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https://github.com/EsotericSoftware/spine-runtimes.git
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[c][cpp] Get rid of regionTextureWidth/Height
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0312d2725d
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@ -51,7 +51,6 @@ struct spMeshAttachment {
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int regionOriginalWidth, regionOriginalHeight; /* Unrotated, unstripped pixel size. */
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float regionU, regionV, regionU2, regionV2;
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int/*bool*/regionRotate;
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float regionTextureWidth, regionTextureHeight;
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const char* path;
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@ -74,8 +74,6 @@ spAttachment* _spAtlasAttachmentLoader_createAttachment (spAttachmentLoader* loa
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attachment->regionHeight = region->height;
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attachment->regionOriginalWidth = region->originalWidth;
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attachment->regionOriginalHeight = region->originalHeight;
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attachment->regionTextureWidth = region->page->width;
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attachment->regionTextureHeight = region->page->height;
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return SUPER(SUPER(attachment));
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}
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case SP_ATTACHMENT_BOUNDING_BOX:
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@ -60,9 +60,9 @@ void spMeshAttachment_updateUVs (spMeshAttachment* self) {
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FREE(self->uvs);
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self->uvs = MALLOC(float, verticesLength);
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float textureWidth = self->regionTextureWidth;
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float textureHeight = self->regionTextureHeight;
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if (self->regionRotate) {
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float textureWidth = self->regionHeight / (self->regionU2 - self->regionU);
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float textureHeight = self->regionWidth / (self->regionV2 - self->regionV);
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float u = self->regionU - (self->regionOriginalHeight - self->regionOffsetY - self->regionHeight) / textureWidth;
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float v = self->regionV - (self->regionOriginalWidth - self->regionOffsetX - self->regionWidth) / textureHeight;
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width = self->regionOriginalHeight / textureWidth;
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@ -73,6 +73,8 @@ void spMeshAttachment_updateUVs (spMeshAttachment* self) {
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}
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return;
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} else {
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float textureWidth = self->regionWidth / (self->regionU2 - self->regionU);
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float textureHeight = self->regionHeight / (self->regionV2 - self->regionV);
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float u = self->regionU - self->regionOffsetX / textureWidth;
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float v = self->regionV - (self->regionOriginalHeight - self->regionOffsetY - self->regionHeight) / textureHeight;
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width = self->regionOriginalWidth / textureWidth;
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@ -119,7 +119,7 @@ namespace spine {
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void setHeight(float inValue);
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private:
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float _regionOffsetX, _regionOffsetY, _regionWidth, _regionHeight, _regionOriginalWidth, _regionOriginalHeight, _regionTextureWidth, _regionTextureHeight;
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float _regionOffsetX, _regionOffsetY, _regionWidth, _regionHeight, _regionOriginalWidth, _regionOriginalHeight;
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MeshAttachment* _parentMesh;
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Vector<float> _uvs;
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Vector<float> _regionUVs;
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@ -94,8 +94,6 @@ MeshAttachment *AtlasAttachmentLoader::newMeshAttachment(Skin &skin, const Strin
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attachment._regionHeight = (float)region.height;
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attachment._regionOriginalWidth = (float)region.originalWidth;
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attachment._regionOriginalHeight = (float)region.originalHeight;
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attachment._regionTextureWidth = (float)region.page->width;
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attachment._regionTextureHeight = (float)region.page->height;
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return attachmentP;
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}
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@ -46,8 +46,6 @@ MeshAttachment::MeshAttachment(const String &name) : VertexAttachment(name), Has
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_regionHeight(0),
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_regionOriginalWidth(0),
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_regionOriginalHeight(0),
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_regionTextureWidth(0),
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_regionTextureHeight(0),
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_parentMesh(NULL),
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_path(),
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_regionU(0),
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@ -70,19 +68,23 @@ void MeshAttachment::updateUVs() {
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}
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if (_regionRotate) {
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float u = _regionU - (_regionOriginalHeight - _regionOffsetY - _regionHeight) / _regionTextureWidth;
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float v = _regionV - (_regionOriginalWidth - _regionOffsetX - _regionWidth) / _regionTextureHeight;
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float width = _regionOriginalHeight / _regionTextureWidth;
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float height = _regionOriginalWidth / _regionTextureHeight;
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float textureHeight = _regionWidth / (_regionV2 - _regionV);
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float textureWidth = _regionHeight / (_regionU2 - _regionU);
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float u = _regionU - (_regionOriginalHeight - _regionOffsetY - _regionHeight) / textureWidth;
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float v = _regionV - (_regionOriginalWidth - _regionOffsetX - _regionWidth) / textureHeight;
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float width = _regionOriginalHeight / textureWidth;
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float height = _regionOriginalWidth / textureHeight;
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for (size_t i = 0, n = _uvs.size(); i < n; i += 2) {
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_uvs[i] = u + _regionUVs[i + 1] * width;
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_uvs[i + 1] = v + height - _regionUVs[i] * height;
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}
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} else {
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float u = _regionU - _regionOffsetX / _regionTextureWidth;
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float v = _regionV - (_regionOriginalHeight - _regionOffsetY - _regionHeight) / _regionTextureHeight;
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float width = _regionOriginalWidth / _regionTextureWidth;
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float height = _regionOriginalHeight / _regionTextureHeight;
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float textureWidth = _regionWidth / (_regionU2 - _regionU);
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float textureHeight = _regionHeight / (_regionV2 - _regionV);
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float u = _regionU - _regionOffsetX / textureWidth;
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float v = _regionV - (_regionOriginalHeight - _regionOffsetY - _regionHeight) / textureHeight;
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float width = _regionOriginalWidth / textureWidth;
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float height = _regionOriginalHeight / textureHeight;
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for (size_t i = 0, n = _uvs.size(); i < n; i += 2) {
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_uvs[i] = u + _regionUVs[i] * width;
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_uvs[i + 1] = v + _regionUVs[i + 1] * height;
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