/// <summary> /// テクスチャーを指定し、分割スプライトを作成する /// </summary> /// <param name="app">アプリ</param> /// <param name="spriteName">スプライト名</param> /// <param name="texture">テクスチャー</param> /// <param name="divW">分割時の幅</param> /// <param name="divH">分割時の高さ</param> /// <param name="anchorType"> /// MC_SPRITE_ANCHOR_CUSTOM の場合 アンカー位置は \a centerX および \a centerY の値によってきまる。 /// MC_SPRITE_ANCHOR_CENTER の場合 自動的にアンカー位置になる /// </param> /// <param name="centerX">中心座標 X anchorTypeの値が \ref MC_SPRITE_ANCHOR_CUSTOM の時だけ有効</param> /// <param name="centerY">中心座標 Y anchorTypeの値が \ref MC_SPRITE_ANCHOR_CUSTOM の時だけ有効</param> /// <returns>成功した場合は、インスタンス を返す。失敗した場合は、nullを返す。</returns> public static MCSprite CreateSpriteDiv( Application app, string spriteName, MCBaseTexture texture, int divW, int divH, MC_SPRITE_ANCHOR anchorType = MC_SPRITE_ANCHOR.CUSTOM, float centerX = 0.0f, float centerY = 0.0f ) { return(CreateSpriteDiv( app, spriteName, texture, 0, 0, divW, divH, anchorType, centerX, centerY)); }
public static MCSprite CreateSprite( Application app, string spriteName, MCBaseTexture texture, MCRect rc, MC_SPRITE_ANCHOR anchorType = MC_SPRITE_ANCHOR.CUSTOM, float centerX = 0.0f, float centerY = 0.0f ) { MCSprite sp = new MCSprite(); // 登録済みのスプライトか? if (app.SpriteMgr.IsSprite(spriteName)) { return(sp); } sp.SetTexture(texture); // テクスチャーの情報を取得する Texture2DDescription d2TxDesc = texture.GetDesc().D2; sp.flags.AnchorType = (uint)anchorType; sp.flags.SpriteType = (uint)MC_SPRITE_DATA.SIMPLE; sp.Name = spriteName; sp.Width = rc.Width; sp.Height = rc.Heith; if (anchorType == MC_SPRITE_ANCHOR.CUSTOM) { sp.Anchor = new MCVector2(centerX, centerY); } else { sp.Anchor = new MCVector2(rc.Width >> 1, rc.Heith >> 1); } // UV座標作成 float fFW = 1.0f / (d2TxDesc.Width); float fFH = 1.0f / (d2TxDesc.Height); sp.TextureInvW = fFW; sp.TextureInvH = fFH; sp.spl = new MCSauceSprite(); sp.spl.StartU = rc.left * fFW; sp.spl.StartV = rc.top * fFH; sp.spl.EndU = (rc.right + 1) * fFW; sp.spl.EndV = (rc.bottom + 1) * fFH; // 基準となる球体を作る float r = (float)System.Math.Sqrt(sp.Width * sp.Width + sp.Height * sp.Height); sp.Sphere = new Sphere( new MCVector3(r * 0.5f, -r * 0.5f, 0.0f), r ); // 登録 if (app.SpriteMgr.RegisterSprite(spriteName, sp)) { return(sp); } return(sp); }
public static MCSprite CreateSpriteDiv( Application app, string spriteName, MCBaseTexture texture, int baseW, int baseH, int divW, int divH, MC_SPRITE_ANCHOR anchorType = MC_SPRITE_ANCHOR.CUSTOM, float centerX = 0.0f, float centerY = 0.0f ) { MCSprite sp = new MCSprite(); // 登録済みのスプライトか? if (app.SpriteMgr.IsSprite(spriteName)) { return(sp); } sp.Texture00 = texture; // テクスチャーの情報を取得する Texture2DDescription ImgInfo = sp.Texture00.GetDesc().D2; sp.Name = spriteName; sp.Width = ImgInfo.Width; sp.Height = ImgInfo.Height; if (anchorType == MC_SPRITE_ANCHOR.CUSTOM) { var a = sp.Anchor; a.X = -centerX; a.Y = centerY; } else { var a = sp.Anchor; a.X = -(float)(divW >> 1); a.Y = (float)(divH >> 1); } // sp.flags.AnchorType = (uint)anchorType; sp.flags.SpriteType = (uint)MC_SPRITE_DATA.DIVISION; sp.div = new MCSauceConsecutiveSprite(); sp.div.DivW_U = (float)divW / ImgInfo.Width; sp.div.DivH_V = (float)divH / ImgInfo.Height; if (baseW == 0 || baseH == 0) { // 行と列の数 sp.div.Col = ImgInfo.Width / divW; sp.div.Row = ImgInfo.Height / divH; } else { // 行と列の数 sp.div.Col = baseW / divW; sp.div.Row = baseH / divH; } // 球体を作る float fWW = (float)(divW) * 0.5f; float fHH = (float)(divH) * 0.5f; float r = (float)System.Math.Sqrt(fWW + fHH); var s = sp.Sphere; s.r = r; s.c = new MCVector3(r * 0.5f, -r * 0.5f, 0.0f); sp.Sphere = s; // 登録 if (app.SpriteMgr.RegisterSprite(spriteName, sp)) { return(sp); } return(sp); }