molstar 3.0.0-dev.7 → 3.0.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (2051) hide show
  1. package/LICENSE +20 -20
  2. package/README.md +194 -187
  3. package/build/viewer/embedded.html +43 -43
  4. package/build/viewer/index.html +106 -102
  5. package/build/viewer/molstar.js +1 -1
  6. package/lib/apps/docking-viewer/index.html +36 -36
  7. package/lib/apps/viewer/app.d.ts +230 -0
  8. package/lib/apps/viewer/app.js +528 -0
  9. package/lib/apps/viewer/embedded.html +43 -43
  10. package/lib/apps/viewer/index.d.ts +2 -224
  11. package/lib/apps/viewer/index.html +106 -102
  12. package/lib/apps/viewer/index.js +2 -507
  13. package/lib/commonjs/apps/docking-viewer/viewport.d.ts +2 -2
  14. package/lib/commonjs/apps/viewer/app.d.ts +230 -0
  15. package/lib/commonjs/apps/viewer/app.js +534 -0
  16. package/lib/commonjs/apps/viewer/index.d.ts +2 -224
  17. package/lib/commonjs/apps/viewer/index.js +2 -510
  18. package/lib/commonjs/extensions/anvil/behavior.d.ts +2 -2
  19. package/lib/commonjs/extensions/anvil/representation.d.ts +5 -5
  20. package/lib/commonjs/extensions/cellpack/representation.d.ts +2 -2
  21. package/lib/commonjs/extensions/dnatco/confal-pyramids/behavior.d.ts +1 -1
  22. package/lib/commonjs/extensions/dnatco/confal-pyramids/representation.d.ts +3 -3
  23. package/lib/commonjs/extensions/model-archive/quality-assessment/behavior.d.ts +2 -2
  24. package/lib/commonjs/extensions/model-export/export.d.ts +9 -0
  25. package/lib/commonjs/extensions/model-export/index.d.ts +7 -0
  26. package/lib/commonjs/extensions/model-export/ui.d.ts +11 -0
  27. package/lib/commonjs/extensions/rcsb/assembly-symmetry/behavior.d.ts +5 -5
  28. package/lib/commonjs/extensions/rcsb/assembly-symmetry/color.d.ts +2 -2
  29. package/lib/commonjs/extensions/rcsb/assembly-symmetry/representation.d.ts +1 -1
  30. package/lib/commonjs/extensions/rcsb/validation-report/behavior.d.ts +3 -3
  31. package/lib/commonjs/extensions/rcsb/validation-report/representation.d.ts +5 -5
  32. package/lib/commonjs/mol-canvas3d/canvas3d.d.ts +17 -9
  33. package/lib/commonjs/mol-canvas3d/canvas3d.js +32 -28
  34. package/lib/commonjs/mol-canvas3d/controls/trackball.d.ts +9 -4
  35. package/lib/commonjs/mol-canvas3d/helper/camera-helper.d.ts +1 -1
  36. package/lib/commonjs/mol-canvas3d/helper/handle-helper.d.ts +1 -1
  37. package/lib/commonjs/mol-canvas3d/helper/interaction-events.js +1 -1
  38. package/lib/commonjs/mol-canvas3d/passes/draw.d.ts +14 -2
  39. package/lib/commonjs/mol-canvas3d/passes/draw.js +19 -18
  40. package/lib/commonjs/mol-canvas3d/passes/image.d.ts +2 -2
  41. package/lib/commonjs/mol-canvas3d/passes/image.js +3 -2
  42. package/lib/commonjs/mol-canvas3d/passes/multi-sample.d.ts +9 -2
  43. package/lib/commonjs/mol-canvas3d/passes/multi-sample.js +14 -12
  44. package/lib/commonjs/mol-canvas3d/passes/pick.js +3 -3
  45. package/lib/commonjs/mol-canvas3d/passes/postprocessing.d.ts +2 -2
  46. package/lib/commonjs/mol-geo/geometry/base.d.ts +5 -5
  47. package/lib/commonjs/mol-geo/geometry/color-data.d.ts +1 -1
  48. package/lib/commonjs/mol-geo/geometry/cylinders/cylinders.d.ts +3 -3
  49. package/lib/commonjs/mol-geo/geometry/direct-volume/direct-volume.d.ts +6 -39
  50. package/lib/commonjs/mol-geo/geometry/image/image.d.ts +3 -3
  51. package/lib/commonjs/mol-geo/geometry/lines/lines.d.ts +1 -2
  52. package/lib/commonjs/mol-geo/geometry/mesh/mesh.d.ts +1 -1
  53. package/lib/commonjs/mol-geo/geometry/points/points.d.ts +4 -4
  54. package/lib/commonjs/mol-geo/geometry/spheres/spheres.d.ts +1 -1
  55. package/lib/commonjs/mol-geo/geometry/text/text.d.ts +1 -1
  56. package/lib/commonjs/mol-geo/geometry/texture-mesh/texture-mesh.d.ts +1 -1
  57. package/lib/commonjs/mol-gl/renderable/image.d.ts +1 -0
  58. package/lib/commonjs/mol-gl/renderer.d.ts +2 -2
  59. package/lib/commonjs/mol-gl/renderer.js +15 -22
  60. package/lib/commonjs/mol-gl/scene.d.ts +1 -1
  61. package/lib/commonjs/mol-model/loci.d.ts +20 -20
  62. package/lib/commonjs/mol-model/shape/shape.d.ts +1 -1
  63. package/lib/commonjs/mol-model/structure/export/mmcif.d.ts +1 -1
  64. package/lib/commonjs/mol-model/structure/model/properties/coarse/hierarchy.d.ts +1 -1
  65. package/lib/commonjs/mol-model/structure/model/properties/coarse/hierarchy.js +24 -2
  66. package/lib/commonjs/mol-model/structure/structure/properties.d.ts +3 -2
  67. package/lib/commonjs/mol-model/structure/structure/unit/bonds/inter-compute.d.ts +1 -1
  68. package/lib/commonjs/mol-model/structure/structure/unit/bonds/intra-compute.d.ts +1 -1
  69. package/lib/commonjs/mol-model/structure/structure/unit.d.ts +4 -4
  70. package/lib/commonjs/mol-model/volume/volume.d.ts +7 -0
  71. package/lib/commonjs/mol-model/volume/volume.js +18 -0
  72. package/lib/commonjs/mol-model-formats/shape/ply.d.ts +6 -6
  73. package/lib/commonjs/mol-model-formats/structure/basic/atomic.d.ts +2 -2
  74. package/lib/commonjs/mol-model-formats/structure/basic/coarse.d.ts +1 -1
  75. package/lib/commonjs/mol-model-formats/structure/basic/entities.d.ts +2 -1
  76. package/lib/commonjs/mol-model-formats/structure/basic/properties.d.ts +6 -1
  77. package/lib/commonjs/mol-model-formats/structure/mol.d.ts +2 -1
  78. package/lib/commonjs/mol-model-formats/structure/mol2.d.ts +1 -1
  79. package/lib/commonjs/mol-model-formats/structure/property/bonds/index-pair.d.ts +18 -1
  80. package/lib/commonjs/mol-model-props/common/custom-property.d.ts +1 -1
  81. package/lib/commonjs/mol-model-props/computed/interactions/common.d.ts +1 -1
  82. package/lib/commonjs/mol-model-props/computed/interactions/common.js +16 -24
  83. package/lib/commonjs/mol-model-props/computed/representations/interactions-inter-unit-cylinder.d.ts +2 -2
  84. package/lib/commonjs/mol-model-props/computed/representations/interactions-inter-unit-cylinder.js +44 -18
  85. package/lib/commonjs/mol-model-props/computed/representations/interactions-intra-unit-cylinder.d.ts +2 -2
  86. package/lib/commonjs/mol-model-props/computed/representations/interactions-intra-unit-cylinder.js +38 -13
  87. package/lib/commonjs/mol-model-props/computed/representations/interactions.d.ts +3 -3
  88. package/lib/commonjs/mol-model-props/integrative/cross-link-restraint/representation.d.ts +4 -4
  89. package/lib/commonjs/mol-model-props/sequence/themes/best-database-mapping.d.ts +2 -2
  90. package/lib/commonjs/mol-plugin/animation-loop.d.ts +2 -0
  91. package/lib/commonjs/mol-plugin/behavior/behavior.d.ts +1 -1
  92. package/lib/commonjs/mol-plugin/behavior/dynamic/representation.d.ts +2 -2
  93. package/lib/commonjs/mol-plugin/behavior/dynamic/selection/structure-focus-representation.d.ts +1 -1
  94. package/lib/commonjs/mol-plugin/behavior/dynamic/volume-streaming/behavior.d.ts +4 -4
  95. package/lib/commonjs/mol-plugin/behavior/dynamic/volume-streaming/model.d.ts +2 -3
  96. package/lib/commonjs/mol-plugin/behavior/dynamic/volume-streaming/transformers.d.ts +4 -4
  97. package/lib/commonjs/mol-plugin/commands.d.ts +8 -4
  98. package/lib/commonjs/mol-plugin/config.d.ts +1 -2
  99. package/lib/commonjs/mol-plugin/config.js +4 -25
  100. package/lib/commonjs/mol-plugin/layout.d.ts +4 -4
  101. package/lib/commonjs/mol-plugin/spec.d.ts +1 -1
  102. package/lib/commonjs/mol-plugin/spec.js +3 -1
  103. package/lib/commonjs/mol-plugin/util/viewport-screenshot.d.ts +3 -3
  104. package/lib/commonjs/mol-plugin-state/actions/file.d.ts +3 -2
  105. package/lib/commonjs/mol-plugin-state/actions/structure.d.ts +2 -1
  106. package/lib/commonjs/mol-plugin-state/actions/volume.d.ts +1 -1
  107. package/lib/commonjs/mol-plugin-state/actions/volume.js +3 -3
  108. package/lib/commonjs/mol-plugin-state/animation/built-in/camera-rock.d.ts +16 -0
  109. package/lib/commonjs/mol-plugin-state/animation/built-in/camera-spin.d.ts +1 -1
  110. package/lib/commonjs/mol-plugin-state/animation/built-in/model-index.d.ts +2 -2
  111. package/lib/commonjs/mol-plugin-state/animation/model.d.ts +4 -0
  112. package/lib/commonjs/mol-plugin-state/builder/structure/hierarchy-preset.d.ts +11 -11
  113. package/lib/commonjs/mol-plugin-state/builder/structure/hierarchy.d.ts +6 -6
  114. package/lib/commonjs/mol-plugin-state/builder/structure/representation-preset.d.ts +179 -13
  115. package/lib/commonjs/mol-plugin-state/builder/structure/representation.d.ts +1 -1
  116. package/lib/commonjs/mol-plugin-state/formats/volume.d.ts +10 -10
  117. package/lib/commonjs/mol-plugin-state/formats/volume.js +1 -11
  118. package/lib/commonjs/mol-plugin-state/helpers/root-structure.d.ts +5 -5
  119. package/lib/commonjs/mol-plugin-state/helpers/structure-component.d.ts +2 -2
  120. package/lib/commonjs/mol-plugin-state/manager/animation.d.ts +5 -1
  121. package/lib/commonjs/mol-plugin-state/manager/interactivity.d.ts +1 -1
  122. package/lib/commonjs/mol-plugin-state/manager/structure/component.d.ts +1 -1
  123. package/lib/commonjs/mol-plugin-state/transforms/data.d.ts +1 -1
  124. package/lib/commonjs/mol-plugin-state/transforms/model.d.ts +7 -7
  125. package/lib/commonjs/mol-plugin-state/transforms/representation.d.ts +13 -13
  126. package/lib/commonjs/mol-plugin-ui/structure/measurements.d.ts +1 -1
  127. package/lib/commonjs/mol-plugin-ui/structure/selection.d.ts +1 -1
  128. package/lib/commonjs/mol-plugin-ui/viewport/simple-settings.d.ts +1 -1
  129. package/lib/commonjs/mol-repr/shape/loci/angle.d.ts +2 -2
  130. package/lib/commonjs/mol-repr/shape/loci/common.d.ts +2 -2
  131. package/lib/commonjs/mol-repr/shape/loci/dihedral.d.ts +2 -2
  132. package/lib/commonjs/mol-repr/shape/loci/distance.d.ts +2 -2
  133. package/lib/commonjs/mol-repr/shape/loci/label.d.ts +2 -2
  134. package/lib/commonjs/mol-repr/shape/loci/orientation.d.ts +2 -2
  135. package/lib/commonjs/mol-repr/shape/loci/plane.d.ts +1 -1
  136. package/lib/commonjs/mol-repr/shape/model/unitcell.d.ts +1 -1
  137. package/lib/commonjs/mol-repr/structure/complex-visual.d.ts +8 -26
  138. package/lib/commonjs/mol-repr/structure/params.d.ts +11 -29
  139. package/lib/commonjs/mol-repr/structure/registry.d.ts +26 -44
  140. package/lib/commonjs/mol-repr/structure/representation/backbone.d.ts +3 -3
  141. package/lib/commonjs/mol-repr/structure/representation/ball-and-stick.d.ts +6 -6
  142. package/lib/commonjs/mol-repr/structure/representation/carbohydrate.d.ts +3 -3
  143. package/lib/commonjs/mol-repr/structure/representation/cartoon.d.ts +3 -3
  144. package/lib/commonjs/mol-repr/structure/representation/ellipsoid.d.ts +6 -6
  145. package/lib/commonjs/mol-repr/structure/representation/gaussian-surface.d.ts +9 -9
  146. package/lib/commonjs/mol-repr/structure/representation/gaussian-volume.d.ts +7 -61
  147. package/lib/commonjs/mol-repr/structure/representation/label.d.ts +9 -9
  148. package/lib/commonjs/mol-repr/structure/representation/line.d.ts +9 -9
  149. package/lib/commonjs/mol-repr/structure/representation/molecular-surface.d.ts +9 -9
  150. package/lib/commonjs/mol-repr/structure/representation/orientation.d.ts +3 -3
  151. package/lib/commonjs/mol-repr/structure/representation/point.d.ts +6 -6
  152. package/lib/commonjs/mol-repr/structure/representation/putty.d.ts +3 -3
  153. package/lib/commonjs/mol-repr/structure/representation/spacefill.d.ts +3 -3
  154. package/lib/commonjs/mol-repr/structure/units-visual.d.ts +11 -29
  155. package/lib/commonjs/mol-repr/structure/visual/bond-inter-unit-cylinder.d.ts +4 -4
  156. package/lib/commonjs/mol-repr/structure/visual/bond-inter-unit-line.d.ts +2 -2
  157. package/lib/commonjs/mol-repr/structure/visual/bond-intra-unit-cylinder.d.ts +4 -4
  158. package/lib/commonjs/mol-repr/structure/visual/bond-intra-unit-line.d.ts +2 -2
  159. package/lib/commonjs/mol-repr/structure/visual/carbohydrate-link-cylinder.d.ts +2 -2
  160. package/lib/commonjs/mol-repr/structure/visual/carbohydrate-symbol-mesh.d.ts +2 -2
  161. package/lib/commonjs/mol-repr/structure/visual/carbohydrate-terminal-link-cylinder.d.ts +2 -2
  162. package/lib/commonjs/mol-repr/structure/visual/element-cross.d.ts +1 -1
  163. package/lib/commonjs/mol-repr/structure/visual/element-point.d.ts +2 -2
  164. package/lib/commonjs/mol-repr/structure/visual/element-sphere.d.ts +2 -2
  165. package/lib/commonjs/mol-repr/structure/visual/ellipsoid-mesh.d.ts +1 -1
  166. package/lib/commonjs/mol-repr/structure/visual/gaussian-density-volume.d.ts +4 -40
  167. package/lib/commonjs/mol-repr/structure/visual/gaussian-surface-mesh.d.ts +12 -12
  168. package/lib/commonjs/mol-repr/structure/visual/gaussian-surface-wireframe.d.ts +1 -1
  169. package/lib/commonjs/mol-repr/structure/visual/label-text.d.ts +3 -3
  170. package/lib/commonjs/mol-repr/structure/visual/molecular-surface-mesh.d.ts +3 -3
  171. package/lib/commonjs/mol-repr/structure/visual/molecular-surface-wireframe.d.ts +1 -1
  172. package/lib/commonjs/mol-repr/structure/visual/nucleotide-block-mesh.d.ts +1 -1
  173. package/lib/commonjs/mol-repr/structure/visual/nucleotide-ring-mesh.d.ts +1 -1
  174. package/lib/commonjs/mol-repr/structure/visual/orientation-ellipsoid-mesh.d.ts +1 -1
  175. package/lib/commonjs/mol-repr/structure/visual/polymer-backbone-cylinder.d.ts +2 -2
  176. package/lib/commonjs/mol-repr/structure/visual/polymer-backbone-sphere.d.ts +2 -2
  177. package/lib/commonjs/mol-repr/structure/visual/polymer-direction-wedge.d.ts +1 -1
  178. package/lib/commonjs/mol-repr/structure/visual/polymer-gap-cylinder.d.ts +1 -1
  179. package/lib/commonjs/mol-repr/structure/visual/polymer-trace-mesh.d.ts +1 -1
  180. package/lib/commonjs/mol-repr/structure/visual/polymer-tube-mesh.d.ts +1 -1
  181. package/lib/commonjs/mol-repr/structure/visual/util/bond.d.ts +7 -7
  182. package/lib/commonjs/mol-repr/structure/visual/util/bond.js +5 -4
  183. package/lib/commonjs/mol-repr/structure/visual/util/common.d.ts +4 -3
  184. package/lib/commonjs/mol-repr/structure/visual/util/gaussian.d.ts +7 -6
  185. package/lib/commonjs/mol-repr/structure/visual/util/molecular-surface.d.ts +2 -1
  186. package/lib/commonjs/mol-repr/visual.d.ts +1 -1
  187. package/lib/commonjs/mol-repr/volume/direct-volume.d.ts +9 -63
  188. package/lib/commonjs/mol-repr/volume/isosurface.d.ts +12 -12
  189. package/lib/commonjs/mol-repr/volume/registry.d.ts +9 -27
  190. package/lib/commonjs/mol-repr/volume/representation.d.ts +1 -1
  191. package/lib/commonjs/mol-repr/volume/slice.d.ts +12 -12
  192. package/lib/commonjs/mol-state/tree/immutable.d.ts +18 -0
  193. package/lib/commonjs/mol-state/tree/transient.d.ts +3 -4
  194. package/lib/commonjs/mol-theme/color/atom-id.d.ts +2 -2
  195. package/lib/commonjs/mol-theme/color/chain-id.d.ts +2 -2
  196. package/lib/commonjs/mol-theme/color/element-index.d.ts +2 -2
  197. package/lib/commonjs/mol-theme/color/element-symbol.d.ts +287 -1
  198. package/lib/commonjs/mol-theme/color/element-symbol.js +25 -15
  199. package/lib/commonjs/mol-theme/color/entity-id.d.ts +3 -3
  200. package/lib/commonjs/mol-theme/color/entity-id.js +29 -5
  201. package/lib/commonjs/mol-theme/color/entity-source.d.ts +2 -2
  202. package/lib/commonjs/mol-theme/color/illustrative.d.ts +100 -29
  203. package/lib/commonjs/mol-theme/color/illustrative.js +26 -7
  204. package/lib/commonjs/mol-theme/color/model-index.d.ts +2 -2
  205. package/lib/commonjs/mol-theme/color/molecule-type.d.ts +19 -1
  206. package/lib/commonjs/mol-theme/color/operator-hkl.d.ts +2 -2
  207. package/lib/commonjs/mol-theme/color/operator-name.d.ts +2 -2
  208. package/lib/commonjs/mol-theme/color/polymer-id.d.ts +2 -2
  209. package/lib/commonjs/mol-theme/color/polymer-index.d.ts +2 -2
  210. package/lib/commonjs/mol-theme/color/residue-name.d.ts +77 -1
  211. package/lib/commonjs/mol-theme/color/secondary-structure.d.ts +27 -1
  212. package/lib/commonjs/mol-theme/color/unit-index.d.ts +2 -2
  213. package/lib/commonjs/mol-theme/color/volume-value.d.ts +17 -0
  214. package/lib/commonjs/mol-theme/color.d.ts +266 -25
  215. package/lib/commonjs/mol-theme/color.js +2 -0
  216. package/lib/commonjs/mol-util/clip.d.ts +1 -1
  217. package/lib/commonjs/mol-util/color/palette.d.ts +3 -3
  218. package/lib/commonjs/mol-util/color/params.d.ts +10 -0
  219. package/lib/examples/alpha-orbitals/index.html +61 -61
  220. package/lib/examples/alpha-orbitals/index.js +1 -1
  221. package/lib/examples/basic-wrapper/index.html +137 -137
  222. package/lib/examples/basic-wrapper/index.js +7 -3
  223. package/lib/examples/lighting/index.html +88 -88
  224. package/lib/examples/proteopedia-wrapper/index.html +236 -236
  225. package/lib/examples/proteopedia-wrapper/index.js +7 -1
  226. package/lib/extensions/anvil/representation.js +1 -1
  227. package/lib/extensions/geo-export/mesh-exporter.js +4 -4
  228. package/lib/extensions/model-export/export.d.ts +9 -0
  229. package/lib/extensions/model-export/export.js +125 -0
  230. package/lib/extensions/model-export/index.d.ts +7 -0
  231. package/lib/extensions/model-export/index.js +33 -0
  232. package/lib/extensions/model-export/ui.d.ts +11 -0
  233. package/lib/extensions/model-export/ui.js +74 -0
  234. package/lib/extensions/mp4-export/encoder.js +1 -1
  235. package/lib/extensions/rcsb/assembly-symmetry/behavior.d.ts +2 -2
  236. package/lib/extensions/rcsb/graphql/types.d.ts +2 -2
  237. package/lib/mol-canvas3d/canvas3d.d.ts +13 -5
  238. package/lib/mol-canvas3d/canvas3d.js +32 -28
  239. package/lib/mol-canvas3d/controls/trackball.d.ts +9 -4
  240. package/lib/mol-canvas3d/controls/trackball.js +51 -12
  241. package/lib/mol-canvas3d/helper/interaction-events.js +1 -1
  242. package/lib/mol-canvas3d/passes/draw.d.ts +14 -2
  243. package/lib/mol-canvas3d/passes/draw.js +19 -18
  244. package/lib/mol-canvas3d/passes/image.js +3 -2
  245. package/lib/mol-canvas3d/passes/marking.js +1 -1
  246. package/lib/mol-canvas3d/passes/multi-sample.d.ts +9 -2
  247. package/lib/mol-canvas3d/passes/multi-sample.js +14 -12
  248. package/lib/mol-canvas3d/passes/pick.js +2 -2
  249. package/lib/mol-geo/geometry/color-data.d.ts +1 -1
  250. package/lib/mol-geo/geometry/color-data.js +22 -0
  251. package/lib/mol-geo/geometry/cylinders/cylinders.d.ts +2 -2
  252. package/lib/mol-geo/geometry/cylinders/cylinders.js +1 -1
  253. package/lib/mol-geo/geometry/direct-volume/direct-volume.d.ts +5 -38
  254. package/lib/mol-geo/geometry/direct-volume/direct-volume.js +22 -67
  255. package/lib/mol-geo/geometry/direct-volume/transfer-function.d.ts +2 -4
  256. package/lib/mol-geo/geometry/direct-volume/transfer-function.js +4 -7
  257. package/lib/mol-geo/geometry/image/image.js +1 -1
  258. package/lib/mol-geo/geometry/lines/lines.d.ts +0 -1
  259. package/lib/mol-geo/geometry/lines/lines.js +1 -1
  260. package/lib/mol-geo/geometry/marker-data.js +13 -5
  261. package/lib/mol-geo/geometry/mesh/mesh.js +1 -1
  262. package/lib/mol-geo/geometry/points/points.d.ts +1 -1
  263. package/lib/mol-geo/geometry/points/points.js +1 -1
  264. package/lib/mol-geo/geometry/size-data.js +5 -5
  265. package/lib/mol-geo/geometry/spheres/spheres.js +1 -1
  266. package/lib/mol-geo/geometry/text/text.js +1 -1
  267. package/lib/mol-geo/geometry/texture-mesh/texture-mesh.js +1 -1
  268. package/lib/mol-gl/compute/histogram-pyramid/sum.js +2 -2
  269. package/lib/mol-gl/compute/marching-cubes/isosurface.d.ts +2 -2
  270. package/lib/mol-gl/compute/marching-cubes/isosurface.js +10 -9
  271. package/lib/mol-gl/renderable/cylinders.d.ts +1 -0
  272. package/lib/mol-gl/renderable/direct-volume.d.ts +6 -10
  273. package/lib/mol-gl/renderable/direct-volume.js +1 -1
  274. package/lib/mol-gl/renderable/image.d.ts +1 -0
  275. package/lib/mol-gl/renderable/lines.d.ts +1 -0
  276. package/lib/mol-gl/renderable/mesh.d.ts +1 -0
  277. package/lib/mol-gl/renderable/points.d.ts +1 -0
  278. package/lib/mol-gl/renderable/schema.d.ts +1 -0
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@@ -3,5 +3,5 @@
3
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  *
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  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
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  */
6
- export var image_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include read_from_texture\n#include common_frag_params\n#include common_clip\n\nuniform vec2 uImageTexDim;\nuniform sampler2D tImageTex;\nuniform sampler2D tGroupTex;\n\nuniform vec2 uMarkerTexDim;\nuniform sampler2D tMarker;\n\nvarying vec2 vUv;\nvarying float vInstance;\n\n#if defined(dInterpolation_catmulrom) || defined(dInterpolation_mitchell) || defined(dInterpolation_bspline)\n #define dInterpolation_cubic\n#endif\n\n#if defined(dInterpolation_cubic)\n #if defined(dInterpolation_catmulrom) || defined(dInterpolation_mitchell)\n #if defined(dInterpolation_catmulrom)\n const float B = 0.0;\n const float C = 0.5;\n #elif defined(dInterpolation_mitchell)\n const float B = 0.333;\n const float C = 0.333;\n #endif\n\n float cubicFilter(float x){\n float f = x;\n if (f < 0.0) {\n f = -f;\n }\n if (f < 1.0) {\n return ((12.0 - 9.0 * B - 6.0 * C) * (f * f * f) +\n (-18.0 + 12.0 * B + 6.0 * C) * (f * f) +\n (6.0 - 2.0 * B)) / 6.0;\n }else if (f >= 1.0 && f < 2.0){\n return ((-B - 6.0 * C) * ( f * f * f)\n + (6.0 * B + 30.0 * C) * (f * f) +\n (-(12.0 * B) - 48.0 * C) * f +\n 8.0 * B + 24.0 * C) / 6.0;\n }else{\n return 0.0;\n }\n }\n #elif defined(dInterpolation_bspline)\n float cubicFilter(float x) {\n float f = x;\n if (f < 0.0) {\n f = -f;\n }\n if (f >= 0.0 && f <= 1.0){\n return (2.0 / 3.0) + (0.5) * (f * f * f) - (f * f);\n } else if (f > 1.0 && f <= 2.0) {\n return 1.0 / 6.0 * pow((2.0 - f), 3.0);\n }\n return 1.0;\n }\n #endif\n\n vec4 biCubic(sampler2D tex, vec2 texCoord) {\n vec2 texelSize = 1.0 / uImageTexDim;\n texCoord -= texelSize / 2.0;\n vec4 nSum = vec4(0.0);\n float nDenom = 0.0;\n vec2 cell = fract(texCoord * uImageTexDim);\n for (float m = -1.0; m <= 2.0; ++m) {\n for (float n = -1.0; n <= 2.0; ++n) {\n vec4 vecData = texture2D(tex, texCoord + texelSize * vec2(m, n));\n float c = cubicFilter(m - cell.x) * cubicFilter(-n + cell.y);\n nSum += vecData * c;\n nDenom += c;\n }\n }\n return nSum / nDenom;\n }\n#endif\n\nvoid main() {\n #include clip_pixel\n\n #if defined(dInterpolation_cubic)\n vec4 imageData = biCubic(tImageTex, vUv);\n #else\n vec4 imageData = texture2D(tImageTex, vUv);\n #endif\n imageData.a = clamp(imageData.a, 0.0, 1.0);\n if (imageData.a > 0.9) imageData.a = 1.0;\n\n float fragmentDepth = gl_FragCoord.z;\n bool interior = false;\n\n #if defined(dRenderVariant_pick)\n if (imageData.a < 0.3)\n discard;\n if (uPickType == 1) {\n gl_FragColor = vec4(encodeFloatRGB(float(uObjectId)), 1.0);\n } else if (uPickType == 2) {\n gl_FragColor = vec4(encodeFloatRGB(vInstance), 1.0);\n } else {\n gl_FragColor = vec4(texture2D(tGroupTex, vUv).rgb, 1.0);\n }\n #elif defined(dRenderVariant_depth)\n if (imageData.a < 0.05)\n discard;\n gl_FragColor = packDepthToRGBA(gl_FragCoord.z);\n #elif defined(dRenderVariant_marking)\n float marker = uMarker;\n if (uMarker == -1.0) {\n float group = decodeFloatRGB(texture2D(tGroupTex, vUv).rgb);\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n if (uMarkingType == 1) {\n if (marker > 0.0 || imageData.a < 0.05)\n discard;\n gl_FragColor = packDepthToRGBA(gl_FragCoord.z);\n } else {\n if (marker == 0.0 || imageData.a < 0.05)\n discard;\n float depthTest = 1.0;\n if (uMarkingDepthTest) {\n depthTest = (fragmentDepth >= getDepth(gl_FragCoord.xy / uDrawingBufferSize)) ? 1.0 : 0.0;\n }\n bool isHighlight = intMod(marker, 2.0) > 0.1;\n gl_FragColor = vec4(0.0, depthTest, isHighlight ? 1.0 : 0.0, 1.0);\n }\n #elif defined(dRenderVariant_color)\n if (imageData.a < 0.05)\n discard;\n gl_FragColor = imageData;\n gl_FragColor.a *= uAlpha;\n\n float marker = uMarker;\n if (uMarker == -1.0) {\n float group = decodeFloatRGB(texture2D(tGroupTex, vUv).rgb);\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n\n #include apply_marker_color\n #include apply_fog\n #include wboit_write\n #endif\n}\n";
6
+ export var image_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include read_from_texture\n#include common_frag_params\n#include common_clip\n\nuniform vec2 uImageTexDim;\nuniform sampler2D tImageTex;\nuniform sampler2D tGroupTex;\n\nuniform vec2 uMarkerTexDim;\nuniform sampler2D tMarker;\n\nvarying vec2 vUv;\nvarying float vInstance;\n\n#if defined(dInterpolation_catmulrom) || defined(dInterpolation_mitchell) || defined(dInterpolation_bspline)\n #define dInterpolation_cubic\n#endif\n\n#if defined(dInterpolation_cubic)\n #if defined(dInterpolation_catmulrom) || defined(dInterpolation_mitchell)\n #if defined(dInterpolation_catmulrom)\n const float B = 0.0;\n const float C = 0.5;\n #elif defined(dInterpolation_mitchell)\n const float B = 0.333;\n const float C = 0.333;\n #endif\n\n float cubicFilter(float x){\n float f = x;\n if (f < 0.0) {\n f = -f;\n }\n if (f < 1.0) {\n return ((12.0 - 9.0 * B - 6.0 * C) * (f * f * f) +\n (-18.0 + 12.0 * B + 6.0 * C) * (f * f) +\n (6.0 - 2.0 * B)) / 6.0;\n }else if (f >= 1.0 && f < 2.0){\n return ((-B - 6.0 * C) * ( f * f * f)\n + (6.0 * B + 30.0 * C) * (f * f) +\n (-(12.0 * B) - 48.0 * C) * f +\n 8.0 * B + 24.0 * C) / 6.0;\n }else{\n return 0.0;\n }\n }\n #elif defined(dInterpolation_bspline)\n float cubicFilter(float x) {\n float f = x;\n if (f < 0.0) {\n f = -f;\n }\n if (f >= 0.0 && f <= 1.0){\n return (2.0 / 3.0) + (0.5) * (f * f * f) - (f * f);\n } else if (f > 1.0 && f <= 2.0) {\n return 1.0 / 6.0 * pow((2.0 - f), 3.0);\n }\n return 1.0;\n }\n #endif\n\n vec4 biCubic(sampler2D tex, vec2 texCoord) {\n vec2 texelSize = 1.0 / uImageTexDim;\n texCoord -= texelSize / 2.0;\n vec4 nSum = vec4(0.0);\n float nDenom = 0.0;\n vec2 cell = fract(texCoord * uImageTexDim);\n for (float m = -1.0; m <= 2.0; ++m) {\n for (float n = -1.0; n <= 2.0; ++n) {\n vec4 vecData = texture2D(tex, texCoord + texelSize * vec2(m, n));\n float c = cubicFilter(m - cell.x) * cubicFilter(-n + cell.y);\n nSum += vecData * c;\n nDenom += c;\n }\n }\n return nSum / nDenom;\n }\n#endif\n\nvoid main() {\n #include clip_pixel\n\n #if defined(dInterpolation_cubic)\n vec4 imageData = biCubic(tImageTex, vUv);\n #else\n vec4 imageData = texture2D(tImageTex, vUv);\n #endif\n imageData.a = clamp(imageData.a, 0.0, 1.0);\n if (imageData.a > 0.9) imageData.a = 1.0;\n\n float fragmentDepth = gl_FragCoord.z;\n bool interior = false;\n\n #if defined(dRenderVariant_pick)\n if (imageData.a < 0.3)\n discard;\n if (uPickType == 1) {\n gl_FragColor = vec4(packIntToRGB(float(uObjectId)), 1.0);\n } else if (uPickType == 2) {\n gl_FragColor = vec4(packIntToRGB(vInstance), 1.0);\n } else {\n gl_FragColor = vec4(texture2D(tGroupTex, vUv).rgb, 1.0);\n }\n #elif defined(dRenderVariant_depth)\n if (imageData.a < 0.05)\n discard;\n gl_FragColor = packDepthToRGBA(gl_FragCoord.z);\n #elif defined(dRenderVariant_marking)\n float marker = uMarker;\n if (uMarker == -1.0) {\n float group = unpackRGBToInt(texture2D(tGroupTex, vUv).rgb);\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n if (uMarkingType == 1) {\n if (marker > 0.0 || imageData.a < 0.05)\n discard;\n gl_FragColor = packDepthToRGBA(gl_FragCoord.z);\n } else {\n if (marker == 0.0 || imageData.a < 0.05)\n discard;\n float depthTest = 1.0;\n if (uMarkingDepthTest) {\n depthTest = (fragmentDepth >= getDepth(gl_FragCoord.xy / uDrawingBufferSize)) ? 1.0 : 0.0;\n }\n bool isHighlight = intMod(marker, 2.0) > 0.1;\n gl_FragColor = vec4(0.0, depthTest, isHighlight ? 1.0 : 0.0, 1.0);\n }\n #elif defined(dRenderVariant_color)\n if (imageData.a < 0.05)\n discard;\n gl_FragColor = imageData;\n gl_FragColor.a *= uAlpha;\n\n float marker = uMarker;\n if (uMarker == -1.0) {\n float group = unpackRGBToInt(texture2D(tGroupTex, vUv).rgb);\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n\n #include apply_marker_color\n #include apply_fog\n #include wboit_write\n #endif\n}\n";
7
7
  //# sourceMappingURL=image.frag.js.map
@@ -1 +1 @@
1
- export declare const isosurface_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\n#if __VERSION__ == 100\n uniform sampler2D tActiveVoxelsPyramid;\n#else\n precision highp isampler2D;\n uniform isampler2D tActiveVoxelsPyramid;\n#endif\n\nuniform sampler2D tActiveVoxelsBase;\nuniform sampler2D tVolumeData;\nuniform sampler2D tTriIndices;\n\nuniform float uIsoValue;\nuniform float uLevels;\nuniform float uSize;\nuniform float uCount;\nuniform bool uInvert;\n\nuniform vec3 uGridDim;\nuniform vec3 uGridTexDim;\nuniform mat4 uGridTransform;\n\n// scale to volume data coord\nuniform vec2 uScale;\n\n#include common\n\n// cube corners (excluding origin)\nconst vec3 c1 = vec3(1., 0., 0.);\nconst vec3 c2 = vec3(1., 1., 0.);\nconst vec3 c3 = vec3(0., 1., 0.);\nconst vec3 c4 = vec3(0., 0., 1.);\nconst vec3 c5 = vec3(1., 0., 1.);\nconst vec3 c6 = vec3(1., 1., 1.);\nconst vec3 c7 = vec3(0., 1., 1.);\n\nvec3 index3dFrom2d(vec2 coord) {\n vec2 gridTexPos = coord * uGridTexDim.xy;\n vec2 columnRow = ivec2Div(gridTexPos, uGridDim.xy);\n vec2 posXY = gridTexPos - columnRow * uGridDim.xy;\n float posZ = columnRow.y * intDiv(uGridTexDim.x, uGridDim.x) + columnRow.x;\n return vec3(posXY, posZ);\n}\n\nvec4 texture3dFrom2dNearest(sampler2D tex, vec3 pos, vec3 gridDim, vec2 texDim) {\n float zSlice = floor(pos.z * gridDim.z + 0.5); // round to nearest z-slice\n float column = intDiv(intMod(zSlice * gridDim.x, texDim.x), gridDim.x);\n float row = intDiv(zSlice * gridDim.x, texDim.x);\n vec2 coord = (vec2(column * gridDim.x, row * gridDim.y) + (pos.xy * gridDim.xy)) / (texDim / uScale);\n return texture2D(tex, coord + 0.5 / (texDim / uScale));\n}\n\nvec4 voxel(vec3 pos) {\n pos = min(max(vec3(0.0), pos), uGridDim - vec3(1.0));\n return texture3dFrom2dNearest(tVolumeData, pos / uGridDim, uGridDim, uGridTexDim.xy);\n}\n\nvec4 voxelPadded(vec3 pos) {\n pos = min(max(vec3(0.0), pos), uGridDim - vec3(vec2(2.0), 1.0)); // remove xy padding\n return texture3dFrom2dNearest(tVolumeData, pos / uGridDim, uGridDim, uGridTexDim.xy);\n}\n\nint idot2(const in ivec2 a, const in ivec2 b) {\n return a.x * b.x + a.y * b.y;\n}\n\nint idot4(const in ivec4 a, const in ivec4 b) {\n return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;\n}\n\n#if __VERSION__ == 100\n int pyramidVoxel(vec2 pos) {\n return int(decodeFloatRGB(texture2D(tActiveVoxelsPyramid, pos / (vec2(1.0, 0.5) * uSize)).rgb));\n }\n#else\n int pyramidVoxel(vec2 pos) {\n return texture2D(tActiveVoxelsPyramid, pos / (vec2(1.0, 0.5) * uSize)).r;\n }\n#endif\n\nvec4 baseVoxel(vec2 pos) {\n return texture2D(tActiveVoxelsBase, pos / uSize);\n}\n\nvoid main(void) {\n // get 1D index\n int vI = int(gl_FragCoord.x) + int(gl_FragCoord.y) * int(uSize);\n\n // ignore 1D indices outside of the grid\n if(vI >= int(uCount)) discard;\n\n ivec2 offset = ivec2(int(uSize) - 2, 0);\n\n int start = 0;\n ivec4 starts = ivec4(0);\n ivec4 ends = ivec4(0);\n int diff = 2;\n ivec4 m = ivec4(0);\n ivec2 position = ivec2(0);\n ivec4 vI4 = ivec4(vI);\n\n ivec2 relativePosition = ivec2(0);\n int end = 0;\n ivec2 pos1 = ivec2(0);\n ivec2 pos2 = ivec2(0);\n ivec2 pos3 = ivec2(0);\n ivec2 pos4 = ivec2(0);\n ivec3 vI3 = ivec3(vI);\n ivec3 mask = ivec3(0);\n\n // traverse the different levels of the pyramid\n for(int i = 1; i < 14; i++) {\n if(float(i) >= uLevels) break;\n\n offset.x -= diff;\n diff *= 2;\n relativePosition = position + offset;\n\n end = start + pyramidVoxel(vec2(relativePosition));\n pos1 = ivec2(relativePosition);\n starts.x = start;\n ends.x = end;\n pos2 = ivec2(relativePosition + ivec2(1, 0));\n starts.y = ends.x;\n ends.y = ends.x + pyramidVoxel(vec2(pos2));\n pos3 = relativePosition + ivec2(0, 1);\n starts.z = ends.y;\n ends.z = ends.y + pyramidVoxel(vec2(pos3));\n pos4 = relativePosition + ivec2(1, 1);\n starts.w = ends.z;\n mask = ivec3(greaterThanEqual(vI3, starts.rgb)) * ivec3(lessThan(vI3, ends.rgb));\n m = ivec4(mask, 1 - int(any(bvec3(mask))));\n\n relativePosition = m.x * pos1 + m.y * pos2 + m.z * pos3 + m.w * pos4;\n start = idot4(m, starts);\n position = 2 * (relativePosition - offset);\n }\n\n end = start + int(baseVoxel(vec2(position)).r * 255.0);\n pos1 = position;\n starts.x = start;\n ends.x = end;\n pos2 = position + ivec2(1, 0);\n starts.y = ends.x;\n ends.y = ends.x + int(baseVoxel(vec2(pos2)).r * 255.0);\n pos3 = position + ivec2(0, 1);\n starts.z = ends.y;\n ends.z = ends.y + int(baseVoxel(vec2(pos3)).r * 255.0);\n pos4 = position + ivec2(1, 1);\n starts.w = ends.z;\n mask = ivec3(greaterThanEqual(vI3, starts.rgb)) * ivec3(lessThan(vI3, ends.rgb));\n m = ivec4(mask, 1 - int(any(bvec3(mask))));\n position = m.x * pos1 + m.y * pos2 + m.z * pos3 + m.w * pos4;\n\n vec2 coord2d = (vec2(position) / uSize) / uScale;\n vec3 coord3d = floor(index3dFrom2d(coord2d) + 0.5);\n\n float edgeIndex = floor(baseVoxel(vec2(position)).a * 255.0 + 0.5);\n\n // current vertex for the up to 15 MC cases\n int currentVertex = vI - idot4(m, starts);\n\n // ensure winding-order is the same for negative and positive iso-levels\n if (uInvert) {\n int v = imod(currentVertex + 1, 3);\n if (v == 1) currentVertex += 2;\n else if (v == 0) currentVertex -= 2;\n }\n\n // get index into triIndices table\n int mcIndex = 16 * int(edgeIndex) + currentVertex;\n vec4 mcData = texture2D(tTriIndices, vec2(imod(mcIndex, 64), mcIndex / 64) / 64.);\n\n // bit mask to avoid conditionals (see comment below) for getting MC case corner\n vec4 m0 = vec4(floor(mcData.a * 255.0 + 0.5));\n\n // get edge value masks\n vec4 m1 = vec4(equal(m0, vec4(0., 1., 2., 3.)));\n vec4 m2 = vec4(equal(m0, vec4(4., 5., 6., 7.)));\n vec4 m3 = vec4(equal(m0, vec4(8., 9., 10., 11.)));\n\n // apply bit masks\n vec3 b0 = coord3d +\n m1.y * c1 +\n m1.z * c2 +\n m1.w * c3 +\n m2.x * c4 +\n m2.y * c5 +\n m2.z * c6 +\n m2.w * c7 +\n m3.y * c1 +\n m3.z * c2 +\n m3.w * c3;\n vec3 b1 = coord3d +\n m1.x * c1 +\n m1.y * c2 +\n m1.z * c3 +\n m2.x * c5 +\n m2.y * c6 +\n m2.z * c7 +\n m2.w * c4 +\n m3.x * c4 +\n m3.y * c5 +\n m3.z * c6 +\n m3.w * c7;\n\n // the conditionals that are avoided by above bitmasks\n // vec3 b0 = coord3d;\n // vec3 b1 = coord3d;\n // if (mcIndex == 0.0) {\n // b1 += c1;\n // } else if (mcIndex == 1.0) {\n // b0 += c1; b1 += c2;\n // } else if (mcIndex == 2.0) {\n // b0 += c2; b1 += c3;\n // } else if (mcIndex == 3.0) {\n // b0 += c3;\n // } else if (mcIndex == 4.0) {\n // b0 += c4; b1 += c5;\n // } else if (mcIndex == 5.0) {\n // b0 += c5; b1 += c6;\n // } else if (mcIndex == 6.0) {\n // b0 += c6; b1 += c7;\n // } else if (mcIndex == 7.0) {\n // b0 += c7; b1 += c4;\n // } else if (mcIndex == 8.0) {\n // b1 += c4;\n // } else if (mcIndex == 9.0) {\n // b0 += c1; b1 += c5;\n // } else if (mcIndex == 10.0) {\n // b0 += c2; b1 += c6;\n // } else if (mcIndex == 11.0) {\n // b0 += c3; b1 += c7;\n // }\n // b0 = floor(b0 + 0.5);\n // b1 = floor(b1 + 0.5);\n\n vec4 d0 = voxel(b0);\n vec4 d1 = voxel(b1);\n\n float v0 = d0.a;\n float v1 = d1.a;\n\n float t = (uIsoValue - v0) / (v0 - v1);\n gl_FragData[0].xyz = (uGridTransform * vec4(b0 + t * (b0 - b1), 1.0)).xyz;\n\n // group id\n #if __VERSION__ == 100\n // webgl1 does not support 'flat' interpolation (i.e. no interpolation)\n // so we ensure a constant group id per triangle here\n #ifdef dPackedGroup\n gl_FragData[1] = vec4(voxel(coord3d).rgb, 1.0);\n #else\n vec3 gridDim = uGridDim - vec3(1.0, 1.0, 0.0); // remove xy padding\n float group = coord3d.z + coord3d.y * gridDim.z + coord3d.x * gridDim.z * gridDim.y;\n gl_FragData[1] = vec4(group > 16777215.5 ? vec3(1.0) : encodeFloatRGB(group), 1.0);\n #endif\n #else\n #ifdef dPackedGroup\n gl_FragData[1] = vec4(t < 0.5 ? d0.rgb : d1.rgb, 1.0);\n #else\n vec3 b = t < 0.5 ? b0 : b1;\n vec3 gridDim = uGridDim - vec3(1.0, 1.0, 0.0); // remove xy padding\n float group = b.z + b.y * gridDim.z + b.x * gridDim.z * gridDim.y;\n gl_FragData[1] = vec4(group > 16777215.5 ? vec3(1.0) : encodeFloatRGB(group), 1.0);\n #endif\n #endif\n\n // normals from gradients\n vec3 n0 = -normalize(vec3(\n voxelPadded(b0 - c1).a - voxelPadded(b0 + c1).a,\n voxelPadded(b0 - c3).a - voxelPadded(b0 + c3).a,\n voxelPadded(b0 - c4).a - voxelPadded(b0 + c4).a\n ));\n vec3 n1 = -normalize(vec3(\n voxelPadded(b1 - c1).a - voxelPadded(b1 + c1).a,\n voxelPadded(b1 - c3).a - voxelPadded(b1 + c3).a,\n voxelPadded(b1 - c4).a - voxelPadded(b1 + c4).a\n ));\n gl_FragData[2].xyz = -vec3(\n n0.x + t * (n0.x - n1.x),\n n0.y + t * (n0.y - n1.y),\n n0.z + t * (n0.z - n1.z)\n );\n\n // ensure normal-direction is the same for negative and positive iso-levels\n if (uInvert) {\n gl_FragData[2].xyz *= -1.0;\n }\n\n // apply normal matrix\n gl_FragData[2].xyz *= transpose3(inverse3(mat3(uGridTransform)));\n}\n";
1
+ export declare const isosurface_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\n#if __VERSION__ == 100\n uniform sampler2D tActiveVoxelsPyramid;\n#else\n precision highp isampler2D;\n uniform isampler2D tActiveVoxelsPyramid;\n#endif\n\nuniform sampler2D tActiveVoxelsBase;\nuniform sampler2D tVolumeData;\nuniform sampler2D tTriIndices;\n\nuniform float uIsoValue;\nuniform float uLevels;\nuniform float uSize;\nuniform float uCount;\nuniform bool uInvert;\n\nuniform vec3 uGridDim;\nuniform vec3 uGridTexDim;\nuniform mat4 uGridTransform;\n\n// scale to volume data coord\nuniform vec2 uScale;\n\n#include common\n\n// cube corners (excluding origin)\nconst vec3 c1 = vec3(1., 0., 0.);\nconst vec3 c2 = vec3(1., 1., 0.);\nconst vec3 c3 = vec3(0., 1., 0.);\nconst vec3 c4 = vec3(0., 0., 1.);\nconst vec3 c5 = vec3(1., 0., 1.);\nconst vec3 c6 = vec3(1., 1., 1.);\nconst vec3 c7 = vec3(0., 1., 1.);\n\nvec3 index3dFrom2d(vec2 coord) {\n vec2 gridTexPos = coord * uGridTexDim.xy;\n vec2 columnRow = ivec2Div(gridTexPos, uGridDim.xy);\n vec2 posXY = gridTexPos - columnRow * uGridDim.xy;\n float posZ = columnRow.y * intDiv(uGridTexDim.x, uGridDim.x) + columnRow.x;\n return vec3(posXY, posZ);\n}\n\nvec4 texture3dFrom2dNearest(sampler2D tex, vec3 pos, vec3 gridDim, vec2 texDim) {\n float zSlice = floor(pos.z * gridDim.z + 0.5); // round to nearest z-slice\n float column = intDiv(intMod(zSlice * gridDim.x, texDim.x), gridDim.x);\n float row = intDiv(zSlice * gridDim.x, texDim.x);\n vec2 coord = (vec2(column * gridDim.x, row * gridDim.y) + (pos.xy * gridDim.xy)) / (texDim / uScale);\n return texture2D(tex, coord + 0.5 / (texDim / uScale));\n}\n\nvec4 voxel(vec3 pos) {\n pos = min(max(vec3(0.0), pos), uGridDim - vec3(1.0));\n return texture3dFrom2dNearest(tVolumeData, pos / uGridDim, uGridDim, uGridTexDim.xy);\n}\n\nvec4 voxelPadded(vec3 pos) {\n pos = min(max(vec3(0.0), pos), uGridDim - vec3(vec2(2.0), 1.0)); // remove xy padding\n return texture3dFrom2dNearest(tVolumeData, pos / uGridDim, uGridDim, uGridTexDim.xy);\n}\n\nint idot2(const in ivec2 a, const in ivec2 b) {\n return a.x * b.x + a.y * b.y;\n}\n\nint idot4(const in ivec4 a, const in ivec4 b) {\n return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;\n}\n\n#if __VERSION__ == 100\n int pyramidVoxel(vec2 pos) {\n return int(unpackRGBToInt(texture2D(tActiveVoxelsPyramid, pos / (vec2(1.0, 0.5) * uSize)).rgb));\n }\n#else\n int pyramidVoxel(vec2 pos) {\n return texture2D(tActiveVoxelsPyramid, pos / (vec2(1.0, 0.5) * uSize)).r;\n }\n#endif\n\nvec4 baseVoxel(vec2 pos) {\n return texture2D(tActiveVoxelsBase, pos / uSize);\n}\n\nvec4 getGroup(const in vec3 p) {\n vec3 gridDim = uGridDim - vec3(1.0, 1.0, 0.0); // remove xy padding\n // note that we swap x and z because the texture is flipped around y\n #if defined(dAxisOrder_012)\n float group = p.z + p.y * gridDim.z + p.x * gridDim.z * gridDim.y; // 210\n #elif defined(dAxisOrder_021)\n float group = p.y + p.z * gridDim.y + p.x * gridDim.y * gridDim.z; // 120\n #elif defined(dAxisOrder_102)\n float group = p.z + p.x * gridDim.z + p.y * gridDim.z * gridDim.x; // 201\n #elif defined(dAxisOrder_120)\n float group = p.x + p.z * gridDim.x + p.y * gridDim.x * gridDim.z; // 021\n #elif defined(dAxisOrder_201)\n float group = p.y + p.x * gridDim.y + p.z * gridDim.y * gridDim.x; // 102\n #elif defined(dAxisOrder_210)\n float group = p.x + p.y * gridDim.x + p.z * gridDim.x * gridDim.y; // 012\n #endif\n return vec4(group > 16777215.5 ? vec3(1.0) : packIntToRGB(group), 1.0);\n}\n\nvoid main(void) {\n // get 1D index\n int vI = int(gl_FragCoord.x) + int(gl_FragCoord.y) * int(uSize);\n\n // ignore 1D indices outside of the grid\n if(vI >= int(uCount)) discard;\n\n ivec2 offset = ivec2(int(uSize) - 2, 0);\n\n int start = 0;\n ivec4 starts = ivec4(0);\n ivec4 ends = ivec4(0);\n int diff = 2;\n ivec4 m = ivec4(0);\n ivec2 position = ivec2(0);\n ivec4 vI4 = ivec4(vI);\n\n ivec2 relativePosition = ivec2(0);\n int end = 0;\n ivec2 pos1 = ivec2(0);\n ivec2 pos2 = ivec2(0);\n ivec2 pos3 = ivec2(0);\n ivec2 pos4 = ivec2(0);\n ivec3 vI3 = ivec3(vI);\n ivec3 mask = ivec3(0);\n\n // traverse the different levels of the pyramid\n for(int i = 1; i < 14; i++) {\n if(float(i) >= uLevels) break;\n\n offset.x -= diff;\n diff *= 2;\n relativePosition = position + offset;\n\n end = start + pyramidVoxel(vec2(relativePosition));\n pos1 = ivec2(relativePosition);\n starts.x = start;\n ends.x = end;\n pos2 = ivec2(relativePosition + ivec2(1, 0));\n starts.y = ends.x;\n ends.y = ends.x + pyramidVoxel(vec2(pos2));\n pos3 = relativePosition + ivec2(0, 1);\n starts.z = ends.y;\n ends.z = ends.y + pyramidVoxel(vec2(pos3));\n pos4 = relativePosition + ivec2(1, 1);\n starts.w = ends.z;\n mask = ivec3(greaterThanEqual(vI3, starts.rgb)) * ivec3(lessThan(vI3, ends.rgb));\n m = ivec4(mask, 1 - int(any(bvec3(mask))));\n\n relativePosition = m.x * pos1 + m.y * pos2 + m.z * pos3 + m.w * pos4;\n start = idot4(m, starts);\n position = 2 * (relativePosition - offset);\n }\n\n end = start + int(baseVoxel(vec2(position)).r * 255.0);\n pos1 = position;\n starts.x = start;\n ends.x = end;\n pos2 = position + ivec2(1, 0);\n starts.y = ends.x;\n ends.y = ends.x + int(baseVoxel(vec2(pos2)).r * 255.0);\n pos3 = position + ivec2(0, 1);\n starts.z = ends.y;\n ends.z = ends.y + int(baseVoxel(vec2(pos3)).r * 255.0);\n pos4 = position + ivec2(1, 1);\n starts.w = ends.z;\n mask = ivec3(greaterThanEqual(vI3, starts.rgb)) * ivec3(lessThan(vI3, ends.rgb));\n m = ivec4(mask, 1 - int(any(bvec3(mask))));\n position = m.x * pos1 + m.y * pos2 + m.z * pos3 + m.w * pos4;\n\n vec2 coord2d = (vec2(position) / uSize) / uScale;\n vec3 coord3d = floor(index3dFrom2d(coord2d) + 0.5);\n\n float edgeIndex = floor(baseVoxel(vec2(position)).a * 255.0 + 0.5);\n\n // current vertex for the up to 15 MC cases\n int currentVertex = vI - idot4(m, starts);\n\n // ensure winding-order is the same for negative and positive iso-levels\n if (uInvert) {\n int v = imod(currentVertex + 1, 3);\n if (v == 1) currentVertex += 2;\n else if (v == 0) currentVertex -= 2;\n }\n\n // get index into triIndices table\n int mcIndex = 16 * int(edgeIndex) + currentVertex;\n vec4 mcData = texture2D(tTriIndices, vec2(imod(mcIndex, 64), mcIndex / 64) / 64.);\n\n // bit mask to avoid conditionals (see comment below) for getting MC case corner\n vec4 m0 = vec4(floor(mcData.a * 255.0 + 0.5));\n\n // get edge value masks\n vec4 m1 = vec4(equal(m0, vec4(0., 1., 2., 3.)));\n vec4 m2 = vec4(equal(m0, vec4(4., 5., 6., 7.)));\n vec4 m3 = vec4(equal(m0, vec4(8., 9., 10., 11.)));\n\n // apply bit masks\n vec3 b0 = coord3d +\n m1.y * c1 +\n m1.z * c2 +\n m1.w * c3 +\n m2.x * c4 +\n m2.y * c5 +\n m2.z * c6 +\n m2.w * c7 +\n m3.y * c1 +\n m3.z * c2 +\n m3.w * c3;\n vec3 b1 = coord3d +\n m1.x * c1 +\n m1.y * c2 +\n m1.z * c3 +\n m2.x * c5 +\n m2.y * c6 +\n m2.z * c7 +\n m2.w * c4 +\n m3.x * c4 +\n m3.y * c5 +\n m3.z * c6 +\n m3.w * c7;\n\n // the conditionals that are avoided by above bitmasks\n // vec3 b0 = coord3d;\n // vec3 b1 = coord3d;\n // if (mcIndex == 0.0) {\n // b1 += c1;\n // } else if (mcIndex == 1.0) {\n // b0 += c1; b1 += c2;\n // } else if (mcIndex == 2.0) {\n // b0 += c2; b1 += c3;\n // } else if (mcIndex == 3.0) {\n // b0 += c3;\n // } else if (mcIndex == 4.0) {\n // b0 += c4; b1 += c5;\n // } else if (mcIndex == 5.0) {\n // b0 += c5; b1 += c6;\n // } else if (mcIndex == 6.0) {\n // b0 += c6; b1 += c7;\n // } else if (mcIndex == 7.0) {\n // b0 += c7; b1 += c4;\n // } else if (mcIndex == 8.0) {\n // b1 += c4;\n // } else if (mcIndex == 9.0) {\n // b0 += c1; b1 += c5;\n // } else if (mcIndex == 10.0) {\n // b0 += c2; b1 += c6;\n // } else if (mcIndex == 11.0) {\n // b0 += c3; b1 += c7;\n // }\n // b0 = floor(b0 + 0.5);\n // b1 = floor(b1 + 0.5);\n\n vec4 d0 = voxel(b0);\n vec4 d1 = voxel(b1);\n\n float v0 = d0.a;\n float v1 = d1.a;\n\n float t = (uIsoValue - v0) / (v0 - v1);\n gl_FragData[0].xyz = (uGridTransform * vec4(b0 + t * (b0 - b1), 1.0)).xyz;\n\n // group id\n #if __VERSION__ == 100\n // webgl1 does not support 'flat' interpolation (i.e. no interpolation)\n // so we ensure a constant group id per triangle here\n #ifdef dPackedGroup\n gl_FragData[1] = vec4(voxel(coord3d).rgb, 1.0);\n #else\n gl_FragData[1] = getGroup(coord3d);\n #endif\n #else\n #ifdef dPackedGroup\n gl_FragData[1] = vec4(t < 0.5 ? d0.rgb : d1.rgb, 1.0);\n #else\n gl_FragData[1] = getGroup(t < 0.5 ? b0 : b1);\n #endif\n #endif\n\n // normals from gradients\n vec3 n0 = -normalize(vec3(\n voxelPadded(b0 - c1).a - voxelPadded(b0 + c1).a,\n voxelPadded(b0 - c3).a - voxelPadded(b0 + c3).a,\n voxelPadded(b0 - c4).a - voxelPadded(b0 + c4).a\n ));\n vec3 n1 = -normalize(vec3(\n voxelPadded(b1 - c1).a - voxelPadded(b1 + c1).a,\n voxelPadded(b1 - c3).a - voxelPadded(b1 + c3).a,\n voxelPadded(b1 - c4).a - voxelPadded(b1 + c4).a\n ));\n gl_FragData[2].xyz = -vec3(\n n0.x + t * (n0.x - n1.x),\n n0.y + t * (n0.y - n1.y),\n n0.z + t * (n0.z - n1.z)\n );\n\n // ensure normal-direction is the same for negative and positive iso-levels\n if (uInvert) {\n gl_FragData[2].xyz *= -1.0;\n }\n\n // apply normal matrix\n gl_FragData[2].xyz *= transpose3(inverse3(mat3(uGridTransform)));\n}\n";
@@ -1,2 +1,2 @@
1
- export var isosurface_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\n#if __VERSION__ == 100\n uniform sampler2D tActiveVoxelsPyramid;\n#else\n precision highp isampler2D;\n uniform isampler2D tActiveVoxelsPyramid;\n#endif\n\nuniform sampler2D tActiveVoxelsBase;\nuniform sampler2D tVolumeData;\nuniform sampler2D tTriIndices;\n\nuniform float uIsoValue;\nuniform float uLevels;\nuniform float uSize;\nuniform float uCount;\nuniform bool uInvert;\n\nuniform vec3 uGridDim;\nuniform vec3 uGridTexDim;\nuniform mat4 uGridTransform;\n\n// scale to volume data coord\nuniform vec2 uScale;\n\n#include common\n\n// cube corners (excluding origin)\nconst vec3 c1 = vec3(1., 0., 0.);\nconst vec3 c2 = vec3(1., 1., 0.);\nconst vec3 c3 = vec3(0., 1., 0.);\nconst vec3 c4 = vec3(0., 0., 1.);\nconst vec3 c5 = vec3(1., 0., 1.);\nconst vec3 c6 = vec3(1., 1., 1.);\nconst vec3 c7 = vec3(0., 1., 1.);\n\nvec3 index3dFrom2d(vec2 coord) {\n vec2 gridTexPos = coord * uGridTexDim.xy;\n vec2 columnRow = ivec2Div(gridTexPos, uGridDim.xy);\n vec2 posXY = gridTexPos - columnRow * uGridDim.xy;\n float posZ = columnRow.y * intDiv(uGridTexDim.x, uGridDim.x) + columnRow.x;\n return vec3(posXY, posZ);\n}\n\nvec4 texture3dFrom2dNearest(sampler2D tex, vec3 pos, vec3 gridDim, vec2 texDim) {\n float zSlice = floor(pos.z * gridDim.z + 0.5); // round to nearest z-slice\n float column = intDiv(intMod(zSlice * gridDim.x, texDim.x), gridDim.x);\n float row = intDiv(zSlice * gridDim.x, texDim.x);\n vec2 coord = (vec2(column * gridDim.x, row * gridDim.y) + (pos.xy * gridDim.xy)) / (texDim / uScale);\n return texture2D(tex, coord + 0.5 / (texDim / uScale));\n}\n\nvec4 voxel(vec3 pos) {\n pos = min(max(vec3(0.0), pos), uGridDim - vec3(1.0));\n return texture3dFrom2dNearest(tVolumeData, pos / uGridDim, uGridDim, uGridTexDim.xy);\n}\n\nvec4 voxelPadded(vec3 pos) {\n pos = min(max(vec3(0.0), pos), uGridDim - vec3(vec2(2.0), 1.0)); // remove xy padding\n return texture3dFrom2dNearest(tVolumeData, pos / uGridDim, uGridDim, uGridTexDim.xy);\n}\n\nint idot2(const in ivec2 a, const in ivec2 b) {\n return a.x * b.x + a.y * b.y;\n}\n\nint idot4(const in ivec4 a, const in ivec4 b) {\n return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;\n}\n\n#if __VERSION__ == 100\n int pyramidVoxel(vec2 pos) {\n return int(decodeFloatRGB(texture2D(tActiveVoxelsPyramid, pos / (vec2(1.0, 0.5) * uSize)).rgb));\n }\n#else\n int pyramidVoxel(vec2 pos) {\n return texture2D(tActiveVoxelsPyramid, pos / (vec2(1.0, 0.5) * uSize)).r;\n }\n#endif\n\nvec4 baseVoxel(vec2 pos) {\n return texture2D(tActiveVoxelsBase, pos / uSize);\n}\n\nvoid main(void) {\n // get 1D index\n int vI = int(gl_FragCoord.x) + int(gl_FragCoord.y) * int(uSize);\n\n // ignore 1D indices outside of the grid\n if(vI >= int(uCount)) discard;\n\n ivec2 offset = ivec2(int(uSize) - 2, 0);\n\n int start = 0;\n ivec4 starts = ivec4(0);\n ivec4 ends = ivec4(0);\n int diff = 2;\n ivec4 m = ivec4(0);\n ivec2 position = ivec2(0);\n ivec4 vI4 = ivec4(vI);\n\n ivec2 relativePosition = ivec2(0);\n int end = 0;\n ivec2 pos1 = ivec2(0);\n ivec2 pos2 = ivec2(0);\n ivec2 pos3 = ivec2(0);\n ivec2 pos4 = ivec2(0);\n ivec3 vI3 = ivec3(vI);\n ivec3 mask = ivec3(0);\n\n // traverse the different levels of the pyramid\n for(int i = 1; i < 14; i++) {\n if(float(i) >= uLevels) break;\n\n offset.x -= diff;\n diff *= 2;\n relativePosition = position + offset;\n\n end = start + pyramidVoxel(vec2(relativePosition));\n pos1 = ivec2(relativePosition);\n starts.x = start;\n ends.x = end;\n pos2 = ivec2(relativePosition + ivec2(1, 0));\n starts.y = ends.x;\n ends.y = ends.x + pyramidVoxel(vec2(pos2));\n pos3 = relativePosition + ivec2(0, 1);\n starts.z = ends.y;\n ends.z = ends.y + pyramidVoxel(vec2(pos3));\n pos4 = relativePosition + ivec2(1, 1);\n starts.w = ends.z;\n mask = ivec3(greaterThanEqual(vI3, starts.rgb)) * ivec3(lessThan(vI3, ends.rgb));\n m = ivec4(mask, 1 - int(any(bvec3(mask))));\n\n relativePosition = m.x * pos1 + m.y * pos2 + m.z * pos3 + m.w * pos4;\n start = idot4(m, starts);\n position = 2 * (relativePosition - offset);\n }\n\n end = start + int(baseVoxel(vec2(position)).r * 255.0);\n pos1 = position;\n starts.x = start;\n ends.x = end;\n pos2 = position + ivec2(1, 0);\n starts.y = ends.x;\n ends.y = ends.x + int(baseVoxel(vec2(pos2)).r * 255.0);\n pos3 = position + ivec2(0, 1);\n starts.z = ends.y;\n ends.z = ends.y + int(baseVoxel(vec2(pos3)).r * 255.0);\n pos4 = position + ivec2(1, 1);\n starts.w = ends.z;\n mask = ivec3(greaterThanEqual(vI3, starts.rgb)) * ivec3(lessThan(vI3, ends.rgb));\n m = ivec4(mask, 1 - int(any(bvec3(mask))));\n position = m.x * pos1 + m.y * pos2 + m.z * pos3 + m.w * pos4;\n\n vec2 coord2d = (vec2(position) / uSize) / uScale;\n vec3 coord3d = floor(index3dFrom2d(coord2d) + 0.5);\n\n float edgeIndex = floor(baseVoxel(vec2(position)).a * 255.0 + 0.5);\n\n // current vertex for the up to 15 MC cases\n int currentVertex = vI - idot4(m, starts);\n\n // ensure winding-order is the same for negative and positive iso-levels\n if (uInvert) {\n int v = imod(currentVertex + 1, 3);\n if (v == 1) currentVertex += 2;\n else if (v == 0) currentVertex -= 2;\n }\n\n // get index into triIndices table\n int mcIndex = 16 * int(edgeIndex) + currentVertex;\n vec4 mcData = texture2D(tTriIndices, vec2(imod(mcIndex, 64), mcIndex / 64) / 64.);\n\n // bit mask to avoid conditionals (see comment below) for getting MC case corner\n vec4 m0 = vec4(floor(mcData.a * 255.0 + 0.5));\n\n // get edge value masks\n vec4 m1 = vec4(equal(m0, vec4(0., 1., 2., 3.)));\n vec4 m2 = vec4(equal(m0, vec4(4., 5., 6., 7.)));\n vec4 m3 = vec4(equal(m0, vec4(8., 9., 10., 11.)));\n\n // apply bit masks\n vec3 b0 = coord3d +\n m1.y * c1 +\n m1.z * c2 +\n m1.w * c3 +\n m2.x * c4 +\n m2.y * c5 +\n m2.z * c6 +\n m2.w * c7 +\n m3.y * c1 +\n m3.z * c2 +\n m3.w * c3;\n vec3 b1 = coord3d +\n m1.x * c1 +\n m1.y * c2 +\n m1.z * c3 +\n m2.x * c5 +\n m2.y * c6 +\n m2.z * c7 +\n m2.w * c4 +\n m3.x * c4 +\n m3.y * c5 +\n m3.z * c6 +\n m3.w * c7;\n\n // the conditionals that are avoided by above bitmasks\n // vec3 b0 = coord3d;\n // vec3 b1 = coord3d;\n // if (mcIndex == 0.0) {\n // b1 += c1;\n // } else if (mcIndex == 1.0) {\n // b0 += c1; b1 += c2;\n // } else if (mcIndex == 2.0) {\n // b0 += c2; b1 += c3;\n // } else if (mcIndex == 3.0) {\n // b0 += c3;\n // } else if (mcIndex == 4.0) {\n // b0 += c4; b1 += c5;\n // } else if (mcIndex == 5.0) {\n // b0 += c5; b1 += c6;\n // } else if (mcIndex == 6.0) {\n // b0 += c6; b1 += c7;\n // } else if (mcIndex == 7.0) {\n // b0 += c7; b1 += c4;\n // } else if (mcIndex == 8.0) {\n // b1 += c4;\n // } else if (mcIndex == 9.0) {\n // b0 += c1; b1 += c5;\n // } else if (mcIndex == 10.0) {\n // b0 += c2; b1 += c6;\n // } else if (mcIndex == 11.0) {\n // b0 += c3; b1 += c7;\n // }\n // b0 = floor(b0 + 0.5);\n // b1 = floor(b1 + 0.5);\n\n vec4 d0 = voxel(b0);\n vec4 d1 = voxel(b1);\n\n float v0 = d0.a;\n float v1 = d1.a;\n\n float t = (uIsoValue - v0) / (v0 - v1);\n gl_FragData[0].xyz = (uGridTransform * vec4(b0 + t * (b0 - b1), 1.0)).xyz;\n\n // group id\n #if __VERSION__ == 100\n // webgl1 does not support 'flat' interpolation (i.e. no interpolation)\n // so we ensure a constant group id per triangle here\n #ifdef dPackedGroup\n gl_FragData[1] = vec4(voxel(coord3d).rgb, 1.0);\n #else\n vec3 gridDim = uGridDim - vec3(1.0, 1.0, 0.0); // remove xy padding\n float group = coord3d.z + coord3d.y * gridDim.z + coord3d.x * gridDim.z * gridDim.y;\n gl_FragData[1] = vec4(group > 16777215.5 ? vec3(1.0) : encodeFloatRGB(group), 1.0);\n #endif\n #else\n #ifdef dPackedGroup\n gl_FragData[1] = vec4(t < 0.5 ? d0.rgb : d1.rgb, 1.0);\n #else\n vec3 b = t < 0.5 ? b0 : b1;\n vec3 gridDim = uGridDim - vec3(1.0, 1.0, 0.0); // remove xy padding\n float group = b.z + b.y * gridDim.z + b.x * gridDim.z * gridDim.y;\n gl_FragData[1] = vec4(group > 16777215.5 ? vec3(1.0) : encodeFloatRGB(group), 1.0);\n #endif\n #endif\n\n // normals from gradients\n vec3 n0 = -normalize(vec3(\n voxelPadded(b0 - c1).a - voxelPadded(b0 + c1).a,\n voxelPadded(b0 - c3).a - voxelPadded(b0 + c3).a,\n voxelPadded(b0 - c4).a - voxelPadded(b0 + c4).a\n ));\n vec3 n1 = -normalize(vec3(\n voxelPadded(b1 - c1).a - voxelPadded(b1 + c1).a,\n voxelPadded(b1 - c3).a - voxelPadded(b1 + c3).a,\n voxelPadded(b1 - c4).a - voxelPadded(b1 + c4).a\n ));\n gl_FragData[2].xyz = -vec3(\n n0.x + t * (n0.x - n1.x),\n n0.y + t * (n0.y - n1.y),\n n0.z + t * (n0.z - n1.z)\n );\n\n // ensure normal-direction is the same for negative and positive iso-levels\n if (uInvert) {\n gl_FragData[2].xyz *= -1.0;\n }\n\n // apply normal matrix\n gl_FragData[2].xyz *= transpose3(inverse3(mat3(uGridTransform)));\n}\n";
1
+ export var isosurface_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\n#if __VERSION__ == 100\n uniform sampler2D tActiveVoxelsPyramid;\n#else\n precision highp isampler2D;\n uniform isampler2D tActiveVoxelsPyramid;\n#endif\n\nuniform sampler2D tActiveVoxelsBase;\nuniform sampler2D tVolumeData;\nuniform sampler2D tTriIndices;\n\nuniform float uIsoValue;\nuniform float uLevels;\nuniform float uSize;\nuniform float uCount;\nuniform bool uInvert;\n\nuniform vec3 uGridDim;\nuniform vec3 uGridTexDim;\nuniform mat4 uGridTransform;\n\n// scale to volume data coord\nuniform vec2 uScale;\n\n#include common\n\n// cube corners (excluding origin)\nconst vec3 c1 = vec3(1., 0., 0.);\nconst vec3 c2 = vec3(1., 1., 0.);\nconst vec3 c3 = vec3(0., 1., 0.);\nconst vec3 c4 = vec3(0., 0., 1.);\nconst vec3 c5 = vec3(1., 0., 1.);\nconst vec3 c6 = vec3(1., 1., 1.);\nconst vec3 c7 = vec3(0., 1., 1.);\n\nvec3 index3dFrom2d(vec2 coord) {\n vec2 gridTexPos = coord * uGridTexDim.xy;\n vec2 columnRow = ivec2Div(gridTexPos, uGridDim.xy);\n vec2 posXY = gridTexPos - columnRow * uGridDim.xy;\n float posZ = columnRow.y * intDiv(uGridTexDim.x, uGridDim.x) + columnRow.x;\n return vec3(posXY, posZ);\n}\n\nvec4 texture3dFrom2dNearest(sampler2D tex, vec3 pos, vec3 gridDim, vec2 texDim) {\n float zSlice = floor(pos.z * gridDim.z + 0.5); // round to nearest z-slice\n float column = intDiv(intMod(zSlice * gridDim.x, texDim.x), gridDim.x);\n float row = intDiv(zSlice * gridDim.x, texDim.x);\n vec2 coord = (vec2(column * gridDim.x, row * gridDim.y) + (pos.xy * gridDim.xy)) / (texDim / uScale);\n return texture2D(tex, coord + 0.5 / (texDim / uScale));\n}\n\nvec4 voxel(vec3 pos) {\n pos = min(max(vec3(0.0), pos), uGridDim - vec3(1.0));\n return texture3dFrom2dNearest(tVolumeData, pos / uGridDim, uGridDim, uGridTexDim.xy);\n}\n\nvec4 voxelPadded(vec3 pos) {\n pos = min(max(vec3(0.0), pos), uGridDim - vec3(vec2(2.0), 1.0)); // remove xy padding\n return texture3dFrom2dNearest(tVolumeData, pos / uGridDim, uGridDim, uGridTexDim.xy);\n}\n\nint idot2(const in ivec2 a, const in ivec2 b) {\n return a.x * b.x + a.y * b.y;\n}\n\nint idot4(const in ivec4 a, const in ivec4 b) {\n return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;\n}\n\n#if __VERSION__ == 100\n int pyramidVoxel(vec2 pos) {\n return int(unpackRGBToInt(texture2D(tActiveVoxelsPyramid, pos / (vec2(1.0, 0.5) * uSize)).rgb));\n }\n#else\n int pyramidVoxel(vec2 pos) {\n return texture2D(tActiveVoxelsPyramid, pos / (vec2(1.0, 0.5) * uSize)).r;\n }\n#endif\n\nvec4 baseVoxel(vec2 pos) {\n return texture2D(tActiveVoxelsBase, pos / uSize);\n}\n\nvec4 getGroup(const in vec3 p) {\n vec3 gridDim = uGridDim - vec3(1.0, 1.0, 0.0); // remove xy padding\n // note that we swap x and z because the texture is flipped around y\n #if defined(dAxisOrder_012)\n float group = p.z + p.y * gridDim.z + p.x * gridDim.z * gridDim.y; // 210\n #elif defined(dAxisOrder_021)\n float group = p.y + p.z * gridDim.y + p.x * gridDim.y * gridDim.z; // 120\n #elif defined(dAxisOrder_102)\n float group = p.z + p.x * gridDim.z + p.y * gridDim.z * gridDim.x; // 201\n #elif defined(dAxisOrder_120)\n float group = p.x + p.z * gridDim.x + p.y * gridDim.x * gridDim.z; // 021\n #elif defined(dAxisOrder_201)\n float group = p.y + p.x * gridDim.y + p.z * gridDim.y * gridDim.x; // 102\n #elif defined(dAxisOrder_210)\n float group = p.x + p.y * gridDim.x + p.z * gridDim.x * gridDim.y; // 012\n #endif\n return vec4(group > 16777215.5 ? vec3(1.0) : packIntToRGB(group), 1.0);\n}\n\nvoid main(void) {\n // get 1D index\n int vI = int(gl_FragCoord.x) + int(gl_FragCoord.y) * int(uSize);\n\n // ignore 1D indices outside of the grid\n if(vI >= int(uCount)) discard;\n\n ivec2 offset = ivec2(int(uSize) - 2, 0);\n\n int start = 0;\n ivec4 starts = ivec4(0);\n ivec4 ends = ivec4(0);\n int diff = 2;\n ivec4 m = ivec4(0);\n ivec2 position = ivec2(0);\n ivec4 vI4 = ivec4(vI);\n\n ivec2 relativePosition = ivec2(0);\n int end = 0;\n ivec2 pos1 = ivec2(0);\n ivec2 pos2 = ivec2(0);\n ivec2 pos3 = ivec2(0);\n ivec2 pos4 = ivec2(0);\n ivec3 vI3 = ivec3(vI);\n ivec3 mask = ivec3(0);\n\n // traverse the different levels of the pyramid\n for(int i = 1; i < 14; i++) {\n if(float(i) >= uLevels) break;\n\n offset.x -= diff;\n diff *= 2;\n relativePosition = position + offset;\n\n end = start + pyramidVoxel(vec2(relativePosition));\n pos1 = ivec2(relativePosition);\n starts.x = start;\n ends.x = end;\n pos2 = ivec2(relativePosition + ivec2(1, 0));\n starts.y = ends.x;\n ends.y = ends.x + pyramidVoxel(vec2(pos2));\n pos3 = relativePosition + ivec2(0, 1);\n starts.z = ends.y;\n ends.z = ends.y + pyramidVoxel(vec2(pos3));\n pos4 = relativePosition + ivec2(1, 1);\n starts.w = ends.z;\n mask = ivec3(greaterThanEqual(vI3, starts.rgb)) * ivec3(lessThan(vI3, ends.rgb));\n m = ivec4(mask, 1 - int(any(bvec3(mask))));\n\n relativePosition = m.x * pos1 + m.y * pos2 + m.z * pos3 + m.w * pos4;\n start = idot4(m, starts);\n position = 2 * (relativePosition - offset);\n }\n\n end = start + int(baseVoxel(vec2(position)).r * 255.0);\n pos1 = position;\n starts.x = start;\n ends.x = end;\n pos2 = position + ivec2(1, 0);\n starts.y = ends.x;\n ends.y = ends.x + int(baseVoxel(vec2(pos2)).r * 255.0);\n pos3 = position + ivec2(0, 1);\n starts.z = ends.y;\n ends.z = ends.y + int(baseVoxel(vec2(pos3)).r * 255.0);\n pos4 = position + ivec2(1, 1);\n starts.w = ends.z;\n mask = ivec3(greaterThanEqual(vI3, starts.rgb)) * ivec3(lessThan(vI3, ends.rgb));\n m = ivec4(mask, 1 - int(any(bvec3(mask))));\n position = m.x * pos1 + m.y * pos2 + m.z * pos3 + m.w * pos4;\n\n vec2 coord2d = (vec2(position) / uSize) / uScale;\n vec3 coord3d = floor(index3dFrom2d(coord2d) + 0.5);\n\n float edgeIndex = floor(baseVoxel(vec2(position)).a * 255.0 + 0.5);\n\n // current vertex for the up to 15 MC cases\n int currentVertex = vI - idot4(m, starts);\n\n // ensure winding-order is the same for negative and positive iso-levels\n if (uInvert) {\n int v = imod(currentVertex + 1, 3);\n if (v == 1) currentVertex += 2;\n else if (v == 0) currentVertex -= 2;\n }\n\n // get index into triIndices table\n int mcIndex = 16 * int(edgeIndex) + currentVertex;\n vec4 mcData = texture2D(tTriIndices, vec2(imod(mcIndex, 64), mcIndex / 64) / 64.);\n\n // bit mask to avoid conditionals (see comment below) for getting MC case corner\n vec4 m0 = vec4(floor(mcData.a * 255.0 + 0.5));\n\n // get edge value masks\n vec4 m1 = vec4(equal(m0, vec4(0., 1., 2., 3.)));\n vec4 m2 = vec4(equal(m0, vec4(4., 5., 6., 7.)));\n vec4 m3 = vec4(equal(m0, vec4(8., 9., 10., 11.)));\n\n // apply bit masks\n vec3 b0 = coord3d +\n m1.y * c1 +\n m1.z * c2 +\n m1.w * c3 +\n m2.x * c4 +\n m2.y * c5 +\n m2.z * c6 +\n m2.w * c7 +\n m3.y * c1 +\n m3.z * c2 +\n m3.w * c3;\n vec3 b1 = coord3d +\n m1.x * c1 +\n m1.y * c2 +\n m1.z * c3 +\n m2.x * c5 +\n m2.y * c6 +\n m2.z * c7 +\n m2.w * c4 +\n m3.x * c4 +\n m3.y * c5 +\n m3.z * c6 +\n m3.w * c7;\n\n // the conditionals that are avoided by above bitmasks\n // vec3 b0 = coord3d;\n // vec3 b1 = coord3d;\n // if (mcIndex == 0.0) {\n // b1 += c1;\n // } else if (mcIndex == 1.0) {\n // b0 += c1; b1 += c2;\n // } else if (mcIndex == 2.0) {\n // b0 += c2; b1 += c3;\n // } else if (mcIndex == 3.0) {\n // b0 += c3;\n // } else if (mcIndex == 4.0) {\n // b0 += c4; b1 += c5;\n // } else if (mcIndex == 5.0) {\n // b0 += c5; b1 += c6;\n // } else if (mcIndex == 6.0) {\n // b0 += c6; b1 += c7;\n // } else if (mcIndex == 7.0) {\n // b0 += c7; b1 += c4;\n // } else if (mcIndex == 8.0) {\n // b1 += c4;\n // } else if (mcIndex == 9.0) {\n // b0 += c1; b1 += c5;\n // } else if (mcIndex == 10.0) {\n // b0 += c2; b1 += c6;\n // } else if (mcIndex == 11.0) {\n // b0 += c3; b1 += c7;\n // }\n // b0 = floor(b0 + 0.5);\n // b1 = floor(b1 + 0.5);\n\n vec4 d0 = voxel(b0);\n vec4 d1 = voxel(b1);\n\n float v0 = d0.a;\n float v1 = d1.a;\n\n float t = (uIsoValue - v0) / (v0 - v1);\n gl_FragData[0].xyz = (uGridTransform * vec4(b0 + t * (b0 - b1), 1.0)).xyz;\n\n // group id\n #if __VERSION__ == 100\n // webgl1 does not support 'flat' interpolation (i.e. no interpolation)\n // so we ensure a constant group id per triangle here\n #ifdef dPackedGroup\n gl_FragData[1] = vec4(voxel(coord3d).rgb, 1.0);\n #else\n gl_FragData[1] = getGroup(coord3d);\n #endif\n #else\n #ifdef dPackedGroup\n gl_FragData[1] = vec4(t < 0.5 ? d0.rgb : d1.rgb, 1.0);\n #else\n gl_FragData[1] = getGroup(t < 0.5 ? b0 : b1);\n #endif\n #endif\n\n // normals from gradients\n vec3 n0 = -normalize(vec3(\n voxelPadded(b0 - c1).a - voxelPadded(b0 + c1).a,\n voxelPadded(b0 - c3).a - voxelPadded(b0 + c3).a,\n voxelPadded(b0 - c4).a - voxelPadded(b0 + c4).a\n ));\n vec3 n1 = -normalize(vec3(\n voxelPadded(b1 - c1).a - voxelPadded(b1 + c1).a,\n voxelPadded(b1 - c3).a - voxelPadded(b1 + c3).a,\n voxelPadded(b1 - c4).a - voxelPadded(b1 + c4).a\n ));\n gl_FragData[2].xyz = -vec3(\n n0.x + t * (n0.x - n1.x),\n n0.y + t * (n0.y - n1.y),\n n0.z + t * (n0.z - n1.z)\n );\n\n // ensure normal-direction is the same for negative and positive iso-levels\n if (uInvert) {\n gl_FragData[2].xyz *= -1.0;\n }\n\n // apply normal matrix\n gl_FragData[2].xyz *= transpose3(inverse3(mat3(uGridTransform)));\n}\n";
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  //# sourceMappingURL=isosurface.frag.js.map
@@ -3,4 +3,4 @@
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  *
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  * @author Alexander Rose <alexander.rose@weirdbyte.de>
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  */
6
- export declare const mesh_vert = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\n#include common\n#include read_from_texture\n#include common_vert_params\n#include color_vert_params\n#include common_clip\n#include texture3d_from_2d_linear\n\n#ifdef dGeoTexture\n uniform vec2 uGeoTexDim;\n uniform sampler2D tPosition;\n uniform sampler2D tGroup;\n uniform sampler2D tNormal;\n#else\n attribute vec3 aPosition;\n attribute float aGroup;\n attribute vec3 aNormal;\n#endif\nattribute mat4 aTransform;\nattribute float aInstance;\n\nvarying vec3 vNormal;\n\nvoid main(){\n #include assign_group\n #include assign_marker_varying\n #include assign_clipping_varying\n #include assign_position\n #include assign_color_varying\n #include clip_instance\n\n #ifdef dGeoTexture\n vec3 normal = readFromTexture(tNormal, VertexID, uGeoTexDim).xyz;\n #else\n vec3 normal = aNormal;\n #endif\n mat3 normalMatrix = transpose3(inverse3(mat3(modelView)));\n vec3 transformedNormal = normalize(normalMatrix * normalize(normal));\n #if defined(dFlipSided)\n if (!uDoubleSided) { // TODO checking uDoubleSided should not be required, ASR\n transformedNormal = -transformedNormal;\n }\n #endif\n vNormal = transformedNormal;\n}\n";
6
+ export declare const mesh_vert = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\n#include common\n#include read_from_texture\n#include common_vert_params\n#include color_vert_params\n#include common_clip\n#include texture3d_from_2d_linear\n\n#ifdef dGeometryType_textureMesh\n uniform vec2 uGeoTexDim;\n uniform sampler2D tPosition;\n uniform sampler2D tGroup;\n uniform sampler2D tNormal;\n#else\n attribute vec3 aPosition;\n attribute float aGroup;\n attribute vec3 aNormal;\n#endif\nattribute mat4 aTransform;\nattribute float aInstance;\n\nvarying vec3 vNormal;\n\nvoid main(){\n #include assign_group\n #include assign_marker_varying\n #include assign_clipping_varying\n #include assign_position\n #include assign_color_varying\n #include clip_instance\n\n #ifdef dGeometryType_textureMesh\n vec3 normal = readFromTexture(tNormal, VertexID, uGeoTexDim).xyz;\n #else\n vec3 normal = aNormal;\n #endif\n mat3 normalMatrix = transpose3(inverse3(mat3(modelView)));\n vec3 transformedNormal = normalize(normalMatrix * normalize(normal));\n #if defined(dFlipSided)\n if (!uDoubleSided) { // TODO checking uDoubleSided should not be required, ASR\n transformedNormal = -transformedNormal;\n }\n #endif\n vNormal = transformedNormal;\n}\n";
@@ -3,5 +3,5 @@
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
6
- export var mesh_vert = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\n#include common\n#include read_from_texture\n#include common_vert_params\n#include color_vert_params\n#include common_clip\n#include texture3d_from_2d_linear\n\n#ifdef dGeoTexture\n uniform vec2 uGeoTexDim;\n uniform sampler2D tPosition;\n uniform sampler2D tGroup;\n uniform sampler2D tNormal;\n#else\n attribute vec3 aPosition;\n attribute float aGroup;\n attribute vec3 aNormal;\n#endif\nattribute mat4 aTransform;\nattribute float aInstance;\n\nvarying vec3 vNormal;\n\nvoid main(){\n #include assign_group\n #include assign_marker_varying\n #include assign_clipping_varying\n #include assign_position\n #include assign_color_varying\n #include clip_instance\n\n #ifdef dGeoTexture\n vec3 normal = readFromTexture(tNormal, VertexID, uGeoTexDim).xyz;\n #else\n vec3 normal = aNormal;\n #endif\n mat3 normalMatrix = transpose3(inverse3(mat3(modelView)));\n vec3 transformedNormal = normalize(normalMatrix * normalize(normal));\n #if defined(dFlipSided)\n if (!uDoubleSided) { // TODO checking uDoubleSided should not be required, ASR\n transformedNormal = -transformedNormal;\n }\n #endif\n vNormal = transformedNormal;\n}\n";
6
+ export var mesh_vert = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\n#include common\n#include read_from_texture\n#include common_vert_params\n#include color_vert_params\n#include common_clip\n#include texture3d_from_2d_linear\n\n#ifdef dGeometryType_textureMesh\n uniform vec2 uGeoTexDim;\n uniform sampler2D tPosition;\n uniform sampler2D tGroup;\n uniform sampler2D tNormal;\n#else\n attribute vec3 aPosition;\n attribute float aGroup;\n attribute vec3 aNormal;\n#endif\nattribute mat4 aTransform;\nattribute float aInstance;\n\nvarying vec3 vNormal;\n\nvoid main(){\n #include assign_group\n #include assign_marker_varying\n #include assign_clipping_varying\n #include assign_position\n #include assign_color_varying\n #include clip_instance\n\n #ifdef dGeometryType_textureMesh\n vec3 normal = readFromTexture(tNormal, VertexID, uGeoTexDim).xyz;\n #else\n vec3 normal = aNormal;\n #endif\n mat3 normalMatrix = transpose3(inverse3(mat3(modelView)));\n vec3 transformedNormal = normalize(normalMatrix * normalize(normal));\n #if defined(dFlipSided)\n if (!uDoubleSided) { // TODO checking uDoubleSided should not be required, ASR\n transformedNormal = -transformedNormal;\n }\n #endif\n vNormal = transformedNormal;\n}\n";
7
7
  //# sourceMappingURL=mesh.vert.js.map
@@ -160,7 +160,7 @@ import { mesh_frag } from './shader/mesh.frag';
160
160
  export var MeshShaderCode = ShaderCode('mesh', mesh_vert, mesh_frag, { drawBuffers: 'optional' }, {}, ignoreDefine);
161
161
  import { directVolume_vert } from './shader/direct-volume.vert';
162
162
  import { directVolume_frag } from './shader/direct-volume.frag';
163
- export var DirectVolumeShaderCode = ShaderCode('direct-volume', directVolume_vert, directVolume_frag, { fragDepth: 'optional', drawBuffers: 'optional' });
163
+ export var DirectVolumeShaderCode = ShaderCode('direct-volume', directVolume_vert, directVolume_frag, { fragDepth: 'optional', drawBuffers: 'optional' }, {}, ignoreDefine);
164
164
  import { image_vert } from './shader/image.vert';
165
165
  import { image_frag } from './shader/image.frag';
166
166
  export var ImageShaderCode = ShaderCode('image', image_vert, image_frag, { drawBuffers: 'optional' }, {}, ignoreDefineUnlit);
@@ -1,7 +1,7 @@
1
1
  /**
2
2
  * Copyright (c) 2017-2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
- * Code-generated 'BIRD' schema file. Dictionary versions: mmCIF 5.352, IHM 1.17, CARB draft.
4
+ * Code-generated 'BIRD' schema file. Dictionary versions: mmCIF 5.354, IHM 1.17, MA 1.3.3.
5
5
  *
6
6
  * @author molstar/ciftools package
7
7
  */
@@ -1,7 +1,7 @@
1
1
  /**
2
2
  * Copyright (c) 2017-2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
- * Code-generated 'BIRD' schema file. Dictionary versions: mmCIF 5.352, IHM 1.17, CARB draft.
4
+ * Code-generated 'BIRD' schema file. Dictionary versions: mmCIF 5.354, IHM 1.17, MA 1.3.3.
5
5
  *
6
6
  * @author molstar/ciftools package
7
7
  */
@@ -1,7 +1,7 @@
1
1
  /**
2
2
  * Copyright (c) 2017-2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
- * Code-generated 'CCD' schema file. Dictionary versions: mmCIF 5.352, IHM 1.17, CARB draft.
4
+ * Code-generated 'CCD' schema file. Dictionary versions: mmCIF 5.354, IHM 1.17, MA 1.3.3.
5
5
  *
6
6
  * @author molstar/ciftools package
7
7
  */
@@ -1,7 +1,7 @@
1
1
  /**
2
2
  * Copyright (c) 2017-2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
- * Code-generated 'CCD' schema file. Dictionary versions: mmCIF 5.352, IHM 1.17, CARB draft.
4
+ * Code-generated 'CCD' schema file. Dictionary versions: mmCIF 5.354, IHM 1.17, MA 1.3.3.
5
5
  *
6
6
  * @author molstar/ciftools package
7
7
  */
@@ -1,7 +1,7 @@
1
1
  /**
2
2
  * Copyright (c) 2017-2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
- * Code-generated 'mmCIF' schema file. Dictionary versions: mmCIF 5.353, IHM 1.17, MA 1.3.3.
4
+ * Code-generated 'mmCIF' schema file. Dictionary versions: mmCIF 5.354, IHM 1.17, MA 1.3.3.
5
5
  *
6
6
  * @author molstar/ciftools package
7
7
  */
@@ -670,7 +670,7 @@ export declare const mmCIF_Schema: {
670
670
  /**
671
671
  * An abbreviation that identifies the database.
672
672
  */
673
- database_id: Schema.Aliased<"CAS" | "CSD" | "EMDB" | "ICSD" | "MDF" | "NDB" | "NBS" | "PDB" | "PDF" | "RCSB" | "EBI" | "PDBE" | "BMRB" | "WWPDB" | "PDB_ACC">;
673
+ database_id: Schema.Aliased<"AFDB" | "CAS" | "CSD" | "EMDB" | "ICSD" | "MA" | "MDF" | "MODBASE" | "NDB" | "NBS" | "PDB" | "PDF" | "RCSB" | "SMR" | "EBI" | "PDBE" | "BMRB" | "WWPDB" | "PDB_ACC">;
674
674
  /**
675
675
  * The code assigned by the database identified in
676
676
  * _database_2.database_id.
@@ -1,7 +1,7 @@
1
1
  /**
2
2
  * Copyright (c) 2017-2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
- * Code-generated 'mmCIF' schema file. Dictionary versions: mmCIF 5.353, IHM 1.17, MA 1.3.3.
4
+ * Code-generated 'mmCIF' schema file. Dictionary versions: mmCIF 5.354, IHM 1.17, MA 1.3.3.
5
5
  *
6
6
  * @author molstar/ciftools package
7
7
  */
@@ -1,7 +1,8 @@
1
1
  /**
2
- * Copyright (c) 2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2020-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author David Sehnal <david.sehnal@gmail.com>
5
+ * @author Panagiotis Tourlas <panagiot_tourlov@hotmail.com>
5
6
  */
6
7
  import { Column } from '../../../mol-data/db';
7
8
  import { Task } from '../../../mol-task';
@@ -18,6 +19,7 @@ export interface MolFile {
18
19
  readonly y: Column<number>;
19
20
  readonly z: Column<number>;
20
21
  readonly type_symbol: Column<string>;
22
+ readonly formal_charge: Column<number>;
21
23
  };
22
24
  readonly bonds: {
23
25
  readonly count: number;
@@ -25,7 +27,27 @@ export interface MolFile {
25
27
  readonly atomIdxB: Column<number>;
26
28
  readonly order: Column<number>;
27
29
  };
30
+ readonly formalCharges: {
31
+ readonly atomIdx: Column<number>;
32
+ readonly charge: Column<number>;
33
+ };
28
34
  }
35
+ /**
36
+ * @param key - The value found at the atom block.
37
+ * @returns The actual formal charge based on the mapping.
38
+ */
39
+ export declare function formalChargeMapper(key: number): 0 | 1 | 3 | 2 | -3 | -1 | -2;
29
40
  export declare function handleAtoms(tokenizer: Tokenizer, count: number): MolFile['atoms'];
30
41
  export declare function handleBonds(tokenizer: Tokenizer, count: number): MolFile['bonds'];
42
+ interface FormalChargesRawData {
43
+ atomIdx: Array<number>;
44
+ charge: Array<number>;
45
+ }
46
+ export declare function handleFormalCharges(tokenizer: Tokenizer, lineStart: number, formalCharges: FormalChargesRawData): void;
47
+ /** Call an appropriate handler based on the property type.
48
+ * (For now it only calls the formal charge handler, additional handlers can
49
+ * be added for other properties.)
50
+ */
51
+ export declare function handlePropertiesBlock(tokenizer: Tokenizer): MolFile['formalCharges'];
31
52
  export declare function parseMol(data: string): Task<Result<MolFile>>;
53
+ export {};
@@ -1,7 +1,8 @@
1
1
  /**
2
- * Copyright (c) 2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2020-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author David Sehnal <david.sehnal@gmail.com>
5
+ * @author Panagiotis Tourlas <panagiot_tourlov@hotmail.com>
5
6
  */
6
7
  import { __awaiter, __generator } from "tslib";
7
8
  import { Column } from '../../../mol-data/db';
@@ -9,11 +10,57 @@ import { Task } from '../../../mol-task';
9
10
  import { TokenColumnProvider as TokenColumn } from '../common/text/column/token';
10
11
  import { TokenBuilder, Tokenizer } from '../common/text/tokenizer';
11
12
  import { ReaderResult as Result } from '../result';
13
+ /*
14
+ The atom lines in a .mol file have the following structure:
15
+
16
+ xxxxx.xxxxyyyyy.yyyyzzzzz.zzzz aaaddcccssshhhbbbvvvHHHrrriiimmmnnneee
17
+ ---------------------------------------------------------------------
18
+
19
+ Below is a breakdown of each component and its start/end indices:
20
+
21
+ xxxxx.xxxx (X COORDINATE, 1-10)
22
+ yyyyy.yyyy (Y COORDINATE, 10-20)
23
+ zzzzz.zzzz (Z COORDINATE, 20-30)
24
+ _ (30 IS EMPTY)
25
+ aaa (ATOM SYMBOL, 31-34)
26
+ dd (MASS DIFF, 34-36)
27
+ ccc (FORMAL CHARGE, 36-39)
28
+ sss (ATOM STEREO PARITY, 39-42)
29
+ hhh (HYDROGEN COUNT+1, 42-45)
30
+ bbb (STEREO CARE BOX, 45-48)
31
+ vvv (VALENCE, 48-51)
32
+ HHH (H0 DESIGNATOR, 51-54)
33
+ rrr (UNUSED, 54-57)
34
+ iii (UNUSED, 57-60)
35
+ mmm (ATOM-ATOM MAPPING NUMBER, 60-63)
36
+ nnn (INVERSION/RETENTION FLAG, 63-66)
37
+ eee (EXACT CHANGE FLAG, 66-69)
38
+ */
39
+ /**
40
+ * @param key - The value found at the atom block.
41
+ * @returns The actual formal charge based on the mapping.
42
+ */
43
+ export function formalChargeMapper(key) {
44
+ switch (key) {
45
+ case 7: return -3;
46
+ case 6: return -2;
47
+ case 5: return -1;
48
+ case 0: return 0;
49
+ case 3: return 1;
50
+ case 2: return 2;
51
+ case 1: return 3;
52
+ case 4: return 0;
53
+ default:
54
+ console.error("Value ".concat(key, " is outside the 0-7 range, defaulting to 0."));
55
+ return 0;
56
+ }
57
+ }
12
58
  export function handleAtoms(tokenizer, count) {
13
59
  var x = TokenBuilder.create(tokenizer.data, count * 2);
14
60
  var y = TokenBuilder.create(tokenizer.data, count * 2);
15
61
  var z = TokenBuilder.create(tokenizer.data, count * 2);
16
62
  var type_symbol = TokenBuilder.create(tokenizer.data, count * 2);
63
+ var formal_charge = TokenBuilder.create(tokenizer.data, count * 2);
17
64
  for (var i = 0; i < count; ++i) {
18
65
  Tokenizer.markLine(tokenizer);
19
66
  var s = tokenizer.tokenStart, position = tokenizer.position;
@@ -25,6 +72,8 @@ export function handleAtoms(tokenizer, count) {
25
72
  TokenBuilder.addUnchecked(z, tokenizer.tokenStart, tokenizer.tokenEnd);
26
73
  Tokenizer.trim(tokenizer, s + 31, s + 34);
27
74
  TokenBuilder.addUnchecked(type_symbol, tokenizer.tokenStart, tokenizer.tokenEnd);
75
+ Tokenizer.trim(tokenizer, s + 36, s + 39);
76
+ TokenBuilder.addUnchecked(formal_charge, tokenizer.tokenStart, tokenizer.tokenEnd);
28
77
  tokenizer.position = position;
29
78
  }
30
79
  return {
@@ -32,7 +81,8 @@ export function handleAtoms(tokenizer, count) {
32
81
  x: TokenColumn(x)(Column.Schema.float),
33
82
  y: TokenColumn(y)(Column.Schema.float),
34
83
  z: TokenColumn(z)(Column.Schema.float),
35
- type_symbol: TokenColumn(type_symbol)(Column.Schema.str)
84
+ type_symbol: TokenColumn(type_symbol)(Column.Schema.str),
85
+ formal_charge: TokenColumn(formal_charge)(Column.Schema.int)
36
86
  };
37
87
  }
38
88
  export function handleBonds(tokenizer, count) {
@@ -57,6 +107,63 @@ export function handleBonds(tokenizer, count) {
57
107
  order: TokenColumn(order)(Column.Schema.int)
58
108
  };
59
109
  }
110
+ export function handleFormalCharges(tokenizer, lineStart, formalCharges) {
111
+ Tokenizer.trim(tokenizer, lineStart + 6, lineStart + 9);
112
+ var numOfCharges = parseInt(Tokenizer.getTokenString(tokenizer));
113
+ for (var i = 0; i < numOfCharges; ++i) {
114
+ /*
115
+ M CHG 3 1 -1 2 0 2 -1
116
+ | | | | |
117
+ | | | | |__charge2 (etc.)
118
+ | | | |
119
+ | | | |__atomIdx2
120
+ | | |
121
+ | | |__charge1
122
+ | |
123
+ | |__atomIdx1 (cursor at position 12)
124
+ |
125
+ |___numOfCharges
126
+ */
127
+ var offset = 9 + (i * 8);
128
+ Tokenizer.trim(tokenizer, lineStart + offset, lineStart + offset + 4);
129
+ var _atomIdx = Tokenizer.getTokenString(tokenizer);
130
+ formalCharges.atomIdx.push(+_atomIdx);
131
+ Tokenizer.trim(tokenizer, lineStart + offset + 4, lineStart + offset + 8);
132
+ var _charge = Tokenizer.getTokenString(tokenizer);
133
+ formalCharges.charge.push(+_charge);
134
+ }
135
+ /* Once the line is read, move to the next one. */
136
+ Tokenizer.eatLine(tokenizer);
137
+ }
138
+ /** Call an appropriate handler based on the property type.
139
+ * (For now it only calls the formal charge handler, additional handlers can
140
+ * be added for other properties.)
141
+ */
142
+ export function handlePropertiesBlock(tokenizer) {
143
+ var _atomIdx = [];
144
+ var _charge = [];
145
+ var _formalCharges = { atomIdx: _atomIdx, charge: _charge };
146
+ while (tokenizer.position < tokenizer.length) {
147
+ var s = tokenizer.position;
148
+ Tokenizer.trim(tokenizer, s + 3, s + 6);
149
+ var propertyType = Tokenizer.getTokenString(tokenizer);
150
+ if (propertyType === 'END')
151
+ break;
152
+ Tokenizer.eatLine(tokenizer);
153
+ switch (propertyType) {
154
+ case 'CHG':
155
+ handleFormalCharges(tokenizer, s, _formalCharges);
156
+ break;
157
+ default:
158
+ break;
159
+ }
160
+ }
161
+ var formalCharges = {
162
+ atomIdx: Column.ofIntArray(_formalCharges.atomIdx),
163
+ charge: Column.ofIntArray(_formalCharges.charge)
164
+ };
165
+ return formalCharges;
166
+ }
60
167
  function parseInternal(data) {
61
168
  var tokenizer = Tokenizer(data);
62
169
  var title = Tokenizer.readLine(tokenizer).trim();
@@ -66,12 +173,14 @@ function parseInternal(data) {
66
173
  var atomCount = +counts.substr(0, 3), bondCount = +counts.substr(3, 3);
67
174
  var atoms = handleAtoms(tokenizer, atomCount);
68
175
  var bonds = handleBonds(tokenizer, bondCount);
176
+ var formalCharges = handlePropertiesBlock(tokenizer);
69
177
  var result = {
70
178
  title: title,
71
179
  program: program,
72
180
  comment: comment,
73
181
  atoms: atoms,
74
- bonds: bonds
182
+ bonds: bonds,
183
+ formalCharges: formalCharges,
75
184
  };
76
185
  return Result.success(result);
77
186
  }
@@ -1,5 +1,5 @@
1
1
  /**
2
- * Copyright (c) 2017-2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2017-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Zepei Xu <xuzepei19950617@gmail.com>
5
5
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
@@ -1,5 +1,5 @@
1
1
  /**
2
- * Copyright (c) 2017-2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2017-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Zepei Xu <xuzepei19950617@gmail.com>
5
5
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
@@ -241,9 +241,38 @@ function handleBonds(state) {
241
241
  });
242
242
  });
243
243
  }
244
+ function handleCrysin(state) {
245
+ var tokenizer = state.tokenizer;
246
+ while (tokenizer.position < tokenizer.data.length) {
247
+ var l = getTokenString(tokenizer);
248
+ if (l === '@<TRIPOS>MOLECULE') {
249
+ return;
250
+ }
251
+ else if (l === '@<TRIPOS>CRYSIN') {
252
+ break;
253
+ }
254
+ else {
255
+ markLine(tokenizer);
256
+ }
257
+ }
258
+ if (tokenizer.position >= tokenizer.data.length)
259
+ return;
260
+ markLine(tokenizer);
261
+ var values = getTokenString(tokenizer).trim().split(reWhitespace);
262
+ return {
263
+ a: parseFloat(values[0]),
264
+ b: parseFloat(values[1]),
265
+ c: parseFloat(values[2]),
266
+ alpha: parseFloat(values[3]),
267
+ beta: parseFloat(values[4]),
268
+ gamma: parseFloat(values[5]),
269
+ spaceGroup: parseInt(values[6], 10),
270
+ setting: parseInt(values[7], 10),
271
+ };
272
+ }
244
273
  function parseInternal(ctx, data, name) {
245
274
  return __awaiter(this, void 0, void 0, function () {
246
- var tokenizer, structures, state, atoms, bonds, result;
275
+ var tokenizer, structures, state, atoms, bonds, crysin, result;
247
276
  return __generator(this, function (_a) {
248
277
  switch (_a.label) {
249
278
  case 0:
@@ -261,7 +290,8 @@ function parseInternal(ctx, data, name) {
261
290
  return [4 /*yield*/, handleBonds(state)];
262
291
  case 3:
263
292
  bonds = _a.sent();
264
- structures.push({ molecule: state.molecule, atoms: atoms, bonds: bonds });
293
+ crysin = handleCrysin(state);
294
+ structures.push({ molecule: state.molecule, atoms: atoms, bonds: bonds, crysin: crysin });
265
295
  skipWhitespace(tokenizer);
266
296
  while (getTokenString(tokenizer) !== '@<TRIPOS>MOLECULE' && tokenizer.position < tokenizer.data.length) {
267
297
  markLine(tokenizer);
@@ -1,5 +1,5 @@
1
1
  /**
2
- * Copyright (c) 2017 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2017-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
@@ -37,10 +37,21 @@ export interface Mol2Bonds {
37
37
  bond_type: Column<string>;
38
38
  status_bits: Column<string>;
39
39
  }
40
+ export interface Mol2Crysin {
41
+ a: number;
42
+ b: number;
43
+ c: number;
44
+ alpha: number;
45
+ beta: number;
46
+ gamma: number;
47
+ spaceGroup: number;
48
+ setting: number;
49
+ }
40
50
  export interface Mol2Structure {
41
51
  molecule: Readonly<Mol2Molecule>;
42
52
  atoms: Readonly<Mol2Atoms>;
43
53
  bonds: Readonly<Mol2Bonds>;
54
+ crysin?: Readonly<Mol2Crysin>;
44
55
  }
45
56
  export interface Mol2File {
46
57
  name: string;
@@ -1,5 +1,5 @@
1
1
  /**
2
- * Copyright (c) 2017 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2017-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
@@ -1,3 +1,9 @@
1
+ /**
2
+ * Copyright (c) 2021-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
+ *
4
+ * @author Jason Pattle <jpattle@exscientia.co.uk>
5
+ * @author Panagiotis Tourlas <panagiot_tourlov@hotmail.com>
6
+ */
1
7
  import { MolFile } from '../mol/parser';
2
8
  import { Tokenizer } from '../common/text/tokenizer';
3
9
  export declare function isV3(versionLine: string): boolean;
@@ -1,3 +1,9 @@
1
+ /**
2
+ * Copyright (c) 2021-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
+ *
4
+ * @author Jason Pattle <jpattle@exscientia.co.uk>
5
+ * @author Panagiotis Tourlas <panagiot_tourlov@hotmail.com>
6
+ */
1
7
  import { Column } from '../../../mol-data/db';
2
8
  import { Tokenizer, TokenBuilder } from '../common/text/tokenizer';
3
9
  import { TokenColumnProvider as TokenColumn } from '../common/text/column/token';
@@ -44,6 +50,9 @@ export function handleAtomsV3(tokenizer, atomCount) {
44
50
  y: TokenColumn(y)(Column.Schema.float),
45
51
  z: TokenColumn(z)(Column.Schema.float),
46
52
  type_symbol: TokenColumn(type_symbol)(Column.Schema.str),
53
+ /* No support for formal charge parsing in V3000 molfiles at the moment,
54
+ so all charges default to 0.*/
55
+ formal_charge: Column.ofConst(0, atomCount, Column.Schema.int)
47
56
  };
48
57
  }
49
58
  export function handleBondsV3(tokenizer, bondCount) {
@@ -1,8 +1,10 @@
1
1
  /**
2
- * Copyright (c) 2020-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2020-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Sebastian Bittrich <sebastian.bittrich@rcsb.org>
5
5
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
6
+ * @author Jason Pattle <jpattle@exscientia.co.uk>
7
+ * @author Panagiotis Tourlas <panagiot_tourlov@hotmail.com>
6
8
  */
7
9
  import { Column } from '../../../mol-data/db';
8
10
  import { MolFile } from '../mol/parser';
@@ -1,12 +1,14 @@
1
1
  /**
2
- * Copyright (c) 2020-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2020-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Sebastian Bittrich <sebastian.bittrich@rcsb.org>
5
5
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
6
+ * @author Jason Pattle <jpattle@exscientia.co.uk>
7
+ * @author Panagiotis Tourlas <panagiot_tourlov@hotmail.com>
6
8
  */
7
9
  import { __awaiter, __generator } from "tslib";
8
10
  import { Column } from '../../../mol-data/db';
9
- import { handleAtoms, handleBonds } from '../mol/parser';
11
+ import { handleAtoms, handleBonds, handlePropertiesBlock } from '../mol/parser';
10
12
  import { Task } from '../../../mol-task';
11
13
  import { ReaderResult as Result } from '../result';
12
14
  import { Tokenizer, TokenBuilder } from '../common/text/tokenizer';
@@ -69,11 +71,18 @@ function handleMolFile(tokenizer) {
69
71
  }
70
72
  return;
71
73
  }
74
+ /* No support for formal charge parsing in V3000 molfiles at the moment,
75
+ so all charges default to 0.*/
76
+ var nullFormalCharges = {
77
+ atomIdx: Column.ofConst(0, atomCount, Column.Schema.int),
78
+ charge: Column.ofConst(0, atomCount, Column.Schema.int)
79
+ };
72
80
  var atoms = molIsV3 ? handleAtomsV3(tokenizer, atomCount) : handleAtoms(tokenizer, atomCount);
73
81
  var bonds = molIsV3 ? handleBondsV3(tokenizer, bondCount) : handleBonds(tokenizer, bondCount);
82
+ var formalCharges = molIsV3 ? nullFormalCharges : handlePropertiesBlock(tokenizer);
74
83
  var dataItems = handleDataItems(tokenizer);
75
84
  return {
76
- molFile: { title: title, program: program, comment: comment, atoms: atoms, bonds: bonds },
85
+ molFile: { title: title, program: program, comment: comment, atoms: atoms, bonds: bonds, formalCharges: formalCharges },
77
86
  dataItems: dataItems
78
87
  };
79
88
  }