Texture UV
Added: 1.0.0
An interface representing the UV mapping of a texture. It maps texture coordinates normalized as floats from 0.0f to 1.0f to determine how textures are rendered onto shapes.
Use the static factory methods createFromRegion() or createFromUV() to instantiate a new definition.
Methods
| Return Type | Signature |
|---|---|
TextureUV | static createFromRegion(int atlasWidth, int atlasHeight, @Nullable Rectangle region) |
TextureUV | static createFromUV(float u_min, float u_max, float v_min, float v_max) |
float | getUMin() |
float | getUMax() |
float | getVMin() |
float | getVMax() |
createFromRegion
Added: 1.0.0
Static factory method that instantiates a new instance by converting texture region into normalized floating-point UV coordinates.
- Atlas Width: The total width of the texture file in pixels.
- Atlas Height: The total height of the texture file in pixels.
- Region: The bounding box sub-region defining the pixel coordinates to map. Pass
nullto use the whole texture bounds (0.0fto1.0f).
createFromUV
Added: 1.0.0
Static factory method that instantiates a new instance using pre-calculated, raw normalized floating-point UV coordinates.
- U Min: The minimum horizontal coordinate (the left edge).
- U Max: The maximum horizontal coordinate (the right edge).
- V Min: The minimum vertical coordinate (the top edge).
- V Max: The maximum vertical coordinate (the bottom edge).
getUMin
Added: 1.0.0
Returns the minimum horizontal mapping coordinate value (the left edge).
getUMax
Added: 1.0.0
Returns the maximum horizontal mapping coordinate value (the right edge).
getVMin
Added: 1.0.0
Returns the minimum vertical mapping coordinate value (the top edge).
getVMax
Added: 1.0.0
Returns the maximum vertical mapping coordinate value (the bottom edge).