molstar
Version:
A comprehensive macromolecular library.
173 lines • 6.03 kB
JavaScript
/**
* Copyright (c) 2018-2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
*
* @author Alexander Rose <alexander.rose@weirdbyte.de>
*/
import { __assign } from "tslib";
import { Vec3 } from '../../mol-math/linear-algebra';
import { PrimitiveBuilder } from './primitive';
import { polygon } from './polygon';
var on = Vec3(), op = Vec3();
var a = Vec3(), b = Vec3(), c = Vec3(), d = Vec3();
export var DefaultPrismProps = {
height: 1,
topCap: true,
bottomCap: true,
};
/**
* Create a prism with a base of 3 or more points
*/
export function Prism(points, props) {
var sideCount = points.length / 3;
if (sideCount < 3)
throw new Error('need at least 3 points to build a prism');
var _a = __assign(__assign({}, DefaultPrismProps), props), height = _a.height, topCap = _a.topCap, bottomCap = _a.bottomCap;
var triangleCount = sideCount * 2;
var vertexCount = sideCount * 4;
var capCount = (topCap ? 1 : 0) + (bottomCap ? 1 : 0);
if (sideCount === 3) {
triangleCount += capCount;
vertexCount += capCount * 3;
}
else if (sideCount === 4) {
triangleCount += capCount * 2;
vertexCount += capCount * 4;
}
else {
triangleCount += capCount * sideCount;
vertexCount += capCount * sideCount * 3;
}
var builder = PrimitiveBuilder(triangleCount, vertexCount);
var halfHeight = height * 0.5;
Vec3.set(on, 0, 0, -halfHeight);
Vec3.set(op, 0, 0, halfHeight);
// create sides
for (var i = 0; i < sideCount; ++i) {
var ni = (i + 1) % sideCount;
Vec3.set(a, points[i * 3], points[i * 3 + 1], -halfHeight);
Vec3.set(b, points[ni * 3], points[ni * 3 + 1], -halfHeight);
Vec3.set(c, points[ni * 3], points[ni * 3 + 1], halfHeight);
Vec3.set(d, points[i * 3], points[i * 3 + 1], halfHeight);
builder.addQuad(a, b, c, d);
}
// create bases
if (sideCount === 3) {
if (topCap) {
Vec3.set(a, points[0], points[1], -halfHeight);
Vec3.set(b, points[3], points[4], -halfHeight);
Vec3.set(c, points[6], points[7], -halfHeight);
builder.add(c, b, a);
}
if (bottomCap) {
Vec3.set(a, points[0], points[1], halfHeight);
Vec3.set(b, points[3], points[4], halfHeight);
Vec3.set(c, points[6], points[7], halfHeight);
builder.add(a, b, c);
}
}
else if (sideCount === 4) {
if (topCap) {
Vec3.set(a, points[0], points[1], -halfHeight);
Vec3.set(b, points[3], points[4], -halfHeight);
Vec3.set(c, points[6], points[7], -halfHeight);
Vec3.set(d, points[9], points[10], -halfHeight);
builder.addQuad(d, c, b, a);
}
if (bottomCap) {
Vec3.set(a, points[0], points[1], halfHeight);
Vec3.set(b, points[3], points[4], halfHeight);
Vec3.set(c, points[6], points[7], halfHeight);
Vec3.set(d, points[9], points[10], halfHeight);
builder.addQuad(a, b, c, d);
}
}
else {
for (var i = 0; i < sideCount; ++i) {
var ni = (i + 1) % sideCount;
if (topCap) {
Vec3.set(a, points[i * 3], points[i * 3 + 1], -halfHeight);
Vec3.set(b, points[ni * 3], points[ni * 3 + 1], -halfHeight);
builder.add(on, b, a);
}
if (bottomCap) {
Vec3.set(a, points[i * 3], points[i * 3 + 1], halfHeight);
Vec3.set(b, points[ni * 3], points[ni * 3 + 1], halfHeight);
builder.add(a, b, op);
}
}
}
return builder.getPrimitive();
}
var diamond;
export function DiamondPrism() {
if (!diamond)
diamond = Prism(polygon(4, false));
return diamond;
}
var pentagonalPrism;
export function PentagonalPrism() {
if (!pentagonalPrism)
pentagonalPrism = Prism(polygon(5, false));
return pentagonalPrism;
}
var hexagonalPrism;
export function HexagonalPrism() {
if (!hexagonalPrism)
hexagonalPrism = Prism(polygon(6, false));
return hexagonalPrism;
}
var shiftedHexagonalPrism;
export function ShiftedHexagonalPrism() {
if (!shiftedHexagonalPrism)
shiftedHexagonalPrism = Prism(polygon(6, true));
return shiftedHexagonalPrism;
}
var heptagonalPrism;
export function HeptagonalPrism() {
if (!heptagonalPrism)
heptagonalPrism = Prism(polygon(7, false));
return heptagonalPrism;
}
//
/**
* Create a prism cage
*/
export function PrismCage(points, height) {
if (height === void 0) { height = 1; }
var sideCount = points.length / 3;
var vertices = [];
var edges = [];
var halfHeight = height * 0.5;
var offset = 0;
// vertices and side edges
for (var i = 0; i < sideCount; ++i) {
vertices.push(points[i * 3], points[i * 3 + 1], -halfHeight, points[i * 3], points[i * 3 + 1], halfHeight);
edges.push(offset, offset + 1);
offset += 2;
}
// bases edges
for (var i = 0; i < sideCount; ++i) {
var ni = (i + 1) % sideCount;
edges.push(i * 2, ni * 2, i * 2 + 1, ni * 2 + 1);
}
return { vertices: vertices, edges: edges };
}
var diamondCage;
export function DiamondPrismCage() {
if (!diamondCage)
diamondCage = PrismCage(polygon(4, false));
return diamondCage;
}
var pentagonalPrismCage;
export function PentagonalPrismCage() {
if (!pentagonalPrismCage)
pentagonalPrismCage = PrismCage(polygon(5, false));
return pentagonalPrismCage;
}
var hexagonalPrismCage;
export function HexagonalPrismCage() {
if (!hexagonalPrismCage)
hexagonalPrismCage = PrismCage(polygon(6, false));
return hexagonalPrismCage;
}
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