'use strict' var DEFAULT_VERTEX_NORMALS_EPSILON = 1e-6; // may be too large if triangles are very small var DEFAULT_FACE_NORMALS_EPSILON = 1e-6; var createShader = require('gl-shader') var createBuffer = require('gl-buffer') var createVAO = require('gl-vao') var createTexture = require('gl-texture2d') var normals = require('normals') var multiply = require('gl-mat4/multiply') var invert = require('gl-mat4/invert') var ndarray = require('ndarray') var colormap = require('colormap') var getContour = require('simplicial-complex-contour') var pool = require('typedarray-pool') var shaders = require('./lib/shaders') var closestPoint = require('./lib/closest-point') var meshShader = shaders.meshShader var wireShader = shaders.wireShader var pointShader = shaders.pointShader var pickShader = shaders.pickShader var pointPickShader = shaders.pointPickShader var contourShader = shaders.contourShader var IDENTITY = [ 1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1] function SimplicialMesh(gl , texture , triShader , lineShader , pointShader , pickShader , pointPickShader , contourShader , trianglePositions , triangleIds , triangleColors , triangleUVs , triangleNormals , triangleVAO , edgePositions , edgeIds , edgeColors , edgeUVs , edgeVAO , pointPositions , pointIds , pointColors , pointUVs , pointSizes , pointVAO , contourPositions , contourVAO) { this.gl = gl this.pixelRatio = 1 this.cells = [] this.positions = [] this.intensity = [] this.texture = texture this.dirty = true this.triShader = triShader this.lineShader = lineShader this.pointShader = pointShader this.pickShader = pickShader this.pointPickShader = pointPickShader this.contourShader = contourShader this.trianglePositions = trianglePositions this.triangleColors = triangleColors this.triangleNormals = triangleNormals this.triangleUVs = triangleUVs this.triangleIds = triangleIds this.triangleVAO = triangleVAO this.triangleCount = 0 this.lineWidth = 1 this.edgePositions = edgePositions this.edgeColors = edgeColors this.edgeUVs = edgeUVs this.edgeIds = edgeIds this.edgeVAO = edgeVAO this.edgeCount = 0 this.pointPositions = pointPositions this.pointColors = pointColors this.pointUVs = pointUVs this.pointSizes = pointSizes this.pointIds = pointIds this.pointVAO = pointVAO this.pointCount = 0 this.contourLineWidth = 1 this.contourPositions = contourPositions this.contourVAO = contourVAO this.contourCount = 0 this.contourColor = [0,0,0] this.contourEnable = true this.pickVertex = true; this.pickId = 1 this.bounds = [ [ Infinity, Infinity, Infinity], [-Infinity,-Infinity,-Infinity] ] this.clipBounds = [ [-Infinity,-Infinity,-Infinity], [ Infinity, Infinity, Infinity] ] this.lightPosition = [1e5, 1e5, 0] this.ambientLight = 0.8 this.diffuseLight = 0.8 this.specularLight = 2.0 this.roughness = 0.5 this.fresnel = 1.5 this.opacity = 1.0 this.hasAlpha = false this.opacityscale = false this._model = IDENTITY this._view = IDENTITY this._projection = IDENTITY this._resolution = [1,1] } var proto = SimplicialMesh.prototype proto.isOpaque = function() { return !this.hasAlpha } proto.isTransparent = function() { return this.hasAlpha } proto.pickSlots = 1 proto.setPickBase = function(id) { this.pickId = id } function getOpacityFromScale(ratio, opacityscale) { if(!opacityscale) return 1 if(!opacityscale.length) return 1 for(var i = 0; i < opacityscale.length; ++i) { if(opacityscale.length < 2) return 1 if(opacityscale[i][0] === ratio) return opacityscale[i][1] if(opacityscale[i][0] > ratio && i > 0) { var d = (opacityscale[i][0] - ratio) / (opacityscale[i][0] - opacityscale[i - 1][0]) return opacityscale[i][1] * (1 - d) + d * opacityscale[i - 1][1] } } return 1 } function genColormap(param, opacityscale) { var colors = colormap({ colormap: param , nshades: 256 , format: 'rgba' }) var result = new Uint8Array(256*4) for(var i=0; i<256; ++i) { var c = colors[i] for(var j=0; j<3; ++j) { result[4*i+j] = c[j] } if(!opacityscale) { result[4*i+3] = 255 * c[3] } else { result[4*i+3] = 255 * getOpacityFromScale(i / 255.0, opacityscale) } } return ndarray(result, [256,256,4], [4,0,1]) } function takeZComponent(array) { var n = array.length var result = new Array(n) for(var i=0; i 0) { var shader = this.triShader shader.bind() shader.uniforms = uniforms this.triangleVAO.bind() gl.drawArrays(gl.TRIANGLES, 0, this.triangleCount*3) this.triangleVAO.unbind() } if(this.edgeCount > 0 && this.lineWidth > 0) { var shader = this.lineShader shader.bind() shader.uniforms = uniforms this.edgeVAO.bind() gl.lineWidth(this.lineWidth * this.pixelRatio) gl.drawArrays(gl.LINES, 0, this.edgeCount*2) this.edgeVAO.unbind() } if(this.pointCount > 0) { var shader = this.pointShader shader.bind() shader.uniforms = uniforms this.pointVAO.bind() gl.drawArrays(gl.POINTS, 0, this.pointCount) this.pointVAO.unbind() } if(this.contourEnable && this.contourCount > 0 && this.contourLineWidth > 0) { var shader = this.contourShader shader.bind() shader.uniforms = uniforms this.contourVAO.bind() gl.drawArrays(gl.LINES, 0, this.contourCount) this.contourVAO.unbind() } } proto.drawPick = function(params) { params = params || {} var gl = this.gl var model = params.model || IDENTITY var view = params.view || IDENTITY var projection = params.projection || IDENTITY var clipBounds = [[-1e6,-1e6,-1e6],[1e6,1e6,1e6]] for(var i=0; i<3; ++i) { clipBounds[0][i] = Math.max(clipBounds[0][i], this.clipBounds[0][i]) clipBounds[1][i] = Math.min(clipBounds[1][i], this.clipBounds[1][i]) } //Save camera parameters this._model = [].slice.call(model) this._view = [].slice.call(view) this._projection = [].slice.call(projection) this._resolution = [gl.drawingBufferWidth, gl.drawingBufferHeight] var uniforms = { model: model, view: view, projection: projection, clipBounds: clipBounds, pickId: this.pickId / 255.0, } var shader = this.pickShader shader.bind() shader.uniforms = uniforms if(this.triangleCount > 0) { this.triangleVAO.bind() gl.drawArrays(gl.TRIANGLES, 0, this.triangleCount*3) this.triangleVAO.unbind() } if(this.edgeCount > 0) { this.edgeVAO.bind() gl.lineWidth(this.lineWidth * this.pixelRatio) gl.drawArrays(gl.LINES, 0, this.edgeCount*2) this.edgeVAO.unbind() } if(this.pointCount > 0) { var shader = this.pointPickShader shader.bind() shader.uniforms = uniforms this.pointVAO.bind() gl.drawArrays(gl.POINTS, 0, this.pointCount) this.pointVAO.unbind() } } proto.pick = function(pickData) { if(!pickData) { return null } if(pickData.id !== this.pickId) { return null } var cellId = pickData.value[0] + 256*pickData.value[1] + 65536*pickData.value[2] var cell = this.cells[cellId] var positions = this.positions var simplex = new Array(cell.length) for(var i=0; i