79 lines
1.8 KiB
C#
79 lines
1.8 KiB
C#
using System;
|
|
using UnityEngine;
|
|
|
|
namespace Cryville.Crtr {
|
|
public class SpriteFrame {
|
|
Rect m_frame;
|
|
public Rect Frame {
|
|
get { return m_frame; }
|
|
set { m_frame = value; }
|
|
}
|
|
|
|
bool m_rotated = false;
|
|
public bool Rotated {
|
|
get { return m_rotated; }
|
|
set { m_rotated = value; }
|
|
}
|
|
|
|
private Rect _uv;
|
|
private Vector2[] cuv;
|
|
public Rect UV {
|
|
get {
|
|
return _uv;
|
|
}
|
|
private set {
|
|
_uv = value;
|
|
float x0 = Mathf.Min(_uv.xMin, _uv.xMax);
|
|
float x1 = Mathf.Max(_uv.xMin, _uv.xMax);
|
|
float y0 = Mathf.Min(_uv.yMin, _uv.yMax);
|
|
float y1 = Mathf.Max(_uv.yMin, _uv.yMax);
|
|
if (m_rotated) cuv = new Vector2[]{
|
|
new(x0, y1),
|
|
new(x1, y0),
|
|
new(x0, y0),
|
|
new(x1, y1),
|
|
};
|
|
else cuv = new Vector2[]{
|
|
new(x0, y0),
|
|
new(x1, y1),
|
|
new(x1, y0),
|
|
new(x0, y1),
|
|
};
|
|
}
|
|
}
|
|
public Vector2 GetUV(Vector2 uv) {
|
|
return GetUV(uv.x, uv.y);
|
|
}
|
|
public Vector2 GetUV(float u, float v) {
|
|
Vector2 uv00 = cuv[0], uv11 = cuv[1],
|
|
uv10 = cuv[2], uv01 = cuv[3];
|
|
return (1 - u - v) * uv00
|
|
+ u * uv10
|
|
+ v * uv01
|
|
+ u * v * (uv00 + uv11 - uv10 - uv01);
|
|
}
|
|
public Texture2D Texture {
|
|
get;
|
|
private set;
|
|
}
|
|
public Vector2 Size {
|
|
get {
|
|
return new Vector2(Texture.width, Texture.height);
|
|
}
|
|
}
|
|
public SpriteFrame(Texture2D tex) {
|
|
if (tex == null) throw new ArgumentNullException("tex");
|
|
Texture = tex;
|
|
m_frame = new Rect(Vector2.zero, Size);
|
|
var w = m_frame.width;
|
|
var h = m_frame.height;
|
|
float x = m_frame.x / w;
|
|
float y = 1 - m_frame.y / h;
|
|
float tw = (m_rotated ? m_frame.height : m_frame.width) / w;
|
|
float th = (m_rotated ? m_frame.width : m_frame.height) / h;
|
|
if (m_rotated) UV = new Rect(x, y, tw, -th);
|
|
else UV = new Rect(x, y, tw, -th);
|
|
}
|
|
}
|
|
}
|