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util.ts 3.09 KiB
/**
* 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)
let width = Math.ceil(sqN)
width = width + (itemSize - (width % itemSize)) % itemSize
const height = width > 0 ? Math.ceil(n / width) : 0
return { width, height, length: width * height * itemSize }
}
export interface TextureImage {
readonly array: Uint8Array
readonly width: number
readonly 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 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 };
}