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- /**
- * Copyright (c) 2018 mol* contributors, licensed under MIT, See LICENSE file for more info.
- *
- * @author David Sehnal <david.sehnal@gmail.com>
- */
- import { Task, RuntimeContext } from 'mol-task'
- import { ValueCell } from 'mol-util'
- import { Vec3, Mat4 } from 'mol-math/linear-algebra'
- import { Sphere3D } from 'mol-math/geometry'
- import { transformPositionArray/* , transformDirectionArray, getNormalMatrix */ } from '../../util';
- import { Geometry } from '../geometry';
- import { createMarkers } from '../marker-data';
- import { TransformData } from '../transform-data';
- import { LocationIterator } from '../../util/location-iterator';
- import { createColors } from '../color-data';
- import { ChunkedArray } from 'mol-data/util';
- import { ParamDefinition as PD } from 'mol-util/param-definition';
- import { calculateBoundingSphere } from 'mol-gl/renderable/util';
- import { Theme } from 'mol-theme/theme';
- import { MeshValues } from 'mol-gl/renderable/mesh';
- export interface Mesh {
- readonly kind: 'mesh',
- /** Number of vertices in the mesh */
- vertexCount: number,
- /** Number of triangles in the mesh */
- triangleCount: number,
- /** Vertex buffer as array of xyz values wrapped in a value cell */
- readonly vertexBuffer: ValueCell<Float32Array>,
- /** Index buffer as array of vertex index triplets wrapped in a value cell */
- readonly indexBuffer: ValueCell<Uint32Array>,
- /** Normal buffer as array of xyz values for each vertex wrapped in a value cell */
- readonly normalBuffer: ValueCell<Float32Array>,
- /** Group buffer as array of group ids for each vertex wrapped in a value cell */
- readonly groupBuffer: ValueCell<Float32Array>,
- /** Flag indicating if normals are computed for the current set of vertices */
- normalsComputed: boolean,
- /** Bounding sphere of the mesh */
- boundingSphere?: Sphere3D
- }
- export namespace Mesh {
- export function createEmpty(mesh?: Mesh): Mesh {
- const vb = mesh ? mesh.vertexBuffer.ref.value : new Float32Array(0)
- const ib = mesh ? mesh.indexBuffer.ref.value : new Uint32Array(0)
- const nb = mesh ? mesh.normalBuffer.ref.value : new Float32Array(0)
- const gb = mesh ? mesh.groupBuffer.ref.value : new Float32Array(0)
- return {
- kind: 'mesh',
- vertexCount: 0,
- triangleCount: 0,
- vertexBuffer: mesh ? ValueCell.update(mesh.vertexBuffer, vb) : ValueCell.create(vb),
- indexBuffer: mesh ? ValueCell.update(mesh.indexBuffer, ib) : ValueCell.create(ib),
- normalBuffer: mesh ? ValueCell.update(mesh.normalBuffer, nb) : ValueCell.create(nb),
- groupBuffer: mesh ? ValueCell.update(mesh.groupBuffer, gb) : ValueCell.create(gb),
- normalsComputed: true,
- }
- }
- export function computeNormalsImmediate(mesh: Mesh) {
- if (mesh.normalsComputed) return;
- const normals = mesh.normalBuffer.ref.value.length >= mesh.vertexCount * 3
- ? mesh.normalBuffer.ref.value : new Float32Array(mesh.vertexBuffer.ref.value.length);
- const v = mesh.vertexBuffer.ref.value, triangles = mesh.indexBuffer.ref.value;
- if (normals === mesh.normalBuffer.ref.value) {
- for (let i = 0, ii = 3 * mesh.vertexCount; i < ii; i += 3) {
- normals[i] = 0; normals[i + 1] = 0; normals[i + 2] = 0;
- }
- }
- const x = Vec3.zero(), y = Vec3.zero(), z = Vec3.zero(), d1 = Vec3.zero(), d2 = Vec3.zero(), n = Vec3.zero();
- for (let i = 0, ii = 3 * mesh.triangleCount; i < ii; i += 3) {
- const a = 3 * triangles[i], b = 3 * triangles[i + 1], c = 3 * triangles[i + 2];
- Vec3.fromArray(x, v, a);
- Vec3.fromArray(y, v, b);
- Vec3.fromArray(z, v, c);
- Vec3.sub(d1, z, y);
- Vec3.sub(d2, x, y);
- Vec3.cross(n, d1, d2);
- normals[a] += n[0]; normals[a + 1] += n[1]; normals[a + 2] += n[2];
- normals[b] += n[0]; normals[b + 1] += n[1]; normals[b + 2] += n[2];
- normals[c] += n[0]; normals[c + 1] += n[1]; normals[c + 2] += n[2];
- }
- for (let i = 0, ii = 3 * mesh.vertexCount; i < ii; i += 3) {
- const nx = normals[i];
- const ny = normals[i + 1];
- const nz = normals[i + 2];
- const f = 1.0 / Math.sqrt(nx * nx + ny * ny + nz * nz);
- normals[i] *= f; normals[i + 1] *= f; normals[i + 2] *= f;
- // console.log([normals[i], normals[i + 1], normals[i + 2]], [v[i], v[i + 1], v[i + 2]])
- }
- ValueCell.update(mesh.normalBuffer, normals);
- mesh.normalsComputed = true;
- }
- export function checkForDuplicateVertices(mesh: Mesh, fractionDigits = 3) {
- const v = mesh.vertexBuffer.ref.value
- const map = new Map<string, number>()
- const hash = (v: Vec3, d: number) => `${v[0].toFixed(d)}|${v[1].toFixed(d)}|${v[2].toFixed(d)}`
- let duplicates = 0
- const a = Vec3.zero()
- for (let i = 0, il = mesh.vertexCount; i < il; ++i) {
- Vec3.fromArray(a, v, i * 3)
- const k = hash(a, fractionDigits)
- const count = map.get(k)
- if (count !== undefined) {
- duplicates += 1
- map.set(k, count + 1)
- } else {
- map.set(k, 1)
- }
- }
- return duplicates
- }
- export function computeNormals(surface: Mesh): Task<Mesh> {
- return Task.create<Mesh>('Surface (Compute Normals)', async ctx => {
- if (surface.normalsComputed) return surface;
- await ctx.update('Computing normals...');
- computeNormalsImmediate(surface);
- return surface;
- });
- }
- export function transformImmediate(mesh: Mesh, t: Mat4) {
- transformRangeImmediate(mesh, t, 0, mesh.vertexCount)
- }
- export function transformRangeImmediate(mesh: Mesh, t: Mat4, offset: number, count: number) {
- const v = mesh.vertexBuffer.ref.value
- transformPositionArray(t, v, offset, count)
- // TODO normals transformation does not work for an unknown reason, ASR
- // if (mesh.normalBuffer.ref.value) {
- // const n = getNormalMatrix(Mat3.zero(), t)
- // transformDirectionArray(n, mesh.normalBuffer.ref.value, offset, count)
- // mesh.normalsComputed = true;
- // }
- ValueCell.update(mesh.vertexBuffer, v);
- mesh.normalsComputed = false;
- }
- export function computeBoundingSphere(mesh: Mesh): Task<Mesh> {
- return Task.create<Mesh>('Mesh (Compute Bounding Sphere)', async ctx => {
- if (mesh.boundingSphere) {
- return mesh;
- }
- await ctx.update('Computing bounding sphere...');
- const vertices = mesh.vertexBuffer.ref.value;
- let x = 0, y = 0, z = 0;
- for (let i = 0, _c = vertices.length; i < _c; i += 3) {
- x += vertices[i];
- y += vertices[i + 1];
- z += vertices[i + 2];
- }
- x /= mesh.vertexCount;
- y /= mesh.vertexCount;
- z /= mesh.vertexCount;
- let r = 0;
- for (let i = 0, _c = vertices.length; i < _c; i += 3) {
- const dx = x - vertices[i];
- const dy = y - vertices[i + 1];
- const dz = z - vertices[i + 2];
- r = Math.max(r, dx * dx + dy * dy + dz * dz);
- }
- mesh.boundingSphere = {
- center: Vec3.create(x, y, z),
- radius: Math.sqrt(r)
- }
- return mesh;
- });
- }
- /**
- * Ensure that each vertices of each triangle have the same group id.
- * Note that normals are copied over and can't be re-created from the new mesh.
- */
- export function uniformTriangleGroup(mesh: Mesh, splitTriangles = true) {
- const { indexBuffer, vertexBuffer, groupBuffer, normalBuffer, triangleCount, vertexCount } = mesh
- const ib = indexBuffer.ref.value
- const vb = vertexBuffer.ref.value
- const gb = groupBuffer.ref.value
- const nb = normalBuffer.ref.value
- // new
- const index = ChunkedArray.create(Uint32Array, 3, 1024, triangleCount)
- // re-use
- const vertex = ChunkedArray.create(Float32Array, 3, 1024, vb)
- vertex.currentIndex = vertexCount * 3
- vertex.elementCount = vertexCount
- const normal = ChunkedArray.create(Float32Array, 3, 1024, nb)
- normal.currentIndex = vertexCount * 3
- normal.elementCount = vertexCount
- const group = ChunkedArray.create(Float32Array, 1, 1024, gb)
- group.currentIndex = vertexCount
- group.elementCount = vertexCount
- const vi = Vec3.zero()
- const vj = Vec3.zero()
- const vk = Vec3.zero()
- const ni = Vec3.zero()
- const nj = Vec3.zero()
- const nk = Vec3.zero()
- function add(i: number) {
- Vec3.fromArray(vi, vb, i * 3)
- Vec3.fromArray(ni, nb, i * 3)
- ChunkedArray.add3(vertex, vi[0], vi[1], vi[2])
- ChunkedArray.add3(normal, ni[0], ni[1], ni[2])
- }
- function addMid(i: number, j: number) {
- Vec3.fromArray(vi, vb, i * 3)
- Vec3.fromArray(vj, vb, j * 3)
- Vec3.scale(vi, Vec3.add(vi, vi, vj), 0.5)
- Vec3.fromArray(ni, nb, i * 3)
- Vec3.fromArray(nj, nb, j * 3)
- Vec3.scale(ni, Vec3.add(ni, ni, nj), 0.5)
- ChunkedArray.add3(vertex, vi[0], vi[1], vi[2])
- ChunkedArray.add3(normal, ni[0], ni[1], ni[2])
- }
- function addCenter(i: number, j: number, k: number) {
- Vec3.fromArray(vi, vb, i * 3)
- Vec3.fromArray(vj, vb, j * 3)
- Vec3.fromArray(vk, vb, k * 3)
- Vec3.scale(vi, Vec3.add(vi, Vec3.add(vi, vi, vj), vk), 1/3)
- Vec3.fromArray(ni, nb, i * 3)
- Vec3.fromArray(nj, nb, j * 3)
- Vec3.fromArray(nk, nb, k * 3)
- Vec3.scale(ni, Vec3.add(ni, Vec3.add(ni, ni, nj), nk), 1/3)
- ChunkedArray.add3(vertex, vi[0], vi[1], vi[2])
- ChunkedArray.add3(normal, ni[0], ni[1], ni[2])
- }
- function split2(i0: number, i1: number, i2: number, g0: number, g1: number) {
- ++newTriangleCount
- add(i0); addMid(i0, i1); addMid(i0, i2);
- ChunkedArray.add3(index, newVertexCount, newVertexCount + 1, newVertexCount + 2)
- for (let j = 0; j < 3; ++j) ChunkedArray.add(group, g0)
- newVertexCount += 3
- newTriangleCount += 2
- add(i1); add(i2); addMid(i0, i1); addMid(i0, i2);
- ChunkedArray.add3(index, newVertexCount, newVertexCount + 1, newVertexCount + 3)
- ChunkedArray.add3(index, newVertexCount, newVertexCount + 3, newVertexCount + 2)
- for (let j = 0; j < 4; ++j) ChunkedArray.add(group, g1)
- newVertexCount += 4
- }
- let newVertexCount = vertexCount
- let newTriangleCount = 0
- if (splitTriangles) {
- for (let i = 0, il = triangleCount; i < il; ++i) {
- const i0 = ib[i * 3], i1 = ib[i * 3 + 1], i2 = ib[i * 3 + 2]
- const g0 = gb[i0], g1 = gb[i1], g2 = gb[i2]
- if (g0 === g1 && g0 === g2) {
- ++newTriangleCount
- ChunkedArray.add3(index, i0, i1, i2)
- } else if (g0 === g1) {
- split2(i2, i0, i1, g2, g0)
- } else if (g0 === g2) {
- split2(i1, i2, i0, g1, g2)
- } else if (g1 === g2) {
- split2(i0, i1, i2, g0, g1)
- } else {
- newTriangleCount += 2
- add(i0); addMid(i0, i1); addMid(i0, i2); addCenter(i0, i1, i2);
- ChunkedArray.add3(index, newVertexCount, newVertexCount + 1, newVertexCount + 3)
- ChunkedArray.add3(index, newVertexCount, newVertexCount + 3, newVertexCount + 2)
- for (let j = 0; j < 4; ++j) ChunkedArray.add(group, g0)
- newVertexCount += 4
- newTriangleCount += 2
- add(i1); addMid(i1, i2); addMid(i1, i0); addCenter(i0, i1, i2);
- ChunkedArray.add3(index, newVertexCount, newVertexCount + 1, newVertexCount + 3)
- ChunkedArray.add3(index, newVertexCount, newVertexCount + 3, newVertexCount + 2)
- for (let j = 0; j < 4; ++j) ChunkedArray.add(group, g1)
- newVertexCount += 4
- newTriangleCount += 2
- add(i2); addMid(i2, i1); addMid(i2, i0); addCenter(i0, i1, i2);
- ChunkedArray.add3(index, newVertexCount + 3, newVertexCount + 1, newVertexCount)
- ChunkedArray.add3(index, newVertexCount + 2, newVertexCount + 3, newVertexCount)
- for (let j = 0; j < 4; ++j) ChunkedArray.add(group, g2)
- newVertexCount += 4
- }
- }
- } else {
- for (let i = 0, il = triangleCount; i < il; ++i) {
- const i0 = ib[i * 3], i1 = ib[i * 3 + 1], i2 = ib[i * 3 + 2]
- const g0 = gb[i0], g1 = gb[i1], g2 = gb[i2]
- if (g0 !== g1 || g0 !== g2) {
- ++newTriangleCount
- add(i0); add(i1); add(i2)
- ChunkedArray.add3(index, newVertexCount, newVertexCount + 1, newVertexCount + 2)
- const g = g1 === g2 ? g1 : g0
- for (let j = 0; j < 3; ++j) ChunkedArray.add(group, g)
- newVertexCount += 3
- } else {
- ++newTriangleCount
- ChunkedArray.add3(index, i0, i1, i2)
- }
- }
- }
- const newIb = ChunkedArray.compact(index)
- const newVb = ChunkedArray.compact(vertex)
- const newNb = ChunkedArray.compact(normal)
- const newGb = ChunkedArray.compact(group)
- mesh.vertexCount = newVertexCount
- mesh.triangleCount = newTriangleCount
- ValueCell.update(vertexBuffer, newVb) as ValueCell<Float32Array>
- ValueCell.update(groupBuffer, newGb) as ValueCell<Float32Array>
- ValueCell.update(indexBuffer, newIb) as ValueCell<Uint32Array>
- ValueCell.update(normalBuffer, newNb) as ValueCell<Float32Array>
- return mesh
- }
- //
- export const Params = {
- ...Geometry.Params,
- doubleSided: PD.Boolean(false),
- flipSided: PD.Boolean(false),
- flatShaded: PD.Boolean(false),
- }
- export type Params = typeof Params
- export async function createValues(ctx: RuntimeContext, mesh: Mesh, transform: TransformData, locationIt: LocationIterator, theme: Theme, props: PD.Values<Params>): Promise<MeshValues> {
- const { instanceCount, groupCount } = locationIt
- const color = await createColors(ctx, locationIt, theme.color)
- const marker = createMarkers(instanceCount * groupCount)
- const counts = { drawCount: mesh.triangleCount * 3, groupCount, instanceCount }
- const boundingSphere = calculateBoundingSphere(
- mesh.vertexBuffer.ref.value, mesh.vertexCount,
- transform.aTransform.ref.value, transform.instanceCount.ref.value
- )
- return {
- aPosition: mesh.vertexBuffer,
- aNormal: mesh.normalBuffer,
- aGroup: mesh.groupBuffer,
- elements: mesh.indexBuffer,
- boundingSphere: ValueCell.create(boundingSphere),
- ...color,
- ...marker,
- ...transform,
- ...Geometry.createValues(props, counts),
- dDoubleSided: ValueCell.create(props.doubleSided),
- dFlatShaded: ValueCell.create(props.flatShaded),
- dFlipSided: ValueCell.create(props.flipSided),
- }
- }
- export function updateValues(values: MeshValues, props: PD.Values<Params>) {
- const boundingSphere = calculateBoundingSphere(
- values.aPosition.ref.value, Math.floor(values.aPosition.ref.value.length / 3),
- values.aTransform.ref.value, values.instanceCount.ref.value
- )
- if (!Sphere3D.equals(boundingSphere, values.boundingSphere.ref.value)) {
- ValueCell.update(values.boundingSphere, boundingSphere)
- }
- Geometry.updateValues(values, props)
- ValueCell.updateIfChanged(values.dDoubleSided, props.doubleSided)
- ValueCell.updateIfChanged(values.dFlatShaded, props.flatShaded)
- ValueCell.updateIfChanged(values.dFlipSided, props.flipSided)
- }
- }
- // function addVertex(src: Float32Array, i: number, dst: Float32Array, j: number) {
- // dst[3 * j] += src[3 * i];
- // dst[3 * j + 1] += src[3 * i + 1];
- // dst[3 * j + 2] += src[3 * i + 2];
- // }
- // function laplacianSmoothIter(surface: Surface, vertexCounts: Int32Array, vs: Float32Array, vertexWeight: number) {
- // const triCount = surface.triangleIndices.length,
- // src = surface.vertices;
- // const triangleIndices = surface.triangleIndices;
- // for (let i = 0; i < triCount; i += 3) {
- // const a = triangleIndices[i],
- // b = triangleIndices[i + 1],
- // c = triangleIndices[i + 2];
- // addVertex(src, b, vs, a);
- // addVertex(src, c, vs, a);
- // addVertex(src, a, vs, b);
- // addVertex(src, c, vs, b);
- // addVertex(src, a, vs, c);
- // addVertex(src, b, vs, c);
- // }
- // const vw = 2 * vertexWeight;
- // for (let i = 0, _b = surface.vertexCount; i < _b; i++) {
- // const n = vertexCounts[i] + vw;
- // vs[3 * i] = (vs[3 * i] + vw * src[3 * i]) / n;
- // vs[3 * i + 1] = (vs[3 * i + 1] + vw * src[3 * i + 1]) / n;
- // vs[3 * i + 2] = (vs[3 * i + 2] + vw * src[3 * i + 2]) / n;
- // }
- // }
- // async function laplacianSmoothComputation(ctx: Computation.Context, surface: Surface, iterCount: number, vertexWeight: number) {
- // await ctx.updateProgress('Smoothing surface...', true);
- // const vertexCounts = new Int32Array(surface.vertexCount),
- // triCount = surface.triangleIndices.length;
- // const tris = surface.triangleIndices;
- // for (let i = 0; i < triCount; i++) {
- // // in a triangle 2 edges touch each vertex, hence the constant.
- // vertexCounts[tris[i]] += 2;
- // }
- // let vs = new Float32Array(surface.vertices.length);
- // let started = Utils.PerformanceMonitor.currentTime();
- // await ctx.updateProgress('Smoothing surface...', true);
- // for (let i = 0; i < iterCount; i++) {
- // if (i > 0) {
- // for (let j = 0, _b = vs.length; j < _b; j++) vs[j] = 0;
- // }
- // surface.normals = void 0;
- // laplacianSmoothIter(surface, vertexCounts, vs, vertexWeight);
- // const t = surface.vertices;
- // surface.vertices = <any>vs;
- // vs = <any>t;
- // const time = Utils.PerformanceMonitor.currentTime();
- // if (time - started > Computation.UpdateProgressDelta) {
- // started = time;
- // await ctx.updateProgress('Smoothing surface...', true, i + 1, iterCount);
- // }
- // }
- // return surface;
- // }
- // /*
- // * Smooths the vertices by averaging the neighborhood.
- // *
- // * Resets normals. Might replace vertex array.
- // */
- // export function laplacianSmooth(surface: Surface, iterCount: number = 1, vertexWeight: number = 1): Computation<Surface> {
- // if (iterCount < 1) iterCount = 0;
- // if (iterCount === 0) return Computation.resolve(surface);
- // return computation(async ctx => await laplacianSmoothComputation(ctx, surface, iterCount, (1.1 * vertexWeight) / 1.1));
- // }
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