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[c][cpp] Get rid of regionTextureWidth/Height

badlogic 6 years ago
parent
commit
48ea9b1914

+ 0 - 1
spine-c/spine-c/include/spine/MeshAttachment.h

@@ -51,7 +51,6 @@ struct spMeshAttachment {
 	int regionOriginalWidth, regionOriginalHeight; /* Unrotated, unstripped pixel size. */
 	float regionU, regionV, regionU2, regionV2;
 	int/*bool*/regionRotate;
-	float regionTextureWidth, regionTextureHeight;
 
 	const char* path;
 

+ 0 - 2
spine-c/spine-c/src/spine/AtlasAttachmentLoader.c

@@ -74,8 +74,6 @@ spAttachment* _spAtlasAttachmentLoader_createAttachment (spAttachmentLoader* loa
 		attachment->regionHeight = region->height;
 		attachment->regionOriginalWidth = region->originalWidth;
 		attachment->regionOriginalHeight = region->originalHeight;
-		attachment->regionTextureWidth = region->page->width;
-		attachment->regionTextureHeight = region->page->height;
 		return SUPER(SUPER(attachment));
 	}
 	case SP_ATTACHMENT_BOUNDING_BOX:

+ 4 - 2
spine-c/spine-c/src/spine/MeshAttachment.c

@@ -60,9 +60,9 @@ void spMeshAttachment_updateUVs (spMeshAttachment* self) {
 	FREE(self->uvs);
 	self->uvs = MALLOC(float, verticesLength);
 
-	float textureWidth = self->regionTextureWidth;
-	float textureHeight = self->regionTextureHeight;
 	if (self->regionRotate) {
+		float textureWidth = self->regionHeight / (self->regionU2 - self->regionU);
+		float textureHeight = self->regionWidth / (self->regionV2 - self->regionV);
 		float u = self->regionU - (self->regionOriginalHeight - self->regionOffsetY - self->regionHeight) / textureWidth;
 		float v = self->regionV - (self->regionOriginalWidth - self->regionOffsetX - self->regionWidth) / textureHeight;
 		width = self->regionOriginalHeight / textureWidth;
@@ -73,6 +73,8 @@ void spMeshAttachment_updateUVs (spMeshAttachment* self) {
 		}
 		return;
 	} else {
+		float textureWidth = self->regionWidth / (self->regionU2 - self->regionU);
+		float textureHeight = self->regionHeight / (self->regionV2 - self->regionV);
 		float u = self->regionU - self->regionOffsetX / textureWidth;
 		float v = self->regionV - (self->regionOriginalHeight - self->regionOffsetY - self->regionHeight) / textureHeight;
 		width = self->regionOriginalWidth / textureWidth;

+ 1 - 1
spine-cpp/spine-cpp/include/spine/MeshAttachment.h

@@ -119,7 +119,7 @@ namespace spine {
         void setHeight(float inValue);
 
     private:
-        float _regionOffsetX, _regionOffsetY, _regionWidth, _regionHeight, _regionOriginalWidth, _regionOriginalHeight, _regionTextureWidth, _regionTextureHeight;
+        float _regionOffsetX, _regionOffsetY, _regionWidth, _regionHeight, _regionOriginalWidth, _regionOriginalHeight;
         MeshAttachment* _parentMesh;
         Vector<float> _uvs;
         Vector<float> _regionUVs;

+ 0 - 2
spine-cpp/spine-cpp/src/spine/AtlasAttachmentLoader.cpp

@@ -94,8 +94,6 @@ MeshAttachment *AtlasAttachmentLoader::newMeshAttachment(Skin &skin, const Strin
 	attachment._regionHeight = (float)region.height;
 	attachment._regionOriginalWidth = (float)region.originalWidth;
 	attachment._regionOriginalHeight = (float)region.originalHeight;
-	attachment._regionTextureWidth = (float)region.page->width;
-	attachment._regionTextureHeight = (float)region.page->height;
 
 	return attachmentP;
 }

+ 12 - 10
spine-cpp/spine-cpp/src/spine/MeshAttachment.cpp

@@ -46,8 +46,6 @@ MeshAttachment::MeshAttachment(const String &name) : VertexAttachment(name), Has
 													 _regionHeight(0),
 													 _regionOriginalWidth(0),
 													 _regionOriginalHeight(0),
-													 _regionTextureWidth(0),
-													 _regionTextureHeight(0),
 													 _parentMesh(NULL),
 													 _path(),
 													 _regionU(0),
@@ -70,19 +68,23 @@ void MeshAttachment::updateUVs() {
 	}
 
 	if (_regionRotate) {
-		float u = _regionU - (_regionOriginalHeight - _regionOffsetY - _regionHeight) / _regionTextureWidth;
-		float v = _regionV - (_regionOriginalWidth - _regionOffsetX - _regionWidth) / _regionTextureHeight;
-		float width = _regionOriginalHeight / _regionTextureWidth;
-		float height = _regionOriginalWidth / _regionTextureHeight;
+		float textureHeight = _regionWidth / (_regionV2 - _regionV);
+		float textureWidth = _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 (size_t i = 0, n = _uvs.size(); i < n; i += 2) {
 			_uvs[i] = u + _regionUVs[i + 1] * width;
 			_uvs[i + 1] = v + height - _regionUVs[i] * height;
 		}
 	} else {
-		float u = _regionU - _regionOffsetX / _regionTextureWidth;
-		float v = _regionV - (_regionOriginalHeight - _regionOffsetY - _regionHeight) / _regionTextureHeight;
-		float width = _regionOriginalWidth / _regionTextureWidth;
-		float height = _regionOriginalHeight / _regionTextureHeight;
+		float textureWidth = _regionWidth / (_regionU2 - _regionU);
+		float textureHeight = _regionHeight / (_regionV2 - _regionV);
+		float u = _regionU - _regionOffsetX / textureWidth;
+		float v = _regionV - (_regionOriginalHeight - _regionOffsetY - _regionHeight) / textureHeight;
+		float width = _regionOriginalWidth / textureWidth;
+		float height = _regionOriginalHeight / textureHeight;
 		for (size_t i = 0, n = _uvs.size(); i < n; i += 2) {
 			_uvs[i] = u + _regionUVs[i] * width;
 			_uvs[i + 1] = v + _regionUVs[i + 1] * height;