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@@ -54,20 +54,32 @@ spMeshAttachment* spMeshAttachment_create (const char* name) {
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}
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void spMeshAttachment_updateUVs (spMeshAttachment* self) {
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- int i;
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- float width = self->regionU2 - self->regionU, height = self->regionV2 - self->regionV;
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+ int i, n;
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+ float width, height;
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int verticesLength = SUPER(self)->worldVerticesLength;
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FREE(self->uvs);
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self->uvs = MALLOC(float, verticesLength);
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+
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+ float textureWidth = self->regionTextureWidth;
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+ float textureHeight = self->regionTextureHeight;
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if (self->regionRotate) {
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- for (i = 0; i < verticesLength; i += 2) {
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- self->uvs[i] = self->regionU + self->regionUVs[i + 1] * width;
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- self->uvs[i + 1] = self->regionV + height - self->regionUVs[i] * height;
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+ float u = self->regionU - (self->regionOriginalHeight - self->regionOffsetY - self->regionHeight) / textureWidth;
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+ float v = self->regionV - (self->regionOriginalWidth - self->regionOffsetX - self->regionWidth) / textureHeight;
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+ width = self->regionOriginalHeight / textureWidth;
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+ height = self->regionOriginalWidth / textureHeight;
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+ for (i = 0, n = verticesLength; i < n; i += 2) {
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+ self->uvs[i] = u + self->regionUVs[i + 1] * width;
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+ self->uvs[i + 1] = v + height - self->regionUVs[i] * height;
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}
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+ return;
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} else {
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- for (i = 0; i < verticesLength; i += 2) {
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- self->uvs[i] = self->regionU + self->regionUVs[i] * width;
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- self->uvs[i + 1] = self->regionV + self->regionUVs[i + 1] * height;
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+ float u = self->regionU - self->regionOffsetX / textureWidth;
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+ float v = self->regionV - (self->regionOriginalHeight - self->regionOffsetY - self->regionHeight) / textureHeight;
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+ width = self->regionOriginalWidth / textureWidth;
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+ height = self->regionOriginalHeight / textureHeight;
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+ for (i = 0, n = verticesLength; i < n; i += 2) {
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+ self->uvs[i] = u + self->regionUVs[i] * width;
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+ self->uvs[i + 1] = v + self->regionUVs[i + 1] * height;
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}
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}
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}
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