[csharp] Ported rotated mesh region UV loading. See #1327.

This commit is contained in:
badlogic 2019-04-18 18:21:49 +02:00
parent 5ad114f671
commit 470c2f5953
3 changed files with 46 additions and 11 deletions

View File

@ -153,7 +153,14 @@ namespace Spine {
region.name = line;
region.page = page;
region.rotate = Boolean.Parse(ReadValue(reader));
string rotateValue = ReadValue(reader);
if (rotateValue == "true")
region.degrees = 90;
else if (rotateValue == "false")
region.degrees = 0;
else
region.degrees = int.Parse(rotateValue);
region.rotate = region.degrees == 90;
ReadTuple(reader, tuple);
int x = int.Parse(tuple[0]);
@ -300,6 +307,7 @@ namespace Spine {
public int originalWidth, originalHeight;
public int index;
public bool rotate;
public int degrees;
public int[] splits;
public int[] pads;

View File

@ -69,6 +69,7 @@ namespace Spine {
attachment.RegionU2 = region.u2;
attachment.RegionV2 = region.v2;
attachment.RegionRotate = region.rotate;
attachment.RegionDegrees = region.degrees;
attachment.regionOffsetX = region.offsetX;
attachment.regionOffsetY = region.offsetY;
attachment.regionWidth = region.width;

View File

@ -59,6 +59,7 @@ namespace Spine {
public float RegionU2 { get; set; }
public float RegionV2 { get; set; }
public bool RegionRotate { get; set; }
public int RegionDegrees { get; set; }
public float RegionOffsetX { get { return regionOffsetX; } set { regionOffsetX = value; } }
public float RegionOffsetY { get { return regionOffsetY; } set { regionOffsetY = value; } } // Pixels stripped from the bottom left, unrotated.
public float RegionWidth { get { return regionWidth; } set { regionWidth = value; } }
@ -99,26 +100,51 @@ namespace Spine {
float[] regionUVs = this.regionUVs;
if (this.uvs == null || this.uvs.Length != regionUVs.Length) this.uvs = new float[regionUVs.Length];
float[] uvs = this.uvs;
float u = RegionU, v = RegionV, width = 0, height = 0;
if (RegionRotate) {
if (RegionDegrees == 90) {
float textureHeight = this.regionWidth / (RegionV2 - RegionV);
float textureWidth = this.regionHeight / (RegionU2 - RegionU);
float u = RegionU - (RegionOriginalHeight - RegionOffsetY - RegionHeight) / textureWidth;
float v = RegionV - (RegionOriginalWidth - RegionOffsetX - RegionWidth) / textureHeight;
float width = RegionOriginalHeight / textureWidth;
float height = RegionOriginalWidth / textureHeight;
u -= (RegionOriginalHeight - RegionOffsetY - RegionHeight) / textureWidth;
v -= (RegionOriginalWidth - RegionOffsetX - RegionWidth) / textureHeight;
width = RegionOriginalHeight / textureWidth;
height = RegionOriginalWidth / textureHeight;
for (int i = 0, n = uvs.Length; i < n; i += 2) {
uvs[i] = u + regionUVs[i + 1] * width;
uvs[i + 1] = v + height - regionUVs[i] * height;
uvs[i + 1] = v + (1 - regionUVs[i]) * height;
}
} else if (RegionDegrees == 180) {
float textureWidth = this.regionWidth / (RegionU2 - RegionU);
float textureHeight = this.regionHeight / (RegionV2 - RegionV);
u -= (RegionOriginalWidth - RegionOffsetX - RegionWidth) / textureWidth;
v -= RegionOffsetY / textureHeight;
width = RegionOriginalWidth / textureWidth;
height = RegionOriginalHeight / textureHeight;
for (int i = 0, n = uvs.Length; i < n; i += 2) {
uvs[i] = u + (1 - regionUVs[i]) * width;
uvs[i + 1] = v + (1 - regionUVs[i + 1]) * height;
}
} else if (RegionDegrees == 270) {
float textureWidth = this.regionWidth / (RegionU2 - RegionU);
float textureHeight = this.regionHeight / (RegionV2 - RegionV);
u -= RegionOffsetY / textureWidth;
v -= RegionOffsetX / textureHeight;
width = RegionOriginalHeight / textureWidth;
height = RegionOriginalWidth / textureHeight;
for (int i = 0, n = uvs.Length; i<n; i += 2) {
uvs[i] = u + (1 - regionUVs[i + 1]) * width;
uvs[i + 1] = v + regionUVs[i] * height;
}
} else {
float textureWidth = this.regionWidth / (RegionU2 - RegionU);
float textureHeight = this.regionHeight / (RegionV2 - RegionV);
float u = RegionU - RegionOffsetX / textureWidth;
float v = RegionV - (RegionOriginalHeight - RegionOffsetY - RegionHeight) / textureHeight;
float width = RegionOriginalWidth / textureWidth;
float height = RegionOriginalHeight / textureHeight;
u -= RegionOffsetX / textureWidth;
v -= (RegionOriginalHeight - RegionOffsetY - RegionHeight) / textureHeight;
width = RegionOriginalWidth / textureWidth;
height = RegionOriginalHeight / textureHeight;
for (int i = 0, n = uvs.Length; i < n; i += 2) {
uvs[i] = u + regionUVs[i] * width;