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molstar

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A comprehensive macromolecular library.

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/** * Copyright (c) 2018-2022 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 { __assign } from "tslib"; import { ValueCell } from '../../../mol-util'; import { Vec3, Mat4, Mat3, Vec4 } from '../../../mol-math/linear-algebra'; import { Sphere3D } from '../../../mol-math/geometry'; import { transformPositionArray, transformDirectionArray, computeIndexedVertexNormals, createGroupMapping } from '../../util'; import { createMarkers } from '../marker-data'; import { LocationIterator, PositionLocation } from '../../util/location-iterator'; import { createColors } from '../color-data'; import { ChunkedArray, hashFnv32a, invertCantorPairing, sortedCantorPairing } from '../../../mol-data/util'; import { ParamDefinition as PD } from '../../../mol-util/param-definition'; import { calculateInvariantBoundingSphere, calculateTransformBoundingSphere } from '../../../mol-gl/renderable/util'; import { BaseGeometry } from '../base'; import { createEmptyOverpaint } from '../overpaint-data'; import { createEmptyTransparency } from '../transparency-data'; import { createEmptyClipping } from '../clipping-data'; import { arraySetAdd } from '../../../mol-util/array'; import { degToRad } from '../../../mol-math/misc'; import { createEmptySubstance } from '../substance-data'; export var Mesh; (function (Mesh) { function create(vertices, indices, normals, groups, vertexCount, triangleCount, mesh) { return mesh ? update(vertices, indices, normals, groups, vertexCount, triangleCount, mesh) : fromArrays(vertices, indices, normals, groups, vertexCount, triangleCount); } Mesh.create = create; function createEmpty(mesh) { var vb = mesh ? mesh.vertexBuffer.ref.value : new Float32Array(0); var ib = mesh ? mesh.indexBuffer.ref.value : new Uint32Array(0); var nb = mesh ? mesh.normalBuffer.ref.value : new Float32Array(0); var gb = mesh ? mesh.groupBuffer.ref.value : new Float32Array(0); return create(vb, ib, nb, gb, 0, 0, mesh); } Mesh.createEmpty = createEmpty; function hashCode(mesh) { return hashFnv32a([ mesh.vertexCount, mesh.triangleCount, mesh.vertexBuffer.ref.version, mesh.indexBuffer.ref.version, mesh.normalBuffer.ref.version, mesh.groupBuffer.ref.version ]); } function fromArrays(vertices, indices, normals, groups, vertexCount, triangleCount) { var boundingSphere = Sphere3D(); var groupMapping; var currentHash = -1; var currentGroup = -1; var mesh = { kind: 'mesh', vertexCount: vertexCount, triangleCount: triangleCount, vertexBuffer: ValueCell.create(vertices), indexBuffer: ValueCell.create(indices), normalBuffer: ValueCell.create(normals), groupBuffer: ValueCell.create(groups), varyingGroup: ValueCell.create(false), get boundingSphere() { var newHash = hashCode(mesh); if (newHash !== currentHash) { var b = calculateInvariantBoundingSphere(mesh.vertexBuffer.ref.value, mesh.vertexCount, 1); Sphere3D.copy(boundingSphere, b); currentHash = newHash; } return boundingSphere; }, get groupMapping() { if (mesh.groupBuffer.ref.version !== currentGroup) { groupMapping = createGroupMapping(mesh.groupBuffer.ref.value, mesh.vertexCount); currentGroup = mesh.groupBuffer.ref.version; } return groupMapping; }, setBoundingSphere: function (sphere) { Sphere3D.copy(boundingSphere, sphere); currentHash = hashCode(mesh); }, meta: {} }; return mesh; } function update(vertices, indices, normals, groups, vertexCount, triangleCount, mesh) { mesh.vertexCount = vertexCount; mesh.triangleCount = triangleCount; ValueCell.update(mesh.vertexBuffer, vertices); ValueCell.update(mesh.indexBuffer, indices); ValueCell.update(mesh.normalBuffer, normals); ValueCell.update(mesh.groupBuffer, groups); return mesh; } function computeNormals(mesh) { var vertexCount = mesh.vertexCount, triangleCount = mesh.triangleCount; var vertices = mesh.vertexBuffer.ref.value; var indices = mesh.indexBuffer.ref.value; var normals = mesh.normalBuffer.ref.value.length >= vertexCount * 3 ? mesh.normalBuffer.ref.value : new Float32Array(vertexCount * 3); if (normals === mesh.normalBuffer.ref.value) { normals.fill(0, 0, vertexCount * 3); } computeIndexedVertexNormals(vertices, indices, normals, vertexCount, triangleCount); ValueCell.update(mesh.normalBuffer, normals); } Mesh.computeNormals = computeNormals; function checkForDuplicateVertices(mesh, fractionDigits) { if (fractionDigits === void 0) { fractionDigits = 3; } var v = mesh.vertexBuffer.ref.value; var map = new Map(); var hash = function (v, d) { return "".concat(v[0].toFixed(d), "|").concat(v[1].toFixed(d), "|").concat(v[2].toFixed(d)); }; var duplicates = 0; var a = Vec3(); for (var i = 0, il = mesh.vertexCount; i < il; ++i) { Vec3.fromArray(a, v, i * 3); var k = hash(a, fractionDigits); var count = map.get(k); if (count !== undefined) { duplicates += 1; map.set(k, count + 1); } else { map.set(k, 1); } } return duplicates; } Mesh.checkForDuplicateVertices = checkForDuplicateVertices; var tmpMat3 = Mat3(); function transform(mesh, t) { var v = mesh.vertexBuffer.ref.value; transformPositionArray(t, v, 0, mesh.vertexCount); if (!Mat4.isTranslationAndUniformScaling(t)) { var n = Mat3.directionTransform(tmpMat3, t); transformDirectionArray(n, mesh.normalBuffer.ref.value, 0, mesh.vertexCount); } ValueCell.update(mesh.vertexBuffer, v); } Mesh.transform = transform; /** Meshes may contain some original data in case any processing was done. */ function getOriginalData(x) { var originalData = ('kind' in x ? x.meta : x.meta.ref.value).originalData; return originalData; } Mesh.getOriginalData = getOriginalData; /** * Ensure that each vertices of each triangle have the same group id. * Note that normals are copied over and can't be re-created from the new mesh. */ function uniformTriangleGroup(mesh, splitTriangles) { if (splitTriangles === void 0) { splitTriangles = true; } var indexBuffer = mesh.indexBuffer, vertexBuffer = mesh.vertexBuffer, groupBuffer = mesh.groupBuffer, normalBuffer = mesh.normalBuffer, triangleCount = mesh.triangleCount, vertexCount = mesh.vertexCount; var ib = indexBuffer.ref.value; var vb = vertexBuffer.ref.value; var gb = groupBuffer.ref.value; var nb = normalBuffer.ref.value; // new var index = ChunkedArray.create(Uint32Array, 3, 1024, triangleCount); // re-use var vertex = ChunkedArray.create(Float32Array, 3, 1024, vb); vertex.currentIndex = vertexCount * 3; vertex.elementCount = vertexCount; var normal = ChunkedArray.create(Float32Array, 3, 1024, nb); normal.currentIndex = vertexCount * 3; normal.elementCount = vertexCount; var group = ChunkedArray.create(Float32Array, 1, 1024, gb); group.currentIndex = vertexCount; group.elementCount = vertexCount; var vi = Vec3(); var vj = Vec3(); var vk = Vec3(); var ni = Vec3(); var nj = Vec3(); var nk = Vec3(); function add(i) { Vec3.fromArray(vi, vb, i * 3); Vec3.fromArray(ni, nb, i * 3); ChunkedArray.add3(vertex, vi[0], vi[1], vi[2]); ChunkedArray.add3(normal, ni[0], ni[1], ni[2]); } function addMid(i, j) { Vec3.fromArray(vi, vb, i * 3); Vec3.fromArray(vj, vb, j * 3); Vec3.scale(vi, Vec3.add(vi, vi, vj), 0.5); Vec3.fromArray(ni, nb, i * 3); Vec3.fromArray(nj, nb, j * 3); Vec3.scale(ni, Vec3.add(ni, ni, nj), 0.5); ChunkedArray.add3(vertex, vi[0], vi[1], vi[2]); ChunkedArray.add3(normal, ni[0], ni[1], ni[2]); } function addCenter(i, j, k) { Vec3.fromArray(vi, vb, i * 3); Vec3.fromArray(vj, vb, j * 3); Vec3.fromArray(vk, vb, k * 3); Vec3.scale(vi, Vec3.add(vi, Vec3.add(vi, vi, vj), vk), 1 / 3); Vec3.fromArray(ni, nb, i * 3); Vec3.fromArray(nj, nb, j * 3); Vec3.fromArray(nk, nb, k * 3); Vec3.scale(ni, Vec3.add(ni, Vec3.add(ni, ni, nj), nk), 1 / 3); ChunkedArray.add3(vertex, vi[0], vi[1], vi[2]); ChunkedArray.add3(normal, ni[0], ni[1], ni[2]); } function split2(i0, i1, i2, g0, g1) { ++newTriangleCount; add(i0); addMid(i0, i1); addMid(i0, i2); ChunkedArray.add3(index, newVertexCount, newVertexCount + 1, newVertexCount + 2); for (var j = 0; j < 3; ++j) ChunkedArray.add(group, g0); newVertexCount += 3; newTriangleCount += 2; add(i1); add(i2); addMid(i0, i1); addMid(i0, i2); ChunkedArray.add3(index, newVertexCount, newVertexCount + 1, newVertexCount + 3); ChunkedArray.add3(index, newVertexCount, newVertexCount + 3, newVertexCount + 2); for (var j = 0; j < 4; ++j) ChunkedArray.add(group, g1); newVertexCount += 4; } var newVertexCount = vertexCount; var newTriangleCount = 0; if (splitTriangles) { for (var i = 0, il = triangleCount; i < il; ++i) { var i0 = ib[i * 3], i1 = ib[i * 3 + 1], i2 = ib[i * 3 + 2]; var g0 = gb[i0], g1 = gb[i1], g2 = gb[i2]; if (g0 === g1 && g0 === g2) { ++newTriangleCount; ChunkedArray.add3(index, i0, i1, i2); } else if (g0 === g1) { split2(i2, i0, i1, g2, g0); } else if (g0 === g2) { split2(i1, i2, i0, g1, g2); } else if (g1 === g2) { split2(i0, i1, i2, g0, g1); } else { newTriangleCount += 2; add(i0); addMid(i0, i1); addMid(i0, i2); addCenter(i0, i1, i2); ChunkedArray.add3(index, newVertexCount, newVertexCount + 1, newVertexCount + 3); ChunkedArray.add3(index, newVertexCount, newVertexCount + 3, newVertexCount + 2); for (var j = 0; j < 4; ++j) ChunkedArray.add(group, g0); newVertexCount += 4; newTriangleCount += 2; add(i1); addMid(i1, i2); addMid(i1, i0); addCenter(i0, i1, i2); ChunkedArray.add3(index, newVertexCount, newVertexCount + 1, newVertexCount + 3); ChunkedArray.add3(index, newVertexCount, newVertexCount + 3, newVertexCount + 2); for (var j = 0; j < 4; ++j) ChunkedArray.add(group, g1); newVertexCount += 4; newTriangleCount += 2; add(i2); addMid(i2, i1); addMid(i2, i0); addCenter(i0, i1, i2); ChunkedArray.add3(index, newVertexCount + 3, newVertexCount + 1, newVertexCount); ChunkedArray.add3(index, newVertexCount + 2, newVertexCount + 3, newVertexCount); for (var j = 0; j < 4; ++j) ChunkedArray.add(group, g2); newVertexCount += 4; } } } else { for (var i = 0, il = triangleCount; i < il; ++i) { var i0 = ib[i * 3], i1 = ib[i * 3 + 1], i2 = ib[i * 3 + 2]; var g0 = gb[i0], g1 = gb[i1], g2 = gb[i2]; if (g0 !== g1 || g0 !== g2) { ++newTriangleCount; add(i0); add(i1); add(i2); ChunkedArray.add3(index, newVertexCount, newVertexCount + 1, newVertexCount + 2); var g = g1 === g2 ? g1 : g0; for (var j = 0; j < 3; ++j) ChunkedArray.add(group, g); newVertexCount += 3; } else { ++newTriangleCount; ChunkedArray.add3(index, i0, i1, i2); } } } var newIb = ChunkedArray.compact(index); var newVb = ChunkedArray.compact(vertex); var newNb = ChunkedArray.compact(normal); var newGb = ChunkedArray.compact(group); mesh.vertexCount = newVertexCount; mesh.triangleCount = newTriangleCount; ValueCell.update(vertexBuffer, newVb); ValueCell.update(groupBuffer, newGb); ValueCell.update(indexBuffer, newIb); ValueCell.update(normalBuffer, newNb); // keep some original data, e.g., for geometry export mesh.meta.originalData = { indexBuffer: ib, vertexCount: vertexCount, triangleCount: triangleCount }; return mesh; } Mesh.uniformTriangleGroup = uniformTriangleGroup; // function getNeighboursMap(mesh) { var vertexCount = mesh.vertexCount, triangleCount = mesh.triangleCount; var elements = mesh.indexBuffer.ref.value; var neighboursMap = []; for (var i = 0; i < vertexCount; ++i) { neighboursMap[i] = []; } for (var i = 0; i < triangleCount; ++i) { var v1 = elements[i * 3]; var v2 = elements[i * 3 + 1]; var v3 = elements[i * 3 + 2]; arraySetAdd(neighboursMap[v1], v2); arraySetAdd(neighboursMap[v1], v3); arraySetAdd(neighboursMap[v2], v1); arraySetAdd(neighboursMap[v2], v3); arraySetAdd(neighboursMap[v3], v1); arraySetAdd(neighboursMap[v3], v2); } return neighboursMap; } function getEdgeCounts(mesh) { var triangleCount = mesh.triangleCount; var elements = mesh.indexBuffer.ref.value; var edgeCounts = new Map(); var add = function (a, b) { var z = sortedCantorPairing(a, b); var c = edgeCounts.get(z) || 0; edgeCounts.set(z, c + 1); }; for (var i = 0; i < triangleCount; ++i) { var a = elements[i * 3]; var b = elements[i * 3 + 1]; var c = elements[i * 3 + 2]; add(a, b); add(a, c); add(b, c); } return edgeCounts; } function getBorderVertices(edgeCounts) { var borderVertices = new Set(); var pair = [0, 0]; edgeCounts.forEach(function (c, z) { if (c === 1) { invertCantorPairing(pair, z); borderVertices.add(pair[0]); borderVertices.add(pair[1]); } }); return borderVertices; } function getBorderNeighboursMap(neighboursMap, borderVertices, edgeCounts) { var borderNeighboursMap = new Map(); var add = function (v, nb) { if (borderNeighboursMap.has(v)) arraySetAdd(borderNeighboursMap.get(v), nb); else borderNeighboursMap.set(v, [nb]); }; borderVertices.forEach(function (v) { var neighbours = neighboursMap[v]; for (var _i = 0, neighbours_1 = neighbours; _i < neighbours_1.length; _i++) { var nb = neighbours_1[_i]; if (borderVertices.has(nb) && edgeCounts.get(sortedCantorPairing(v, nb)) === 1) { add(v, nb); } } }); return borderNeighboursMap; } function trimEdges(mesh, neighboursMap) { var indexBuffer = mesh.indexBuffer, triangleCount = mesh.triangleCount; var ib = indexBuffer.ref.value; // new var index = ChunkedArray.create(Uint32Array, 3, 1024, triangleCount); var newTriangleCount = 0; for (var i = 0; i < triangleCount; ++i) { var a = ib[i * 3]; var b = ib[i * 3 + 1]; var c = ib[i * 3 + 2]; if (neighboursMap[a].length === 2 || neighboursMap[b].length === 2 || neighboursMap[c].length === 2) continue; ChunkedArray.add3(index, a, b, c); newTriangleCount += 1; } var newIb = ChunkedArray.compact(index); mesh.triangleCount = newTriangleCount; ValueCell.update(indexBuffer, newIb); return mesh; } function fillEdges(mesh, neighboursMap, borderNeighboursMap, maxLengthSquared) { var _a; var vertexBuffer = mesh.vertexBuffer, indexBuffer = mesh.indexBuffer, normalBuffer = mesh.normalBuffer, triangleCount = mesh.triangleCount; var vb = vertexBuffer.ref.value; var ib = indexBuffer.ref.value; var nb = normalBuffer.ref.value; // new var index = ChunkedArray.create(Uint32Array, 3, 1024, triangleCount); var newTriangleCount = 0; for (var i = 0; i < triangleCount; ++i) { ChunkedArray.add3(index, ib[i * 3], ib[i * 3 + 1], ib[i * 3 + 2]); newTriangleCount += 1; } var vA = Vec3(); var vB = Vec3(); var vC = Vec3(); var vD = Vec3(); var vAB = Vec3(); var vAC = Vec3(); var vAD = Vec3(); var vABC = Vec3(); var vAN = Vec3(); var vN = Vec3(); var AngleThreshold = degToRad(120); var added = new Set(); var indices = Array.from(borderNeighboursMap.keys()) .filter(function (v) { return borderNeighboursMap.get(v).length < 2; }) .map(function (v) { var bnd = borderNeighboursMap.get(v); Vec3.fromArray(vA, vb, v * 3); Vec3.fromArray(vB, vb, bnd[0] * 3); Vec3.fromArray(vC, vb, bnd[1] * 3); Vec3.sub(vAB, vB, vA); Vec3.sub(vAC, vC, vA); return [v, Vec3.angle(vAB, vAC)]; }); // start with the smallest angle indices.sort(function (_a, _b) { var a = _a[1]; var b = _b[1]; return a - b; }); for (var _i = 0, indices_1 = indices; _i < indices_1.length; _i++) { var _b = indices_1[_i], v = _b[0], angle = _b[1]; if (added.has(v) || angle > AngleThreshold) continue; var nbs = borderNeighboursMap.get(v); if (neighboursMap[nbs[0]].includes(nbs[1]) && !((_a = borderNeighboursMap.get(nbs[0])) === null || _a === void 0 ? void 0 : _a.includes(nbs[1]))) continue; Vec3.fromArray(vA, vb, v * 3); Vec3.fromArray(vB, vb, nbs[0] * 3); Vec3.fromArray(vC, vb, nbs[1] * 3); Vec3.sub(vAB, vB, vA); Vec3.sub(vAC, vC, vA); Vec3.add(vABC, vAB, vAC); if (Vec3.squaredDistance(vA, vB) >= maxLengthSquared) continue; var add = false; for (var _c = 0, _d = neighboursMap[v]; _c < _d.length; _c++) { var nb_1 = _d[_c]; if (nbs.includes(nb_1)) continue; Vec3.fromArray(vD, vb, nb_1 * 3); Vec3.sub(vAD, vD, vA); if (Vec3.dot(vABC, vAD) < 0) { add = true; break; } } if (!add) continue; Vec3.fromArray(vAN, nb, v * 3); Vec3.triangleNormal(vN, vA, vB, vC); if (Vec3.dot(vN, vAN) > 0) { ChunkedArray.add3(index, v, nbs[0], nbs[1]); } else { ChunkedArray.add3(index, nbs[1], nbs[0], v); } added.add(v); added.add(nbs[0]); added.add(nbs[1]); newTriangleCount += 1; } var newIb = ChunkedArray.compact(index); mesh.triangleCount = newTriangleCount; ValueCell.update(indexBuffer, newIb); return mesh; } function laplacianEdgeSmoothing(mesh, borderNeighboursMap, options) { var iterations = options.iterations, lambda = options.lambda; var a = Vec3(); var b = Vec3(); var c = Vec3(); var t = Vec3(); var mu = -lambda; var dst = new Float32Array(mesh.vertexBuffer.ref.value.length); var step = function (f) { var pos = mesh.vertexBuffer.ref.value; dst.set(pos); borderNeighboursMap.forEach(function (nbs, v) { if (nbs.length !== 2) return; Vec3.fromArray(a, pos, v * 3); Vec3.fromArray(b, pos, nbs[0] * 3); Vec3.fromArray(c, pos, nbs[1] * 3); var wab = 1 / Vec3.distance(a, b); var wac = 1 / Vec3.distance(a, c); Vec3.scale(b, b, wab); Vec3.scale(c, c, wac); Vec3.add(t, b, c); Vec3.scale(t, t, 1 / (wab + wac)); Vec3.sub(t, t, a); Vec3.scale(t, t, f); Vec3.add(t, a, t); Vec3.toArray(t, dst, v * 3); }); var tmp = mesh.vertexBuffer.ref.value; ValueCell.update(mesh.vertexBuffer, dst); dst = tmp; }; for (var k = 0; k < iterations; ++k) { step(lambda); step(mu); } } function smoothEdges(mesh, options) { trimEdges(mesh, getNeighboursMap(mesh)); for (var k = 0; k < 10; ++k) { var oldTriangleCount = mesh.triangleCount; var edgeCounts_1 = getEdgeCounts(mesh); var neighboursMap_1 = getNeighboursMap(mesh); var borderVertices_1 = getBorderVertices(edgeCounts_1); var borderNeighboursMap_1 = getBorderNeighboursMap(neighboursMap_1, borderVertices_1, edgeCounts_1); fillEdges(mesh, neighboursMap_1, borderNeighboursMap_1, options.maxNewEdgeLength * options.maxNewEdgeLength); if (mesh.triangleCount === oldTriangleCount) break; } var edgeCounts = getEdgeCounts(mesh); var neighboursMap = getNeighboursMap(mesh); var borderVertices = getBorderVertices(edgeCounts); var borderNeighboursMap = getBorderNeighboursMap(neighboursMap, borderVertices, edgeCounts); laplacianEdgeSmoothing(mesh, borderNeighboursMap, { iterations: options.iterations, lambda: 0.5 }); return mesh; } Mesh.smoothEdges = smoothEdges; // Mesh.Params = __assign(__assign({}, BaseGeometry.Params), { doubleSided: PD.Boolean(false, BaseGeometry.CustomQualityParamInfo), flipSided: PD.Boolean(false, BaseGeometry.ShadingCategory), flatShaded: PD.Boolean(false, BaseGeometry.ShadingCategory), ignoreLight: PD.Boolean(false, BaseGeometry.ShadingCategory), xrayShaded: PD.Boolean(false, BaseGeometry.ShadingCategory), transparentBackfaces: PD.Select('off', PD.arrayToOptions(['off', 'on', 'opaque']), BaseGeometry.ShadingCategory), bumpFrequency: PD.Numeric(0, { min: 0, max: 10, step: 0.1 }, BaseGeometry.ShadingCategory), bumpAmplitude: PD.Numeric(1, { min: 0, max: 5, step: 0.1 }, BaseGeometry.ShadingCategory) }); Mesh.Utils = { Params: Mesh.Params, createEmpty: createEmpty, createValues: createValues, createValuesSimple: createValuesSimple, updateValues: updateValues, updateBoundingSphere: updateBoundingSphere, createRenderableState: createRenderableState, updateRenderableState: updateRenderableState, createPositionIterator: createPositionIterator }; function createPositionIterator(mesh, transform) { var groupCount = mesh.vertexCount; var instanceCount = transform.instanceCount.ref.value; var location = PositionLocation(); var p = location.position; var v = mesh.vertexBuffer.ref.value; var m = transform.aTransform.ref.value; var getLocation = function (groupIndex, instanceIndex) { if (instanceIndex < 0) { Vec3.fromArray(p, v, groupIndex * 3); } else { Vec3.transformMat4Offset(p, v, m, 0, groupIndex * 3, instanceIndex * 16); } return location; }; return LocationIterator(groupCount, instanceCount, 1, getLocation); } function createValues(mesh, transform, locationIt, theme, props) { var instanceCount = locationIt.instanceCount, groupCount = locationIt.groupCount; var positionIt = createPositionIterator(mesh, transform); var color = createColors(locationIt, positionIt, theme.color); var marker = props.instanceGranularity ? createMarkers(instanceCount, 'instance') : createMarkers(instanceCount * groupCount, 'groupInstance'); var overpaint = createEmptyOverpaint(); var transparency = createEmptyTransparency(); var material = createEmptySubstance(); var clipping = createEmptyClipping(); var counts = { drawCount: mesh.triangleCount * 3, vertexCount: mesh.vertexCount, groupCount: groupCount, instanceCount: instanceCount }; var invariantBoundingSphere = Sphere3D.clone(mesh.boundingSphere); var boundingSphere = calculateTransformBoundingSphere(invariantBoundingSphere, transform.aTransform.ref.value, instanceCount); return __assign(__assign(__assign(__assign(__assign(__assign(__assign(__assign(__assign({ dGeometryType: ValueCell.create('mesh'), aPosition: mesh.vertexBuffer, aNormal: mesh.normalBuffer, aGroup: mesh.groupBuffer, elements: mesh.indexBuffer, dVaryingGroup: mesh.varyingGroup, boundingSphere: ValueCell.create(boundingSphere), invariantBoundingSphere: ValueCell.create(invariantBoundingSphere), uInvariantBoundingSphere: ValueCell.create(Vec4.ofSphere(invariantBoundingSphere)) }, color), marker), overpaint), transparency), material), clipping), transform), BaseGeometry.createValues(props, counts)), { uDoubleSided: ValueCell.create(props.doubleSided), dFlatShaded: ValueCell.create(props.flatShaded), dFlipSided: ValueCell.create(props.flipSided), dIgnoreLight: ValueCell.create(props.ignoreLight), dXrayShaded: ValueCell.create(props.xrayShaded), dTransparentBackfaces: ValueCell.create(props.transparentBackfaces), uBumpFrequency: ValueCell.create(props.bumpFrequency), uBumpAmplitude: ValueCell.create(props.bumpAmplitude), meta: ValueCell.create(mesh.meta) }); } function createValuesSimple(mesh, props, colorValue, sizeValue, transform) { var s = BaseGeometry.createSimple(colorValue, sizeValue, transform); var p = __assign(__assign({}, PD.getDefaultValues(Mesh.Params)), props); return createValues(mesh, s.transform, s.locationIterator, s.theme, p); } function updateValues(values, props) { BaseGeometry.updateValues(values, props); ValueCell.updateIfChanged(values.uDoubleSided, props.doubleSided); ValueCell.updateIfChanged(values.dFlatShaded, props.flatShaded); ValueCell.updateIfChanged(values.dFlipSided, props.flipSided); ValueCell.updateIfChanged(values.dIgnoreLight, props.ignoreLight); ValueCell.updateIfChanged(values.dXrayShaded, props.xrayShaded); ValueCell.updateIfChanged(values.dTransparentBackfaces, props.transparentBackfaces); ValueCell.updateIfChanged(values.uBumpFrequency, props.bumpFrequency); ValueCell.updateIfChanged(values.uBumpAmplitude, props.bumpAmplitude); } function updateBoundingSphere(values, mesh) { var invariantBoundingSphere = Sphere3D.clone(mesh.boundingSphere); var boundingSphere = calculateTransformBoundingSphere(invariantBoundingSphere, values.aTransform.ref.value, values.instanceCount.ref.value); if (!Sphere3D.equals(boundingSphere, values.boundingSphere.ref.value)) { ValueCell.update(values.boundingSphere, boundingSphere); } if (!Sphere3D.equals(invariantBoundingSphere, values.invariantBoundingSphere.ref.value)) { ValueCell.update(values.invariantBoundingSphere, invariantBoundingSphere); ValueCell.update(values.uInvariantBoundingSphere, Vec4.fromSphere(values.uInvariantBoundingSphere.ref.value, invariantBoundingSphere)); } } function createRenderableState(props) { var state = BaseGeometry.createRenderableState(props); updateRenderableState(state, props); return state; } function updateRenderableState(state, props) { BaseGeometry.updateRenderableState(state, props); state.opaque = state.opaque && !props.xrayShaded; state.writeDepth = state.opaque; } })(Mesh || (Mesh = {}));