private static Vector2[] JustifyUVs(Vector2[] uvs, pb_UV.Justify j) { Vector2 amt = new Vector2(0f, 0f); switch (j) { case pb_UV.Justify.Left: amt = new Vector2(pb_Math.SmallestVector2(uvs).x, 0f); break; case pb_UV.Justify.Right: amt = new Vector2(pb_Math.LargestVector2(uvs).x - 1f, 0f); break; case pb_UV.Justify.Top: amt = new Vector2(0f, pb_Math.LargestVector2(uvs).y - 1f); break; case pb_UV.Justify.Bottom: amt = new Vector2(0f, pb_Math.SmallestVector2(uvs).y); break; case pb_UV.Justify.Center: amt = pb_Math.Average(uvs) - (new Vector2(.5f, .5f)); break; } for (int i = 0; i < uvs.Length; i++) { uvs[i] -= amt; } return(uvs); }
private static void SetJustify(pb_UV.Justify justify, pb_Object[] sel) { pbUndo.RecordObjects(sel, "Justify UVs"); for (int i = 0; i < sel.Length; i++) { foreach (pb_Face q in sel[i].SelectedFaces) { q.uv.justify = justify; } } }
private void SetJustify(pb_UV.Justify justify, pb_Object[] sel) { for (int i = 0; i < sel.Length; i++) { foreach (pb_Face q in sel[i].SelectedFaces) { q.uv.justify = justify; } sel[i].RefreshUV(SelectedFacesInEditZone[i]); } }
// The pb_SerializedMesh constructor is used to deserialize values. public pb_SerializableUV(SerializationInfo info, StreamingContext context) { this.useWorldSpace = (bool) info.GetValue("useWorldSpace", typeof(bool)); this.flipU = (bool) info.GetValue("flipU", typeof(bool)); this.flipV = (bool) info.GetValue("flipV", typeof(bool)); this.swapUV = (bool) info.GetValue("swapUV", typeof(bool)); this.fill = (pb_UV.Fill) info.GetValue("fill", typeof(pb_UV.Fill)); this.scale = (pb_Vector2) info.GetValue("scale", typeof(pb_Vector2)); this.offset = (pb_Vector2) info.GetValue("offset", typeof(pb_Vector2)); this.rotation = (float) info.GetValue("rotation", typeof(float)); this.justify = (pb_UV.Justify) info.GetValue("justify", typeof(pb_UV.Justify)); }
public pb_SerializableUV(pb_UV uv) { this.useWorldSpace = uv.useWorldSpace; this.flipU = uv.flipU; this.flipV = uv.flipV; this.swapUV = uv.swapUV; this.fill = uv.fill; this.scale = uv.scale; this.offset = uv.offset; this.rotation = uv.rotation; this.justify = uv.justify; }