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[as3][starling] Fixed TexturePacker trimming support. Thanks @evilbert103! Closes #948

badlogic 8 жил өмнө
parent
commit
262bc26c64

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spine-as3/spine-as3-example/lib/spine-as3.swc


+ 20 - 20
spine-as3/spine-as3/src/spine/attachments/RegionAttachment.as

@@ -69,29 +69,29 @@ package spine.attachments {
 		public function updateOffset() : void {
 			var regionScaleX : Number = width / regionOriginalWidth * scaleX;
 			var regionScaleY : Number = height / regionOriginalHeight * scaleY;
-			var localX : Number = -width / 2 * scaleX + regionOffsetX * regionScaleX;
-			var localY : Number = -height / 2 * scaleY + regionOffsetY * regionScaleY;
+			var localX : Number = -width * 0.5 * scaleX + regionOffsetX * regionScaleX;
+			var localY : Number = -height * 0.5 * scaleY + regionOffsetY * regionScaleY;
 			var localX2 : Number = localX + regionWidth * regionScaleX;
 			var localY2 : Number = localY + regionHeight * regionScaleY;
+					
 			var radians : Number = rotation * Math.PI / 180;
-			var cos : Number = Math.cos(radians);
-			var sin : Number = Math.sin(radians);
-			var localXCos : Number = localX * cos + x;
-			var localXSin : Number = localX * sin;
-			var localYCos : Number = localY * cos + y;
-			var localYSin : Number = localY * sin;
-			var localX2Cos : Number = localX2 * cos + x;
-			var localX2Sin : Number = localX2 * sin;
-			var localY2Cos : Number = localY2 * cos + y;
-			var localY2Sin : Number = localY2 * sin;
-			offset[BLX] = localXCos - localYSin;
-			offset[BLY] = localYCos + localXSin;
-			offset[ULX] = localXCos - localY2Sin;
-			offset[ULY] = localY2Cos + localXSin;
-			offset[URX] = localX2Cos - localY2Sin;
-			offset[URY] = localY2Cos + localX2Sin;
-			offset[BRX] = localX2Cos - localYSin;
-			offset[BRY] = localYCos + localX2Sin;
+			var ulDist : Number = Math.sqrt(localX * localX + localY * localY);
+			var ulAngle : Number = Math.atan2(localY, localX);
+			var urDist : Number = Math.sqrt(localX2 * localX2 + localY * localY);
+			var urAngle : Number = Math.atan2(localY, localX2);
+			var blDist : Number = Math.sqrt(localX * localX + localY2 * localY2);
+			var blAngle : Number = Math.atan2(localY2, localX);
+			var brDist : Number = Math.sqrt(localX2 * localX2 + localY2 * localY2);
+			var brAngle : Number = Math.atan2(localY2, localX2);
+					
+			offset[BLX] = Math.cos(radians - blAngle) * blDist + x;
+			offset[BLY] = Math.sin(radians - blAngle) * blDist + y;
+			offset[ULX] = Math.cos(radians - ulAngle) * ulDist + x;
+			offset[ULY] = Math.sin(radians - ulAngle) * ulDist + y;
+			offset[URX] = Math.cos(radians - urAngle) * urDist + x;
+			offset[URY] = Math.sin(radians - urAngle) * urDist + y;
+			offset[BRX] = Math.cos(radians - brAngle) * brDist + x;
+			offset[BRY] = Math.sin(radians - brAngle) * brDist + y;
 		}
 
 		public function setUVs(u : Number, v : Number, u2 : Number, v2 : Number, rotate : Boolean) : void {

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spine-starling/spine-starling-example/lib/spine-as3.swc


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spine-starling/spine-starling/lib/spine-as3.swc