Ha... I think I'm gonna pass on that. :) It doesn't seem to do what I wanted to do anyway. Meanwhile I found out that I can use the MeshData Tool to move UVs, however, I ran into a problem there. Maybe you could help me with it (I can make another thread if you think it's better):
When I iterate over the uvs of my mesh (which is a cube)...
for v in range(mdt.get_vertex_count()): # mdt is a MeshData Tool instance
# I multiply their positions by texture (tileset) width and height so the numbers make more sense
print("%d | %s" % [v, str(dt.get_vertex_uv(v) * Vector2(256, 512))] )
... the order that they're listed doesn't seem to make sense. So when iterating I don't quite know which vertex's uvs I'm changing.
The output of the code above is this:
0 | 0, 0 # I would expect it to be something like
1 | 32, 32 # 4 vertices listed clockwise or counter-clockwise
2 | 32, 0 # and then the next 4, and so on
3 | 0, 0
4 | 32, 32
5 | 32, 0
6 | 0, 0
7 | 32, 32
8 | 32, 0
9 | 0, 0
10 | 32, 32
11 | 32, 0
12 | 0, 0
13 | 32, 32
14 | 32, 0
15 | 32, 32
16 | 0, 0
17 | 0, 32 # these are all out of order
18 | 0, 32 # and lumped together
19 | 0, 32
20 | 0, 32
21 | 0, 32
22 | 0, 32
23 | 32, 0