[libgdx] Rotated mesh region UV loading.

This commit is contained in:
NathanSweet 2019-04-16 19:04:33 +02:00
parent 175bb90523
commit d2c006dfd9

View File

@ -74,35 +74,55 @@ public class MeshAttachment extends VertexAttachment {
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, v, width, height;
int n = uvs.length;
float u = region.getU(), v = region.getV(), width, height;
if (region instanceof AtlasRegion) {
AtlasRegion region = (AtlasRegion)this.region;
float textureWidth = region.getTexture().getWidth(), textureHeight = region.getTexture().getHeight();
if (region.rotate) {
u = region.getU() - (region.originalHeight - region.offsetY - region.packedWidth) / textureWidth;
v = region.getV() - (region.originalWidth - region.offsetX - region.packedHeight) / textureHeight;
switch (region.degrees) {
case 90:
u -= (region.originalHeight - region.offsetY - region.packedWidth) / textureWidth;
v -= (region.originalWidth - region.offsetX - region.packedHeight) / textureHeight;
width = region.originalHeight / textureWidth;
height = region.originalWidth / textureHeight;
for (int i = 0, n = uvs.length; i < n; i += 2) {
for (int i = 0; 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;
}
return;
case 180:
u -= (region.originalWidth - region.offsetX - region.packedWidth) / textureWidth;
v -= region.offsetY / textureHeight;
width = region.originalWidth / textureWidth;
height = region.originalHeight / textureHeight;
for (int i = 0; i < n; i += 2) {
uvs[i] = u + (1 - regionUVs[i]) * width;
uvs[i + 1] = v + (1 - regionUVs[i + 1]) * height;
}
return;
case 270:
u -= region.offsetY / textureWidth;
v -= region.offsetX / textureHeight;
width = region.originalHeight / textureWidth;
height = region.originalWidth / textureHeight;
for (int i = 0; i < n; i += 2) {
uvs[i] = u + (1 - regionUVs[i + 1]) * width;
uvs[i + 1] = v + regionUVs[i] * height;
}
return;
}
u = region.getU() - region.offsetX / textureWidth;
v = region.getV() - (region.originalHeight - region.offsetY - region.packedHeight) / textureHeight;
u -= region.offsetX / textureWidth;
v -= (region.originalHeight - region.offsetY - region.packedHeight) / textureHeight;
width = region.originalWidth / textureWidth;
height = region.originalHeight / textureHeight;
} else if (region == null) {
u = v = 0;
width = height = 1;
} else {
u = region.getU();
v = region.getV();
width = region.getU2() - u;
height = region.getV2() - v;
}
for (int i = 0, n = uvs.length; i < n; i += 2) {
for (int i = 0; i < n; i += 2) {
uvs[i] = u + regionUVs[i] * width;
uvs[i + 1] = v + regionUVs[i + 1] * height;
}