Doodle3D-Slicer/three.js-master/examples/js/utils/UVsDebug.js

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2015-06-12 15:58:26 +02:00
/*
* @author zz85 / http://github.com/zz85
* @author WestLangley / http://github.com/WestLangley
*
* tool for "unwrapping" and debugging three.js
* geometries UV mapping
*
* Sample usage:
* document.body.appendChild(
* THREE.UVsDebug(
* new THREE.SphereGeometry(10,10,10,10));
*
*/
THREE.UVsDebug = function( geometry, size ) {
// handles wrapping of uv.x > 1 only
var abc = 'abcd';
var uv, u, ax, ay;
var i, il, j, jl;
var vnum;
var a = new THREE.Vector2();
var b = new THREE.Vector2();
var faces = geometry.faces;
var uvs = geometry.faceVertexUvs[ 0 ];
var canvas = document.createElement( 'canvas' );
var width = size || 1024; // power of 2 required for wrapping
var height = size || 1024;
canvas.width = width;
canvas.height = height;
var ctx = canvas.getContext( '2d' );
ctx.lineWidth = 2;
ctx.strokeStyle = 'rgba( 0, 0, 0, 1.0 )';
ctx.textAlign = 'center';
// paint background white
ctx.fillStyle = 'rgba( 255, 255, 255, 1.0 )';
ctx.fillRect( 0, 0, width, height );
for ( i = 0, il = uvs.length; i < il; i ++ ) {
uv = uvs[ i ];
// draw lines
ctx.beginPath();
a.set( 0, 0 );
for ( j = 0, jl = uv.length; j < jl; j ++ ) {
u = uv[ j ];
a.x += u.x;
a.y += u.y;
if ( j == 0 ) {
ctx.moveTo( u.x * width, ( 1 - u.y ) * height );
} else {
ctx.lineTo( u.x * width, ( 1 - u.y ) * height );
}
}
ctx.closePath();
ctx.stroke();
a.divideScalar( jl );
// label the face number
ctx.font = "12pt Arial bold";
ctx.fillStyle = 'rgba( 0, 0, 0, 1.0 )';
ctx.fillText( i, a.x * width, ( 1 - a.y ) * height );
if ( a.x > 0.95 ) { // wrap x // 0.95 is arbitrary
ctx.fillText( i, ( a.x % 1 ) * width, ( 1 - a.y ) * height );
}
ctx.font = "8pt Arial bold";
ctx.fillStyle = 'rgba( 0, 0, 0, 1.0 )';
// label uv edge orders
for ( j = 0, jl = uv.length; j < jl; j ++ ) {
u = uv[ j ];
b.addVectors( a, u ).divideScalar( 2 );
vnum = faces[ i ][ abc[ j ] ];
ctx.fillText( abc[ j ] + vnum, b.x * width, ( 1 - b.y ) * height );
if ( b.x > 0.95 ) { // wrap x
ctx.fillText( abc[ j ] + vnum, ( b.x % 1 ) * width, ( 1 - b.y ) * height );
}
}
}
return canvas;
}