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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 } from 'mol-task'
- import { ValueCell } from 'mol-util'
- import { Vec3, Mat4 } from 'mol-math/linear-algebra'
- import { Sphere3D } from 'mol-math/geometry'
- import { transformPositionArray } from '../util';
- export interface 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 */
- vertexBuffer: ValueCell<Float32Array>,
- /** Index buffer as array of vertex index triplets wrapped in a value cell */
- indexBuffer: ValueCell<Uint32Array>,
- /** Normal buffer as array of xyz values for each vertex wrapped in a value cell */
- normalBuffer: ValueCell<Float32Array | undefined>,
- /** Id buffer as array of ids for each vertex wrapped in a value cell */
- idBuffer: ValueCell<Float32Array | undefined>,
- /** 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 computeNormalsImmediate(surface: Mesh) {
- if (surface.normalsComputed) return;
- const normals = surface.normalBuffer.ref.value && surface.normalBuffer.ref.value.length >= surface.vertexCount * 3
- ? surface.normalBuffer.ref.value : new Float32Array(surface.vertexBuffer.ref.value.length);
- const v = surface.vertexBuffer.ref.value, triangles = surface.indexBuffer.ref.value;
- 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 * surface.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, y, x);
- 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 * surface.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]])
- }
- surface.normalBuffer = ValueCell.update(surface.normalBuffer, normals);
- surface.normalsComputed = true;
- }
- 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) {
- transformPositionArray(t, mesh.vertexBuffer.ref.value, offset, count)
- // transformDirectionArray(n, mesh.normalBuffer.ref.value, offset, count) // TODO
- mesh.normalsComputed = false;
- // mesh.boundingSphere = void 0;
- }
- 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;
- });
- }
- }
- // 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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