public void Draw(Skeleton skeleton) { var drawOrder = skeleton.DrawOrder; var drawOrderItems = skeleton.DrawOrder.Items; float skeletonR = skeleton.R, skeletonG = skeleton.G, skeletonB = skeleton.B, skeletonA = skeleton.A; for (int i = 0, n = drawOrder.Count; i < n; i++) { Slot slot = drawOrderItems[i]; RegionAttachment regionAttachment = slot.Attachment as RegionAttachment; if (regionAttachment != null) { BlendState blend = slot.Data.BlendMode == BlendMode.additive ? BlendState.Additive : defaultBlendState; if (device.BlendState != blend) { End(); device.BlendState = blend; } RegionItem item = batcher.NextItem(); AtlasRegion region = (AtlasRegion)regionAttachment.RendererObject; item.texture = (Texture2D)region.page.rendererObject; Color color; float a = skeletonA * slot.A; if (premultipliedAlpha) { color = new Color(skeletonR * slot.R * a, skeletonG * slot.G * a, skeletonB * slot.B * a, a); } else { color = new Color(skeletonR * slot.R, skeletonG * slot.G, skeletonB * slot.B, a); } item.vertexTL.Color = color; item.vertexBL.Color = color; item.vertexBR.Color = color; item.vertexTR.Color = color; float[] vertices = this.vertices; regionAttachment.ComputeWorldVertices(slot.Bone, vertices); item.vertexTL.Position.X = vertices[RegionAttachment.X1]; item.vertexTL.Position.Y = vertices[RegionAttachment.Y1]; item.vertexTL.Position.Z = 0; item.vertexBL.Position.X = vertices[RegionAttachment.X2]; item.vertexBL.Position.Y = vertices[RegionAttachment.Y2]; item.vertexBL.Position.Z = 0; item.vertexBR.Position.X = vertices[RegionAttachment.X3]; item.vertexBR.Position.Y = vertices[RegionAttachment.Y3]; item.vertexBR.Position.Z = 0; item.vertexTR.Position.X = vertices[RegionAttachment.X4]; item.vertexTR.Position.Y = vertices[RegionAttachment.Y4]; item.vertexTR.Position.Z = 0; float[] uvs = regionAttachment.UVs; item.vertexTL.TextureCoordinate.X = uvs[RegionAttachment.X1]; item.vertexTL.TextureCoordinate.Y = uvs[RegionAttachment.Y1]; item.vertexBL.TextureCoordinate.X = uvs[RegionAttachment.X2]; item.vertexBL.TextureCoordinate.Y = uvs[RegionAttachment.Y2]; item.vertexBR.TextureCoordinate.X = uvs[RegionAttachment.X3]; item.vertexBR.TextureCoordinate.Y = uvs[RegionAttachment.Y3]; item.vertexTR.TextureCoordinate.X = uvs[RegionAttachment.X4]; item.vertexTR.TextureCoordinate.Y = uvs[RegionAttachment.Y4]; } } }
private Attachment ReadAttachment(Skin skin, int slotIndex, String name, Dictionary <String, Object> map) { if (map.ContainsKey("name")) { name = (String)map["name"]; } var scale = this.Scale; var type = AttachmentType.region; if (map.ContainsKey("type")) { var typeName = (String)map["type"]; if (typeName == "skinnedmesh") { typeName = "weightedmesh"; } type = (AttachmentType)Enum.Parse(typeof(AttachmentType), typeName, false); } String path = name; if (map.ContainsKey("path")) { path = (String)map["path"]; } switch (type) { case AttachmentType.region: RegionAttachment region = attachmentLoader.NewRegionAttachment(skin, name, path); if (region == null) { return(null); } region.Path = path; region.x = GetFloat(map, "x", 0) * scale; region.y = GetFloat(map, "y", 0) * scale; region.scaleX = GetFloat(map, "scaleX", 1); region.scaleY = GetFloat(map, "scaleY", 1); region.rotation = GetFloat(map, "rotation", 0); region.width = GetFloat(map, "width", 32) * scale; region.height = GetFloat(map, "height", 32) * scale; region.UpdateOffset(); if (map.ContainsKey("color")) { var color = (String)map["color"]; region.r = ToColor(color, 0); region.g = ToColor(color, 1); region.b = ToColor(color, 2); region.a = ToColor(color, 3); } return(region); case AttachmentType.mesh: case AttachmentType.linkedmesh: { MeshAttachment mesh = attachmentLoader.NewMeshAttachment(skin, name, path); if (mesh == null) { return(null); } mesh.Path = path; if (map.ContainsKey("color")) { var color = (String)map["color"]; mesh.r = ToColor(color, 0); mesh.g = ToColor(color, 1); mesh.b = ToColor(color, 2); mesh.a = ToColor(color, 3); } mesh.Width = GetInt(map, "width", 0) * scale; mesh.Height = GetInt(map, "height", 0) * scale; String parent = GetString(map, "parent", null); if (parent == null) { mesh.vertices = GetFloatArray(map, "vertices", scale); mesh.triangles = GetIntArray(map, "triangles"); mesh.regionUVs = GetFloatArray(map, "uvs", 1); mesh.UpdateUVs(); mesh.HullLength = GetInt(map, "hull", 0) * 2; if (map.ContainsKey("edges")) { mesh.Edges = GetIntArray(map, "edges"); } } else { mesh.InheritFFD = GetBoolean(map, "ffd", true); linkedMeshes.Add(new LinkedMesh(mesh, GetString(map, "skin", null), slotIndex, parent)); } return(mesh); } case AttachmentType.weightedmesh: case AttachmentType.weightedlinkedmesh: { WeightedMeshAttachment mesh = attachmentLoader.NewWeightedMeshAttachment(skin, name, path); if (mesh == null) { return(null); } mesh.Path = path; if (map.ContainsKey("color")) { var color = (String)map["color"]; mesh.r = ToColor(color, 0); mesh.g = ToColor(color, 1); mesh.b = ToColor(color, 2); mesh.a = ToColor(color, 3); } mesh.Width = GetInt(map, "width", 0) * scale; mesh.Height = GetInt(map, "height", 0) * scale; String parent = GetString(map, "parent", null); if (parent == null) { float[] uvs = GetFloatArray(map, "uvs", 1); float[] vertices = GetFloatArray(map, "vertices", 1); var weights = new List <float>(uvs.Length * 3 * 3); var bones = new List <int>(uvs.Length * 3); for (int i = 0, n = vertices.Length; i < n;) { int boneCount = (int)vertices[i++]; bones.Add(boneCount); for (int nn = i + boneCount * 4; i < nn; i += 4) { bones.Add((int)vertices[i]); weights.Add(vertices[i + 1] * scale); weights.Add(vertices[i + 2] * scale); weights.Add(vertices[i + 3]); } } mesh.bones = bones.ToArray(); mesh.weights = weights.ToArray(); mesh.triangles = GetIntArray(map, "triangles"); mesh.regionUVs = uvs; mesh.UpdateUVs(); mesh.HullLength = GetInt(map, "hull", 0) * 2; if (map.ContainsKey("edges")) { mesh.Edges = GetIntArray(map, "edges"); } } else { mesh.InheritFFD = GetBoolean(map, "ffd", true); linkedMeshes.Add(new LinkedMesh(mesh, GetString(map, "skin", null), slotIndex, parent)); } return(mesh); } case AttachmentType.boundingbox: BoundingBoxAttachment box = attachmentLoader.NewBoundingBoxAttachment(skin, name); if (box == null) { return(null); } box.vertices = GetFloatArray(map, "vertices", scale); return(box); } return(null); }
public void Draw(Skeleton skeleton) { float[] vertices = this.vertices; var drawOrder = skeleton.DrawOrder; var drawOrderItems = skeleton.DrawOrder.Items; float skeletonR = skeleton.R, skeletonG = skeleton.G, skeletonB = skeleton.B, skeletonA = skeleton.A; for (int i = 0, n = drawOrder.Count; i < n; i++) { Slot slot = drawOrderItems[i]; Attachment attachment = slot.Attachment; if (attachment is RegionAttachment) { RegionAttachment regionAttachment = (RegionAttachment)attachment; BlendState blend = slot.Data.BlendMode == BlendMode.additive ? BlendState.Additive : defaultBlendState; if (device.BlendState != blend) { End(); device.BlendState = blend; } MeshItem item = batcher.NextItem(4, 6); item.triangles = quadTriangles; VertexPositionColorTexture[] itemVertices = item.vertices; AtlasRegion region = (AtlasRegion)regionAttachment.RendererObject; item.texture = (Texture2D)region.page.rendererObject; Color color; float a = skeletonA * slot.A * regionAttachment.A; if (premultipliedAlpha) { color = new Color( skeletonR * slot.R * regionAttachment.R * a, skeletonG * slot.G * regionAttachment.G * a, skeletonB * slot.B * regionAttachment.B * a, a); } else { color = new Color( skeletonR * slot.R * regionAttachment.R, skeletonG * slot.G * regionAttachment.G, skeletonB * slot.B * regionAttachment.B, a); } itemVertices[TL].Color = color; itemVertices[BL].Color = color; itemVertices[BR].Color = color; itemVertices[TR].Color = color; regionAttachment.ComputeWorldVertices(slot.Bone, vertices); itemVertices[TL].Position.X = vertices[RegionAttachment.X1]; itemVertices[TL].Position.Y = vertices[RegionAttachment.Y1]; itemVertices[TL].Position.Z = 0; itemVertices[BL].Position.X = vertices[RegionAttachment.X2]; itemVertices[BL].Position.Y = vertices[RegionAttachment.Y2]; itemVertices[BL].Position.Z = 0; itemVertices[BR].Position.X = vertices[RegionAttachment.X3]; itemVertices[BR].Position.Y = vertices[RegionAttachment.Y3]; itemVertices[BR].Position.Z = 0; itemVertices[TR].Position.X = vertices[RegionAttachment.X4]; itemVertices[TR].Position.Y = vertices[RegionAttachment.Y4]; itemVertices[TR].Position.Z = 0; float[] uvs = regionAttachment.UVs; itemVertices[TL].TextureCoordinate.X = uvs[RegionAttachment.X1]; itemVertices[TL].TextureCoordinate.Y = uvs[RegionAttachment.Y1]; itemVertices[BL].TextureCoordinate.X = uvs[RegionAttachment.X2]; itemVertices[BL].TextureCoordinate.Y = uvs[RegionAttachment.Y2]; itemVertices[BR].TextureCoordinate.X = uvs[RegionAttachment.X3]; itemVertices[BR].TextureCoordinate.Y = uvs[RegionAttachment.Y3]; itemVertices[TR].TextureCoordinate.X = uvs[RegionAttachment.X4]; itemVertices[TR].TextureCoordinate.Y = uvs[RegionAttachment.Y4]; } else if (attachment is MeshAttachment) { MeshAttachment mesh = (MeshAttachment)attachment; int vertexCount = mesh.Vertices.Length; if (vertices.Length < vertexCount) { vertices = new float[vertexCount]; } mesh.ComputeWorldVertices(slot, vertices); int[] triangles = mesh.Triangles; MeshItem item = batcher.NextItem(vertexCount, triangles.Length); item.triangles = triangles; AtlasRegion region = (AtlasRegion)mesh.RendererObject; item.texture = (Texture2D)region.page.rendererObject; Color color; float a = skeletonA * slot.A * mesh.A; if (premultipliedAlpha) { color = new Color( skeletonR * slot.R * mesh.R * a, skeletonG * slot.G * mesh.G * a, skeletonB * slot.B * mesh.B * a, a); } else { color = new Color( skeletonR * slot.R * mesh.R, skeletonG * slot.G * mesh.G, skeletonB * slot.B * mesh.B, a); } float[] uvs = mesh.UVs; VertexPositionColorTexture[] itemVertices = item.vertices; for (int ii = 0, v = 0; v < vertexCount; ii++, v += 2) { itemVertices[ii].Color = color; itemVertices[ii].Position.X = vertices[v]; itemVertices[ii].Position.Y = vertices[v + 1]; itemVertices[ii].Position.Z = 0; itemVertices[ii].TextureCoordinate.X = uvs[v]; itemVertices[ii].TextureCoordinate.Y = uvs[v + 1]; } } else if (attachment is WeightedMeshAttachment) { WeightedMeshAttachment mesh = (WeightedMeshAttachment)attachment; int vertexCount = mesh.UVs.Length; if (vertices.Length < vertexCount) { vertices = new float[vertexCount]; } mesh.ComputeWorldVertices(slot, vertices); int[] triangles = mesh.Triangles; MeshItem item = batcher.NextItem(vertexCount, triangles.Length); item.triangles = triangles; AtlasRegion region = (AtlasRegion)mesh.RendererObject; item.texture = (Texture2D)region.page.rendererObject; Color color; float a = skeletonA * slot.A * mesh.A; if (premultipliedAlpha) { color = new Color( skeletonR * slot.R * mesh.R * a, skeletonG * slot.G * mesh.G * a, skeletonB * slot.B * mesh.B * a, a); } else { color = new Color( skeletonR * slot.R * mesh.R, skeletonG * slot.G * mesh.G, skeletonB * slot.B * mesh.B, a); } float[] uvs = mesh.UVs; VertexPositionColorTexture[] itemVertices = item.vertices; for (int ii = 0, v = 0; v < vertexCount; ii++, v += 2) { itemVertices[ii].Color = color; itemVertices[ii].Position.X = vertices[v]; itemVertices[ii].Position.Y = vertices[v + 1]; itemVertices[ii].Position.Z = 0; itemVertices[ii].TextureCoordinate.X = uvs[v]; itemVertices[ii].TextureCoordinate.Y = uvs[v + 1]; } } } }
private Attachment ReadAttachment(Stream input, Skin skin, int slotIndex, String attachmentName, bool nonessential) { float scale = Scale; String name = ReadString(input); if (name == null) { name = attachmentName; } AttachmentType type = (AttachmentType)input.ReadByte(); switch (type) { case AttachmentType.region: { String path = ReadString(input); float x = ReadFloat(input); float y = ReadFloat(input); float scaleX = ReadFloat(input); float scaleY = ReadFloat(input); float rotation = ReadFloat(input); float width = ReadFloat(input); float height = ReadFloat(input); int color = ReadInt(input); if (path == null) { path = name; } RegionAttachment region = attachmentLoader.NewRegionAttachment(skin, name, path); if (region == null) { return(null); } region.Path = path; region.x = x * scale; region.y = y * scale; region.scaleX = scaleX; region.scaleY = scaleY; region.rotation = rotation; region.width = width * scale; region.height = height * scale; region.r = ((color & 0xff000000) >> 24) / 255f; region.g = ((color & 0x00ff0000) >> 16) / 255f; region.b = ((color & 0x0000ff00) >> 8) / 255f; region.a = ((color & 0x000000ff)) / 255f; region.UpdateOffset(); return(region); } case AttachmentType.boundingbox: { float[] vertices = ReadFloatArray(input, ReadVarint(input, true) * 2, scale); BoundingBoxAttachment box = attachmentLoader.NewBoundingBoxAttachment(skin, name); if (box == null) { return(null); } box.vertices = vertices; return(box); } case AttachmentType.mesh: { String path = ReadString(input); int color = ReadInt(input); int hullLength = 0; int verticesLength = ReadVarint(input, true) * 2; float[] uvs = ReadFloatArray(input, verticesLength, 1); int[] triangles = ReadShortArray(input); float[] vertices = ReadFloatArray(input, verticesLength, scale); hullLength = ReadVarint(input, true); int[] edges = null; float width = 0, height = 0; if (nonessential) { edges = ReadShortArray(input); width = ReadFloat(input); height = ReadFloat(input); } if (path == null) { path = name; } MeshAttachment mesh = attachmentLoader.NewMeshAttachment(skin, name, path); if (mesh == null) { return(null); } mesh.Path = path; mesh.r = ((color & 0xff000000) >> 24) / 255f; mesh.g = ((color & 0x00ff0000) >> 16) / 255f; mesh.b = ((color & 0x0000ff00) >> 8) / 255f; mesh.a = ((color & 0x000000ff)) / 255f; mesh.vertices = vertices; mesh.triangles = triangles; mesh.regionUVs = uvs; mesh.UpdateUVs(); mesh.HullLength = hullLength; if (nonessential) { mesh.Edges = edges; mesh.Width = width * scale; mesh.Height = height * scale; } return(mesh); } case AttachmentType.linkedmesh: { String path = ReadString(input); int color = ReadInt(input); String skinName = ReadString(input); String parent = ReadString(input); bool inheritFFD = ReadBoolean(input); float width = 0, height = 0; if (nonessential) { width = ReadFloat(input); height = ReadFloat(input); } if (path == null) { path = name; } MeshAttachment mesh = attachmentLoader.NewMeshAttachment(skin, name, path); if (mesh == null) { return(null); } mesh.Path = path; mesh.r = ((color & 0xff000000) >> 24) / 255f; mesh.g = ((color & 0x00ff0000) >> 16) / 255f; mesh.b = ((color & 0x0000ff00) >> 8) / 255f; mesh.a = ((color & 0x000000ff)) / 255f; mesh.inheritFFD = inheritFFD; if (nonessential) { mesh.Width = width * scale; mesh.Height = height * scale; } linkedMeshes.Add(new SkeletonJson.LinkedMesh(mesh, skinName, slotIndex, parent)); return(mesh); } case AttachmentType.weightedmesh: { String path = ReadString(input); int color = ReadInt(input); int vertexCount = ReadVarint(input, true); float[] uvs = ReadFloatArray(input, vertexCount * 2, 1); int[] triangles = ReadShortArray(input); var weights = new List <float>(uvs.Length * 3 * 3); var bones = new List <int>(uvs.Length * 3); for (int i = 0; i < vertexCount; i++) { int boneCount = (int)ReadFloat(input); bones.Add(boneCount); for (int ii = 0; ii < boneCount; ii++) { bones.Add((int)ReadFloat(input)); weights.Add(ReadFloat(input) * scale); weights.Add(ReadFloat(input) * scale); weights.Add(ReadFloat(input)); } } int hullLength = ReadVarint(input, true); int[] edges = null; float width = 0, height = 0; if (nonessential) { edges = ReadShortArray(input); width = ReadFloat(input); height = ReadFloat(input); } if (path == null) { path = name; } WeightedMeshAttachment mesh = attachmentLoader.NewWeightedMeshAttachment(skin, name, path); if (mesh == null) { return(null); } mesh.Path = path; mesh.r = ((color & 0xff000000) >> 24) / 255f; mesh.g = ((color & 0x00ff0000) >> 16) / 255f; mesh.b = ((color & 0x0000ff00) >> 8) / 255f; mesh.a = ((color & 0x000000ff)) / 255f; mesh.bones = bones.ToArray(); mesh.weights = weights.ToArray(); mesh.triangles = triangles; mesh.regionUVs = uvs; mesh.UpdateUVs(); mesh.HullLength = hullLength * 2; if (nonessential) { mesh.Edges = edges; mesh.Width = width * scale; mesh.Height = height * scale; } // return(mesh); } case AttachmentType.weightedlinkedmesh: { String path = ReadString(input); int color = ReadInt(input); String skinName = ReadString(input); String parent = ReadString(input); bool inheritFFD = ReadBoolean(input); float width = 0, height = 0; if (nonessential) { width = ReadFloat(input); height = ReadFloat(input); } if (path == null) { path = name; } WeightedMeshAttachment mesh = attachmentLoader.NewWeightedMeshAttachment(skin, name, path); if (mesh == null) { return(null); } mesh.Path = path; mesh.r = ((color & 0xff000000) >> 24) / 255f; mesh.g = ((color & 0x00ff0000) >> 16) / 255f; mesh.b = ((color & 0x0000ff00) >> 8) / 255f; mesh.a = ((color & 0x000000ff)) / 255f; mesh.inheritFFD = inheritFFD; if (nonessential) { mesh.Width = width * scale; mesh.Height = height * scale; } linkedMeshes.Add(new SkeletonJson.LinkedMesh(mesh, skinName, slotIndex, parent)); return(mesh); } } return(null); }
public void Draw(Skeleton skeleton) { var drawOrder = skeleton.DrawOrder; var drawOrderItems = skeleton.DrawOrder.Items; float skeletonR = skeleton.R, skeletonG = skeleton.G, skeletonB = skeleton.B, skeletonA = skeleton.A; for (int i = 0, n = drawOrder.Count; i < n; i++) { Slot slot = drawOrderItems[i]; RegionAttachment regionAttachment = slot.Attachment as RegionAttachment; if (regionAttachment != null) { BlendState blendState = new BlendState(); Blend blendSrc; Blend blendDst; if (premultipliedAlpha) { blendState.AlphaBlendFunction = BlendState.AlphaBlend.AlphaBlendFunction; blendState.BlendFactor = BlendState.AlphaBlend.BlendFactor; blendState.ColorBlendFunction = BlendState.AlphaBlend.ColorBlendFunction; blendState.ColorWriteChannels = BlendState.AlphaBlend.ColorWriteChannels; blendState.ColorWriteChannels1 = BlendState.AlphaBlend.ColorWriteChannels1; blendState.ColorWriteChannels2 = BlendState.AlphaBlend.ColorWriteChannels2; blendState.ColorWriteChannels3 = BlendState.AlphaBlend.ColorWriteChannels3; blendState.MultiSampleMask = BlendState.AlphaBlend.MultiSampleMask; } else { blendState.AlphaBlendFunction = BlendState.NonPremultiplied.AlphaBlendFunction; blendState.BlendFactor = BlendState.NonPremultiplied.BlendFactor; blendState.ColorBlendFunction = BlendState.NonPremultiplied.ColorBlendFunction; blendState.ColorWriteChannels = BlendState.NonPremultiplied.ColorWriteChannels; blendState.ColorWriteChannels1 = BlendState.NonPremultiplied.ColorWriteChannels1; blendState.ColorWriteChannels2 = BlendState.NonPremultiplied.ColorWriteChannels2; blendState.ColorWriteChannels3 = BlendState.NonPremultiplied.ColorWriteChannels3; blendState.MultiSampleMask = BlendState.NonPremultiplied.MultiSampleMask; } switch (slot.Data.BlendMode) { case BlendMode.additive: blendState = BlendState.Additive; break; case BlendMode.multiply: blendSrc = BlendXna.GetXNABlend(BlendXna.GL_DST_COLOR); blendDst = BlendXna.GetXNABlend(BlendXna.GL_ONE_MINUS_SRC_ALPHA); blendState.ColorSourceBlend = blendSrc; blendState.AlphaSourceBlend = blendSrc; blendState.ColorDestinationBlend = blendDst; blendState.AlphaDestinationBlend = blendDst; break; case BlendMode.screen: blendSrc = BlendXna.GetXNABlend(premultipliedAlpha ? BlendXna.GL_ONE : BlendXna.GL_SRC_ALPHA); blendDst = BlendXna.GetXNABlend(BlendXna.GL_ONE_MINUS_SRC_COLOR); blendState.ColorSourceBlend = blendSrc; blendState.AlphaSourceBlend = blendSrc; blendState.ColorDestinationBlend = blendDst; blendState.AlphaDestinationBlend = blendDst; break; default: blendState = defaultBlendState; break; } if (device.BlendState != blendState) { End(); device.BlendState = blendState; } RegionItem item = batcher.NextItem(); AtlasRegion region = (AtlasRegion)regionAttachment.RendererObject; item.texture = (Texture2D)region.page.rendererObject; Color color; float a = skeletonA * slot.A; if (premultipliedAlpha) { color = new Color(skeletonR * slot.R * a, skeletonG * slot.G * a, skeletonB * slot.B * a, a); } else { color = new Color(skeletonR * slot.R, skeletonG * slot.G, skeletonB * slot.B, a); } item.vertexTL.Color = color; item.vertexBL.Color = color; item.vertexBR.Color = color; item.vertexTR.Color = color; float[] vertices = this.vertices; regionAttachment.ComputeWorldVertices(slot.Bone, vertices); item.vertexTL.Position.X = vertices[RegionAttachment.X1]; item.vertexTL.Position.Y = vertices[RegionAttachment.Y1]; item.vertexTL.Position.Z = 0; item.vertexBL.Position.X = vertices[RegionAttachment.X2]; item.vertexBL.Position.Y = vertices[RegionAttachment.Y2]; item.vertexBL.Position.Z = 0; item.vertexBR.Position.X = vertices[RegionAttachment.X3]; item.vertexBR.Position.Y = vertices[RegionAttachment.Y3]; item.vertexBR.Position.Z = 0; item.vertexTR.Position.X = vertices[RegionAttachment.X4]; item.vertexTR.Position.Y = vertices[RegionAttachment.Y4]; item.vertexTR.Position.Z = 0; float[] uvs = regionAttachment.UVs; item.vertexTL.TextureCoordinate.X = uvs[RegionAttachment.X1]; item.vertexTL.TextureCoordinate.Y = uvs[RegionAttachment.Y1]; item.vertexBL.TextureCoordinate.X = uvs[RegionAttachment.X2]; item.vertexBL.TextureCoordinate.Y = uvs[RegionAttachment.Y2]; item.vertexBR.TextureCoordinate.X = uvs[RegionAttachment.X3]; item.vertexBR.TextureCoordinate.Y = uvs[RegionAttachment.Y3]; item.vertexTR.TextureCoordinate.X = uvs[RegionAttachment.X4]; item.vertexTR.TextureCoordinate.Y = uvs[RegionAttachment.Y4]; } } }