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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-07 03:06:55 +08:00
[unity] Fixed incorrectly repacked MeshAttachment regions when rotated 270 degrees. Closes #2181.
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@ -505,14 +505,14 @@ namespace Spine.Unity.AttachmentTools {
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newSkin.Constraints.AddRange(o.Constraints);
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newSkin.Constraints.AddRange(o.Constraints);
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inoutAttachments.Clear();
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inoutAttachments.Clear();
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foreach (var entry in o.Attachments) {
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foreach (var entry in skinAttachments) {
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inoutAttachments.Add(entry.Attachment);
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inoutAttachments.Add(entry.Attachment);
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}
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}
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GetRepackedAttachments(inoutAttachments, inoutAttachments, materialPropertySource, out outputMaterial, out outputTexture,
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GetRepackedAttachments(inoutAttachments, inoutAttachments, materialPropertySource, out outputMaterial, out outputTexture,
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maxAtlasSize, padding, textureFormat, mipmaps, newName, clearCache, useOriginalNonrenderables,
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maxAtlasSize, padding, textureFormat, mipmaps, newName, clearCache, useOriginalNonrenderables,
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additionalTexturePropertyIDsToCopy, additionalOutputTextures, additionalTextureFormats, additionalTextureIsLinear);
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additionalTexturePropertyIDsToCopy, additionalOutputTextures, additionalTextureFormats, additionalTextureIsLinear);
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int i = 0;
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int i = 0;
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foreach (var originalSkinEntry in o.Attachments) {
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foreach (var originalSkinEntry in skinAttachments) {
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var newAttachment = inoutAttachments[i++];
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var newAttachment = inoutAttachments[i++];
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newSkin.SetAttachment(originalSkinEntry.SlotIndex, originalSkinEntry.Name, newAttachment);
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newSkin.SetAttachment(originalSkinEntry.SlotIndex, originalSkinEntry.Name, newAttachment);
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}
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}
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@ -680,7 +680,13 @@ namespace Spine.Unity.AttachmentTools {
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/// <summary>
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/// <summary>
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/// Returns a Rect of the AtlasRegion according to Spine texture coordinates. (x-right, y-down)</summary>
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/// Returns a Rect of the AtlasRegion according to Spine texture coordinates. (x-right, y-down)</summary>
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static Rect GetSpineAtlasRect (this AtlasRegion region, bool includeRotate = true) {
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static Rect GetSpineAtlasRect (this AtlasRegion region, bool includeRotate = true) {
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return new Rect(region.x, region.y, region.packedWidth, region.packedHeight);
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float width = region.packedWidth;
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float height = region.packedHeight;
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if (includeRotate && region.degrees == 270) {
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width = region.packedHeight;
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height = region.packedWidth;
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}
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return new Rect(region.x, region.y, width, height);
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}
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}
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/// <summary>
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/// <summary>
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@ -706,13 +712,20 @@ namespace Spine.Unity.AttachmentTools {
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/// <summary>
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/// <summary>
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/// Creates a new Spine AtlasRegion according to a Unity UV Rect (x-right, y-up, uv-normalized).</summary>
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/// Creates a new Spine AtlasRegion according to a Unity UV Rect (x-right, y-up, uv-normalized).</summary>
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static AtlasRegion UVRectToAtlasRegion (Rect uvRect, AtlasRegion referenceRegion, AtlasPage page) {
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static AtlasRegion UVRectToAtlasRegion (Rect uvRect, AtlasRegion referenceRegion, AtlasPage page) {
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var tr = UVRectToTextureRect(uvRect, page.width, page.height);
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Rect tr = UVRectToTextureRect(uvRect, page.width, page.height);
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var rr = tr.SpineUnityFlipRect(page.height);
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Rect rr = tr.SpineUnityFlipRect(page.height);
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int x = (int)rr.x;
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int x = (int)rr.x;
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int y = (int)rr.y;
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int y = (int)rr.y;
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int w = (int)rr.width;
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int w = (int)rr.width;
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int h = (int)rr.height;
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int h = (int)rr.height;
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if (referenceRegion.degrees == 270) {
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int tempW = w;
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w = h;
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h = tempW;
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}
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// Note: originalW and originalH need to be scaled according to the
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// Note: originalW and originalH need to be scaled according to the
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// repacked width and height, repacking can mess with aspect ratio, etc.
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// repacked width and height, repacking can mess with aspect ratio, etc.
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int originalW = Mathf.RoundToInt((float)w * ((float)referenceRegion.originalWidth / (float)referenceRegion.width));
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int originalW = Mathf.RoundToInt((float)w * ((float)referenceRegion.originalWidth / (float)referenceRegion.width));
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@ -726,6 +739,14 @@ namespace Spine.Unity.AttachmentTools {
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float v = uvRect.yMax;
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float v = uvRect.yMax;
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float v2 = uvRect.yMin;
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float v2 = uvRect.yMin;
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if (referenceRegion.degrees == 270) {
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// at a 270 degree region, u2/v2 deltas are swapped, and delta-v is negative.
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float du = u2 - u;
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float dv = v - v2;
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u2 = u + dv;
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v2 = v - du;
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}
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return new AtlasRegion {
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return new AtlasRegion {
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page = page,
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page = page,
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name = referenceRegion.name,
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name = referenceRegion.name,
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