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- /**
- * Copyright (c) 2017 mol* contributors, licensed under MIT, See LICENSE file for more info.
- *
- * @author David Sehnal <david.sehnal@gmail.com>
- */
- import { Vec3, Mat4, Mat3, Quat } from '../linear-algebra/3d'
- import { lerp as scalar_lerp } from '../../mol-math/interpolate';
- import { defaults } from '../../mol-util';
- interface SymmetryOperator {
- readonly name: string,
- readonly assembly: {
- /** pointer to `pdbx_struct_assembly.id` or empty string */
- readonly id: string
- /** pointers to `pdbx_struct_oper_list.id` or empty list */
- readonly operList: string[]
- }
- /** pointer to `struct_ncs_oper.id` or empty string */
- readonly ncsId: string,
- readonly hkl: Vec3,
- /** spacegroup symmetry operator index, -1 if not applicable */
- readonly spgrOp: number,
- readonly matrix: Mat4,
- // cache the inverse of the transform
- readonly inverse: Mat4,
- // optimize the identity case
- readonly isIdentity: boolean
- }
- namespace SymmetryOperator {
- export const DefaultName = '1_555'
- export const Default: SymmetryOperator = create(DefaultName, Mat4.identity(), { id: '', operList: [] });
- export const RotationTranslationEpsilon = 0.005;
- export function create(name: string, matrix: Mat4, assembly: SymmetryOperator['assembly'], ncsId?: string, hkl?: Vec3, spgrOp?: number): SymmetryOperator {
- const _hkl = hkl ? Vec3.clone(hkl) : Vec3.zero();
- spgrOp = defaults(spgrOp, -1)
- ncsId = ncsId || ''
- if (Mat4.isIdentity(matrix)) return { name, assembly, matrix, inverse: Mat4.identity(), isIdentity: true, hkl: _hkl, spgrOp, ncsId };
- if (!Mat4.isRotationAndTranslation(matrix, RotationTranslationEpsilon)) throw new Error(`Symmetry operator (${name}) must be a composition of rotation and translation.`);
- return { name, assembly, matrix, inverse: Mat4.invert(Mat4.zero(), matrix), isIdentity: false, hkl: _hkl, spgrOp, ncsId };
- }
- export function checkIfRotationAndTranslation(rot: Mat3, offset: Vec3) {
- const matrix = Mat4.identity();
- for (let i = 0; i < 3; i++) {
- for (let j = 0; j < 3; j++) {
- Mat4.setValue(matrix, i, j, Mat3.getValue(rot, i, j));
- }
- }
- Mat4.setTranslation(matrix, offset);
- return Mat4.isRotationAndTranslation(matrix, RotationTranslationEpsilon);
- }
- export function ofRotationAndOffset(name: string, rot: Mat3, offset: Vec3, ncsId?: string) {
- const t = Mat4.identity();
- for (let i = 0; i < 3; i++) {
- for (let j = 0; j < 3; j++) {
- Mat4.setValue(t, i, j, Mat3.getValue(rot, i, j));
- }
- }
- Mat4.setTranslation(t, offset);
- return create(name, t, { id: '', operList: [] }, ncsId);
- }
- const _q1 = Quat.identity(), _q2 = Quat.zero(), _q3 = Quat.zero(), _axis = Vec3.zero();
- export function lerpFromIdentity(out: Mat4, op: SymmetryOperator, t: number): Mat4 {
- const m = op.inverse;
- if (op.isIdentity) return Mat4.copy(out, m);
- const _t = 1 - t;
- // interpolate rotation
- Mat4.getRotation(_q2, m);
- Quat.slerp(_q2, _q1, _q2, _t);
- const angle = Quat.getAxisAngle(_axis, _q2);
- Mat4.fromRotation(out, angle, _axis);
- // interpolate translation
- Mat4.setValue(out, 0, 3, _t * Mat4.getValue(m, 0, 3));
- Mat4.setValue(out, 1, 3, _t * Mat4.getValue(m, 1, 3));
- Mat4.setValue(out, 2, 3, _t * Mat4.getValue(m, 2, 3));
- return out;
- }
- export function slerp(out: Mat4, src: Mat4, tar: Mat4, t: number): Mat4 {
- if (Math.abs(t) <= 0.00001) return Mat4.copy(out, src);
- if (Math.abs(t - 1) <= 0.00001) return Mat4.copy(out, tar);
- // interpolate rotation
- Mat4.getRotation(_q2, src);
- Mat4.getRotation(_q3, tar);
- Quat.slerp(_q3, _q2, _q3, t);
- const angle = Quat.getAxisAngle(_axis, _q3);
- Mat4.fromRotation(out, angle, _axis);
- // interpolate translation
- Mat4.setValue(out, 0, 3, scalar_lerp(Mat4.getValue(src, 0, 3), Mat4.getValue(tar, 0, 3), t));
- Mat4.setValue(out, 1, 3, scalar_lerp(Mat4.getValue(src, 1, 3), Mat4.getValue(tar, 1, 3), t));
- Mat4.setValue(out, 2, 3, scalar_lerp(Mat4.getValue(src, 2, 3), Mat4.getValue(tar, 2, 3), t));
- return out;
- }
- /**
- * Apply the 1st and then 2nd operator. ( = second.matrix * first.matrix).
- * Keep `name`, `assembly`, `ncsId`, `hkl` and `spgrOpId` properties from second.
- */
- export function compose(first: SymmetryOperator, second: SymmetryOperator) {
- const matrix = Mat4.mul(Mat4.zero(), second.matrix, first.matrix);
- return create(second.name, matrix, second.assembly, second.ncsId, second.hkl, second.spgrOp);
- }
- export interface CoordinateMapper<T extends number> { (index: T, slot: Vec3): Vec3 }
- export interface ArrayMapping<T extends number> {
- readonly operator: SymmetryOperator,
- readonly invariantPosition: CoordinateMapper<T>,
- readonly position: CoordinateMapper<T>,
- x(index: T): number,
- y(index: T): number,
- z(index: T): number,
- r(index: T): number
- }
- export interface Coordinates { x: ArrayLike<number>, y: ArrayLike<number>, z: ArrayLike<number> }
- export function createMapping<T extends number>(operator: SymmetryOperator, coords: Coordinates, radius: ((index: T) => number) | undefined): ArrayMapping<T> {
- const invariantPosition = SymmetryOperator.createCoordinateMapper(SymmetryOperator.Default, coords);
- const position = operator.isIdentity ? invariantPosition : SymmetryOperator.createCoordinateMapper(operator, coords);
- const { x, y, z } = createProjections(operator, coords);
- return { operator, invariantPosition, position, x, y, z, r: radius ? radius : _zeroRadius };
- }
- export function createCoordinateMapper<T extends number>(t: SymmetryOperator, coords: Coordinates): CoordinateMapper<T> {
- if (t.isIdentity) return identityPosition(coords);
- return generalPosition(t, coords);
- }
- }
- export { SymmetryOperator }
- function _zeroRadius(i: number) { return 0; }
- interface Projections { x(index: number): number, y(index: number): number, z(index: number): number }
- function createProjections(t: SymmetryOperator, coords: SymmetryOperator.Coordinates): Projections {
- if (t.isIdentity) return { x: projectCoord(coords.x), y: projectCoord(coords.y), z: projectCoord(coords.z) };
- return { x: projectX(t, coords), y: projectY(t, coords), z: projectZ(t, coords) };
- }
- function projectCoord(xs: ArrayLike<number>) {
- return (i: number) => xs[i];
- }
- function isW1(m: Mat4) {
- return m[3] === 0 && m[7] === 0 && m[11] === 0 && m[15] === 1;
- }
- function projectX({ matrix: m }: SymmetryOperator, { x: xs, y: ys, z: zs }: SymmetryOperator.Coordinates) {
- const xx = m[0], yy = m[4], zz = m[8], tx = m[12];
- if (isW1(m)) {
- // this should always be the case.
- return (i: number) => xx * xs[i] + yy * ys[i] + zz * zs[i] + tx;
- }
- return (i: number) => {
- const x = xs[i], y = ys[i], z = zs[i], w = (m[3] * x + m[7] * y + m[11] * z + m[15]) || 1.0;
- return (xx * x + yy * y + zz * z + tx) / w;
- }
- }
- function projectY({ matrix: m }: SymmetryOperator, { x: xs, y: ys, z: zs }: SymmetryOperator.Coordinates) {
- const xx = m[1], yy = m[5], zz = m[9], ty = m[13];
- if (isW1(m)) {
- // this should always be the case.
- return (i: number) => xx * xs[i] + yy * ys[i] + zz * zs[i] + ty;
- }
- return (i: number) => {
- const x = xs[i], y = ys[i], z = zs[i], w = (m[3] * x + m[7] * y + m[11] * z + m[15]) || 1.0;
- return (xx * x + yy * y + zz * z + ty) / w;
- }
- }
- function projectZ({ matrix: m }: SymmetryOperator, { x: xs, y: ys, z: zs }: SymmetryOperator.Coordinates) {
- const xx = m[2], yy = m[6], zz = m[10], tz = m[14];
- if (isW1(m)) {
- // this should always be the case.
- return (i: number) => xx * xs[i] + yy * ys[i] + zz * zs[i] + tz;
- }
- return (i: number) => {
- const x = xs[i], y = ys[i], z = zs[i], w = (m[3] * x + m[7] * y + m[11] * z + m[15]) || 1.0;
- return (xx * x + yy * y + zz * z + tz) / w;
- }
- }
- function identityPosition<T extends number>({ x, y, z }: SymmetryOperator.Coordinates): SymmetryOperator.CoordinateMapper<T> {
- return (i, s) => {
- s[0] = x[i];
- s[1] = y[i];
- s[2] = z[i];
- return s;
- }
- }
- function generalPosition<T extends number>({ matrix: m }: SymmetryOperator, { x: xs, y: ys, z: zs }: SymmetryOperator.Coordinates) {
- if (isW1(m)) {
- // this should always be the case.
- return (i: T, r: Vec3): Vec3 => {
- const x = xs[i], y = ys[i], z = zs[i];
- r[0] = m[0] * x + m[4] * y + m[8] * z + m[12];
- r[1] = m[1] * x + m[5] * y + m[9] * z + m[13];
- r[2] = m[2] * x + m[6] * y + m[10] * z + m[14];
- return r;
- }
- }
- return (i: T, r: Vec3): Vec3 => {
- r[0] = xs[i];
- r[1] = ys[i];
- r[2] = zs[i];
- Vec3.transformMat4(r, r, m);
- return r;
- }
- }
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