util.ts 3.2 KB

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  1. /**
  2. * Copyright (c) 2018 mol* contributors, licensed under MIT, See LICENSE file for more info.
  3. *
  4. * @author Alexander Rose <alexander.rose@weirdbyte.de>
  5. */
  6. import { Sphere3D } from 'mol-math/geometry'
  7. import { Mat4, Vec3 } from 'mol-math/linear-algebra'
  8. import { ValueCell } from 'mol-util';
  9. export function calculateTextureInfo (n: number, itemSize: number) {
  10. const sqN = Math.sqrt(n * itemSize)
  11. let width = Math.ceil(sqN)
  12. width = width + (itemSize - (width % itemSize)) % itemSize
  13. const height = width > 0 ? Math.ceil(n * itemSize / width) : 0
  14. return { width, height, length: width * height * itemSize }
  15. }
  16. export interface TextureImage {
  17. array: Uint8Array
  18. width: number
  19. height: number
  20. }
  21. export function createTextureImage (n: number, itemSize: number): TextureImage {
  22. const { length, width, height } = calculateTextureInfo(n, itemSize)
  23. return { array: new Uint8Array(length), width, height }
  24. }
  25. export function fillSerial<T extends Helpers.NumberArray> (array: T) {
  26. const n = array.length
  27. for (let i = 0; i < n; ++i) array[ i ] = i
  28. return array
  29. }
  30. export interface PositionValues {
  31. aPosition: ValueCell<Float32Array>
  32. drawCount: ValueCell<number>,
  33. aTransform: ValueCell<Float32Array>,
  34. instanceCount: ValueCell<number>,
  35. }
  36. function getPositionDataFromValues(values: PositionValues) {
  37. return {
  38. position: values.aPosition.ref.value,
  39. positionCount: values.drawCount.ref.value / 3 / 3,
  40. transform: values.aTransform.ref.value,
  41. transformCount: values.instanceCount.ref.value
  42. }
  43. }
  44. export function calculateBoundingSphereFromValues(values: PositionValues){
  45. const { position, positionCount, transform, transformCount } = getPositionDataFromValues(values)
  46. return calculateBoundingSphere(position, positionCount, transform, transformCount)
  47. }
  48. export function calculateBoundingSphere(position: Float32Array, positionCount: number, transform: Float32Array, transformCount: number): Sphere3D {
  49. const m = Mat4.zero()
  50. let cx = 0, cy = 0, cz = 0;
  51. let radiusSq = 0;
  52. for (let i = 0, _i = positionCount * 3; i < _i; i += 3) {
  53. cx += position[i];
  54. cy += position[i + 1];
  55. cz += position[i + 2];
  56. }
  57. if (positionCount > 0) {
  58. cx /= positionCount;
  59. cy /= positionCount;
  60. cz /= positionCount;
  61. }
  62. for (let i = 0, _i = positionCount * 3; i < _i; i += 3) {
  63. const dx = position[i] - cx
  64. const dy = position[i + 1] - cy
  65. const dz = position[i + 2] - cz;
  66. const d = dx * dx + dy * dy + dz * dz;
  67. if (d > radiusSq) radiusSq = d;
  68. }
  69. const c = Vec3.create(cx, cy, cz)
  70. const ct = Vec3.zero()
  71. const center = Vec3.zero()
  72. const centers = new Float32Array(3 * transformCount)
  73. for (let i = 0, _i = transformCount; i < _i; ++i) {
  74. Mat4.fromArray(m, transform, i * 16)
  75. Vec3.transformMat4(ct, c, m)
  76. Vec3.add(center, center, ct)
  77. Vec3.toArray(ct, centers, i * 3)
  78. }
  79. Vec3.scale(center, center, 1 / transformCount)
  80. let r = Math.sqrt(radiusSq)
  81. let radius = r
  82. for (let i = 0, _i = transformCount; i < _i; ++i) {
  83. Vec3.fromArray(ct, centers, i * 3)
  84. radius = Math.max(radius, Vec3.distance(center, ct) + r)
  85. }
  86. return { center, radius };
  87. }