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@@ -55,35 +55,66 @@ spMeshAttachment* spMeshAttachment_create (const char* name) {
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void spMeshAttachment_updateUVs (spMeshAttachment* self) {
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void spMeshAttachment_updateUVs (spMeshAttachment* self) {
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int i, n;
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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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int verticesLength = SUPER(self)->worldVerticesLength;
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FREE(self->uvs);
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FREE(self->uvs);
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- self->uvs = MALLOC(float, verticesLength);
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+ float* uvs = self->uvs = MALLOC(float, verticesLength);
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+ n = verticesLength;
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+ float u = self->regionU, v = self->regionV;
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+ float width = 0, height = 0;
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- if (self->regionRotate) {
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+ switch (self->regionDegrees) {
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+ case 90: {
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float textureWidth = self->regionHeight / (self->regionU2 - self->regionU);
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float textureWidth = self->regionHeight / (self->regionU2 - self->regionU);
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float textureHeight = self->regionWidth / (self->regionV2 - self->regionV);
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float textureHeight = self->regionWidth / (self->regionV2 - self->regionV);
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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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+ u -= (self->regionOriginalHeight - self->regionOffsetY - self->regionHeight) / textureWidth;
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+ v -= (self->regionOriginalWidth - self->regionOffsetX - self->regionWidth) / textureHeight;
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width = self->regionOriginalHeight / textureWidth;
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width = self->regionOriginalHeight / textureWidth;
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height = self->regionOriginalWidth / textureHeight;
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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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+ for (i = 0; i < n; i += 2) {
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+ uvs[i] = u + self->regionUVs[i + 1] * width;
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+ uvs[i + 1] = v + (1 - self->regionUVs[i]) * height;
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}
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}
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return;
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return;
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- } else {
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+ }
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+ case 180: {
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+ float textureWidth = self->regionWidth / (self->regionU2 - self->regionU);
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+ float textureHeight = self->regionHeight / (self->regionV2 - self->regionV);
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+ u -= (self->regionOriginalWidth - self->regionOffsetX - self->regionWidth) / textureWidth;
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+ v -= self->regionOffsetY / textureHeight;
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+ width = self->regionOriginalWidth / textureWidth;
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+ height = self->regionOriginalHeight / textureHeight;
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+ for (i = 0; i < n; i += 2) {
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+ uvs[i] = u + (1 - self->regionUVs[i]) * width;
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+ uvs[i + 1] = v + (1 - self->regionUVs[i + 1]) * height;
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+ }
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+ return;
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+ }
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+ case 270: {
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+ float textureHeight = self->regionHeight / (self->regionV2 - self->regionV);
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+ float textureWidth = self->regionWidth / (self->regionU2 - self->regionU);
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+ u -= self->regionOffsetY / textureWidth;
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+ v -= self->regionOffsetX / textureHeight;
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+ width = self->regionOriginalHeight / textureWidth;
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+ height = self->regionOriginalWidth / textureHeight;
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+ for (i = 0; i < n; i += 2) {
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+ uvs[i] = u + (1 - self->regionUVs[i + 1]) * width;
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+ uvs[i + 1] = v + self->regionUVs[i] * height;
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+ }
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+ return;
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+ }
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+ default: {
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float textureWidth = self->regionWidth / (self->regionU2 - self->regionU);
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float textureWidth = self->regionWidth / (self->regionU2 - self->regionU);
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float textureHeight = self->regionHeight / (self->regionV2 - self->regionV);
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float textureHeight = self->regionHeight / (self->regionV2 - self->regionV);
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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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+ u -= self->regionOffsetX / textureWidth;
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+ v -= (self->regionOriginalHeight - self->regionOffsetY - self->regionHeight) / textureHeight;
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width = self->regionOriginalWidth / textureWidth;
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width = self->regionOriginalWidth / textureWidth;
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height = self->regionOriginalHeight / textureHeight;
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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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+ for (i = 0; i < n; i += 2) {
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+ uvs[i] = u + self->regionUVs[i] * width;
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+ 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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}
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+ }
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}
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}
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void spMeshAttachment_setParentMesh (spMeshAttachment* self, spMeshAttachment* parentMesh) {
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void spMeshAttachment_setParentMesh (spMeshAttachment* self, spMeshAttachment* parentMesh) {
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