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Add frame support for Sprite3D with region enabled
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@ -382,36 +382,30 @@ void Sprite3D::_draw() {
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VS::get_singleton()->immediate_clear(immediate);
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if (!texture.is_valid())
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return; //no texuture no life
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return;
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Vector2 tsize = texture->get_size();
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if (tsize.x == 0 || tsize.y == 0)
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return;
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Size2i s;
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Rect2 src_rect;
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Rect2 base_rect;
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if (region)
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base_rect = region_rect;
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else
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base_rect = Rect2(0, 0, texture->get_width(), texture->get_height());
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if (region) {
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Size2 frame_size = base_rect.size / Size2(hframes, vframes);
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Point2 frame_offset = Point2(frame % hframes, frame / hframes);
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frame_offset *= frame_size;
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s = region_rect.size;
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src_rect = region_rect;
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} else {
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s = texture->get_size();
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s = s / Size2(hframes, vframes);
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src_rect.size = s;
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src_rect.position.x += (frame % hframes) * s.x;
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src_rect.position.y += (frame / hframes) * s.y;
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}
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Point2 ofs = get_offset();
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Point2 dest_offset = get_offset();
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if (is_centered())
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ofs -= s / 2;
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Rect2 dst_rect(ofs, s);
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dest_offset -= frame_size / 2;
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Rect2 src_rect(base_rect.position + frame_offset, frame_size);
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Rect2 final_dst_rect(dest_offset, frame_size);
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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(final_dst_rect, src_rect, final_rect, final_src_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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