[unity] Fix bounds calculation.

This commit is contained in:
John 2016-10-04 14:26:22 +08:00 committed by GitHub
parent d465e1a5b1
commit 75824fe480

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@ -1,4 +1,4 @@
/******************************************************************************
/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
@ -162,9 +162,8 @@ namespace Spine.Unity.MeshGeneration {
uvs[vi + 2].x = regionUVs[RegionAttachment.X2]; uvs[vi + 2].y = regionUVs[RegionAttachment.Y2];
uvs[vi + 3].x = regionUVs[RegionAttachment.X3]; uvs[vi + 3].y = regionUVs[RegionAttachment.Y3];
// Calculate min/max X
if (x1 < bmin.x) bmin.x = x1;
else if (x1 > bmax.x) bmax.x = x1;
if (x1 < bmin.x) bmin.x = x1; // Potential first attachment bounds initialization. Initial min should not block initial max. Same for Y below.
if (x1 > bmax.x) bmax.x = x1;
if (x2 < bmin.x) bmin.x = x2;
else if (x2 > bmax.x) bmax.x = x2;
if (x3 < bmin.x) bmin.x = x3;
@ -172,9 +171,8 @@ namespace Spine.Unity.MeshGeneration {
if (x4 < bmin.x) bmin.x = x4;
else if (x4 > bmax.x) bmax.x = x4;
// Calculate min/max Y
if (y1 < bmin.y) bmin.y = y1;
else if (y1 > bmax.y) bmax.y = y1;
if (y1 > bmax.y) bmax.y = y1;
if (y2 < bmin.y) bmin.y = y2;
else if (y2 > bmax.y) bmax.y = y2;
if (y3 < bmin.y) bmin.y = y3;
@ -204,6 +202,19 @@ namespace Spine.Unity.MeshGeneration {
}
float[] attachmentUVs = meshAttachment.uvs;
// Potential first attachment bounds initialization. See conditions in RegionAttachment logic.
if (vi == vertexIndex) {
// Initial min should not block initial max.
// vi == vertexIndex does not always mean the bounds are fresh. It could be a submesh. Do not nuke old values by omitting the check.
// Should know that this is the first attachment in the submesh. slotIndex == startSlot could be an empty slot.
float fx = tempVerts[0], fy = tempVerts[1];
if (fx < bmin.x) bmin.x = fx;
if (fx > bmax.x) bmax.x = fx;
if (fy < bmin.y) bmin.y = fy;
if (fy > bmax.y) bmax.y = fy;
}
for (int iii = 0; iii < meshVertexCount; iii += 2) {
float x = tempVerts[iii], y = tempVerts[iii + 1];
verts[vi].x = x; verts[vi].y = y; verts[vi].z = z;
@ -314,8 +325,7 @@ namespace Spine.Unity.MeshGeneration {
/// <summary>Creates a UnityEngine.Bounds struct from minimum and maximum value vectors.</summary>
public static Bounds ToBounds (Vector3 boundsMin, Vector3 boundsMax) {
Vector3 size = (boundsMax - boundsMin);
Vector3 center = boundsMin + size * 0.5f;
return new Bounds(center, size);
return new Bounds((boundsMin + (size * 0.5f)), size);
}
#region TangentSolver2D