texcoord
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uv texture coordinates from a region
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# texcoord
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Get a `[u1, v1, u2, v2]` texture coordinate region from the given bounds. Best suited for rendering with top left texture coordinates.
```js
//sprite bounds
var position = [0, 0]
var size = [64, 64]
//atlas dimensions
var atlasSize = [1024, 1024]
var t = texcoord(position, size, atlasSize)
// [ 0, 0, 0.0625, 0.0625 ]
var def = texcoord()
// [0, 0, 1, 1]
```
## Usage
[](https://nodei.co/npm/texcoord/)
#### `texcoord([position, shape, texShape, out])`
Returns a `[u1, v1, u2, v2]` array with texture coordinates (typically 0.0 to 1.0) based on the given regions. All arguments are optional.
- `positions` the [x,y] position for our sprite
- `shape` the [width,height] sprite size
- `texShape` the [width,height] for our atlas (defaults to sprite size)
- `out` if specified, the result will be stored in this array rather than creating a new one
If no arguments are specified, the return will be `[0, 0, 1, 1]` (i.e. "use full atlas").
## License
MIT, see [LICENSE.md](http://github.com/mattdesl/texcoord/blob/master/LICENSE.md) for details.