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class="main-content"><div class="main-wrapper"><section id="source-page" class="source-page"><header><h1 id="title" class="has-anchor">VolumetricRender.ts</h1></header><article><pre class="prettyprint source lang-js"><code>import { Sphere } from "./WebGL/shapes"; import { Vector3, Matrix4, XYZ } from "./WebGL/math"; import { VolumetricMaterial, Mesh, Texture, Object3D, Material } from "./WebGL"; import { CC } from "./colors"; import { GLShape } from "./GLShape"; import { AtomSelectionSpec } from "specs"; import { GLViewer } from "GLViewer"; /** * VolumetricRenderer style specification */ export interface VolumetricRendererSpec { /** list of objects containing @color, @opacity and @value properties to specify color per voxel data value */ transferfn?: { color: unknown; opacity: unknown; value: unknown }[]; /** number of times to sample each voxel approximately (default 5) */ subsamples?: number; /** coordinates around which to include data; use viewer.selectedAtoms() to convert an AtomSelectionSpec to coordinates */ coords?: XYZ[]; /** selection around which to include data */ selection?: AtomSelectionSpec; /** distance around coords to include data [default = 2.0] */ seldist?: number; }; /** * A GLVolumetricRender is a "shape" for representing volumetric data as a density distribution. * * @class * * @param {VolumeData} data - volumetric data * @param {VolumetricRenderSpec} spec - specification of volumetric render * @returns {$3Dmol.GLShape} */ export class GLVolumetricRender { static interpolateArray(data: string | any[], fitCount: number) { function linearInterpolate(before: number, after: number, atPoint: number) { return before + (after - before) * atPoint; } var newData = []; var springFactor = (data.length - 1) / (fitCount - 1); newData[0] = data[0]; // for new allocation for (var i = 1; i &lt; fitCount - 1; i++) { var tmp = i * springFactor; var before = Math.floor(tmp); var after = Math.ceil(tmp); var atPoint = tmp - before; newData[i] = linearInterpolate(data[before], data[after], atPoint); } newData[fitCount - 1] = data[data.length - 1]; // for new allocation return newData; } hidden = false; boundingSphere = new Sphere(); shapePosition: any; renderedShapeObj: any = null; shapeObj: any = null; geo: any; subsamples = 5.0; data: any = null; transferfunctionbuffer: any = []; min: number = 0; max: number = 0; extent: any; maxdepth: number; texmatrix: any; minunit: any; constructor(data: { matrix: { elements: any; }; size: XYZ; unit: XYZ; origin: XYZ; data: number[]; getIndex: (arg0: number, arg1: number, arg2: number) => number; }, spec: VolumetricRendererSpec, viewer?: GLViewer) { spec = spec || {}; var transferfn = Object.assign([], spec.transferfn); this.subsamples = spec.subsamples || 5.0; let TRANSFER_BUFFER_SIZE = 256; // arrange points based on position property transferfn.forEach(function (a: { value: any; }) { a.value = parseFloat(a.value); }); transferfn.sort(function (a: { value: number; }, b: { value: number; }) { return a.value - b.value; }); this.min = transferfn[0].value; if (transferfn.length == 0) transferfn.push(transferfn[0]); //need at least two this.max = transferfn[transferfn.length - 1].value; // create and fill an array of interpolated values per 2 colors var pos1, pos2, color1, color2, R, G, B, A, alpha1, alpha2; for (let i = 0; i &lt; transferfn.length - 1; i++) { color1 = CC.color(transferfn[i].color); color2 = CC.color(transferfn[i + 1].color); alpha1 = transferfn[i].opacity; alpha2 = transferfn[i + 1].opacity; pos1 = Math.floor((transferfn[i].value - this.min) * TRANSFER_BUFFER_SIZE / (this.max - this.min)); pos2 = Math.floor((transferfn[i + 1].value - this.min) * TRANSFER_BUFFER_SIZE / (this.max - this.min)); if (pos1 == pos2) continue; R = GLVolumetricRender.interpolateArray([color1.r * 255, color2.r * 255], pos2 - pos1); G = GLVolumetricRender.interpolateArray([color1.g * 255, color2.g * 255], pos2 - pos1); B = GLVolumetricRender.interpolateArray([color1.b * 255, color2.b * 255], pos2 - pos1); A = GLVolumetricRender.interpolateArray([alpha1 * 255, alpha2 * 255], pos2 - pos1); for (let j = 0; j &lt; R.length; j++) { this.transferfunctionbuffer.push(R[j]); this.transferfunctionbuffer.push(G[j]); this.transferfunctionbuffer.push(B[j]); this.transferfunctionbuffer.push(A[j]); // opacity will be added later } } this.transferfunctionbuffer = new Uint8ClampedArray(this.transferfunctionbuffer); //need to create transformation matrix that maps model points into //texture space // need extent (bounding box dimensions), maxdepth (box diagonal), // texmatrix (conversion from model to texture coords), minunit, // possibly non-orthnormal basis if matrix if (data.matrix) { //figure out bounding box of transformed grid let start = new Vector3(0, 0, 0); let end = new Vector3(data.size.x, data.size.y, data.size.z); let unit = new Vector3(1, 1, 1); start.applyMatrix4(data.matrix); end.applyMatrix4(data.matrix); unit.applyMatrix4(data.matrix).sub(start); this.extent = [[start.x, start.y, start.z], [end.x, end.y, end.z]]; //check all corners, these may not be the farthest apart for (let i = 1; i &lt; 7; i++) { end.x = (i &amp; 1) ? data.size.x : 0; end.y = (i &amp; 2) ? data.size.y : 0; end.z = (i &amp; 4) ? data.size.z : 0; end.applyMatrix4(data.matrix); this.extent[0][0] = Math.min(this.extent[0][0], end.x); this.extent[0][1] = Math.min(this.extent[0][1], end.y); this.extent[0][2] = Math.min(this.extent[0][2], end.z); this.extent[1][0] = Math.max(this.extent[1][0], end.x); this.extent[1][1] = Math.max(this.extent[1][1], end.y); this.extent[1][2] = Math.max(this.extent[1][2], end.z); } let xoff = end.x - start.x; let yoff = end.y - start.y; let zoff = end.z - start.z; this.maxdepth = Math.sqrt(xoff * xoff + yoff * yoff + zoff * zoff); this.minunit = Math.min(Math.min(unit.x, unit.y), unit.z); //invert onto grid, then scale by grid dimensions to get //normalized texture coordinates this.texmatrix = new Matrix4().identity().scale({ x: data.size.x, y: data.size.y, z: data.size.z }); this.texmatrix = this.texmatrix.multiplyMatrices(data.matrix, this.texmatrix); this.texmatrix = this.texmatrix.getInverse(this.texmatrix); } else { this.texmatrix = new Matrix4().identity(); let xoff = data.unit.x * data.size.x; let yoff = data.unit.y * data.size.y; let zoff = data.unit.z * data.size.z; //scale doesn't apply to the translation vector, so preapply it this.texmatrix.makeTranslation(-data.origin.x / xoff, -data.origin.y / yoff, -data.origin.z / zoff); this.texmatrix.scale({ x: 1.0 / xoff, y: 1.0 / yoff, z: 1.0 / zoff }); this.minunit = Math.min(Math.min(data.unit.x, data.unit.y), data.unit.z); //need the bounding box so we can intersect with rays this.extent = [[data.origin.x, data.origin.y, data.origin.z], [data.origin.x + xoff, data.origin.y + yoff, data.origin.z + zoff]]; this.maxdepth = Math.sqrt(xoff * xoff + yoff * yoff + zoff * zoff); } //use GLShape to construct box var shape = new GLShape({}); shape.addBox({ corner: { x: this.extent[0][0], y: this.extent[0][1], z: this.extent[0][2] }, dimensions: { w: this.extent[1][0] - this.extent[0][0], h: this.extent[1][1] - this.extent[0][1], d: this.extent[1][2] - this.extent[0][2] } }); this.geo = shape.finalize(); this.boundingSphere.center = new Vector3( (this.extent[0][0] + this.extent[1][0]) / 2.0, (this.extent[0][1] + this.extent[1][1]) / 2.0, (this.extent[0][2] + this.extent[1][2]) / 2.0 ); this.boundingSphere.radius = this.maxdepth / 2; if (spec.coords === undefined &amp;&amp; spec.selection !== undefined) { if(viewer) { spec.coords = viewer.selectedAtoms(spec.selection) as XYZ[]; } else { console.log('Need to provide viewer to volumetric renderer if selection specified.'); } } // volume selectivity based on given coords and distance if (spec.coords !== undefined &amp;&amp; spec.seldist !== undefined) { let mask = new Uint8Array(data.data.length); //for each coordinate let d = spec.seldist; let d2 = d * d; for (let i = 0, n = spec.coords.length; i &lt; n; i++) { let c = spec.coords[i]; let minx = c.x - d, miny = c.y - d, minz = c.z - d; let maxx = c.x + d, maxy = c.y + d, maxz = c.z + d; if (data.getIndex(minx, miny, minz) >= 0 || data.getIndex(maxx, maxy, maxz) >= 0) { //bounding box overlaps grid //iterate over the grid points in the seldist bounding box //minunit may be inefficient if axes have very different units. oh well. for (let x = minx; x &lt; maxx; x += this.minunit) { for (let y = miny; y &lt; maxy; y += this.minunit) { for (let z = minz; z &lt; maxz; z += this.minunit) { let idx = data.getIndex(x, y, z); if (idx >= 0 &amp;&amp; !mask[idx]) { //if not already masked, check distance let distsq = (x - c.x) * (x - c.x) + (y - c.y) * (y - c.y) + (z - c.z) * (z - c.z); if (distsq &lt; d2) { mask[idx] = 1; } } } } } } } //any place mask is zero, make infinite in data for (let i = 0, n = data.data.length; i &lt; n; i++) { if (mask[i] == 0) data.data[i] = Infinity; } } this.data = data; } /** * Initialize webgl objects for rendering * @param {Object3D} group * */ globj(group: { remove: (arg0: any) => void; add: (arg0: any) => void; }) { if (this.renderedShapeObj) { group.remove(this.renderedShapeObj); this.renderedShapeObj = null; } if (this.hidden) return; this.shapeObj = new Object3D(); var material = null; var texture = new Texture(this.data, true); var transfertexture = new Texture(this.transferfunctionbuffer, false); texture.needsUpdate = true; transfertexture.needsUpdate = true; transfertexture.flipY = false; material = new VolumetricMaterial({ transferfn: transfertexture, transfermin: this.min, transfermax: this.max, map: texture, extent: this.extent, maxdepth: this.maxdepth, texmatrix: this.texmatrix, unit: this.minunit, subsamples: this.subsamples, }); var mesh = new Mesh(this.geo, (material as Material)); this.shapeObj.add(mesh); this.renderedShapeObj = this.shapeObj.clone(); group.add(this.renderedShapeObj); }; removegl(group: { remove: (arg0: any) => void; }) { if (this.renderedShapeObj) { // dispose of geos and materials if (this.renderedShapeObj.geometry !== undefined) this.renderedShapeObj.geometry.dispose(); if (this.renderedShapeObj.material !== undefined) this.renderedShapeObj.material.dispose(); group.remove(this.renderedShapeObj); this.renderedShapeObj = null; } this.shapeObj = null; }; get position() { return this.boundingSphere.center; } get x() { return this.boundingSphere.center.x; } get y() { return this.boundingSphere.center.y; } get z() { return this.boundingSphere.center.z; } } </code></pre></article></section><footer class="footer" id="PeOAagUepe"><div class="wrapper">3Dmol.js © 2019-2024 | <a href="https://pitt.edu/" target="_blank">University of Pittsburgh</a> | <a href="https://github.com/3dmol/3Dmol.js/blob/master/LICENSE" target="_blank">License</a></div></footer></div></div></div><div class="search-container" id="PkfLWpAbet" style="display:none"><div class="wrapper" id="iCxFxjkHbP"><button class="icon-button search-close-button" id="VjLlGakifb" 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