public override void Drag(Vector3 position, Quaternion rotation, Vector3 scale)
        {
            if (Meshes == null)
            {
                return;
            }

            float angle = (Quaternion.Inverse(InitialRotation) * rotation).eulerAngles.z;

            List <Face> faces = new List <Face>();

            for (int m = 0; m < Meshes.Length; ++m)
            {
                ProBuilderMesh mesh         = Meshes[m];
                Vector2[]      origins      = Origins[m];
                Vector2[]      centers      = FaceCenters[m];
                var            uvTransforms = UVTransforms[m];
                int[]          indexes      = Indexes[m];

                Vector2[]       textures = mesh.textures.ToArray();
                IList <Vector4> tangents = mesh.tangents;

                for (int i = 0; i < indexes.Length; ++i)
                {
                    int index = indexes[i];
                    textures[index] = centers[i] + PBMath.RotateAroundPoint(origins[i] - centers[i], Vector2.zero, angle * tangents[index].w);
                }

                mesh.textures = textures;
                mesh.GetFaces(Selection.SelectedFaces[mesh.gameObject], faces);

                mesh.RefreshUV(faces);
                faces.Clear();
            }
        }
Exemple #2
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        public override void Drag(Vector3 position, Quaternion rotation, Vector3 scale)
        {
            base.Drag(position, rotation, scale);

            float angle = rotation.eulerAngles.z;

            List <Face> faces = new List <Face>();

            for (int m = 0; m < Meshes.Length; ++m)
            {
                ProBuilderMesh mesh         = Meshes[m];
                Vector2[]      origins      = Origins[m];
                Vector2[]      centers      = FaceCenters[m];
                var            uvTransforms = UVTransforms[m];
                int[]          indexes      = Indexes[m];

                Vector2[] textures = mesh.textures.ToArray();

                for (int i = 0; i < indexes.Length; ++i)
                {
                    int index = indexes[i];
                    textures[index] = centers[i] + PBMath.RotateAroundPoint(origins[i] - centers[i], Vector2.zero, uvTransforms[i].rotation + angle);
                }

                mesh.textures = textures;
                mesh.GetFaces(Selection.SelectedFaces[mesh], faces);

                mesh.RefreshUV(faces);
                faces.Clear();
            }
        }