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UVsDebug.js 3.2 KB

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  1. /**
  2. * tool for "unwrapping" and debugging three.js geometries UV mapping
  3. *
  4. * Sample usage:
  5. * document.body.appendChild( THREE.UVsDebug( new THREE.SphereGeometry( 10, 10, 10, 10 ) );
  6. *
  7. */
  8. THREE.UVsDebug = function ( geometry, size ) {
  9. // handles wrapping of uv.x > 1 only
  10. var abc = 'abc';
  11. var a = new THREE.Vector2();
  12. var b = new THREE.Vector2();
  13. var uvs = [
  14. new THREE.Vector2(),
  15. new THREE.Vector2(),
  16. new THREE.Vector2()
  17. ];
  18. var face = [];
  19. var canvas = document.createElement( 'canvas' );
  20. var width = size || 1024; // power of 2 required for wrapping
  21. var height = size || 1024;
  22. canvas.width = width;
  23. canvas.height = height;
  24. var ctx = canvas.getContext( '2d' );
  25. ctx.lineWidth = 1;
  26. ctx.strokeStyle = 'rgb( 63, 63, 63 )';
  27. ctx.textAlign = 'center';
  28. // paint background white
  29. ctx.fillStyle = 'rgb( 255, 255, 255 )';
  30. ctx.fillRect( 0, 0, width, height );
  31. if ( geometry.isGeometry ) {
  32. console.error( 'THREE.UVsDebug no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  33. return;
  34. } else {
  35. var index = geometry.index;
  36. var uvAttribute = geometry.attributes.uv;
  37. if ( index ) {
  38. // indexed geometry
  39. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  40. face[ 0 ] = index.getX( i );
  41. face[ 1 ] = index.getX( i + 1 );
  42. face[ 2 ] = index.getX( i + 2 );
  43. uvs[ 0 ].fromBufferAttribute( uvAttribute, face[ 0 ] );
  44. uvs[ 1 ].fromBufferAttribute( uvAttribute, face[ 1 ] );
  45. uvs[ 2 ].fromBufferAttribute( uvAttribute, face[ 2 ] );
  46. processFace( face, uvs, i / 3 );
  47. }
  48. } else {
  49. // non-indexed geometry
  50. for ( var i = 0, il = uvAttribute.count; i < il; i += 3 ) {
  51. face[ 0 ] = i;
  52. face[ 1 ] = i + 1;
  53. face[ 2 ] = i + 2;
  54. uvs[ 0 ].fromBufferAttribute( uvAttribute, face[ 0 ] );
  55. uvs[ 1 ].fromBufferAttribute( uvAttribute, face[ 1 ] );
  56. uvs[ 2 ].fromBufferAttribute( uvAttribute, face[ 2 ] );
  57. processFace( face, uvs, i / 3 );
  58. }
  59. }
  60. }
  61. return canvas;
  62. function processFace( face, uvs, index ) {
  63. // draw contour of face
  64. ctx.beginPath();
  65. a.set( 0, 0 );
  66. for ( var j = 0, jl = uvs.length; j < jl; j ++ ) {
  67. var uv = uvs[ j ];
  68. a.x += uv.x;
  69. a.y += uv.y;
  70. if ( j === 0 ) {
  71. ctx.moveTo( uv.x * ( width - 2 ) + 0.5, ( 1 - uv.y ) * ( height - 2 ) + 0.5 );
  72. } else {
  73. ctx.lineTo( uv.x * ( width - 2 ) + 0.5, ( 1 - uv.y ) * ( height - 2 ) + 0.5 );
  74. }
  75. }
  76. ctx.closePath();
  77. ctx.stroke();
  78. // calculate center of face
  79. a.divideScalar( uvs.length );
  80. // label the face number
  81. ctx.font = '18px Arial';
  82. ctx.fillStyle = 'rgb( 63, 63, 63 )';
  83. ctx.fillText( index, a.x * width, ( 1 - a.y ) * height );
  84. if ( a.x > 0.95 ) {
  85. // wrap x // 0.95 is arbitrary
  86. ctx.fillText( index, ( a.x % 1 ) * width, ( 1 - a.y ) * height );
  87. }
  88. //
  89. ctx.font = '12px Arial';
  90. ctx.fillStyle = 'rgb( 191, 191, 191 )';
  91. // label uv edge orders
  92. for ( j = 0, jl = uvs.length; j < jl; j ++ ) {
  93. var uv = uvs[ j ];
  94. b.addVectors( a, uv ).divideScalar( 2 );
  95. var vnum = face[ j ];
  96. ctx.fillText( abc[ j ] + vnum, b.x * width, ( 1 - b.y ) * height );
  97. if ( b.x > 0.95 ) {
  98. // wrap x
  99. ctx.fillText( abc[ j ] + vnum, ( b.x % 1 ) * width, ( 1 - b.y ) * height );
  100. }
  101. }
  102. }
  103. };