules.AttachmentTools {
public static Texture2D ToTexture (this AtlasRegion ar, bool applyImmediately = true, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps) {
Texture2D sourceTexture = ar.GetMainTexture();
Rect r = ar.GetUnityRect(sourceTexture.height);
Texture2D output = new Texture2D((int)r.width, (int)r.height, textureFormat, mipmaps);
int width = (int)r.width;
int height = (int)r.height;
Texture2D output = new Texture2D(width, height, textureFormat, mipmaps);
output.name = ar.name;
Color[] pixelBuffer = sourceTexture.GetPixels((int)r.x, (int)r.y, (int)r.width, (int)r.height);
Color[] pixelBuffer = sourceTexture.GetPixels((int)r.x, (int)r.y, width, height);
output.SetPixels(pixelBuffer);
if (applyImmediately)
@ -453,7 +455,17 @@ namespace Spine.Unity.Modules.AttachmentTools {
static AtlasRegion UVRectToAtlasRegion (Rect uvRect, string name, AtlasPage page, float offsetX, float offsetY, bool rotate) {
var tr = UVRectToTextureRect(uvRect, page.width, page.height);
var rr = tr.SpineUnityFlipRect(page.height);
int w = (int)rr.width, h = (int)rr.height, x = (int)rr.x, y = (int)rr.y;
int x = (int)rr.x, y = (int)rr.y;
int w, h;
if (rotate) {
w = (int)rr.height;
h = (int)rr.width;
} else {
w = (int)rr.width;
h = (int)rr.height;
}
return new AtlasRegion {
page = page,
name = name,