/** * Copyright (c) 2018 mol* contributors, licensed under MIT, See LICENSE file for more info. * * @author Alexander Rose */ import { Sphere3D } from 'mol-math/geometry' import { Mat4, Vec3 } from 'mol-math/linear-algebra' import { ValueCell } from 'mol-util'; export function calculateTextureInfo (n: number, itemSize: number) { const sqN = Math.sqrt(n * itemSize) let width = Math.ceil(sqN) width = width + (itemSize - (width % itemSize)) % itemSize const height = width > 0 ? Math.ceil(n * itemSize / width) : 0 return { width, height, length: width * height * itemSize } } export interface TextureImage { array: Uint8Array width: number height: number } export function createTextureImage (n: number, itemSize: number): TextureImage { const { length, width, height } = calculateTextureInfo(n, itemSize) return { array: new Uint8Array(length), width, height } } export function fillSerial (array: T) { const n = array.length for (let i = 0; i < n; ++i) array[ i ] = i return array } export interface PositionValues { aPosition: ValueCell drawCount: ValueCell, aTransform: ValueCell, instanceCount: ValueCell, } function getPositionDataFromValues(values: PositionValues) { return { position: values.aPosition.ref.value, positionCount: values.drawCount.ref.value / 3 / 3, transform: values.aTransform.ref.value, transformCount: values.instanceCount.ref.value } } export function calculateBoundingSphereFromValues(values: PositionValues){ const { position, positionCount, transform, transformCount } = getPositionDataFromValues(values) return calculateBoundingSphere(position, positionCount, transform, transformCount) } export function calculateBoundingSphere(position: Float32Array, positionCount: number, transform: Float32Array, transformCount: number): Sphere3D { const m = Mat4.zero() let cx = 0, cy = 0, cz = 0; let radiusSq = 0; for (let i = 0, _i = positionCount * 3; i < _i; i += 3) { cx += position[i]; cy += position[i + 1]; cz += position[i + 2]; } if (positionCount > 0) { cx /= positionCount; cy /= positionCount; cz /= positionCount; } for (let i = 0, _i = positionCount * 3; i < _i; i += 3) { const dx = position[i] - cx const dy = position[i + 1] - cy const dz = position[i + 2] - cz; const d = dx * dx + dy * dy + dz * dz; if (d > radiusSq) radiusSq = d; } const c = Vec3.create(cx, cy, cz) const ct = Vec3.zero() const center = Vec3.zero() const centers = new Float32Array(3 * transformCount) for (let i = 0, _i = transformCount; i < _i; ++i) { Mat4.fromArray(m, transform, i * 16) Vec3.transformMat4(ct, c, m) Vec3.add(center, center, ct) Vec3.toArray(ct, centers, i * 3) } Vec3.scale(center, center, 1 / transformCount) let r = Math.sqrt(radiusSq) let radius = r for (let i = 0, _i = transformCount; i < _i; ++i) { Vec3.fromArray(ct, centers, i * 3) radius = Math.max(radius, Vec3.distance(center, ct) + r) } return { center, radius }; }