public bool Paint(P3D_Brush brush, Vector2 uv) { if (this.Canvas == null) { return(false); } Vector2 vector = P3D_Helper.CalculatePixelFromCoord(uv, this.Tiling, this.Offset, this.Canvas.width, this.Canvas.height); return(this.Paint(brush, vector.x, vector.y)); }
// This causes the current paint operation to get applied to the specified u/v coordinate public bool Paint(P3D_Brush brush, Vector2 uv) { if (Canvas != null) { var xy = P3D_Helper.CalculatePixelFromCoord(uv, Tiling, Offset, Canvas.width, Canvas.height); return(Paint(brush, xy.x, xy.y)); } return(false); }
private void ShowBrushPreview(P3D_Result result) { var width = currentTexture.width; var height = currentTexture.height; var uv = result.GetUV(P3D_CoordType.UV1); var xy = P3D_Helper.CalculatePixelFromCoord(uv, CurrentTiling, CurrentOffset, width, height); var matrix = P3D_Helper.CreateMatrix(xy + new Vector2(0.01f, 0.01f), currentBrush.Size * 0.999f, currentBrush.Angle).Inverse; var resolution = new Vector2(width, height); P3D_BrushPreview.Show(lockedMesh, currentMaterialIndex, lockedGameObject.transform, previewBrushOpacity, matrix, resolution, currentBrush.Shape, CurrentTiling, CurrentOffset); }