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Fix AtlasTexture + Sprite3D using the wrong UV region
- Change get_rect_region to return UV region instead of pixel rect - Fixed atlas texture Sprite3D Y offsets being applied in the wrong direction and fixed Flip not adjusting the geometry. - Changed get_rect_region name to get_rect_region_uv_rect
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5164eefdbe
commit
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3 changed files with 46 additions and 28 deletions
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@ -347,8 +347,8 @@ void Sprite3D::_draw() {
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Rect2i dst_rect(ofs, s);
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Rect2 final_rect;
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Rect2 final_src_rect;
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if (!texture->get_rect_region(dst_rect, src_rect, final_rect, final_src_rect))
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Rect2 final_uv_rect;
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if (!texture->get_rect_region_uv_rect(dst_rect, src_rect, final_rect, final_uv_rect))
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return;
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if (final_rect.size.x == 0 || final_rect.size.y == 0)
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@ -368,10 +368,10 @@ void Sprite3D::_draw() {
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};
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Vector2 uvs[4] = {
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final_src_rect.pos / tsize,
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(final_src_rect.pos + Vector2(final_src_rect.size.x, 0)) / tsize,
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(final_src_rect.pos + final_src_rect.size) / tsize,
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(final_src_rect.pos + Vector2(0, final_src_rect.size.y)) / tsize,
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final_uv_rect.pos,
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final_uv_rect.pos + Vector2(final_uv_rect.size.x, 0),
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final_uv_rect.pos + final_uv_rect.size,
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final_uv_rect.pos + Vector2(0, final_uv_rect.size.y),
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};
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if (is_flipped_h()) {
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@ -629,7 +629,7 @@ void AnimatedSprite3D::_draw() {
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Rect2 final_rect;
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Rect2 final_src_rect;
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if (!texture->get_rect_region(dst_rect,src_rect,final_rect,final_src_rect))
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if (!texture->get_rect_region_uv_rect(dst_rect,src_rect,final_rect, final_uv_rect))
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return;
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@ -651,10 +651,10 @@ void AnimatedSprite3D::_draw() {
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};
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Vector2 uvs[4]={
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final_src_rect.pos / tsize,
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(final_src_rect.pos+Vector2(final_src_rect.size.x,0)) / tsize,
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(final_src_rect.pos+final_src_rect.size) / tsize,
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(final_src_rect.pos+Vector2(0,final_src_rect.size.y)) / tsize,
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final_src_rect.pos,
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final_src_rect.pos+Vector2(final_src_rect.size.x,0),
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final_src_rect.pos+final_src_rect.size,
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final_src_rect.pos+Vector2(0,final_src_rect.size.y),
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};
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if (is_flipped_h()) {
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@ -839,20 +839,28 @@ void AnimatedSprite3D::_draw() {
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src_rect.size = s;
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Point2i ofs = get_offset();
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if (is_centered())
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ofs -= s / 2;
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Rect2i dst_rect(ofs, s);
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Rect2i dst_rect(0, 0, s.width, s.height);
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Rect2 final_rect;
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Rect2 final_src_rect;
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if (!texture->get_rect_region(dst_rect, src_rect, final_rect, final_src_rect))
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Rect2 final_uv_rect;
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if (!texture->get_rect_region_uv_rect(dst_rect, src_rect, final_rect, final_uv_rect))
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return;
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if (final_rect.size.x == 0 || final_rect.size.y == 0)
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return;
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if (is_flipped_h())
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final_rect.pos.x = dst_rect.size.x - final_rect.pos.x - final_rect.size.x;
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if (!is_flipped_v())
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final_rect.pos.y = dst_rect.size.y - final_rect.pos.y - final_rect.size.y;
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Point2i ofs = get_offset();
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if (is_centered())
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ofs -= s / 2;
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final_rect.pos += ofs;
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Color color = _get_color_accum();
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color.a *= get_opacity();
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@ -867,10 +875,10 @@ void AnimatedSprite3D::_draw() {
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};
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Vector2 uvs[4] = {
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final_src_rect.pos / tsize,
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(final_src_rect.pos + Vector2(final_src_rect.size.x, 0)) / tsize,
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(final_src_rect.pos + final_src_rect.size) / tsize,
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(final_src_rect.pos + Vector2(0, final_src_rect.size.y)) / tsize,
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final_uv_rect.pos,
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final_uv_rect.pos + Vector2(final_uv_rect.size.x, 0),
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final_uv_rect.pos + final_uv_rect.size,
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final_uv_rect.pos + Vector2(0, final_uv_rect.size.y),
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};
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if (is_flipped_h()) {
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