mirror of
https://github.com/schrodinger/pymol-open-source.git
synced 2026-06-04 20:04:21 +08:00
1507 lines
41 KiB
C++
1507 lines
41 KiB
C++
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/*
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A* -------------------------------------------------------------------
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B* This file contains source code for the PyMOL computer program
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C* copyright 1998-2000 by Warren Lyford Delano of DeLano Scientific.
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D* -------------------------------------------------------------------
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E* It is unlawful to modify or remove this copyright notice.
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F* -------------------------------------------------------------------
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G* Please see the accompanying LICENSE file for further information.
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H* -------------------------------------------------------------------
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I* Additional authors of this source file include:
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-*
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-*
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-*
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Z* -------------------------------------------------------------------
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*/
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#include"os_python.h"
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#include"os_predef.h"
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#include"os_std.h"
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#include"os_gl.h"
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#include"OOMac.h"
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#include"ObjectMesh.h"
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#include"Base.h"
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#include"MemoryDebug.h"
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#include"Map.h"
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#include"Debug.h"
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#include"Parse.h"
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#include"Isosurf.h"
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#include"Vector.h"
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#include"Color.h"
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#include"main.h"
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#include"Scene.h"
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#include"Setting.h"
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#include"Executive.h"
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#include"PConv.h"
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#include"P.h"
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#include"Matrix.h"
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#include"ShaderMgr.h"
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#include"CGO.h"
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#include"ObjectCGO.h"
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ObjectMesh *ObjectMeshNew(PyMOLGlobals * G);
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static void ObjectMeshFree(ObjectMesh * I);
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static void ObjectMeshInvalidate(ObjectMesh * I, int rep, int level, int state);
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void ObjectMeshStateInit(PyMOLGlobals * G, ObjectMeshState * ms);
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void ObjectMeshRecomputeExtent(ObjectMesh * I);
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#ifndef _PYMOL_NOPY
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static PyObject *ObjectMeshStateAsPyList(ObjectMeshState * I)
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{
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PyObject *result = NULL;
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result = PyList_New(17);
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PyList_SetItem(result, 0, PyInt_FromLong(I->Active));
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PyList_SetItem(result, 1, PyString_FromString(I->MapName));
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PyList_SetItem(result, 2, PyInt_FromLong(I->MapState));
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PyList_SetItem(result, 3, CrystalAsPyList(&I->Crystal));
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PyList_SetItem(result, 4, PyInt_FromLong(I->ExtentFlag));
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PyList_SetItem(result, 5, PConvFloatArrayToPyList(I->ExtentMin, 3));
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PyList_SetItem(result, 6, PConvFloatArrayToPyList(I->ExtentMax, 3));
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PyList_SetItem(result, 7, PConvIntArrayToPyList(I->Range, 6));
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PyList_SetItem(result, 8, PyFloat_FromDouble(I->Level));
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PyList_SetItem(result, 9, PyFloat_FromDouble(I->Radius));
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PyList_SetItem(result, 10, PyInt_FromLong(I->CarveFlag));
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PyList_SetItem(result, 11, PyFloat_FromDouble(I->CarveBuffer));
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if(I->CarveFlag && I->AtomVertex) {
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PyList_SetItem(result, 12, PConvFloatVLAToPyList(I->AtomVertex));
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} else {
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PyList_SetItem(result, 12, PConvAutoNone(NULL));
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}
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PyList_SetItem(result, 13, PyInt_FromLong(I->MeshMode));
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PyList_SetItem(result, 14, PyFloat_FromDouble(I->AltLevel));
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PyList_SetItem(result, 15, PyInt_FromLong(I->quiet));
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if(I->Field) {
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PyList_SetItem(result, 16, IsosurfAsPyList(I->Field));
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} else {
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PyList_SetItem(result, 16, PConvAutoNone(NULL));
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}
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return (PConvAutoNone(result));
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}
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#endif
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#ifndef _PYMOL_NOPY
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static int ObjectMeshStateMapExists(ObjectMesh *I, ObjectMeshState *ms){
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return ExecutiveFindObjectMapByName(I->Obj.G, ms->MapName) ? 1 : 0;
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}
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int ObjectMeshAllMapsInStatesExist(ObjectMesh * I)
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{
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int a;
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for(a = 0; a < I->NState; a++) {
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if(I->State[a].Active) {
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if (!ObjectMeshStateMapExists(I, I->State + a)){
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return 0;
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}
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}
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}
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return 1;
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}
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static PyObject *ObjectMeshAllStatesAsPyList(ObjectMesh * I)
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{
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PyObject *result = NULL;
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int a;
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result = PyList_New(I->NState);
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for(a = 0; a < I->NState; a++) {
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if(I->State[a].Active) {
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PyList_SetItem(result, a, ObjectMeshStateAsPyList(I->State + a));
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} else {
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PyList_SetItem(result, a, PConvAutoNone(NULL));
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}
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}
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return (PConvAutoNone(result));
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}
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#endif
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#ifndef _PYMOL_NOPY
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static int ObjectMeshStateFromPyList(PyMOLGlobals * G, ObjectMeshState * I,
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PyObject * list)
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{
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int ok = true;
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int ll = 0;
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PyObject *tmp;
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if(ok)
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ok = (list != NULL);
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if(ok) {
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if(!PyList_Check(list))
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I->Active = false;
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else {
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ObjectMeshStateInit(G, I);
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if(ok)
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ok = (list != NULL);
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if(ok)
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ok = PyList_Check(list);
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if(ok)
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ll = PyList_Size(list);
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/* TO SUPPORT BACKWARDS COMPATIBILITY...
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Always check ll when adding new PyList_GetItem's */
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if(ok)
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ok = PConvPyIntToInt(PyList_GetItem(list, 0), &I->Active);
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if(ok)
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ok = PConvPyStrToStr(PyList_GetItem(list, 1), I->MapName, WordLength);
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if(ok)
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ok = PConvPyIntToInt(PyList_GetItem(list, 2), &I->MapState);
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if(ok)
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ok = CrystalFromPyList(&I->Crystal, PyList_GetItem(list, 3));
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if(ok)
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ok = PConvPyIntToInt(PyList_GetItem(list, 4), &I->ExtentFlag);
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if(ok)
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ok = PConvPyListToFloatArrayInPlace(PyList_GetItem(list, 5), I->ExtentMin, 3);
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if(ok)
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ok = PConvPyListToFloatArrayInPlace(PyList_GetItem(list, 6), I->ExtentMax, 3);
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if(ok)
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ok = PConvPyListToIntArrayInPlace(PyList_GetItem(list, 7), I->Range, 6);
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if(ok)
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ok = PConvPyFloatToFloat(PyList_GetItem(list, 8), &I->Level);
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if(ok)
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ok = PConvPyFloatToFloat(PyList_GetItem(list, 9), &I->Radius);
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if(ok)
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ok = PConvPyIntToInt(PyList_GetItem(list, 10), &I->CarveFlag);
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if(ok)
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ok = PConvPyFloatToFloat(PyList_GetItem(list, 11), &I->CarveBuffer);
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if(ok) {
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tmp = PyList_GetItem(list, 12);
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if(tmp == Py_None)
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I->AtomVertex = NULL;
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else
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ok = PConvPyListToFloatVLA(tmp, &I->AtomVertex);
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}
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if(ok)
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ok = PConvPyIntToInt(PyList_GetItem(list, 13), &I->MeshMode);
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if(ok) {
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I->RefreshFlag = true;
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I->ResurfaceFlag = true;
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}
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if(ok && (ll > 14)) {
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ok = PConvPyFloatToFloat(PyList_GetItem(list, 14), &I->AltLevel);
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} else {
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I->AltLevel = I->Level;
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}
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if(ok && (ll > 15)) {
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ok = PConvPyIntToInt(PyList_GetItem(list, 15), &I->quiet);
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} else {
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I->quiet = true;
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}
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if(ok && (ll > 16)) {
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tmp = PyList_GetItem(list, 16);
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if(tmp == Py_None)
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I->Field = NULL;
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else
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ok = ((I->Field = IsosurfNewFromPyList(G, tmp)) != NULL);
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}
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}
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}
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return (ok);
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}
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#endif
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#ifndef _PYMOL_NOPY
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static int ObjectMeshAllStatesFromPyList(ObjectMesh * I, PyObject * list)
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{
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int ok = true;
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int a;
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VLACheck(I->State, ObjectMeshState, I->NState);
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if(ok)
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ok = PyList_Check(list);
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if(ok) {
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for(a = 0; a < I->NState; a++) {
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ok = ObjectMeshStateFromPyList(I->Obj.G, I->State + a, PyList_GetItem(list, a));
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if(!ok)
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break;
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}
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}
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return (ok);
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}
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#endif
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int ObjectMeshNewFromPyList(PyMOLGlobals * G, PyObject * list, ObjectMesh ** result)
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{
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#ifdef _PYMOL_NOPY
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return 0;
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#else
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int ok = true;
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int ll;
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ObjectMesh *I = NULL;
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(*result) = NULL;
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if(ok)
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ok = (list != NULL);
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if(ok)
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ok = PyList_Check(list);
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if(ok)
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ll = PyList_Size(list);
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/* TO SUPPORT BACKWARDS COMPATIBILITY...
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Always check ll when adding new PyList_GetItem's */
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I = ObjectMeshNew(G);
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if(ok)
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ok = (I != NULL);
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if(ok)
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ok = ObjectFromPyList(G, PyList_GetItem(list, 0), &I->Obj);
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if(ok)
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ok = PConvPyIntToInt(PyList_GetItem(list, 1), &I->NState);
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if(ok)
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ok = ObjectMeshAllStatesFromPyList(I, PyList_GetItem(list, 2));
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if(ok) {
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(*result) = I;
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ObjectMeshRecomputeExtent(I);
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} else {
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ObjectMeshFree(I);
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(*result) = NULL;
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}
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return (ok);
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#endif
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}
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static CGO *ObjectMeshRenderImpl(ObjectMesh * I, RenderInfo * info, int returnCGO, int stateArg);
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PyObject *ObjectMeshAsPyList(ObjectMesh * I)
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{
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#ifdef _PYMOL_NOPY
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return NULL;
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#else
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PyObject *result = NULL;
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int allMapsExist = ObjectMeshAllMapsInStatesExist(I);
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if (allMapsExist){
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result = PyList_New(3);
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PyList_SetItem(result, 0, ObjectAsPyList(&I->Obj));
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PyList_SetItem(result, 1, PyInt_FromLong(I->NState));
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PyList_SetItem(result, 2, ObjectMeshAllStatesAsPyList(I));
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} else {
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/* save ObjectMesh as ObjectCGO */
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ObjectCGO *retObjectCGO = NULL;
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int a;
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PRINTFB(I->Obj.G, FB_ObjectMesh, FB_Errors)
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"ObjectMesh-Warning: map has been deleted, saving as CGO.\n"
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ENDFB(I->Obj.G);
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for(a = 0; a < I->NState; a++) {
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CGO *cgo = ObjectMeshRenderImpl(I, 0, 1, a);
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retObjectCGO = ObjectCGOFromCGO(I->Obj.G, retObjectCGO, cgo, a);
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}
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ObjectCopyHeader(&retObjectCGO->Obj, &I->Obj);
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ObjectSetRepVis(&retObjectCGO->Obj, cRepMesh, 0);
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ObjectSetRepVis(&retObjectCGO->Obj, cRepCGO, 1);
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retObjectCGO->Obj.type = cObjectCGO;
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result = ObjectCGOAsPyList(retObjectCGO);
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ObjectCGOFree(retObjectCGO);
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}
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return (PConvAutoNone(result));
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#endif
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}
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static void ObjectMeshStateFree(ObjectMeshState * ms)
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{
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ObjectStatePurge(&ms->State);
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if(ms->Field) {
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IsosurfFieldFree(ms->State.G, ms->Field);
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ms->Field = NULL;
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}
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VLAFreeP(ms->N);
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VLAFreeP(ms->V);
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FreeP(ms->VC);
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FreeP(ms->RC);
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VLAFreeP(ms->AtomVertex);
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if (ms->shaderCGO){
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CGOFree(ms->shaderCGO);
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ms->shaderCGO = NULL;
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CGOFree(ms->shaderUnitCellCGO);
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ms->shaderUnitCellCGO = NULL;
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}
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if(ms->UnitCellCGO) {
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CGOFree(ms->UnitCellCGO);
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ms->UnitCellCGO = NULL;
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}
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ms->Active = false;
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}
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static void ObjectMeshFree(ObjectMesh * I)
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{
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int a;
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for(a = 0; a < I->NState; a++) {
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if(I->State[a].Active)
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ObjectMeshStateFree(I->State + a);
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}
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VLAFreeP(I->State);
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ObjectPurge(&I->Obj);
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OOFreeP(I);
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}
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int ObjectMeshInvalidateMapName(ObjectMesh * I, const char *name, const char * new_name)
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{
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int a;
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ObjectMeshState *ms;
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int result = false;
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for(a = 0; a < I->NState; a++) {
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ms = I->State + a;
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if(ms->Active) {
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if(strcmp(ms->MapName, name) == 0) {
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if (new_name)
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strcpy(ms->MapName, new_name);
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ObjectMeshInvalidate(I, cRepAll, cRepInvAll, a);
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result = true;
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}
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}
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}
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return result;
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}
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void ObjectMeshDump(ObjectMesh * I, const char *fname, int state)
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{
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float *v;
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int *n;
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int c;
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FILE *f;
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f = fopen(fname, "wb");
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if(!f)
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ErrMessage(I->Obj.G, "ObjectMeshDump", "can't open file for writing");
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else {
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if(state < I->NState) {
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n = I->State[state].N;
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v = I->State[state].V;
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if(n && v)
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while(*n) {
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c = *(n++);
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if(!I->State[state].MeshMode) {
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fprintf(f, "\n");
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}
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while(c--) {
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fprintf(f, "%10.4f%10.4f%10.4f\n", v[0], v[1], v[2]);
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v += 3;
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}
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}
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}
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fclose(f);
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PRINTFB(I->Obj.G, FB_ObjectMesh, FB_Actions)
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" ObjectMeshDump: %s written to %s\n", I->Obj.Name, fname ENDFB(I->Obj.G);
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}
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}
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static void ObjectMeshInvalidate(ObjectMesh * I, int rep, int level, int state)
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{
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int a;
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int once_flag = true;
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if(level >= cRepInvExtents) {
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I->Obj.ExtentFlag = false;
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}
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if((rep == cRepMesh) || (rep == cRepAll) || (rep == cRepCell)) {
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if (state < 0){
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for(a = 0; a < I->NState; a++) {
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ObjectMeshState *ms = &I->State[a];
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if (ms && ms->shaderCGO){
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CGOFree(ms->shaderCGO);
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ms->shaderCGO = NULL;
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CGOFree(ms->shaderUnitCellCGO);
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ms->shaderUnitCellCGO = NULL;
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}
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}
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} else {
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ObjectMeshState *ms = &I->State[state];
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if (ms && ms->shaderCGO){
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CGOFree(ms->shaderCGO);
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ms->shaderCGO = NULL;
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CGOFree(ms->shaderUnitCellCGO);
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ms->shaderUnitCellCGO = NULL;
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}
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}
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for(a = 0; a < I->NState; a++) {
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if(state < 0)
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once_flag = false;
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if(!once_flag)
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state = a;
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I->State[state].RefreshFlag = true;
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if(level >= cRepInvAll) {
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I->State[state].ResurfaceFlag = true;
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SceneChanged(I->Obj.G);
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} else if(level >= cRepInvColor) {
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I->State[state].RecolorFlag = true;
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SceneChanged(I->Obj.G);
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} else {
|
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SceneInvalidate(I->Obj.G);
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}
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if(once_flag)
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break;
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}
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}
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}
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int ObjectMeshGetLevel(ObjectMesh * I, int state, float *result)
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{
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int ok = true;
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ObjectMeshState *ms;
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if(state >= I->NState) {
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ok = false;
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} else {
|
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if(state < 0) {
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state = 0;
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}
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ms = I->State + state;
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if(ms->Active && result) {
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*result = ms->Level;
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} else
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ok = false;
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}
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return (ok);
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}
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int ObjectMeshSetLevel(ObjectMesh * I, float level, int state, int quiet)
|
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{
|
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int a;
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int ok = true;
|
|
int once_flag = true;
|
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ObjectMeshState *ms;
|
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if(state >= I->NState) {
|
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ok = false;
|
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} else {
|
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for(a = 0; a < I->NState; a++) {
|
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if(state < 0) {
|
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once_flag = false;
|
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}
|
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if(!once_flag) {
|
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state = a;
|
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}
|
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ms = I->State + state;
|
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if(ms->Active) {
|
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ms->ResurfaceFlag = true;
|
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ms->RefreshFlag = true;
|
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ms->Level = level;
|
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ms->quiet = quiet;
|
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}
|
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if(once_flag) {
|
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break;
|
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}
|
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}
|
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}
|
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return (ok);
|
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}
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|
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static void ObjectMeshStateUpdateColors(ObjectMesh * I, ObjectMeshState * ms)
|
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{
|
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int one_color_flag = true;
|
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int cur_color = -1;
|
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|
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if(ms->MeshMode == 0) {
|
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cur_color = SettingGet_color(I->Obj.G, I->Obj.Setting, NULL, cSetting_mesh_color);
|
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} else if(ms->MeshMode == 1) {
|
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cur_color = SettingGet_color(I->Obj.G, I->Obj.Setting, NULL, cSetting_dot_color);
|
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}
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|
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if(cur_color == -1)
|
|
cur_color = I->Obj.Color;
|
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|
|
if(ColorCheckRamped(I->Obj.G, cur_color))
|
|
one_color_flag = false;
|
|
|
|
ms->OneColor = cur_color;
|
|
if(ms->V) {
|
|
int ramped_flag = false;
|
|
float *v = ms->V;
|
|
float *vc;
|
|
int *rc;
|
|
int a;
|
|
int state = ms - I->State;
|
|
int n_vert = VLAGetSize(ms->V) / 3;
|
|
int base_n_vert = ms->base_n_V / 3;
|
|
|
|
if(ms->VC && (ms->VCsize < n_vert)) {
|
|
FreeP(ms->VC);
|
|
FreeP(ms->RC);
|
|
}
|
|
|
|
if(!ms->VC) {
|
|
ms->VCsize = n_vert;
|
|
ms->VC = Alloc(float, n_vert * 3);
|
|
}
|
|
if(!ms->RC) {
|
|
ms->RC = Alloc(int, n_vert);
|
|
}
|
|
rc = ms->RC;
|
|
vc = ms->VC;
|
|
if(vc) {
|
|
for(a = 0; a < n_vert; a++) {
|
|
if(a == base_n_vert) {
|
|
int new_color = SettingGet_color(I->Obj.G, I->Obj.Setting,
|
|
NULL, cSetting_mesh_negative_color);
|
|
if(new_color == -1)
|
|
new_color = cur_color;
|
|
if(new_color != cur_color) {
|
|
one_color_flag = false;
|
|
cur_color = new_color;
|
|
}
|
|
}
|
|
if(ColorCheckRamped(I->Obj.G, cur_color)) {
|
|
ColorGetRamped(I->Obj.G, cur_color, v, vc, state);
|
|
*rc = cur_color;
|
|
ramped_flag = true;
|
|
} else {
|
|
float *col = ColorGet(I->Obj.G, cur_color);
|
|
copy3f(col, vc);
|
|
}
|
|
rc++;
|
|
vc += 3;
|
|
v += 3;
|
|
}
|
|
}
|
|
|
|
if(one_color_flag && (!ramped_flag)) {
|
|
FreeP(ms->VC);
|
|
FreeP(ms->RC);
|
|
} else if((!ramped_flag)
|
|
||
|
|
(!SettingGet_b(I->Obj.G, NULL, I->Obj.Setting, cSetting_ray_color_ramps))) {
|
|
FreeP(ms->RC);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void ObjectMeshUpdate(ObjectMesh * I)
|
|
{
|
|
PyMOLGlobals *G = I->Obj.G;
|
|
int a;
|
|
int c;
|
|
ObjectMeshState *ms;
|
|
ObjectMapState *oms = NULL;
|
|
ObjectMap *map = NULL;
|
|
|
|
int *n;
|
|
float *v;
|
|
float carve_buffer;
|
|
int avoid_flag = false;
|
|
int *old_n;
|
|
float *old_v;
|
|
int n_cur;
|
|
int n_seg;
|
|
int n_line;
|
|
int flag;
|
|
int last_flag = 0;
|
|
int h, k, l;
|
|
int i, j;
|
|
int ok = true;
|
|
int mesh_skip = SettingGet_i(G, I->Obj.Setting, NULL, cSetting_mesh_skip);
|
|
|
|
MapType *voxelmap; /* this has nothing to do with isosurfaces... */
|
|
for(a = 0; a < I->NState; a++) {
|
|
ms = I->State + a;
|
|
if(ms->Active) {
|
|
|
|
map = ExecutiveFindObjectMapByName(I->Obj.G, ms->MapName);
|
|
if(!map) {
|
|
ok = false;
|
|
PRINTFB(I->Obj.G, FB_ObjectMesh, FB_Errors)
|
|
"ObjectMeshUpdate-Error: map '%s' has been deleted.\n", ms->MapName
|
|
ENDFB(I->Obj.G);
|
|
ms->ResurfaceFlag = false;
|
|
}
|
|
if(map) {
|
|
oms = ObjectMapGetState(map, ms->MapState);
|
|
if(!oms)
|
|
ok = false;
|
|
}
|
|
if(oms) {
|
|
if(ms->RefreshFlag || ms->ResurfaceFlag) {
|
|
if(!ms->Field) {
|
|
ms->Crystal = *(oms->Symmetry->Crystal);
|
|
}
|
|
|
|
if((I->Obj.visRep & cRepCellBit)) {
|
|
if(ms->UnitCellCGO)
|
|
CGOFree(ms->UnitCellCGO);
|
|
ms->UnitCellCGO = CrystalGetUnitCellCGO(&ms->Crystal);
|
|
}
|
|
|
|
if(oms->State.Matrix) {
|
|
ObjectStateSetMatrix(&ms->State, oms->State.Matrix);
|
|
} else if(ms->State.Matrix) {
|
|
ObjectStateResetMatrix(&ms->State);
|
|
}
|
|
ms->RefreshFlag = false;
|
|
}
|
|
}
|
|
|
|
if(map && oms && ms->N && ms->V && (I->Obj.visRep & cRepMeshBit)) {
|
|
if(ms->ResurfaceFlag) {
|
|
Isofield *field = NULL;
|
|
ms->RecolorFlag = true;
|
|
ms->ResurfaceFlag = false;
|
|
if(!ms->quiet) {
|
|
PRINTFB(G, FB_ObjectMesh, FB_Details)
|
|
" ObjectMesh: updating \"%s\".\n", I->Obj.Name ENDFB(G);
|
|
}
|
|
if(ms->Field) {
|
|
field = ms->Field;
|
|
} else if(oms->Field) {
|
|
field = oms->Field;
|
|
}
|
|
|
|
if(field) {
|
|
{
|
|
float *min_ext, *max_ext;
|
|
float tmp_min[3], tmp_max[3];
|
|
if(MatrixInvTransformExtentsR44d3f(ms->State.Matrix,
|
|
ms->ExtentMin, ms->ExtentMax,
|
|
tmp_min, tmp_max)) {
|
|
min_ext = tmp_min;
|
|
max_ext = tmp_max;
|
|
} else {
|
|
min_ext = ms->ExtentMin;
|
|
max_ext = ms->ExtentMax;
|
|
}
|
|
|
|
IsosurfGetRange(I->Obj.G, field, oms->Symmetry->Crystal,
|
|
min_ext, max_ext, ms->Range, true);
|
|
}
|
|
/* printf("Mesh-DEBUG: %d %d %d %d %d %d\n",
|
|
ms->Range[0],
|
|
ms->Range[1],
|
|
ms->Range[2],
|
|
ms->Range[3],
|
|
ms->Range[4],
|
|
ms->Range[5]); */
|
|
IsosurfVolume(I->Obj.G, I->Obj.Setting, NULL,
|
|
field,
|
|
ms->Level,
|
|
&ms->N, &ms->V,
|
|
ms->Range, ms->MeshMode, mesh_skip, ms->AltLevel);
|
|
|
|
if(!SettingGet_b
|
|
(I->Obj.G, I->Obj.Setting, NULL, cSetting_mesh_negative_visible)) {
|
|
ms->base_n_V = VLAGetSize(ms->V);
|
|
} else if(ms->MeshMode != 3) {
|
|
/* do we want the negative surface too? */
|
|
|
|
int *N2 = VLAlloc(int, 10000);
|
|
float *V2 = VLAlloc(float, 10000);
|
|
|
|
IsosurfVolume(I->Obj.G, I->Obj.Setting, NULL,
|
|
field,
|
|
-ms->Level,
|
|
&N2, &V2, ms->Range, ms->MeshMode, mesh_skip, ms->AltLevel);
|
|
|
|
if(N2 && V2) {
|
|
|
|
int base_n_N = VLAGetSize(ms->N);
|
|
int base_n_V = VLAGetSize(ms->V);
|
|
int addl_n_N = VLAGetSize(N2);
|
|
int addl_n_V = VLAGetSize(V2);
|
|
|
|
ms->base_n_V = base_n_V;
|
|
|
|
/* make room */
|
|
|
|
VLASize(ms->N, int, base_n_N + addl_n_N);
|
|
VLASize(ms->V, float, base_n_V + addl_n_V);
|
|
|
|
/* copy vertex data */
|
|
|
|
memcpy(((char *) ms->V) + (sizeof(float) * base_n_V),
|
|
V2, sizeof(float) * addl_n_V);
|
|
|
|
/* copy strip counts */
|
|
|
|
memcpy(((char *) ms->N) + (sizeof(int) * (base_n_N - 1)),
|
|
N2, sizeof(int) * addl_n_N);
|
|
ms->N[base_n_N + addl_n_N - 1] = 0;
|
|
|
|
VLAFreeP(N2);
|
|
VLAFreeP(V2);
|
|
}
|
|
|
|
}
|
|
|
|
if(ms->State.Matrix && VLAGetSize(ms->N) && VLAGetSize(ms->V)) {
|
|
int count;
|
|
/* take map coordinates back to view coordinates if necessary */
|
|
v = ms->V;
|
|
count = VLAGetSize(ms->V) / 3;
|
|
while(count--) {
|
|
transform44d3f(ms->State.Matrix, v, v);
|
|
v += 3;
|
|
}
|
|
}
|
|
|
|
}
|
|
if(ms->CarveFlag && ms->AtomVertex && VLAGetSize(ms->N) && VLAGetSize(ms->V)) {
|
|
carve_buffer = ms->CarveBuffer;
|
|
if(ms->CarveBuffer < 0.0F) {
|
|
avoid_flag = true;
|
|
carve_buffer = -carve_buffer;
|
|
}
|
|
|
|
/* cull my friend, cull */
|
|
voxelmap = MapNew(I->Obj.G,
|
|
-carve_buffer, ms->AtomVertex,
|
|
VLAGetSize(ms->AtomVertex) / 3, NULL);
|
|
if(voxelmap) {
|
|
|
|
MapSetupExpress(voxelmap);
|
|
|
|
old_n = ms->N;
|
|
old_v = ms->V;
|
|
ms->N = VLAlloc(int, VLAGetSize(old_n));
|
|
ms->V = VLAlloc(float, VLAGetSize(old_v));
|
|
|
|
n = old_n;
|
|
v = old_v;
|
|
n_cur = 0;
|
|
n_seg = 0;
|
|
n_line = 0;
|
|
while(*n) {
|
|
last_flag = false;
|
|
c = *(n++);
|
|
while(c--) {
|
|
flag = false;
|
|
MapLocus(voxelmap, v, &h, &k, &l);
|
|
i = *(MapEStart(voxelmap, h, k, l));
|
|
if(i) {
|
|
j = voxelmap->EList[i++];
|
|
while(j >= 0) {
|
|
if(within3f(ms->AtomVertex + 3 * j, v, carve_buffer)) {
|
|
flag = true;
|
|
break;
|
|
}
|
|
j = voxelmap->EList[i++];
|
|
}
|
|
}
|
|
if(avoid_flag)
|
|
flag = !flag;
|
|
if(flag && (!last_flag)) {
|
|
VLACheck(ms->V, float, 3 * (n_line + 1));
|
|
copy3f(v, ms->V + n_line * 3);
|
|
n_cur++;
|
|
n_line++;
|
|
}
|
|
if(flag && last_flag) { /* continue segment */
|
|
VLACheck(ms->V, float, 3 * (n_line + 1));
|
|
copy3f(v, ms->V + n_line * 3);
|
|
n_cur++;
|
|
n_line++;
|
|
}
|
|
if((!flag) && last_flag) { /* terminate segment */
|
|
VLACheck(ms->N, int, n_seg);
|
|
ms->N[n_seg] = n_cur;
|
|
n_seg++;
|
|
n_cur = 0;
|
|
}
|
|
last_flag = flag;
|
|
v += 3;
|
|
}
|
|
if(last_flag) { /* terminate segment */
|
|
VLACheck(ms->N, int, n_seg);
|
|
ms->N[n_seg] = n_cur;
|
|
n_seg++;
|
|
n_cur = 0;
|
|
}
|
|
}
|
|
VLACheck(ms->N, int, n_seg);
|
|
ms->N[n_seg] = 0;
|
|
VLAFreeP(old_n);
|
|
VLAFreeP(old_v);
|
|
MapFree(voxelmap);
|
|
}
|
|
}
|
|
}
|
|
if(ms->RecolorFlag) {
|
|
ObjectMeshStateUpdateColors(I, ms);
|
|
ms->RecolorFlag = false;
|
|
}
|
|
}
|
|
if (ms->shaderCGO){
|
|
CGOFree(ms->shaderCGO);
|
|
ms->shaderCGO = NULL;
|
|
CGOFree(ms->shaderUnitCellCGO);
|
|
ms->shaderUnitCellCGO = NULL;
|
|
}
|
|
}
|
|
SceneInvalidate(I->Obj.G);
|
|
}
|
|
if(!I->Obj.ExtentFlag) {
|
|
ObjectMeshRecomputeExtent(I);
|
|
if(I->Obj.ExtentFlag)
|
|
SceneInvalidate(I->Obj.G);
|
|
}
|
|
}
|
|
|
|
|
|
static void ObjectMeshRender(ObjectMesh * I, RenderInfo * info)
|
|
{
|
|
ObjectMeshRenderImpl(I, info, 0, 0);
|
|
}
|
|
|
|
static short ObjectMeshStateRenderShader(ObjectMeshState *ms, ObjectMesh *I,
|
|
RenderInfo *info, short mesh_as_cylinders, float mesh_width)
|
|
{
|
|
PyMOLGlobals *G = I->Obj.G;
|
|
CShaderPrg *shaderPrg;
|
|
|
|
if (mesh_as_cylinders) {
|
|
shaderPrg = CShaderPrg_Enable_CylinderShader(G);
|
|
CShaderPrg_Set1f(shaderPrg, "uni_radius",
|
|
SceneGetLineWidthForCylinders(G, info, mesh_width));
|
|
} else {
|
|
shaderPrg = CShaderPrg_Enable_DefaultShader(G);
|
|
CShaderPrg_SetLightingEnabled(shaderPrg, 1);
|
|
CShaderPrg_Set1i(shaderPrg, "two_sided_lighting_enabled",
|
|
SceneGetTwoSidedLighting(G));
|
|
}
|
|
|
|
if (!shaderPrg)
|
|
return false;
|
|
|
|
CGORenderGL(ms->shaderCGO, NULL, NULL, NULL, info, NULL);
|
|
CShaderPrg_Disable(shaderPrg);
|
|
|
|
if (ms->shaderUnitCellCGO){
|
|
shaderPrg = CShaderPrg_Enable_DefaultShader(G);
|
|
CShaderPrg_SetLightingEnabled(shaderPrg, 0);
|
|
CGORenderGL(ms->shaderUnitCellCGO, NULL, NULL, NULL, info, NULL);
|
|
CShaderPrg_Disable(shaderPrg);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static CGO *ObjectMeshRenderImpl(ObjectMesh * I, RenderInfo * info, int returnCGO, int stateArg)
|
|
{
|
|
PyMOLGlobals *G = I->Obj.G;
|
|
float *v = NULL;
|
|
float *vc;
|
|
int *rc;
|
|
float radius;
|
|
int state = 0;
|
|
CRay *ray = 0;
|
|
Picking **pick = 0;
|
|
int pass = 0;
|
|
int *n = NULL;
|
|
int c;
|
|
int a = 0;
|
|
float line_width, mesh_width = SettingGet_f(I->Obj.G, I->Obj.Setting, NULL, cSetting_mesh_width);
|
|
ObjectMeshState *ms = NULL;
|
|
int ok = true;
|
|
|
|
if (info){
|
|
state = info->state;
|
|
ray = info->ray;
|
|
pick = info->pick;
|
|
pass = info->pass;
|
|
} else {
|
|
state = stateArg;
|
|
}
|
|
|
|
line_width = SceneGetDynamicLineWidth(info, mesh_width);
|
|
ObjectPrepareContext(&I->Obj, ray);
|
|
|
|
for(a = 0; ok && a < I->NState; a++) {
|
|
if(state < 0) { /* all_states */
|
|
ms = I->State + a;
|
|
} else if(a > 0) {
|
|
break;
|
|
} else if(0 <= state && state < I->NState) {
|
|
ms = I->State + state;
|
|
} else if(I->NState == 1 && SettingGetGlobal_b(G, cSetting_static_singletons)) {
|
|
ms = I->State;
|
|
}
|
|
|
|
if(!ms) {
|
|
ok = false;
|
|
break;
|
|
}
|
|
|
|
if(!ms->Active || !ms->V || !ms->N)
|
|
continue;
|
|
|
|
{
|
|
v = ms->V;
|
|
n = ms->N;
|
|
if(ok && ray) {
|
|
if(ms->UnitCellCGO && (I->Obj.visRep & cRepCellBit)){
|
|
ok &= CGORenderRay(ms->UnitCellCGO, ray, ColorGet(I->Obj.G, I->Obj.Color),
|
|
I->Obj.Setting, NULL);
|
|
if (!ok){
|
|
CGOFree(ms->UnitCellCGO);
|
|
ms->UnitCellCGO = NULL;
|
|
break;
|
|
}
|
|
}
|
|
if(ms->MeshMode != 1) {
|
|
radius = SettingGet_f(I->Obj.G, I->Obj.Setting, NULL, cSetting_mesh_radius);
|
|
|
|
if(radius == 0.0F) {
|
|
radius = ray->PixelRadius * line_width / 2.0F;
|
|
}
|
|
} else {
|
|
radius = SettingGet_f(I->Obj.G, I->Obj.Setting, NULL, cSetting_dot_radius);
|
|
if(radius == 0.0F) {
|
|
radius =
|
|
ray->PixelRadius * SettingGet_f(I->Obj.G, I->Obj.Setting, NULL,
|
|
cSetting_dot_width) / 1.4142F;
|
|
}
|
|
}
|
|
|
|
if(ok && n && v && (I->Obj.visRep & cRepMeshBit)) {
|
|
float cc[3];
|
|
float colA[3], colB[3];
|
|
ColorGetEncoded(G, ms->OneColor, cc);
|
|
vc = ms->VC;
|
|
rc = ms->RC;
|
|
if(ms->MeshMode == 1) {
|
|
ray->color3fv(cc);
|
|
while(ok && *n) {
|
|
c = *(n++);
|
|
while(ok && c--) {
|
|
if(vc) {
|
|
float *cA = vc;
|
|
if(rc) {
|
|
if(rc[0] < -1)
|
|
ColorGetEncoded(G, rc[0], (cA = colA));
|
|
rc++;
|
|
}
|
|
ray->color3fv(cA);
|
|
ok &= ray->sphere3fv(v, radius);
|
|
vc += 3;
|
|
} else {
|
|
ok &= ray->sphere3fv(v, radius);
|
|
}
|
|
v += 3;
|
|
}
|
|
}
|
|
} else {
|
|
while(ok && *n) {
|
|
c = *(n++);
|
|
if(c--) {
|
|
v += 3;
|
|
if(vc) {
|
|
vc += 3;
|
|
if(rc)
|
|
rc++;
|
|
}
|
|
while(ok && c--) {
|
|
if(vc) {
|
|
float *cA = vc - 3, *cB = vc;
|
|
if(rc) {
|
|
if(rc[-1] < -1)
|
|
ColorGetEncoded(G, rc[-1], (cA = colA));
|
|
if(rc[0] < -1)
|
|
ColorGetEncoded(G, rc[0], (cB = colB));
|
|
rc++;
|
|
}
|
|
ok &= ray->sausage3fv(v - 3, v, radius, cA, cB);
|
|
vc += 3;
|
|
} else {
|
|
ok &= ray->sausage3fv(v - 3, v, radius, cc, cc);
|
|
}
|
|
v += 3;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else if(G->HaveGUI && G->ValidContext) {
|
|
if(!pick && !pass) {
|
|
short use_shader;
|
|
short mesh_as_cylinders ;
|
|
CGO *shaderCGO = NULL;
|
|
use_shader = ( SettingGetGlobal_b(G, cSetting_mesh_use_shader) & SettingGetGlobal_b(G, cSetting_use_shaders)) | returnCGO;
|
|
mesh_as_cylinders = SettingGetGlobal_b(G, cSetting_render_as_cylinders) && SettingGetGlobal_b(G, cSetting_mesh_as_cylinders) && ms->MeshMode != 1;
|
|
|
|
if (ms->shaderCGO && (!use_shader || (mesh_as_cylinders ^ ms->shaderCGO->has_draw_cylinder_buffers))){
|
|
CGOFree(ms->shaderCGO);
|
|
ms->shaderCGO = NULL;
|
|
CGOFree(ms->shaderUnitCellCGO);
|
|
ms->shaderUnitCellCGO = NULL;
|
|
}
|
|
|
|
if (ms->shaderCGO && !returnCGO) {
|
|
ok &= ObjectMeshStateRenderShader(ms, I, info, mesh_as_cylinders, mesh_width);
|
|
continue;
|
|
}
|
|
|
|
if (use_shader){
|
|
shaderCGO = CGONew(G);
|
|
if(!shaderCGO) {
|
|
ok = false;
|
|
break;
|
|
}
|
|
shaderCGO->use_shader = true;
|
|
}
|
|
|
|
if(ms->UnitCellCGO && (I->Obj.visRep & cRepCellBit)) {
|
|
float *color = ColorGet(I->Obj.G, I->Obj.Color);
|
|
if (!use_shader) {
|
|
CGORenderGL(ms->UnitCellCGO, color, I->Obj.Setting, NULL, info, NULL);
|
|
} else if(!ms->shaderUnitCellCGO) {
|
|
CGO *newUnitCellCGO = CGONewSized(G, 0);
|
|
CGOColorv(newUnitCellCGO, color);
|
|
CGOAppend(newUnitCellCGO, ms->UnitCellCGO);
|
|
ms->shaderUnitCellCGO = CGOOptimizeToVBONotIndexed(newUnitCellCGO, 0);
|
|
CGOFree(newUnitCellCGO);
|
|
ms->shaderUnitCellCGO->use_shader = true;
|
|
ms->shaderUnitCellCGO->enable_shaders = false;
|
|
}
|
|
}
|
|
|
|
if(info && !info->line_lighting){
|
|
if(!use_shader){
|
|
glDisable(GL_LIGHTING);
|
|
} else if(!mesh_as_cylinders) {
|
|
ok &= CGODisable(shaderCGO, GL_LIGHTING);
|
|
}
|
|
}
|
|
if(!ok) break;
|
|
|
|
if (use_shader){
|
|
ok &= CGOResetNormal(shaderCGO, false);
|
|
} else {
|
|
SceneResetNormal(I->Obj.G, false);
|
|
}
|
|
if(n && v && (I->Obj.visRep & cRepMeshBit)) {
|
|
if(use_shader) {
|
|
vc = ms->VC;
|
|
|
|
if(!vc)
|
|
ok &= CGOColorv(shaderCGO, ColorGet(I->Obj.G, ms->OneColor));
|
|
|
|
if (!mesh_as_cylinders){
|
|
if(ms->MeshMode == 1){
|
|
ok &= CGODotwidth(shaderCGO, SettingGet_f
|
|
(I->Obj.G, I->Obj.Setting, NULL, cSetting_dot_width));
|
|
} else {
|
|
ok &= CGOLinewidthSpecial(shaderCGO, LINEWIDTH_DYNAMIC_MESH);
|
|
}
|
|
}
|
|
|
|
if(!ok) break;
|
|
|
|
if (mesh_as_cylinders){
|
|
if(returnCGO) {
|
|
ok &= CGOLinewidthSpecial(shaderCGO, CYLINDERWIDTH_DYNAMIC_MESH);
|
|
}
|
|
for(; ok && (c = *(n++)); v += 3, vc && (vc += 3)) {
|
|
for(; ok && (--c); v += 3) {
|
|
float axis[] = {
|
|
v[3] - v[0],
|
|
v[4] - v[1],
|
|
v[5] - v[2]
|
|
};
|
|
if(vc) {
|
|
ok &= CGOColorv(shaderCGO, vc);
|
|
vc += 3;
|
|
}
|
|
if(vc && memcmp(vc - 3, vc, sizeof(float) * 3)) {
|
|
ok &= CGOShaderCylinder2ndColor(shaderCGO, v, axis, 1.f, 15, vc);
|
|
} else {
|
|
ok &= CGOShaderCylinder(shaderCGO, v, axis, 1.f, 15);
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
while(ok && *n) {
|
|
c = *(n++);
|
|
if(ms->MeshMode == 1)
|
|
ok &= CGOBegin(shaderCGO, GL_POINTS);
|
|
else {
|
|
if (c < 2){
|
|
while(c--) {
|
|
if(vc) {
|
|
vc += 3;
|
|
}
|
|
v += 3;
|
|
}
|
|
continue;
|
|
}
|
|
ok &= CGOBegin(shaderCGO, GL_LINE_STRIP);
|
|
}
|
|
while(ok && c--) {
|
|
if(vc) {
|
|
ok &= CGOColorv(shaderCGO, vc);
|
|
vc += 3;
|
|
}
|
|
if (ok)
|
|
ok &= CGOVertexv(shaderCGO, v);
|
|
v += 3;
|
|
}
|
|
if (ok)
|
|
ok &= CGOEnd(shaderCGO);
|
|
}
|
|
}
|
|
} else {
|
|
vc = ms->VC;
|
|
|
|
if(!vc)
|
|
glColor3fv(ColorGet(I->Obj.G, ms->OneColor));
|
|
|
|
if(ms->MeshMode == 1){
|
|
glPointSize(SettingGet_f
|
|
(I->Obj.G, I->Obj.Setting, NULL, cSetting_dot_width));
|
|
} else {
|
|
glLineWidth(line_width);
|
|
}
|
|
while(*n) {
|
|
c = *(n++);
|
|
#ifdef PURE_OPENGL_ES_2
|
|
/* TODO */
|
|
#else
|
|
if(ms->MeshMode == 1)
|
|
glBegin(GL_POINTS);
|
|
else
|
|
glBegin(GL_LINE_STRIP);
|
|
while(c--) {
|
|
if(vc) {
|
|
glColor3fv(vc);
|
|
vc += 3;
|
|
}
|
|
glVertex3fv(v);
|
|
v += 3;
|
|
}
|
|
glEnd();
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
if(info && !info->line_lighting){
|
|
if(!use_shader){
|
|
glEnable(GL_LIGHTING);
|
|
} else if (ok && !mesh_as_cylinders){
|
|
ok &= CGOEnable(shaderCGO, GL_LIGHTING);
|
|
}
|
|
}
|
|
|
|
if (use_shader) {
|
|
if (ok){
|
|
CGO *convertcgo = NULL;
|
|
if (ok)
|
|
ok &= CGOStop(shaderCGO);
|
|
if (ok)
|
|
convertcgo = CGOCombineBeginEnd(shaderCGO, 0);
|
|
CHECKOK(ok, convertcgo);
|
|
CGOFree(shaderCGO);
|
|
shaderCGO = convertcgo;
|
|
if (returnCGO){
|
|
return (shaderCGO);
|
|
} else {
|
|
ms->shaderCGO = shaderCGO;
|
|
}
|
|
if (ok){
|
|
if (mesh_as_cylinders){
|
|
convertcgo = CGOOptimizeGLSLCylindersToVBOIndexed(ms->shaderCGO, 0);
|
|
} else {
|
|
convertcgo = CGOOptimizeToVBONotIndexed(ms->shaderCGO, 0);
|
|
}
|
|
CHECKOK(ok, convertcgo);
|
|
}
|
|
if (convertcgo){
|
|
CGOFree(ms->shaderCGO);
|
|
ms->shaderCGO = convertcgo;
|
|
}
|
|
}
|
|
|
|
if(!ok) break;
|
|
|
|
ok &= ObjectMeshStateRenderShader(ms, I, info, mesh_as_cylinders, mesh_width);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (!ok){
|
|
I->Obj.fInvalidate(&I->Obj, cRepMesh, cRepInvPurge, -1);
|
|
I->Obj.fInvalidate(&I->Obj, cRepCGO, cRepInvPurge, -1);
|
|
ObjectSetRepVis(&I->Obj, cRepMesh, 0);
|
|
ObjectSetRepVis(&I->Obj, cRepCGO, 0);
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
/*========================================================================*/
|
|
|
|
static int ObjectMeshGetNStates(ObjectMesh * I)
|
|
{
|
|
return (I->NState);
|
|
}
|
|
|
|
|
|
/*========================================================================*/
|
|
ObjectMesh *ObjectMeshNew(PyMOLGlobals * G)
|
|
{
|
|
int ok = true;
|
|
OOAlloc(G, ObjectMesh);
|
|
CHECKOK(ok, I);
|
|
if (ok)
|
|
ObjectInit(G, (CObject *) I);
|
|
|
|
if (ok){
|
|
I->NState = 0;
|
|
I->State = VLACalloc(ObjectMeshState, 10); /* autozero important */
|
|
CHECKOK(ok, I->State);
|
|
}
|
|
if (ok){
|
|
I->Obj.type = cObjectMesh;
|
|
|
|
I->Obj.fFree = (void (*)(CObject *)) ObjectMeshFree;
|
|
I->Obj.fUpdate = (void (*)(CObject *)) ObjectMeshUpdate;
|
|
I->Obj.fRender = (void (*)(CObject *, RenderInfo *)) ObjectMeshRender;
|
|
I->Obj.fInvalidate = (void (*)(CObject *, int, int, int)) ObjectMeshInvalidate;
|
|
I->Obj.fGetNFrame = (int (*)(CObject *)) ObjectMeshGetNStates;
|
|
}
|
|
if (!ok){
|
|
ObjectMeshFree(I);
|
|
I = NULL;
|
|
}
|
|
/* I->Obj.fGetCaption = (char *(*)(CObject *))ObjectMeshGetCaption; */
|
|
return (I);
|
|
}
|
|
|
|
|
|
/*========================================================================*/
|
|
void ObjectMeshStateInit(PyMOLGlobals * G, ObjectMeshState * ms)
|
|
{
|
|
if(ms->Active)
|
|
ObjectStatePurge(&ms->State);
|
|
if(ms->Field) {
|
|
IsosurfFieldFree(ms->State.G, ms->Field);
|
|
ms->Field = NULL;
|
|
}
|
|
ObjectStateInit(G, &ms->State);
|
|
if(!ms->V) {
|
|
ms->V = VLAlloc(float, 10000);
|
|
}
|
|
if(!ms->N) {
|
|
ms->N = VLAlloc(int, 10000);
|
|
}
|
|
if(ms->AtomVertex) {
|
|
VLAFreeP(ms->AtomVertex);
|
|
}
|
|
ms->N[0] = 0;
|
|
ms->Active = true;
|
|
ms->ResurfaceFlag = true;
|
|
ms->RecolorFlag = false;
|
|
ms->ExtentFlag = false;
|
|
ms->CarveFlag = false;
|
|
ms->quiet = true;
|
|
ms->CarveBuffer = 0.0;
|
|
ms->AtomVertex = NULL;
|
|
ms->UnitCellCGO = NULL;
|
|
ms->caption[0] = 0;
|
|
ms->Field = NULL;
|
|
ms->shaderCGO = NULL;
|
|
ms->shaderUnitCellCGO = NULL;
|
|
}
|
|
|
|
|
|
/*========================================================================*/
|
|
ObjectMesh *ObjectMeshFromXtalSym(PyMOLGlobals * G, ObjectMesh * obj, ObjectMap * map,
|
|
CSymmetry * sym,
|
|
int map_state,
|
|
int state, float *mn, float *mx,
|
|
float level, int meshMode,
|
|
float carve, float *vert_vla,
|
|
float alt_level, int quiet)
|
|
{
|
|
int ok = true;
|
|
ObjectMesh *I = NULL;
|
|
ObjectMeshState *ms = NULL;
|
|
ObjectMapState *oms = NULL;
|
|
int created = !obj;
|
|
|
|
if(created) {
|
|
I = ObjectMeshNew(G);
|
|
} else {
|
|
I = obj;
|
|
}
|
|
CHECKOK(ok, I);
|
|
|
|
if (ok){
|
|
if(state < 0)
|
|
state = I->NState;
|
|
if(I->NState <= state) {
|
|
VLACheck(I->State, ObjectMeshState, state);
|
|
CHECKOK(ok, I->State);
|
|
if (ok)
|
|
I->NState = state + 1;
|
|
}
|
|
}
|
|
|
|
if (ok){
|
|
ms = I->State + state;
|
|
ObjectMeshStateInit(G, ms);
|
|
}
|
|
|
|
if (ok){
|
|
strcpy(ms->MapName, map->Obj.Name);
|
|
ms->MapState = map_state;
|
|
oms = ObjectMapGetState(map, map_state);
|
|
|
|
ms->Level = level;
|
|
ms->AltLevel = alt_level;
|
|
ms->MeshMode = meshMode;
|
|
ms->quiet = quiet;
|
|
}
|
|
if(ok && oms) {
|
|
if((meshMode == 3) && (ms->AltLevel < ms->Level)) {
|
|
/* gradient object -- need to auto-set range */
|
|
if(!ObjectMapStateGetDataRange(G, oms, &ms->Level, &ms->AltLevel)) {
|
|
ms->Level = -1.0F;
|
|
ms->AltLevel = 1.0F;
|
|
}
|
|
}
|
|
|
|
copy3f(mn, ms->ExtentMin); /* this is not exactly correct...should actually take vertex points from range */
|
|
copy3f(mx, ms->ExtentMax);
|
|
|
|
if(oms->State.Matrix) {
|
|
ok &= ObjectStateSetMatrix(&ms->State, oms->State.Matrix);
|
|
} else if(ms->State.Matrix) {
|
|
ObjectStateResetMatrix(&ms->State);
|
|
}
|
|
|
|
if (ok) {
|
|
float *min_ext, *max_ext;
|
|
float tmp_min[3], tmp_max[3];
|
|
if(MatrixInvTransformExtentsR44d3f(ms->State.Matrix,
|
|
ms->ExtentMin, ms->ExtentMax,
|
|
tmp_min, tmp_max)) {
|
|
min_ext = tmp_min;
|
|
max_ext = tmp_max;
|
|
} else {
|
|
min_ext = ms->ExtentMin;
|
|
max_ext = ms->ExtentMax;
|
|
}
|
|
|
|
if(sym) {
|
|
int eff_range[6];
|
|
|
|
if(IsosurfGetRange
|
|
(G, oms->Field, oms->Symmetry->Crystal, min_ext, max_ext, eff_range, false)) {
|
|
int fdim[3];
|
|
int expand_result;
|
|
/* need to generate symmetry-expanded temporary map */
|
|
|
|
ms->Crystal = *(oms->Symmetry->Crystal);
|
|
fdim[0] = eff_range[3] - eff_range[0];
|
|
fdim[1] = eff_range[4] - eff_range[1];
|
|
fdim[2] = eff_range[5] - eff_range[2];
|
|
ms->Field = IsosurfFieldAlloc(I->Obj.G, fdim);
|
|
|
|
expand_result =
|
|
IsosurfExpand(oms->Field, ms->Field, oms->Symmetry->Crystal, sym, eff_range);
|
|
|
|
if(expand_result == 0) {
|
|
ok = false;
|
|
if(!quiet) {
|
|
PRINTFB(G, FB_ObjectMesh, FB_Warnings)
|
|
" ObjectMesh-Warning: no symmetry expanded map points found.\n" ENDFB(G);
|
|
}
|
|
} else {
|
|
if(!quiet) {
|
|
PRINTFB(G, FB_ObjectMesh, FB_Warnings)
|
|
" ObjectMesh-Warning: not all symmetry expanded points covered by map.\n"
|
|
ENDFB(G);
|
|
}
|
|
}
|
|
|
|
ms->Range[0] = 0;
|
|
ms->Range[1] = 0;
|
|
ms->Range[2] = 0;
|
|
ms->Range[3] = fdim[0];
|
|
ms->Range[4] = fdim[1];
|
|
ms->Range[5] = fdim[2];
|
|
|
|
} else {
|
|
/* mesh entirely contained within bounds of current map */
|
|
int a;
|
|
for(a = 0; a < 6; a++) {
|
|
ms->Range[a] = eff_range[a];
|
|
}
|
|
}
|
|
} else {
|
|
IsosurfGetRange(G, oms->Field, oms->Symmetry->Crystal, min_ext, max_ext, ms->Range, true);
|
|
}
|
|
}
|
|
ms->ExtentFlag = true;
|
|
}
|
|
if(ok) {
|
|
if(carve != 0.0) {
|
|
ms->CarveFlag = true;
|
|
ms->CarveBuffer = carve;
|
|
ms->AtomVertex = vert_vla;
|
|
}
|
|
if(I) {
|
|
ObjectMeshRecomputeExtent(I);
|
|
}
|
|
I->Obj.ExtentFlag = true;
|
|
/* printf("Brick %d %d %d %d %d %d\n",I->Range[0],I->Range[1],I->Range[2],I->Range[3],I->Range[4],I->Range[5]); */
|
|
}
|
|
if(!ok && created) {
|
|
ObjectMeshFree(I);
|
|
I = NULL;
|
|
}
|
|
SceneChanged(G);
|
|
SceneCountFrames(G);
|
|
return (I);
|
|
}
|
|
|
|
|
|
/*========================================================================*/
|
|
ObjectMesh *ObjectMeshFromBox(PyMOLGlobals * G, ObjectMesh * obj, ObjectMap * map,
|
|
int map_state,
|
|
int state, float *mn, float *mx,
|
|
float level, int meshMode,
|
|
float carve, float *vert_vla, float alt_level, int quiet)
|
|
{
|
|
return ObjectMeshFromXtalSym(G, obj, map, NULL, map_state, state, mn, mx,
|
|
level, meshMode, carve, vert_vla, alt_level, quiet);
|
|
}
|
|
|
|
|
|
/*========================================================================*/
|
|
|
|
void ObjectMeshRecomputeExtent(ObjectMesh * I)
|
|
{
|
|
int extent_flag = false;
|
|
int a;
|
|
ObjectMeshState *ms;
|
|
|
|
for(a = 0; a < I->NState; a++) {
|
|
ms = I->State + a;
|
|
if(ms->Active) {
|
|
if(ms->ExtentFlag) {
|
|
if(!extent_flag) {
|
|
extent_flag = true;
|
|
copy3f(ms->ExtentMax, I->Obj.ExtentMax);
|
|
copy3f(ms->ExtentMin, I->Obj.ExtentMin);
|
|
} else {
|
|
max3f(ms->ExtentMax, I->Obj.ExtentMax, I->Obj.ExtentMax);
|
|
min3f(ms->ExtentMin, I->Obj.ExtentMin, I->Obj.ExtentMin);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
I->Obj.ExtentFlag = extent_flag;
|
|
|
|
if(I->Obj.TTTFlag && I->Obj.ExtentFlag) {
|
|
const float *ttt;
|
|
double tttd[16];
|
|
if(ObjectGetTTT(&I->Obj, &ttt, -1)) {
|
|
convertTTTfR44d(ttt, tttd);
|
|
MatrixTransformExtentsR44d3f(tttd,
|
|
I->Obj.ExtentMin, I->Obj.ExtentMax,
|
|
I->Obj.ExtentMin, I->Obj.ExtentMax);
|
|
}
|
|
}
|
|
}
|