/** * Copyright (c) 2018 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 { Structure, Unit } from 'mol-model/structure'; import { Task } from 'mol-task' import { RenderObject } from 'mol-gl/render-object'; import { RepresentationProps, Visual } from '..'; import { Loci, EmptyLoci, isEmptyLoci } from 'mol-model/loci'; import { StructureGroup } from './units-visual'; import { StructureProps, StructureParams, StructureRepresentation } from './index'; import { PickingId } from 'mol-geo/geometry/picking'; import { MarkerAction } from 'mol-geo/geometry/marker-data'; export interface UnitsVisual<P extends RepresentationProps = {}> extends Visual<StructureGroup, P> { } export function UnitsRepresentation<P extends StructureProps>(label: string, visualCtor: () => UnitsVisual<P>): StructureRepresentation<P> { let visuals = new Map<number, { group: Unit.SymmetryGroup, visual: UnitsVisual<P> }>() let _props: P let _structure: Structure let _groups: ReadonlyArray<Unit.SymmetryGroup> function createOrUpdate(props: Partial<P> = {}, structure?: Structure) { _props = Object.assign({}, _props, props) return Task.create('Creating or updating UnitsRepresentation', async ctx => { if (!_structure && !structure) { throw new Error('missing structure') } else if (structure && !_structure) { // console.log('initial structure') // First call with a structure, create visuals for each group. _groups = structure.unitSymmetryGroups; for (let i = 0; i < _groups.length; i++) { const group = _groups[i]; const visual = visualCtor() await visual.createOrUpdate(ctx, _props, { group, structure }) visuals.set(group.hashCode, { visual, group }) } } else if (structure && _structure.hashCode !== structure.hashCode) { // console.log('_structure.hashCode !== structure.hashCode') // Tries to re-use existing visuals for the groups of the new structure. // Creates additional visuals if needed, destroys left-over visuals. _groups = structure.unitSymmetryGroups; // const newGroups: Unit.SymmetryGroup[] = [] const oldVisuals = visuals visuals = new Map() for (let i = 0; i < _groups.length; i++) { const group = _groups[i]; const visualGroup = oldVisuals.get(group.hashCode) if (visualGroup) { const { visual } = visualGroup await visual.createOrUpdate(ctx, _props, { group, structure }) visuals.set(group.hashCode, { visual, group }) oldVisuals.delete(group.hashCode) } else { // newGroups.push(group) const visual = visualCtor() await visual.createOrUpdate(ctx, _props, { group, structure }) visuals.set(group.hashCode, { visual, group }) } } oldVisuals.forEach(({ visual }) => visual.destroy()) // TODO review logic // For new groups, re-use left-over visuals // const unusedVisuals: UnitsVisual<P>[] = [] // oldVisuals.forEach(({ visual }) => unusedVisuals.push(visual)) // newGroups.forEach(async group => { // const visual = unusedVisuals.pop() || visualCtor() // await visual.createOrUpdate(ctx, _props, group) // visuals.set(group.hashCode, { visual, group }) // }) // unusedVisuals.forEach(visual => visual.destroy()) } else if (structure && _structure.hashCode === structure.hashCode) { // console.log('_structure.hashCode === structure.hashCode') // Expects that for structures with the same hashCode, // the unitSymmetryGroups are the same as well. // Re-uses existing visuals for the groups of the new structure. _groups = structure.unitSymmetryGroups; for (let i = 0; i < _groups.length; i++) { const group = _groups[i]; const visualGroup = visuals.get(group.hashCode) if (visualGroup) { await visualGroup.visual.createOrUpdate(ctx, _props, { group, structure }) visualGroup.group = group } else { throw new Error(`expected to find visual for hashCode ${group.hashCode}`) } } } else { // console.log('no new structure') // No new structure given, just update all visuals with new props. const visualsList: [ UnitsVisual<P>, Unit.SymmetryGroup ][] = [] // TODO avoid allocation visuals.forEach(({ visual, group }) => visualsList.push([ visual, group ])) for (let i = 0, il = visualsList.length; i < il; ++i) { const [ visual, group ] = visualsList[i] await visual.createOrUpdate(ctx, _props, { group, structure: _structure }) } } if (structure) _structure = structure }); } function getLoci(pickingId: PickingId) { let loci: Loci = EmptyLoci visuals.forEach(({ visual }) => { const _loci = visual.getLoci(pickingId) if (!isEmptyLoci(_loci)) loci = _loci }) return loci } function mark(loci: Loci, action: MarkerAction) { let changed = false visuals.forEach(({ visual }) => { changed = visual.mark(loci, action) || changed }) return changed } function destroy() { visuals.forEach(({ visual }) => visual.destroy()) visuals.clear() } return { label, params: StructureParams, // TODO get renderObjects() { const renderObjects: RenderObject[] = [] visuals.forEach(({ visual }) => { if (visual.renderObject) renderObjects.push(visual.renderObject) }) return renderObjects }, get props() { return _props }, createOrUpdate, getLoci, mark, destroy } }