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optimize camera direction
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141
src/mol-math/linear-algebra/3d/optimize-direction.ts
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141
src/mol-math/linear-algebra/3d/optimize-direction.ts
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/**
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* Copyright (c) 2026 mol* contributors, licensed under MIT, See LICENSE file for more info.
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*
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* @author David Sehnal <david.sehnal@gmail.com>
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*/
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import { Vec3 } from './vec3';
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import { EVD } from '../matrix/evd';
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import { Matrix } from '../matrix/matrix';
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export interface LeastObstructedDirectionOptions {
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/** Optional centroid/origin. If omitted, centroid is computed from the provided points. */
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origin?: Vec3,
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/** Optional Gaussian falloff distance. If omitted, all points have weight 1. */
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sigma?: number,
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/** Ignore points closer than this to the origin. */
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minDistance?: number,
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}
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function eachPosition(points: ReadonlyArray<Vec3> | { x: ArrayLike<number>, y: ArrayLike<number>, z: ArrayLike<number> }, callback: (x: number, y: number, z: number) => void) {
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if (Array.isArray(points)) {
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for (const p of points) {
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callback(p[0], p[1], p[2]);
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}
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} else {
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const { x, y, z } = points as { x: ArrayLike<number>, y: ArrayLike<number>, z: ArrayLike<number> };
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const n = Math.min(x.length, y.length, z.length);
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for (let i = 0; i < n; i++) {
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callback(x[i], y[i], z[i]);
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}
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}
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}
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/**
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* Returns a direction from the selection centroid toward the camera.
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*
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* Input points should usually be nearby, non-selected atom positions.
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*
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* The returned direction is a unit Vec3 or undefined if no valid direction could be computed.
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*/
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export function leastObstructedDirection(
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points: ReadonlyArray<Vec3> | { x: ArrayLike<number>, y: ArrayLike<number>, z: ArrayLike<number> },
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options: LeastObstructedDirectionOptions = {}
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): Vec3 | undefined {
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const origin = options.origin;
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const minDistance = options.minDistance ?? 1e-6;
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const minDistanceSq = minDistance * minDistance;
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const sigma = options.sigma;
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const useWeights = sigma !== void 0 && sigma > 0;
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const twoSigmaSq = useWeights ? 2 * sigma * sigma : 1;
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// Directional second moment:
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// M = sum_i w_i v_i v_i^T
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const evd = EVD.createCache(3);
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const M = evd.matrix;
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Matrix.makeZero(M);
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// Weighted mean direction, used only to choose sign.
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const mean = Vec3.zero();
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let count = 0;
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let weightSum = 0;
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eachPosition(points, (x_, y_, z_) => {
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let x = x_, y = y_, z = z_;
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if (origin) {
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x -= origin[0];
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y -= origin[1];
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z -= origin[2];
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}
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const dSq = x * x + y * y + z * z;
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if (dSq <= minDistanceSq) return;
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const d = Math.sqrt(dSq);
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const invD = 1 / d;
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// Unit obstruction direction v.
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x *= invD;
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y *= invD;
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z *= invD;
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const w = useWeights ? Math.exp(-dSq / twoSigmaSq) : 1;
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// Accumulate symmetric matrix.
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//
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// M = [
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// xx xy xz
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// xy yy yz
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// xz yz zz
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// ]
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Matrix.add(M, 0, 0, w * x * x);
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Matrix.add(M, 0, 1, w * x * y);
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Matrix.add(M, 0, 2, w * x * z);
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Matrix.add(M, 1, 0, w * y * x);
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Matrix.add(M, 1, 1, w * y * y);
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Matrix.add(M, 1, 2, w * y * z);
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Matrix.add(M, 2, 0, w * z * x);
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Matrix.add(M, 2, 1, w * z * y);
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Matrix.add(M, 2, 2, w * z * z);
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mean[0] += w * x;
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mean[1] += w * y;
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mean[2] += w * z;
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count++;
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weightSum += w;
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});
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if (count === 0 || weightSum <= 0) {
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return undefined;
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}
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EVD.compute(evd);
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// EVD sorts eigenvalues ascending, so column 0 is the smallest eigenvector.
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const dir = Vec3.create(
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Matrix.get(M, 0, 0),
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Matrix.get(M, 1, 0),
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Matrix.get(M, 2, 0)
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);
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if (Vec3.magnitude(dir) < 1e-6) {
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return undefined;
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}
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Vec3.normalize(dir, dir);
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// Pick the less-obstructed side of the axis:
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// choose the sign opposite the weighted mean obstruction direction.
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if (Vec3.dot(dir, mean) > 0) {
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Vec3.scale(dir, dir, -1);
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}
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return dir;
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}
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27
src/mol-math/linear-algebra/_spec/optimize-direction.spec.ts
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27
src/mol-math/linear-algebra/_spec/optimize-direction.spec.ts
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@@ -0,0 +1,27 @@
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/**
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* Copyright (c) 2026 mol* contributors, licensed under MIT, See LICENSE file for more info.
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*
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* @author David Sehnal <david.sehnal@gmail.com>
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*/
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import { Vec3 } from '../3d/vec3';
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import { leastObstructedDirection } from '../3d/optimize-direction';
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describe('OptimizeDirection', () => {
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it('works more or less as expected', () => {
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const points: Vec3[] = [
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Vec3.create(1, 0, 0),
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Vec3.create(-1, 0, 0),
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Vec3.create(0, 1, 0),
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Vec3.create(0, -1, 0),
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Vec3.create(0, 0, 1),
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];
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const dir = leastObstructedDirection(points);
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console.log('dir', dir);
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expect(dir).toBeDefined();
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expect(dir[0]).toBeCloseTo(0, 6);
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expect(dir[1]).toBeCloseTo(0, 6);
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expect(dir[2]).toBeCloseTo(-1, 6);
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});
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});
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@@ -1,5 +1,5 @@
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/**
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* Copyright (c) 2017-2025 mol* contributors, licensed under MIT, See LICENSE file for more info.
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* Copyright (c) 2017-2026 mol* contributors, licensed under MIT, See LICENSE file for more info.
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*
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* @author David Sehnal <david.sehnal@gmail.com>
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* @author Alexander Rose <alexander.rose@weirdbyte.de>
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@@ -572,6 +572,42 @@ export namespace Loci {
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return Loci(loci.structure, elements);
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}
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export function extendToRadius(loci: Loci, radius: number): Loci {
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const elementsByUnit = new Map<number, Set<UnitIndex>>();
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const lookup = loci.structure.lookup3d;
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const pos = Vec3();
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forEachLocation(loci, loc => {
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loc.unit.conformation.position(loc.element, pos);
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const result = lookup.find(pos[0], pos[1], pos[2], radius);
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for (let i = 0, il = result.count; i < il; ++i) {
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const unit = result.units[i];
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const unitIdx = result.indices[i];
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let set: Set<UnitIndex> = elementsByUnit.get(unit.id) as Set<UnitIndex>;
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if (!set) {
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set = new Set();
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elementsByUnit.set(unit.id, set);
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}
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set.add(unitIdx);
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}
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});
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const elements: Element[] = [];
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for (const [unitId, indexSet] of elementsByUnit.entries()) {
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const unit = loci.structure.unitMap.get(unitId)!;
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const indices = Array.from(indexSet) as UnitIndex[];
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indices.sort((a, b) => a - b);
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elements.push({ unit, indices: makeIndexSet(indices) });
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}
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return {
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kind: 'element-loci',
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structure: loci.structure,
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elements,
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};
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}
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//
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const boundaryHelper = new BoundaryHelper('98');
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@@ -1,5 +1,5 @@
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/**
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* Copyright (c) 2019-2025 mol* contributors, licensed under MIT, See LICENSE file for more info.
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* Copyright (c) 2019-2026 mol* contributors, licensed under MIT, See LICENSE file for more info.
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*
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* @author David Sehnal <david.sehnal@gmail.com>
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* @author Alexander Rose <alexander.rose@weirdbyte.de>
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@@ -12,6 +12,7 @@ import { GraphicsRenderObject } from '../../mol-gl/render-object';
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import { Sphere3D } from '../../mol-math/geometry';
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import { BoundaryHelper } from '../../mol-math/geometry/boundary-helper';
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import { Mat3 } from '../../mol-math/linear-algebra';
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import { leastObstructedDirection } from '../../mol-math/linear-algebra/3d/optimize-direction';
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import { Vec3 } from '../../mol-math/linear-algebra/3d/vec3';
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import { PrincipalAxes } from '../../mol-math/linear-algebra/matrix/principal-axes';
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import { Loci } from '../../mol-model/loci';
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@@ -57,10 +58,59 @@ export class CameraManager {
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this.focusSpheres(spheres, s => s, options);
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}
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focusLoci(loci: Loci | Loci[], options?: Partial<CameraFocusOptions>) {
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// TODO: allow computation of principal axes here?
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// perhaps have an optimized function, that does exact axes small Loci and approximate/sampled from big ones?
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private focusLociOptimized(loci: Loci | Loci[], options?: Partial<CameraFocusOptions & { optimizeRadius?: number, up?: Vec3 }>) {
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const { canvas3d } = this.plugin;
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if (!canvas3d) return;
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const lociArray = Array.isArray(loci) ? loci : [loci];
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const spheres: Sphere3D[] = [];
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const positions: { x: number[], y: number[], z: number[] } = { x: [], y: [], z: [] };
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const t = Vec3();
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for (const l of lociArray) {
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const s = Loci.getBoundingSphere(this.transformedLoci(l));
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if (!s) continue;
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spheres.push(s);
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if (!StructureElement.Loci.is(l)) continue;
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const extended = StructureElement.Loci.extendToRadius(l, options?.optimizeRadius ?? 15);
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StructureElement.Loci.forEachLocation(extended, loc => {
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loc.unit.conformation.position(loc.element, t);
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positions.x.push(t[0]);
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positions.y.push(t[1]);
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positions.z.push(t[2]);
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});
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}
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if (spheres.length === 0) {
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return;
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}
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this.boundaryHelper.reset();
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for (const s of spheres) {
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this.boundaryHelper.includeSphere(s);
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}
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this.boundaryHelper.finishedIncludeStep();
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for (const s of spheres) {
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this.boundaryHelper.radiusSphere(s);
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}
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const sphere = this.boundaryHelper.getSphere();
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const direction = leastObstructedDirection(positions, { origin: sphere.center, minDistance: 1e-3 });
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if (!direction) {
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this.focusSphere(sphere, options);
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return;
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}
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Vec3.negate(direction, direction);
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const { extraRadius, minRadius, durationMs } = { ...DefaultCameraFocusOptions, ...options };
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const radius = Math.max(sphere.radius + extraRadius, minRadius);
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const snapshot = canvas3d.camera.getInvariantFocus(sphere.center, radius, options?.up ?? Vec3.unitY, direction);
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canvas3d.requestCameraReset({ durationMs, snapshot });
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}
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private focusLociBase(loci: Loci | Loci[], options?: Partial<CameraFocusOptions>) {
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let sphere: Sphere3D | undefined;
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if (Array.isArray(loci) && loci.length > 1) {
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@@ -93,6 +143,18 @@ export class CameraManager {
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}
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}
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focusLoci(loci: Loci | Loci[], options?: Partial<CameraFocusOptions & { optimizeDirection?: boolean, optimizeDirectionUp?: Vec3, optimizeDirectionRadius?: number }>) {
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if (options?.optimizeDirection) {
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this.focusLociOptimized(loci, {
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...options,
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optimizeRadius: options.optimizeDirectionRadius,
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up: options.optimizeDirectionUp,
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});
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} else {
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this.focusLociBase(loci, options);
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}
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}
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focusSpheres<T>(xs: ReadonlyArray<T>, sphere: (t: T) => Sphere3D | undefined, options?: Partial<CameraFocusOptions> & { principalAxes?: PrincipalAxes, positionToFlip?: Vec3 }) {
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const spheres = [];
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@@ -1,7 +1,8 @@
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/**
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* Copyright (c) 2020-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
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* Copyright (c) 2020-2026 mol* contributors, licensed under MIT, See LICENSE file for more info.
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*
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* @author Alexander Rose <alexander.rose@weirdbyte.de>
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* @author David Sehnal <david.sehnal@gmail.com>
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*/
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import { OrderedSet, SortedArray } from '../../mol-data/int';
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@@ -184,14 +185,18 @@ export class StructureFocusControls extends PluginUIComponent<{}, StructureFocus
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} else {
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this.plugin.managers.structure.focus.set(f);
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}
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this.focusCamera();
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this.focusCamera(true);
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};
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toggleAction = () => this.setState({ showAction: !this.state.showAction });
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focusCamera = () => {
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focusCamera = (optimizeDirection?: boolean) => {
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const { current } = this.plugin.managers.structure.focus;
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if (current) this.plugin.managers.camera.focusLoci(current.loci);
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if (!current) return;
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this.plugin.managers.camera.focusLoci(current.loci, {
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optimizeDirection,
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});
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};
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clear = () => {
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