[csharp] Port of mesh whitespaces stripping. See #1232.

This commit is contained in:
Harald Csaszar 2018-12-23 17:42:07 +01:00
parent f1f4ea04eb
commit ff67c6c039

View File

@ -96,16 +96,30 @@ namespace Spine {
}
public void UpdateUVs () {
float u = RegionU, v = RegionV, width = RegionU2 - RegionU, height = RegionV2 - RegionV;
float[] regionUVs = this.regionUVs;
if (this.uvs == null || this.uvs.Length != regionUVs.Length) this.uvs = new float[regionUVs.Length];
float[] uvs = this.uvs;
if (RegionRotate) {
float textureHeight = this.regionWidth / (RegionV2 - RegionV);
float textureWidth = this.regionHeight / (RegionU2 - RegionU);
float u = RegionU - (RegionOriginalHeight - RegionOffsetY - RegionHeight) / textureWidth;
float v = RegionV - (RegionOriginalWidth - RegionOffsetX - RegionWidth) / textureHeight;
float width = RegionOriginalHeight / textureWidth;
float height = RegionOriginalWidth / textureHeight;
for (int i = 0, n = uvs.Length; i < n; i += 2) {
uvs[i] = u + regionUVs[i + 1] * width;
uvs[i + 1] = v + height - regionUVs[i] * height;
}
} else {
float textureWidth = this.regionWidth / (RegionU2 - RegionU);
float textureHeight = this.regionHeight / (RegionV2 - RegionV);
float u = RegionU - RegionOffsetX / textureWidth;
float v = RegionV - (RegionOriginalHeight - RegionOffsetY - RegionHeight) / textureHeight;
float width = RegionOriginalWidth / textureWidth;
float height = RegionOriginalHeight / textureHeight;
for (int i = 0, n = uvs.Length; i < n; i += 2) {
uvs[i] = u + regionUVs[i] * width;
uvs[i + 1] = v + regionUVs[i + 1] * height;