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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 07:14:55 +08:00
[unity] Fix bounds calculation.
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@ -1,4 +1,4 @@
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/******************************************************************************
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/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.3
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*
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@ -162,9 +162,8 @@ namespace Spine.Unity.MeshGeneration {
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uvs[vi + 2].x = regionUVs[RegionAttachment.X2]; uvs[vi + 2].y = regionUVs[RegionAttachment.Y2];
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uvs[vi + 3].x = regionUVs[RegionAttachment.X3]; uvs[vi + 3].y = regionUVs[RegionAttachment.Y3];
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// Calculate min/max X
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if (x1 < bmin.x) bmin.x = x1;
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else if (x1 > bmax.x) bmax.x = x1;
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if (x1 < bmin.x) bmin.x = x1; // Potential first attachment bounds initialization. Initial min should not block initial max. Same for Y below.
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if (x1 > bmax.x) bmax.x = x1;
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if (x2 < bmin.x) bmin.x = x2;
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else if (x2 > bmax.x) bmax.x = x2;
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if (x3 < bmin.x) bmin.x = x3;
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@ -172,9 +171,8 @@ namespace Spine.Unity.MeshGeneration {
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if (x4 < bmin.x) bmin.x = x4;
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else if (x4 > bmax.x) bmax.x = x4;
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// Calculate min/max Y
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if (y1 < bmin.y) bmin.y = y1;
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else if (y1 > bmax.y) bmax.y = y1;
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if (y1 > bmax.y) bmax.y = y1;
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if (y2 < bmin.y) bmin.y = y2;
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else if (y2 > bmax.y) bmax.y = y2;
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if (y3 < bmin.y) bmin.y = y3;
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@ -204,6 +202,19 @@ namespace Spine.Unity.MeshGeneration {
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}
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float[] attachmentUVs = meshAttachment.uvs;
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// Potential first attachment bounds initialization. See conditions in RegionAttachment logic.
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if (vi == vertexIndex) {
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// Initial min should not block initial max.
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// vi == vertexIndex does not always mean the bounds are fresh. It could be a submesh. Do not nuke old values by omitting the check.
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// Should know that this is the first attachment in the submesh. slotIndex == startSlot could be an empty slot.
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float fx = tempVerts[0], fy = tempVerts[1];
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if (fx < bmin.x) bmin.x = fx;
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if (fx > bmax.x) bmax.x = fx;
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if (fy < bmin.y) bmin.y = fy;
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if (fy > bmax.y) bmax.y = fy;
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}
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for (int iii = 0; iii < meshVertexCount; iii += 2) {
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float x = tempVerts[iii], y = tempVerts[iii + 1];
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verts[vi].x = x; verts[vi].y = y; verts[vi].z = z;
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@ -314,8 +325,7 @@ namespace Spine.Unity.MeshGeneration {
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/// <summary>Creates a UnityEngine.Bounds struct from minimum and maximum value vectors.</summary>
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public static Bounds ToBounds (Vector3 boundsMin, Vector3 boundsMax) {
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Vector3 size = (boundsMax - boundsMin);
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Vector3 center = boundsMin + size * 0.5f;
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return new Bounds(center, size);
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return new Bounds((boundsMin + (size * 0.5f)), size);
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}
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#region TangentSolver2D
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