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molstar

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A comprehensive macromolecular library.

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/** * Copyright (c) 2018-2024 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 { ValueCell } from '../../../mol-util'; import { Mat4 } from '../../../mol-math/linear-algebra'; import { Sphere3D } from '../../../mol-math/geometry'; import { GroupMapping } from '../../util'; import { GeometryUtils } from '../geometry'; import { ParamDefinition as PD } from '../../../mol-util/param-definition'; import { MeshValues } from '../../../mol-gl/renderable/mesh'; export interface Mesh { readonly kind: 'mesh'; /** Number of vertices in the mesh */ vertexCount: number; /** Number of triangles in the mesh */ triangleCount: number; /** Vertex buffer as array of xyz values wrapped in a value cell */ readonly vertexBuffer: ValueCell<Float32Array>; /** Index buffer as array of vertex index triplets wrapped in a value cell */ readonly indexBuffer: ValueCell<Uint32Array>; /** Normal buffer as array of xyz values for each vertex wrapped in a value cell */ readonly normalBuffer: ValueCell<Float32Array>; /** Group buffer as array of group ids for each vertex wrapped in a value cell */ readonly groupBuffer: ValueCell<Float32Array>; /** Indicates that group may vary within a triangle, wrapped in a value cell */ readonly varyingGroup: ValueCell<boolean>; /** Bounding sphere of the mesh */ readonly boundingSphere: Sphere3D; /** Maps group ids to vertex indices */ readonly groupMapping: GroupMapping; setBoundingSphere(boundingSphere: Sphere3D): void; readonly meta: { [k: string]: unknown; }; } export declare namespace Mesh { function create(vertices: Float32Array, indices: Uint32Array, normals: Float32Array, groups: Float32Array, vertexCount: number, triangleCount: number, mesh?: Mesh): Mesh; function createEmpty(mesh?: Mesh): Mesh; function computeNormals(mesh: Mesh): void; function checkForDuplicateVertices(mesh: Mesh, fractionDigits?: number): number; function transform(mesh: Mesh, t: Mat4): void; type OriginalData = { indexBuffer: Uint32Array; vertexCount: number; triangleCount: number; }; /** Meshes may contain some original data in case any processing was done. */ function getOriginalData(x: Mesh | MeshValues): OriginalData | undefined; /** * 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: Mesh, splitTriangles?: boolean): Mesh; function smoothEdges(mesh: Mesh, options: { iterations: number; maxNewEdgeLength: number; }): Mesh; const Params: { doubleSided: PD.BooleanParam; flipSided: PD.BooleanParam; flatShaded: PD.BooleanParam; ignoreLight: PD.BooleanParam; celShaded: PD.BooleanParam; xrayShaded: PD.Select<boolean | "inverted">; transparentBackfaces: PD.Select<"off" | "on" | "opaque">; bumpFrequency: PD.Numeric; bumpAmplitude: PD.Numeric; alpha: PD.Numeric; quality: PD.Select<"auto" | "medium" | "high" | "low" | "custom" | "highest" | "higher" | "lower" | "lowest">; material: PD.Group<PD.Normalize<{ metalness: number; roughness: number; bumpiness: number; }>>; clip: PD.Group<PD.Normalize<{ variant: import("../../../mol-util/clip").Clip.Variant; objects: PD.Normalize<{ type: /*elided*/ any; invert: /*elided*/ any; position: /*elided*/ any; rotation: /*elided*/ any; scale: /*elided*/ any; transform: /*elided*/ any; }>[]; }>>; emissive: PD.Numeric; density: PD.Numeric; instanceGranularity: PD.BooleanParam; lod: PD.Vec3; cellSize: PD.Numeric; batchSize: PD.Numeric; }; type Params = typeof Params; const Utils: GeometryUtils<Mesh, Params>; }