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- /**
- * Copyright (c) 2018-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
- *
- * @author Alexander Rose <alexander.rose@weirdbyte.de>
- * @author David Sehnal <david.sehnal@gmail.com>
- */
- import { ValueCell } from '../../../mol-util';
- import { Vec3, Mat4, Mat3, Vec4 } from '../../../mol-math/linear-algebra';
- import { Sphere3D } from '../../../mol-math/geometry';
- import { transformPositionArray, transformDirectionArray, computeIndexedVertexNormals, GroupMapping, createGroupMapping} from '../../util';
- import { GeometryUtils } from '../geometry';
- import { createMarkers } from '../marker-data';
- import { TransformData } from '../transform-data';
- import { LocationIterator, PositionLocation } from '../../util/location-iterator';
- import { createColors } from '../color-data';
- import { ChunkedArray, hashFnv32a } from '../../../mol-data/util';
- import { ParamDefinition as PD } from '../../../mol-util/param-definition';
- import { calculateInvariantBoundingSphere, calculateTransformBoundingSphere } from '../../../mol-gl/renderable/util';
- import { Theme } from '../../../mol-theme/theme';
- import { MeshValues } from '../../../mol-gl/renderable/mesh';
- import { Color } from '../../../mol-util/color';
- import { BaseGeometry } from '../base';
- import { createEmptyOverpaint } from '../overpaint-data';
- import { createEmptyTransparency } from '../transparency-data';
- import { createEmptyClipping } from '../clipping-data';
- import { RenderableState } from '../../../mol-gl/renderable';
- 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>,
- /** Bounding sphere of the mesh */
- readonly boundingSphere: Sphere3D
- /** Maps group ids to vertex indices */
- readonly groupMapping: GroupMapping
- setBoundingSphere(boundingSphere: Sphere3D): void
- readonly meta: { [k: string]: unknown }
- }
- export namespace Mesh {
- export function create(vertices: Float32Array, indices: Uint32Array, normals: Float32Array, groups: Float32Array, vertexCount: number, triangleCount: number, mesh?: Mesh): Mesh {
- return mesh ?
- update(vertices, indices, normals, groups, vertexCount, triangleCount, mesh) :
- fromArrays(vertices, indices, normals, groups, vertexCount, triangleCount);
- }
- 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 create(vb, ib, nb, gb, 0, 0, mesh);
- }
- function hashCode(mesh: Mesh) {
- return hashFnv32a([
- mesh.vertexCount, mesh.triangleCount,
- mesh.vertexBuffer.ref.version, mesh.indexBuffer.ref.version,
- mesh.normalBuffer.ref.version, mesh.groupBuffer.ref.version
- ]);
- }
- function fromArrays(vertices: Float32Array, indices: Uint32Array, normals: Float32Array, groups: Float32Array, vertexCount: number, triangleCount: number): Mesh {
- const boundingSphere = Sphere3D();
- let groupMapping: GroupMapping;
- let currentHash = -1;
- let currentGroup = -1;
- const mesh = {
- kind: 'mesh' as const,
- vertexCount,
- triangleCount,
- vertexBuffer: ValueCell.create(vertices),
- indexBuffer: ValueCell.create(indices),
- normalBuffer: ValueCell.create(normals),
- groupBuffer: ValueCell.create(groups),
- get boundingSphere() {
- const newHash = hashCode(mesh);
- if (newHash !== currentHash) {
- const b = calculateInvariantBoundingSphere(mesh.vertexBuffer.ref.value, mesh.vertexCount, 1);
- Sphere3D.copy(boundingSphere, b);
- currentHash = newHash;
- }
- return boundingSphere;
- },
- get groupMapping() {
- if (mesh.groupBuffer.ref.version !== currentGroup) {
- groupMapping = createGroupMapping(mesh.groupBuffer.ref.value, mesh.vertexCount);
- currentGroup = mesh.groupBuffer.ref.version;
- }
- return groupMapping;
- },
- setBoundingSphere(sphere: Sphere3D) {
- Sphere3D.copy(boundingSphere, sphere);
- currentHash = hashCode(mesh);
- },
- meta: {}
- };
- return mesh;
- }
- function update(vertices: Float32Array, indices: Uint32Array, normals: Float32Array, groups: Float32Array, vertexCount: number, triangleCount: number, mesh: Mesh) {
- mesh.vertexCount = vertexCount;
- mesh.triangleCount = triangleCount;
- ValueCell.update(mesh.vertexBuffer, vertices);
- ValueCell.update(mesh.indexBuffer, indices);
- ValueCell.update(mesh.normalBuffer, normals);
- ValueCell.update(mesh.groupBuffer, groups);
- return mesh;
- }
- export function computeNormals(mesh: Mesh) {
- const { vertexCount, triangleCount } = mesh;
- const vertices = mesh.vertexBuffer.ref.value;
- const indices = mesh.indexBuffer.ref.value;
- const normals = mesh.normalBuffer.ref.value.length >= vertexCount * 3
- ? mesh.normalBuffer.ref.value
- : new Float32Array(vertexCount * 3);
- if (normals === mesh.normalBuffer.ref.value) {
- normals.fill(0, 0, vertexCount * 3);
- }
- computeIndexedVertexNormals(vertices, indices, normals, vertexCount, triangleCount);
- ValueCell.update(mesh.normalBuffer, normals);
- }
- 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();
- 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;
- }
- const tmpMat3 = Mat3();
- export function transform(mesh: Mesh, t: Mat4) {
- const v = mesh.vertexBuffer.ref.value;
- transformPositionArray(t, v, 0, mesh.vertexCount);
- if (!Mat4.isTranslationAndUniformScaling(t)) {
- const n = Mat3.directionTransform(tmpMat3, t);
- transformDirectionArray(n, mesh.normalBuffer.ref.value, 0, mesh.vertexCount);
- }
- ValueCell.update(mesh.vertexBuffer, v);
- }
- export type OriginalData = {
- indexBuffer: Uint32Array
- vertexCount: number
- triangleCount: number
- }
- /** Meshes may contain some original data in case any processing was done. */
- export function getOriginalData(x: Mesh | MeshValues) {
- const { originalData } = 'kind' in x ? x.meta : x.meta.ref.value as Mesh['meta'];
- return originalData as OriginalData | undefined;
- }
- /**
- * 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();
- const vj = Vec3();
- const vk = Vec3();
- const ni = Vec3();
- const nj = Vec3();
- const nk = Vec3();
- 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>;
- // keep some original data, e.g., for geometry export
- (mesh.meta.originalData as OriginalData) = { indexBuffer: ib, vertexCount, triangleCount };
- return mesh;
- }
- //
- export const Params = {
- ...BaseGeometry.Params,
- doubleSided: PD.Boolean(false, BaseGeometry.CustomQualityParamInfo),
- flipSided: PD.Boolean(false, BaseGeometry.ShadingCategory),
- flatShaded: PD.Boolean(false, BaseGeometry.ShadingCategory),
- ignoreLight: PD.Boolean(false, BaseGeometry.ShadingCategory),
- xrayShaded: PD.Boolean(false, BaseGeometry.ShadingCategory),
- };
- export type Params = typeof Params
- export const Utils: GeometryUtils<Mesh, Params> = {
- Params,
- createEmpty,
- createValues,
- createValuesSimple,
- updateValues,
- updateBoundingSphere,
- createRenderableState,
- updateRenderableState,
- createPositionIterator
- };
- function createPositionIterator(mesh: Mesh, transform: TransformData): LocationIterator {
- const groupCount = mesh.vertexCount;
- const instanceCount = transform.instanceCount.ref.value;
- const location = PositionLocation();
- const p = location.position;
- const v = mesh.vertexBuffer.ref.value;
- const m = transform.aTransform.ref.value;
- const getLocation = (groupIndex: number, instanceIndex: number) => {
- if (instanceIndex < 0) {
- Vec3.fromArray(p, v, groupIndex * 3);
- } else {
- Vec3.transformMat4Offset(p, v, m, 0, groupIndex * 3, instanceIndex * 16);
- }
- return location;
- };
- return LocationIterator(groupCount, instanceCount, 1, getLocation);
- }
- function createValues(mesh: Mesh, transform: TransformData, locationIt: LocationIterator, theme: Theme, props: PD.Values<Params>): MeshValues {
- const { instanceCount, groupCount } = locationIt;
- const positionIt = createPositionIterator(mesh, transform);
- const color = createColors(locationIt, positionIt, theme.color);
- const marker = createMarkers(instanceCount * groupCount);
- const overpaint = createEmptyOverpaint();
- const transparency = createEmptyTransparency();
- const clipping = createEmptyClipping();
- const counts = { drawCount: mesh.triangleCount * 3, vertexCount: mesh.vertexCount, groupCount, instanceCount };
- const invariantBoundingSphere = Sphere3D.clone(mesh.boundingSphere);
- const boundingSphere = calculateTransformBoundingSphere(invariantBoundingSphere, transform.aTransform.ref.value, instanceCount);
- return {
- aPosition: mesh.vertexBuffer,
- aNormal: mesh.normalBuffer,
- aGroup: mesh.groupBuffer,
- elements: mesh.indexBuffer,
- boundingSphere: ValueCell.create(boundingSphere),
- invariantBoundingSphere: ValueCell.create(invariantBoundingSphere),
- uInvariantBoundingSphere: ValueCell.create(Vec4.ofSphere(invariantBoundingSphere)),
- ...color,
- ...marker,
- ...overpaint,
- ...transparency,
- ...clipping,
- ...transform,
- ...BaseGeometry.createValues(props, counts),
- dDoubleSided: ValueCell.create(props.doubleSided),
- dFlatShaded: ValueCell.create(props.flatShaded),
- dFlipSided: ValueCell.create(props.flipSided),
- dIgnoreLight: ValueCell.create(props.ignoreLight),
- dXrayShaded: ValueCell.create(props.xrayShaded),
- meta: ValueCell.create(mesh.meta),
- };
- }
- function createValuesSimple(mesh: Mesh, props: Partial<PD.Values<Params>>, colorValue: Color, sizeValue: number, transform?: TransformData) {
- const s = BaseGeometry.createSimple(colorValue, sizeValue, transform);
- const p = { ...PD.getDefaultValues(Params), ...props };
- return createValues(mesh, s.transform, s.locationIterator, s.theme, p);
- }
- function updateValues(values: MeshValues, props: PD.Values<Params>) {
- BaseGeometry.updateValues(values, props);
- ValueCell.updateIfChanged(values.dDoubleSided, props.doubleSided);
- ValueCell.updateIfChanged(values.dFlatShaded, props.flatShaded);
- ValueCell.updateIfChanged(values.dFlipSided, props.flipSided);
- ValueCell.updateIfChanged(values.dIgnoreLight, props.ignoreLight);
- ValueCell.updateIfChanged(values.dXrayShaded, props.xrayShaded);
- }
- function updateBoundingSphere(values: MeshValues, mesh: Mesh) {
- const invariantBoundingSphere = Sphere3D.clone(mesh.boundingSphere);
- const boundingSphere = calculateTransformBoundingSphere(invariantBoundingSphere, values.aTransform.ref.value, values.instanceCount.ref.value);
- if (!Sphere3D.equals(boundingSphere, values.boundingSphere.ref.value)) {
- ValueCell.update(values.boundingSphere, boundingSphere);
- }
- if (!Sphere3D.equals(invariantBoundingSphere, values.invariantBoundingSphere.ref.value)) {
- ValueCell.update(values.invariantBoundingSphere, invariantBoundingSphere);
- ValueCell.update(values.uInvariantBoundingSphere, Vec4.fromSphere(values.uInvariantBoundingSphere.ref.value, invariantBoundingSphere));
- }
- }
- function createRenderableState(props: PD.Values<Params>): RenderableState {
- const state = BaseGeometry.createRenderableState(props);
- updateRenderableState(state, props);
- return state;
- }
- function updateRenderableState(state: RenderableState, props: PD.Values<Params>) {
- BaseGeometry.updateRenderableState(state, props);
- state.opaque = state.opaque && !props.xrayShaded;
- state.writeDepth = state.opaque;
- }
- }
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