UVsDebug.js 2.8 KB

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  1. /*
  2. * @author zz85 / http://github.com/zz85
  3. * @author WestLangley / http://github.com/WestLangley
  4. * @author Mugen87 / https://github.com/Mugen87
  5. *
  6. * tool for "unwrapping" and debugging three.js geometries UV mapping
  7. *
  8. * Sample usage:
  9. * document.body.appendChild( THREE.UVsDebug( new THREE.SphereBufferGeometry( 10, 10, 10, 10 ) );
  10. *
  11. */
  12. THREE.UVsDebug = function ( geometry, size ) {
  13. // handles wrapping of uv.x > 1 only
  14. var abc = 'abc';
  15. var a = new THREE.Vector2();
  16. var b = new THREE.Vector2();
  17. var geo = geometry;
  18. if ( geo.isGeometry ) geo = new THREE.BufferGeometry().fromGeometry( geo );
  19. var uvs = geo.attributes.uv;
  20. var uv = new THREE.Vector2();
  21. var canvas = document.createElement( 'canvas' );
  22. var width = size || 1024; // power of 2 required for wrapping
  23. var height = size || 1024;
  24. canvas.width = width;
  25. canvas.height = height;
  26. var ctx = canvas.getContext( '2d' );
  27. ctx.lineWidth = 2;
  28. ctx.strokeStyle = 'rgba( 0, 0, 0, 1.0 )';
  29. ctx.textAlign = 'center';
  30. // paint background white
  31. ctx.fillStyle = 'rgba( 255, 255, 255, 1.0 )';
  32. ctx.fillRect( 0, 0, width, height );
  33. var index = geo.index;
  34. var face = [];
  35. if ( index ) {
  36. // indexed geometry
  37. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  38. face[ 0 ] = index.getX( i );
  39. face[ 1 ] = index.getX( i + 1 );
  40. face[ 2 ] = index.getX( i + 2 );
  41. processFace( face, i );
  42. }
  43. } else {
  44. // non-indexed geometry
  45. for ( var i = 0, il = uvs.count; i < il; i += 3 ) {
  46. face[ 0 ] = i;
  47. face[ 1 ] = i + 1;
  48. face[ 2 ] = i + 2;
  49. processFace( face, i );
  50. }
  51. }
  52. return canvas;
  53. function processFace( face, index ) {
  54. var indexCount = face.length;
  55. // draw contour of face
  56. ctx.beginPath();
  57. a.set( 0, 0 );
  58. for ( var j = 0, jl = indexCount; j < jl; j ++ ) {
  59. uv.fromBufferAttribute( uvs, face[ j ] );
  60. a.x += uv.x;
  61. a.y += uv.y;
  62. if ( j === 0 ) {
  63. ctx.moveTo( uv.x * width, ( 1 - uv.y ) * height );
  64. } else {
  65. ctx.lineTo( uv.x * width, ( 1 - uv.y ) * height );
  66. }
  67. }
  68. ctx.closePath();
  69. ctx.stroke();
  70. // calculate center of face
  71. a.divideScalar( indexCount );
  72. // label the face number
  73. ctx.font = '12pt Arial bold';
  74. ctx.fillStyle = 'rgba( 0, 0, 0, 1.0 )';
  75. ctx.fillText( index, a.x * width, ( 1 - a.y ) * height );
  76. if ( a.x > 0.95 ) {
  77. // wrap x // 0.95 is arbitrary
  78. ctx.fillText( index, ( a.x % 1 ) * width, ( 1 - a.y ) * height );
  79. }
  80. //
  81. ctx.font = '8pt Arial bold';
  82. ctx.fillStyle = 'rgba( 0, 0, 0, 1.0 )';
  83. // label uv edge orders
  84. for ( j = 0, jl = face.length; j < jl; j ++ ) {
  85. uv.fromBufferAttribute( uvs, face[ j ] );
  86. b.addVectors( a, uv ).divideScalar( 2 );
  87. var vnum = face[ j ];
  88. ctx.fillText( abc[ j ] + vnum, b.x * width, ( 1 - b.y ) * height );
  89. if ( b.x > 0.95 ) {
  90. // wrap x
  91. ctx.fillText( abc[ j ] + vnum, ( b.x % 1 ) * width, ( 1 - b.y ) * height );
  92. }
  93. }
  94. }
  95. };