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- /**
- * Copyright (c) 2018 mol* contributors, licensed under MIT, See LICENSE file for more info.
- *
- * @author Alexander Rose <alexander.rose@weirdbyte.de>
- */
- 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<T extends Helpers.NumberArray> (array: T) {
- const n = array.length
- for (let i = 0; i < n; ++i) array[ i ] = i
- return array
- }
- export interface PositionValues {
- aPosition: ValueCell<Float32Array>
- drawCount: ValueCell<number>,
- aTransform: ValueCell<Float32Array>,
- instanceCount: ValueCell<number>,
- }
- 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 };
- }
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