Files
pymol-open-source/layer2/ObjectSlice.cpp
Thomas Holder f42840260b c++ for all PyMOL c files
- renaming files c -> cpp
- c++ specific syntax (::)
2014-09-08 13:42:11 +00:00

1796 lines
50 KiB
C++

/*
A* -------------------------------------------------------------------
B* This file contains source code for the PyMOL computer program
C* copyright 1998-2000 by Warren Lyford Delano of DeLano Scientific.
D* -------------------------------------------------------------------
E* It is unlawful to modify or remove this copyright notice.
F* -------------------------------------------------------------------
G* Please see the accompanying LICENSE file for further information.
H* -------------------------------------------------------------------
I* Additional authors of this source file include:
-*
-* Filipe Maia
-*
Z* -------------------------------------------------------------------
*/
#include"os_python.h"
#include"os_predef.h"
#include"os_std.h"
#include"os_gl.h"
#include"OOMac.h"
#include"ObjectSlice.h"
#include"Base.h"
#include"Matrix.h"
#include"MemoryDebug.h"
#include"Map.h"
#include"Debug.h"
#include"Parse.h"
#include"Isosurf.h"
#include"Vector.h"
#include"Color.h"
#include"main.h"
#include"Scene.h"
#include"Setting.h"
#include"Executive.h"
#include"PConv.h"
#include"P.h"
#include"Text.h"
#include"Util.h"
#include"ButMode.h"
#include"ObjectGadgetRamp.h"
#define START_STRIP -1
#define STOP_STRIP -2
typedef struct ObjRec {
CObject *obj;
struct ObjRec *next;
} ObjRec;
ObjectSlice *ObjectSliceNew(PyMOLGlobals * G);
static void ObjectSliceFree(ObjectSlice * I);
void ObjectSliceStateInit(PyMOLGlobals * G, ObjectSliceState * ms);
void ObjectSliceRecomputeExtent(ObjectSlice * I);
#ifndef _PYMOL_NOPY
static PyObject *ObjectSliceStateAsPyList(ObjectSliceState * I)
{
PyObject *result = NULL;
result = PyList_New(10);
PyList_SetItem(result, 0, PyInt_FromLong(I->Active));
PyList_SetItem(result, 1, PyString_FromString(I->MapName));
PyList_SetItem(result, 2, PyInt_FromLong(I->MapState));
PyList_SetItem(result, 3, PConvFloatArrayToPyList(I->ExtentMin, 3));
PyList_SetItem(result, 4, PConvFloatArrayToPyList(I->ExtentMax, 3));
PyList_SetItem(result, 5, PyInt_FromLong(I->ExtentFlag));
PyList_SetItem(result, 6, PConvFloatArrayToPyList(I->origin, 3));
PyList_SetItem(result, 7, PConvFloatArrayToPyList(I->system, 9));
PyList_SetItem(result, 8, PyFloat_FromDouble(I->MapMean));
PyList_SetItem(result, 9, PyFloat_FromDouble(I->MapStdev));
return (PConvAutoNone(result));
}
static PyObject *ObjectSliceAllStatesAsPyList(ObjectSlice * I)
{
PyObject *result = NULL;
int a;
result = PyList_New(I->NState);
for(a = 0; a < I->NState; a++) {
if(I->State[a].Active) {
PyList_SetItem(result, a, ObjectSliceStateAsPyList(I->State + a));
} else {
PyList_SetItem(result, a, PConvAutoNone(NULL));
}
}
return (PConvAutoNone(result));
}
static int ObjectSliceStateFromPyList(PyMOLGlobals * G, ObjectSliceState * I,
PyObject * list)
{
int ok = true;
int ll;
if(ok)
ok = (list != NULL);
if(ok) {
if(!PyList_Check(list))
I->Active = false;
else {
ObjectSliceStateInit(G, I);
if(ok)
ok = (list != NULL);
if(ok)
ok = PyList_Check(list);
if(ok)
ll = PyList_Size(list);
/* TO SUPPORT BACKWARDS COMPATIBILITY...
Always check ll when adding new PyList_GetItem's */
if(ok)
ok = PConvPyIntToInt(PyList_GetItem(list, 0), &I->Active);
if(ok)
ok = PConvPyStrToStr(PyList_GetItem(list, 1), I->MapName, WordLength);
if(ok)
ok = PConvPyIntToInt(PyList_GetItem(list, 2), &I->MapState);
if(ok)
ok = PConvPyListToFloatArrayInPlace(PyList_GetItem(list, 3), I->ExtentMin, 3);
if(ok)
ok = PConvPyListToFloatArrayInPlace(PyList_GetItem(list, 4), I->ExtentMax, 3);
if(ok)
ok = PConvPyIntToInt(PyList_GetItem(list, 5), &I->ExtentFlag);
if(ok)
ok = PConvPyListToFloatArrayInPlace(PyList_GetItem(list, 6), I->origin, 3);
if(ok)
ok = PConvPyListToFloatArrayInPlace(PyList_GetItem(list, 7), I->system, 9);
if(ok)
ok = PConvPyFloatToFloat(PyList_GetItem(list, 8), &I->MapMean);
if(ok)
ok = PConvPyFloatToFloat(PyList_GetItem(list, 9), &I->MapStdev);
I->RefreshFlag = true;
}
}
return (ok);
}
static int ObjectSliceAllStatesFromPyList(ObjectSlice * I, PyObject * list)
{
int ok = true;
int a;
VLACheck(I->State, ObjectSliceState, I->NState);
if(ok)
ok = PyList_Check(list);
if(ok) {
for(a = 0; a < I->NState; a++) {
ok = ObjectSliceStateFromPyList(I->Obj.G, I->State + a, PyList_GetItem(list, a));
if(!ok)
break;
}
}
return (ok);
}
#endif
int ObjectSliceNewFromPyList(PyMOLGlobals * G, PyObject * list, ObjectSlice ** result)
{
#ifdef _PYMOL_NOPY
return 0;
#else
int ok = true;
int ll;
ObjectSlice *I = NULL;
(*result) = NULL;
if(ok)
ok = (list != NULL);
if(ok)
ok = PyList_Check(list);
if(ok)
ll = PyList_Size(list);
/* TO SUPPORT BACKWARDS COMPATIBILITY...
Always check ll when adding new PyList_GetItem's */
I = ObjectSliceNew(G);
if(ok)
ok = (I != NULL);
if(ok)
ok = ObjectFromPyList(G, PyList_GetItem(list, 0), &I->Obj);
if(ok)
ok = PConvPyIntToInt(PyList_GetItem(list, 1), &I->NState);
if(ok)
ok = ObjectSliceAllStatesFromPyList(I, PyList_GetItem(list, 2));
if(ok) {
(*result) = I;
ObjectSliceRecomputeExtent(I);
} else {
/* cleanup? */
}
return (ok);
#endif
}
PyObject *ObjectSliceAsPyList(ObjectSlice * I)
{
#ifdef _PYMOL_NOPY
return NULL;
#else
PyObject *result = NULL;
result = PyList_New(3);
PyList_SetItem(result, 0, ObjectAsPyList(&I->Obj));
PyList_SetItem(result, 1, PyInt_FromLong(I->NState));
PyList_SetItem(result, 2, ObjectSliceAllStatesAsPyList(I));
return (PConvAutoNone(result));
#endif
}
static void ObjectSliceStateFree(ObjectSliceState * oss)
{
if(oss->G->HaveGUI) {
#ifdef _PYMOL_GL_CALLLISTS
if(oss->displayList) {
if(PIsGlutThread()) {
if(oss->G->ValidContext) {
glDeleteLists(oss->displayList, 1);
oss->displayList = 0;
}
} else {
char buffer[255]; /* pass this off to the main thread */
sprintf(buffer, "_cmd.gl_delete_lists(cmd._COb,%d,%d)\n", oss->displayList, 1);
PParse(oss->G, buffer);
oss->displayList = 0;
}
}
#endif
}
VLAFreeP(oss->normals);
VLAFreeP(oss->colors);
VLAFreeP(oss->values);
VLAFreeP(oss->points);
VLAFreeP(oss->flags);
VLAFreeP(oss->strips);
}
static void ObjectSliceFree(ObjectSlice * I)
{
int a;
for(a = 0; a < I->NState; a++) {
if(I->State[a].Active)
ObjectSliceStateFree(I->State + a);
}
VLAFreeP(I->State);
ObjectPurge(&I->Obj);
OOFreeP(I);
}
static void ObjectSliceInvalidate(ObjectSlice * I, int rep, int level, int state)
{
int a;
int once_flag = true;
for(a = 0; a < I->NState; a++) {
if(state < 0)
once_flag = false;
if(!once_flag)
state = a;
I->State[state].RefreshFlag = true;
SceneChanged(I->Obj.G);
if(once_flag)
break;
}
}
static void ObjectSliceStateAssignColors(ObjectSliceState * oss, ObjectGadgetRamp * ogr)
{
/* compute the colors */
if(oss && oss->values && oss->colors) {
int x, y;
int *min = oss->min;
int *max = oss->max;
float *value = oss->values;
int *flag = oss->flags;
float *color = oss->colors;
for(y = min[1]; y <= max[1]; y++) {
for(x = min[0]; x <= max[0]; x++) {
if(*flag) {
ObjectGadgetRampInterpolate(ogr, *value, color);
ColorLookupColor(oss->G, color);
}
color += 3;
value++;
flag++;
}
}
}
}
static void ObjectSliceStateUpdate(ObjectSlice * I, ObjectSliceState * oss,
ObjectMapState * oms)
{
int ok = true;
int min[2] = { 0, 0 }, max[2] = {
0, 0}; /* limits of the rectangle */
int need_normals = false;
int track_camera = SettingGet_b(I->Obj.G, NULL, I->Obj.Setting, cSetting_slice_track_camera);
float grid = SettingGet_f(I->Obj.G, NULL, I->Obj.Setting, cSetting_slice_grid);
int min_expand = 1;
if(SettingGet_b(I->Obj.G, NULL, I->Obj.Setting, cSetting_slice_dynamic_grid)) {
float resol = SettingGet_f(I->Obj.G, NULL, I->Obj.Setting,
cSetting_slice_dynamic_grid_resolution);
float scale = SceneGetScreenVertexScale(I->Obj.G, oss->origin);
oss->last_scale = scale;
grid = resol * scale;
}
CGOFree(oss->shaderCGO);
oss->shaderCGO = NULL;
if (track_camera){
oss->outline_n_points = 0;
}
if(grid < 0.01F)
grid = 0.01F;
/* for the given map, compute a new set of interpolated points with accompanying levels */
/* first, find the limits of the enclosing rectangle, starting at the slice origin,
via a simple brute-force approach... */
if(oss->ExtentFlag) { /* how far out do we need to go to be sure we intersect the map? */
min_expand = (int) (diff3f(oss->ExtentMax, oss->ExtentMin) / grid);
}
if(ok) {
int size = 1, minus_size;
int a;
int keep_going = true;
int n_cycles = 0;
float point[3];
while(keep_going || (n_cycles < min_expand)) {
keep_going = false;
minus_size = -size;
n_cycles++;
for(a = -size; a <= size; a++) {
if((max[1] != size) || (min[0] > a) || (max[0] < a)) {
point[0] = grid * a;
point[1] = grid * size;
point[2] = 0.0F;
transform33f3f(oss->system, point, point);
add3f(oss->origin, point, point);
if(ObjectMapStateContainsPoint(oms, point)) {
keep_going = true;
if(max[1] < size)
max[1] = size;
if(min[0] > a)
min[0] = a;
if(max[0] < a)
max[0] = a;
}
} else
keep_going = true;
if((min[1] != minus_size) || (min[0] > a) || (max[0] < a)) {
point[0] = grid * a;
point[1] = grid * minus_size;
point[2] = 0.0F;
transform33f3f(oss->system, point, point);
add3f(oss->origin, point, point);
if(ObjectMapStateContainsPoint(oms, point)) {
keep_going = true;
if(min[1] > minus_size)
min[1] = minus_size;
if(min[0] > a)
min[0] = a;
if(max[0] < a)
max[0] = a;
}
} else
keep_going = true;
if((max[0] != size) || (min[1] > a) || (max[1] < a)) {
point[0] = grid * size;
point[1] = grid * a;
point[2] = 0.0F;
transform33f3f(oss->system, point, point);
add3f(oss->origin, point, point);
if(ObjectMapStateContainsPoint(oms, point)) {
keep_going = true;
if(max[0] < size)
max[0] = size;
if(min[1] > a)
min[1] = a;
if(max[1] < a)
max[1] = a;
}
} else
keep_going = true;
if((min[0] != minus_size) || (min[1] > a) || (max[1] < a)) {
point[0] = grid * minus_size;
point[1] = grid * a;
point[2] = 0.0F;
transform33f3f(oss->system, point, point);
add3f(oss->origin, point, point);
if(ObjectMapStateContainsPoint(oms, point)) {
keep_going = true;
if(min[0] > minus_size)
min[0] = minus_size;
if(min[1] > a)
min[1] = a;
if(max[1] < a)
max[1] = a;
}
} else
keep_going = true;
}
if(keep_going)
min_expand = 0; /* if we've hit, then don't keep searching blindly */
size++;
}
oss->max[0] = max[0];
oss->max[1] = max[1];
oss->min[0] = min[0];
oss->min[1] = min[1];
}
/* now confirm that storage is available */
if(ok) {
int n_alloc = (1 + oss->max[0] - oss->min[0]) * (1 + oss->max[1] - oss->min[1]);
if(!oss->points) {
oss->points = VLAlloc(float, n_alloc * 3);
} else {
VLACheck(oss->points, float, n_alloc * 3); /* note: this is a macro which reassigns the pointer */
}
if(!oss->values) {
oss->values = VLAlloc(float, n_alloc);
} else {
VLACheck(oss->values, float, n_alloc); /* note: this is a macro which reassigns the pointer */
}
if(!oss->colors) {
oss->colors = VLACalloc(float, n_alloc * 3);
} else {
VLACheck(oss->colors, float, n_alloc * 3); /* note: this is a macro which reassigns the pointer */
}
if(!oss->flags) {
oss->flags = VLAlloc(int, n_alloc);
} else {
VLACheck(oss->flags, int, n_alloc); /* note: this is a macro which reassigns the pointer */
}
if(!(oss->points && oss->values && oss->flags)) {
ok = false;
PRINTFB(I->Obj.G, FB_ObjectSlice, FB_Errors)
"ObjectSlice-Error: allocation failed\n" ENDFB(I->Obj.G);
}
if(!oss->strips) /* this is range-checked during use */
oss->strips = VLAlloc(int, n_alloc);
oss->n_points = n_alloc;
}
/* generate the coordinates */
if(ok) {
int x, y;
float *point = oss->points;
for(y = min[1]; y <= max[1]; y++) {
for(x = min[0]; x <= max[0]; x++) {
point[0] = grid * x;
point[1] = grid * y;
point[2] = 0.0F;
transform33f3f(oss->system, point, point);
add3f(oss->origin, point, point);
point += 3;
}
}
}
/* interpolate and flag the points inside the map */
if(ok) {
ObjectMapStateInterpolate(oms, oss->points, oss->values, oss->flags, oss->n_points);
}
/* apply the height scale (if nonzero) */
if(ok) {
if(SettingGet_b(I->Obj.G, NULL, I->Obj.Setting, cSetting_slice_height_map)) {
float height_scale =
SettingGet_f(I->Obj.G, NULL, I->Obj.Setting, cSetting_slice_height_scale);
float *value = oss->values;
float up[3], scaled[3], factor;
int x, y;
float *point = oss->points;
need_normals = true;
up[0] = oss->system[2];
up[1] = oss->system[5];
up[2] = oss->system[8];
for(y = min[1]; y <= max[1]; y++) {
for(x = min[0]; x <= max[0]; x++) {
factor = ((*value - oss->MapMean) / oss->MapStdev) * height_scale;
scale3f(up, factor, scaled);
add3f(scaled, point, point);
point += 3;
value++;
}
}
}
}
/* now generate efficient triangle strips based on the points that are present in the map */
if(ok) {
int x, y;
int cols = 1 + max[0] - min[0];
int flag00, flag01, flag10, flag11;
int offset = 0, offset00, offset01, offset10, offset11;
int strip_active = false;
int n = 0;
for(y = min[1]; y < max[1]; y++) {
offset00 = offset;
for(x = min[0]; x < max[0]; x++) {
offset01 = offset00 + 1;
offset10 = offset00 + cols;
offset11 = offset10 + 1;
flag00 = oss->flags[offset00];
flag01 = oss->flags[offset01];
flag10 = oss->flags[offset10];
flag11 = oss->flags[offset11];
/* first triangle - forward handedness: 10 00 11 */
if(strip_active) {
if(flag10 && flag00 && flag11) {
/* continue current strip */
VLACheck(oss->strips, int, n);
oss->strips[n] = offset10;
n++;
} else {
/* terminate current strip */
VLACheck(oss->strips, int, n);
oss->strips[n] = STOP_STRIP;
strip_active = false;
n++;
}
} else if(flag10 & flag00 && flag11) {
/* start a new strip with correct parity */
VLACheck(oss->strips, int, n + 3);
oss->strips[n] = START_STRIP;
oss->strips[n + 1] = offset10;
oss->strips[n + 2] = offset00;
oss->strips[n + 3] = offset11;
n += 4;
strip_active = true;
}
/* second triangle -- reverse handedness: 00 11 01 */
if(strip_active) {
if(flag00 && flag11 && flag01) {
/* continue current strip */
VLACheck(oss->strips, int, n);
oss->strips[n] = offset01;
n++;
} else {
/* terminate current strip */
VLACheck(oss->strips, int, n);
oss->strips[n] = STOP_STRIP;
strip_active = false;
n++;
}
} else if(flag00 & flag11 && flag01) {
/* singleton triangle -- improper order for strip */
VLACheck(oss->strips, int, n + 5);
oss->strips[n + 0] = START_STRIP;
oss->strips[n + 1] = offset11;
oss->strips[n + 2] = offset00;
oss->strips[n + 3] = offset01;
oss->strips[n + 4] = STOP_STRIP;
n += 5;
}
offset00++;
}
if(strip_active) {
/* terminate current strip */
VLACheck(oss->strips, int, n);
oss->strips[n] = STOP_STRIP;
strip_active = false;
n++;
}
offset += cols;
}
VLACheck(oss->strips, int, n);
n++;
oss->n_strips = n;
}
/* compute triangle normals if we need them */
if(!need_normals) {
VLAFreeP(oss->normals);
} else {
int *cnt = NULL;
if(!oss->normals) {
oss->normals = VLAlloc(float, oss->n_points * 3);
} else {
VLACheck(oss->normals, float, oss->n_points * 3); /* note: this is a macro which reassigns the pointer */
}
cnt = Calloc(int, oss->n_points);
if(cnt && oss->normals) {
int *strip = oss->strips;
float *point = oss->points;
float *normal = oss->normals;
int n = oss->n_strips;
int a;
int offset0 = 0, offset1 = 0, offset2, offset;
int strip_active = false;
int tri_count = 0;
float d1[3], d2[3], cp[3];
UtilZeroMem(oss->normals, sizeof(float) * 3 * oss->n_points);
for(a = 0; a < n; a++) {
offset = *(strip++);
switch (offset) {
case START_STRIP:
strip_active = true;
tri_count = 0;
break;
case STOP_STRIP:
strip_active = false;
break;
default:
if(strip_active) {
tri_count++;
offset2 = offset1;
offset1 = offset0;
offset0 = offset;
if(tri_count >= 3) {
if(tri_count & 0x1) { /* get the handedness right ... */
subtract3f(point + 3 * offset1, point + 3 * offset0, d1);
subtract3f(point + 3 * offset2, point + 3 * offset1, d2);
} else {
subtract3f(point + 3 * offset0, point + 3 * offset1, d1);
subtract3f(point + 3 * offset2, point + 3 * offset0, d2);
}
cross_product3f(d2, d1, cp);
normalize3f(cp);
add3f(cp, normal + 3 * offset0, normal + 3 * offset0);
add3f(cp, normal + 3 * offset1, normal + 3 * offset1);
add3f(cp, normal + 3 * offset2, normal + 3 * offset2);
cnt[offset0]++;
cnt[offset1]++;
cnt[offset2]++;
}
}
}
}
{ /* now normalize the average normals for active vertices */
int x, y;
float *normal = oss->normals;
int *c = cnt;
for(y = min[1]; y <= max[1]; y++) {
for(x = min[0]; x <= max[0]; x++) {
if(*c)
normalize3f(normal);
point += 3;
c++;
}
}
}
}
FreeP(cnt);
}
}
static void ObjectSliceUpdate(ObjectSlice * I)
{
ObjectSliceState *oss;
ObjectMapState *oms = NULL;
ObjectMap *map = NULL;
ObjectGadgetRamp *ogr = NULL;
int ok = true;
int a;
for(a = 0; a < I->NState; a++) {
oss = I->State + a;
if(oss && oss->Active) {
map = ExecutiveFindObjectMapByName(I->Obj.G, oss->MapName);
if(!map) {
ok = false;
PRINTFB(I->Obj.G, FB_ObjectSlice, FB_Errors)
"ObjectSliceUpdate-Error: map '%s' has been deleted.\n", oss->MapName
ENDFB(I->Obj.G);
}
if(map) {
oms = ObjectMapGetState(map, oss->MapState);
if(!oms)
ok = false;
}
if(oms) {
if(oss->RefreshFlag) {
oss->RefreshFlag = false;
oss->displayListInvalid = true;
PRINTFB(I->Obj.G, FB_ObjectSlice, FB_Blather)
" ObjectSlice: updating \"%s\".\n", I->Obj.Name ENDFB(I->Obj.G);
if(oms->Field) {
ObjectSliceStateUpdate(I, oss, oms);
ogr = ColorGetRamp(I->Obj.G, I->Obj.Color);
if(ogr)
ObjectSliceStateAssignColors(oss, ogr);
else { /* solid color */
float *solid = ColorGet(I->Obj.G, I->Obj.Color);
float *color = oss->colors;
for(a = 0; a < oss->n_points; a++) {
*(color++) = solid[0];
*(color++) = solid[1];
*(color++) = solid[2];
}
}
}
}
}
SceneInvalidate(I->Obj.G);
}
}
}
void ObjectSliceDrag(ObjectSlice * I, int state, int mode, float *pt, float *mov,
float *z_dir)
{
ObjectSliceState *oss = NULL;
if(state >= 0)
if(state < I->NState)
if(I->State[state].Active)
oss = I->State + state;
if(oss) {
switch (mode) {
case cButModeRotFrag: /* rotated about origin */
case cButModeRotObj:
{
float v3[3];
float n0[3];
float n1[3];
float n2[3];
float cp[3];
float mat[9];
float theta;
copy3f(oss->origin, v3);
subtract3f(pt, v3, n0);
add3f(pt, mov, n1);
subtract3f(n1, v3, n1);
normalize3f(n0);
normalize3f(n1);
cross_product3f(n0, n1, cp);
theta = (float) asin(length3f(cp));
normalize23f(cp, n2);
rotation_matrix3f(theta, n2[0], n2[1], n2[2], mat);
multiply33f33f(mat, oss->system, oss->system);
ObjectSliceInvalidate(I, cRepSlice, cRepAll, state);
SceneInvalidate(I->Obj.G);
}
break;
case cButModeMovFrag: /* move along "up" direction */
case cButModeMovFragZ:
case cButModeMovObj:
case cButModeMovObjZ:
{
float up[3], v1[3];
up[0] = oss->system[2];
up[1] = oss->system[5];
up[2] = oss->system[8];
project3f(mov, up, v1);
add3f(v1, oss->origin, oss->origin);
ObjectSliceInvalidate(I, cRepSlice, cRepAll, state);
SceneInvalidate(I->Obj.G);
}
break;
case cButModeTorFrag:
break;
}
}
}
int ObjectSliceGetVertex(ObjectSlice * I, int index, int base, float *v)
{
int state = index - 1;
int offset = base - 1;
int result = false;
ObjectSliceState *oss = NULL;
if(state >= 0)
if(state < I->NState)
if(I->State[state].Active)
oss = I->State + state;
if(oss) {
if((offset >= 0) && (offset < oss->n_points))
if(oss->flags[offset]) {
copy3f(oss->points + 3 * offset, v);
result = true;
}
}
return (result);
}
/*
int ObjectSliceGetOrigin(ObjectSlice * I, int state, float *origin)
{
int ok = false;
int cur_state = 0;
ObjectSliceState *oss = NULL;
if(state >= 0)
if(state < I->NState)
if(I->State[state].Active)
oss = I->State + state;
while(1) {
if(state < 0) { // all_states
oss = I->State + cur_state;
} else {
if(!oss) {
if(I->NState &&
((SettingGetGlobal_b(I->Obj.G, cSetting_static_singletons) && (I->NState == 1))))
oss = I->State;
}
}
if(oss) {
if(oss->Active) {
copy3f(oss->origin, origin);
ok = true;
}
}
if(state >= 0)
break;
cur_state = cur_state + 1;
if(cur_state >= I->NState)
break;
}
return ok;
}*/
#ifdef _PYMOL_GL_DRAWARRAYS
void ObjectSliceRenderStripES(int nverts, int *strip, int abegin, int aend, float *vnormal, float *color, float *point, float alpha){
ALLOCATE_ARRAY(GLfloat,colorVals,nverts*4)
ALLOCATE_ARRAY(GLfloat,normalVals,nverts*3)
ALLOCATE_ARRAY(GLfloat,vertexVals,nverts*3)
int pl = 0, plc = 0, a, offset;
float *tmp_ptr, *col;
for (a = abegin; a < aend; a++){
offset = *(strip++);
switch(offset){
case START_STRIP:
case STOP_STRIP:
break;
default:
col = color + 3 * offset;
if(vnormal){
tmp_ptr = vnormal + 3 * offset;
normalVals[pl] = tmp_ptr[0]; normalVals[pl+1] = tmp_ptr[1];
normalVals[pl+2] = tmp_ptr[2];
}
colorVals[plc++] = col[0]; colorVals[plc++] = col[1];
colorVals[plc++] = col[2]; colorVals[plc++] = alpha;
tmp_ptr = point + 3 * offset;
vertexVals[pl++] = tmp_ptr[0]; vertexVals[pl++] = tmp_ptr[1];
vertexVals[pl++] = tmp_ptr[2];
}
}
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
if (vnormal){
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, 0, normalVals);
}
glVertexPointer(3, GL_FLOAT, 0, vertexVals);
glColorPointer(4, GL_FLOAT, 0, colorVals);
glDrawArrays(GL_TRIANGLE_STRIP, 0, nverts);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
if (vnormal){
glDisableClientState(GL_NORMAL_ARRAY);
}
DEALLOCATE_ARRAY(colorVals)
DEALLOCATE_ARRAY(normalVals)
DEALLOCATE_ARRAY(vertexVals)
}
void ObjectSliceRenderStripTrianglesES(Picking **pick, Picking *p, int nverts, int *strip, int abegin, int aend, float *point, int iarg){
ALLOCATE_ARRAY(GLubyte,colorVals,nverts*3)
ALLOCATE_ARRAY(GLfloat,vertexVals,nverts*3)
float *tmp_ptr;
int pl = 0, plc = 0, a, offset, i = iarg, offset0, offset1, offset2, tri_count, j;
for (a = abegin; a < aend; a++){
offset = *(strip++);
switch(offset){
case START_STRIP:
case STOP_STRIP:
break;
default:
tri_count++;
offset2 = offset1;
offset1 = offset0;
offset0 = offset;
if (tri_count>=3){
i++;
if(!(*pick)[0].src.bond) {
/* pass 1 - low order bits */
colorVals[plc++] = (uchar) ((i & 0xF) << 4);
colorVals[plc++] = (uchar) ((i & 0xF0) | 0x8);
colorVals[plc++] = (uchar) ((i & 0xF00) >> 4);
VLACheck((*pick), Picking, i);
(*pick)[i] = *p; /* copy object and atom info */
} else {
/* pass 2 - high order bits */
j = i >> 12;
colorVals[plc++] = (uchar) ((j & 0xF) << 4);
colorVals[plc++] = (uchar) ((j & 0xF0) | 0x8);
colorVals[plc++] = (uchar) ((j & 0xF00) >> 4);
}
p->src.bond = offset0 + 1;
colorVals[plc] = colorVals[plc-3]; plc++; colorVals[plc] = colorVals[plc-3]; plc++;
colorVals[plc] = colorVals[plc-3]; plc++; colorVals[plc] = colorVals[plc-3]; plc++;
colorVals[plc] = colorVals[plc-3]; plc++; colorVals[plc] = colorVals[plc-3]; plc++;
if(tri_count & 0x1) { /* get the handedness right ... */
tmp_ptr = point + 3 * offset0;
vertexVals[pl++] = tmp_ptr[0]; vertexVals[pl++] = tmp_ptr[1]; vertexVals[pl++] = tmp_ptr[2];
tmp_ptr = point + 3 * offset1;
vertexVals[pl++] = tmp_ptr[0]; vertexVals[pl++] = tmp_ptr[1]; vertexVals[pl++] = tmp_ptr[2];
tmp_ptr = point + 3 * offset2;
vertexVals[pl++] = tmp_ptr[0]; vertexVals[pl++] = tmp_ptr[1]; vertexVals[pl++] = tmp_ptr[2];
} else {
tmp_ptr = point + 3 * offset1;
vertexVals[pl++] = tmp_ptr[0]; vertexVals[pl++] = tmp_ptr[1]; vertexVals[pl++] = tmp_ptr[2];
tmp_ptr = point + 3 * offset0;
vertexVals[pl++] = tmp_ptr[0]; vertexVals[pl++] = tmp_ptr[1]; vertexVals[pl++] = tmp_ptr[2];
tmp_ptr = point + 3 * offset2;
vertexVals[pl++] = tmp_ptr[0]; vertexVals[pl++] = tmp_ptr[1]; vertexVals[pl++] = tmp_ptr[2];
}
}
}
}
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertexVals);
glColorPointer(4, GL_FLOAT, 0, colorVals);
glDrawArrays(GL_TRIANGLES, 0, nverts);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
DEALLOCATE_ARRAY(colorVals)
DEALLOCATE_ARRAY(vertexVals)
}
#endif
int ObjectSliceAddSlicePoint(float *pt0, float *pt1, float *zaxis, float d,
float *coords, float *origin)
{
float p0[3];
float p1[3];
float u;
p0[0] = pt0[0] - origin[0];
p0[1] = pt0[1] - origin[1];
p0[2] = pt0[2] - origin[2];
p1[0] = pt1[0] - origin[0];
p1[1] = pt1[1] - origin[1];
p1[2] = pt1[2] - origin[2];
u = (zaxis[0]*p0[0] + zaxis[1]*p0[1] + zaxis[2]*p0[2] + d) /
(zaxis[0]*(p0[0]-p1[0]) + zaxis[1]*(p0[1]-p1[1]) + zaxis[2]*(p0[2]-p1[2]));
if (u>=0.0F && u<=1.0F) {
coords[0] = pt0[0] + (pt1[0]-pt0[0])*u;
coords[1] = pt0[1] + (pt1[1]-pt0[1])*u;
coords[2] = pt0[2] + (pt1[2]-pt0[2])*u;
return 3;
}
return 0;
}
void ObjectSliceDrawSlice(CGO *cgo, float *points, int n_points, float *zaxis)
{
float center[3], v[3], w[3], q[3];
float angles[12];
float a, c, s;
int vertices[12];
int i, j;
if (!n_points) return;
// Calculate the polygon center
center[0] = center[1] = center[2] = 0.0;
for (i=0; i<3*n_points; i+=3) {
center[0] += points[i];
center[1] += points[i+1];
center[2] += points[i+2];
}
center[0] /= (float)n_points;
center[1] /= (float)n_points;
center[2] /= (float)n_points;
v[0] = points[0]-center[0];
v[1] = points[1]-center[1];
v[2] = points[2]-center[2];
normalize3f(v);
// Sort vertices by rotation angle around the central axis
for (i=0; i<n_points; i++) {
w[0] = points[3*i]-center[0];
w[1] = points[3*i+1]-center[1];
w[2] = points[3*i+2]-center[2];
normalize3f(w);
cross_product3f(v, w, q);
c = dot_product3f(v, w);
s = dot_product3f(zaxis, q);
a = atan2(s, c);
if (a < 0.0f) a += 2.0f * PI;
j = i-1;
while (j>=0 && angles[j]>a) {
angles[j+1] = angles[j];
vertices[j+1] = vertices[j];
j--;
}
angles[j+1] = a;
vertices[j+1] = i;
}
// Now the vertices are sorted so draw the polygon
if (cgo){
CGOBegin(cgo, GL_LINE_LOOP);
for (i=0; i<n_points; i++) {
CGOVertexv(cgo, &points[3*vertices[(i)%n_points]]);
}
CGOEnd(cgo);
} else {
glBegin(GL_LINE_LOOP);
for (i=0; i<n_points; i++) {
glVertex3fv(&points[3*vertices[(i)%n_points]]);
}
glEnd();
}
}
void GenerateOutlineOfSlice(PyMOLGlobals *G, ObjectSliceState *oss, CGO *cgo){
int n_points = oss->outline_n_points;
float *points = oss->outline_points;
float *m = SceneGetMatrix(G);
float *zaxis = oss->outline_zaxis, *origin;//, origin[3];
float d = 0.f; // not sure what this should be
if (!oss->outline_n_points){
zaxis[0] = m[2];
zaxis[1] = m[6];
zaxis[2] = m[10];
/*
origin[0] = oss->Corner[0] + 0.5*(oss->Corner[21]-oss->Corner[0]);
origin[1] = oss->Corner[1] + 0.5*(oss->Corner[22]-oss->Corner[1]);
origin[2] = oss->Corner[2] + 0.5*(oss->Corner[23]-oss->Corner[2]);
*/
origin = oss->origin;
n_points += ObjectSliceAddSlicePoint(&oss->Corner[0],&oss->Corner[3],zaxis,d,&points[n_points], origin);
n_points += ObjectSliceAddSlicePoint(&oss->Corner[3],&oss->Corner[9],zaxis,d,&points[n_points], origin);
n_points += ObjectSliceAddSlicePoint(&oss->Corner[9],&oss->Corner[6],zaxis,d,&points[n_points], origin);
n_points += ObjectSliceAddSlicePoint(&oss->Corner[6],&oss->Corner[0],zaxis,d,&points[n_points], origin);
n_points += ObjectSliceAddSlicePoint(&oss->Corner[12],&oss->Corner[15],zaxis,d,&points[n_points], origin);
n_points += ObjectSliceAddSlicePoint(&oss->Corner[15],&oss->Corner[21],zaxis,d,&points[n_points], origin);
n_points += ObjectSliceAddSlicePoint(&oss->Corner[21],&oss->Corner[18],zaxis,d,&points[n_points], origin);
n_points += ObjectSliceAddSlicePoint(&oss->Corner[18],&oss->Corner[12],zaxis,d,&points[n_points], origin);
n_points += ObjectSliceAddSlicePoint(&oss->Corner[0],&oss->Corner[12],zaxis,d,&points[n_points], origin);
n_points += ObjectSliceAddSlicePoint(&oss->Corner[3],&oss->Corner[15],zaxis,d,&points[n_points], origin);
n_points += ObjectSliceAddSlicePoint(&oss->Corner[9],&oss->Corner[21],zaxis,d,&points[n_points], origin);
n_points += ObjectSliceAddSlicePoint(&oss->Corner[6],&oss->Corner[18],zaxis,d,&points[n_points], origin);
oss->outline_n_points = n_points;
}
if (cgo){
CGOColor(cgo, 1.f, 0.f, 0.f );
CGOSphere(cgo, origin, 1.f);
CGOColor(cgo, 1.f, 1.f, 1.f );
} else {
glColor3f(1.f,1.f,1.f);
}
ObjectSliceDrawSlice(cgo, points, n_points/3, zaxis);
}
static void ObjectSliceRender(ObjectSlice * I, RenderInfo * info)
{
PyMOLGlobals *G = I->Obj.G;
int state = info->state;
CRay *ray = info->ray;
Picking **pick = info->pick;
int pass = info->pass;
int cur_state = 0;
float alpha;
int track_camera = SettingGet_b(G, NULL, I->Obj.Setting, cSetting_slice_track_camera);
int dynamic_grid = SettingGet_b(G, NULL, I->Obj.Setting, cSetting_slice_dynamic_grid);
ObjectSliceState *oss = NULL;
int use_shaders = !track_camera && SettingGet_b(G, NULL, I->Obj.Setting, cSetting_use_shaders);
if(track_camera || dynamic_grid) {
int update_flag = false;
if(state >= 0)
if(state < I->NState)
if(I->State[state].Active)
oss = I->State + state;
while(1) {
if(state < 0) { /* all_states */
oss = I->State + cur_state;
} else {
if(oss) {
SceneViewType view;
float pos[3];
SceneGetPos(G, pos);
SceneGetView(G, view);
if(track_camera) {
if((diffsq3f(pos, oss->origin) > R_SMALL8) ||
(diffsq3f(view, oss->system) > R_SMALL8) ||
(diffsq3f(view + 4, oss->system + 3) > R_SMALL8) ||
(diffsq3f(view + 8, oss->system + 6) > R_SMALL8)) {
copy3f(pos, oss->origin);
copy3f(view, oss->system);
copy3f(view + 4, oss->system + 3);
copy3f(view + 8, oss->system + 6);
oss->RefreshFlag = true;
update_flag = true;
}
}
if(dynamic_grid && (!update_flag)) {
float scale = SceneGetScreenVertexScale(G, oss->origin);
if(fabs(scale - oss->last_scale) > R_SMALL4) {
update_flag = true;
oss->RefreshFlag = true;
}
}
}
if(state >= 0)
break;
cur_state = cur_state + 1;
if(cur_state >= I->NState)
break;
}
}
ObjectSliceUpdate(I);
}
ObjectPrepareContext(&I->Obj, ray);
alpha = SettingGet_f(G, NULL, I->Obj.Setting, cSetting_transparency);
alpha = 1.0F - alpha;
if(fabs(alpha - 1.0) < R_SMALL4)
alpha = 1.0F;
if(state >= 0)
if(state < I->NState)
if(I->State[state].Active)
oss = I->State + state;
while(1) {
if(state < 0) { /* all_states */
oss = I->State + cur_state;
} else {
if(!oss) {
if(I->NState && ((SettingGetGlobal_b(G, cSetting_static_singletons) && (I->NState == 1))))
oss = I->State;
}
}
if(oss) {
if(oss->Active) {
if(ray) {
ray->fTransparentf(ray, 1.0F - alpha);
if(I->Obj.RepVis[cRepSlice]) {
float normal[3], *n0, *n1, *n2;
int *strip = oss->strips;
float *point = oss->points;
float *color = oss->colors;
int n = oss->n_strips;
int a;
int offset0 = 0, offset1 = 0, offset2, offset;
int strip_active = false;
int tri_count = 0;
normal[0] = oss->system[2];
normal[1] = oss->system[5];
normal[2] = oss->system[8];
n0 = normal;
n1 = normal;
n2 = normal;
for(a = 0; a < n; a++) {
offset = *(strip++);
switch (offset) {
case START_STRIP:
strip_active = true;
tri_count = 0;
break;
case STOP_STRIP:
strip_active = false;
break;
default:
if(strip_active) {
tri_count++;
offset2 = offset1;
offset1 = offset0;
offset0 = offset;
if(tri_count >= 3) {
if(oss->normals) {
n0 = oss->normals + 3 * offset0;
n1 = oss->normals + 3 * offset1;
n2 = oss->normals + 3 * offset2;
}
if(tri_count & 0x1) { /* get the handedness right ... */
ray->fTriangle3fv(ray,
point + 3 * offset0,
point + 3 * offset1,
point + 3 * offset2,
n0, n1, n2,
color + 3 * offset0,
color + 3 * offset1, color + 3 * offset2);
} else {
ray->fTriangle3fv(ray,
point + 3 * offset1,
point + 3 * offset0,
point + 3 * offset2,
n1, n0, n2,
color + 3 * offset1,
color + 3 * offset0, color + 3 * offset2);
}
}
}
break;
}
}
}
ray->fTransparentf(ray, 0.0);
} else if(G->HaveGUI && G->ValidContext) {
if(pick) {
int i = (*pick)->src.index;
int j;
Picking p;
SceneSetupGLPicking(G);
p.context.object = (void *) I;
p.context.state = 0;
p.src.index = state + 1;
p.src.bond = 0;
if(I->Obj.RepVis[cRepSlice]) {
int *strip = oss->strips;
float *point = oss->points;
int n = oss->n_strips;
int a;
int offset0 = 0, offset1 = 0, offset2, offset;
int strip_active = false;
int tri_count = 0;
#ifdef _PYMOL_GL_DRAWARRAYS
int *stripstart = strip, abegin, nverts, iinit ;
{
(void) j;
for(a = 0; a < n; a++) {
offset = *(strip++);
switch (offset) {
case START_STRIP:
abegin = a;
stripstart = strip;
strip_active = true;
iinit = i;
tri_count = 0;
nverts = 0;
break;
case STOP_STRIP:
if(strip_active){
ObjectSliceRenderStripTrianglesES(pick, &p, nverts, stripstart, abegin, a, point, iinit);
}
strip_active = false;
break;
default:
if(strip_active) {
tri_count++;
offset2 = offset1;
offset1 = offset0;
offset0 = offset;
if(tri_count >= 3) {
nverts += 3;
i++;
}
}
}
break;
}
}
if(strip_active) { /* just in case */
ObjectSliceRenderStripTrianglesES(pick, &p, nverts, stripstart, abegin, a, point, iinit);
}
#else
for(a = 0; a < n; a++) {
offset = *(strip++);
switch (offset) {
case START_STRIP:
if(!strip_active) {
glBegin(GL_TRIANGLES);
}
strip_active = true;
tri_count = 0;
break;
case STOP_STRIP:
if(strip_active)
glEnd();
strip_active = false;
break;
default:
if(strip_active) {
tri_count++;
offset2 = offset1;
offset1 = offset0;
offset0 = offset;
if(tri_count >= 3) {
i++;
if(!(*pick)[0].src.bond) {
/* pass 1 - low order bits */
glColor3ub((uchar) ((i & 0xF) << 4), (uchar) ((i & 0xF0) | 0x8),
(uchar) ((i & 0xF00) >> 4));
VLACheck((*pick), Picking, i);
(*pick)[i] = p; /* copy object and atom info */
} else {
/* pass 2 - high order bits */
j = i >> 12;
glColor3ub((uchar) ((j & 0xF) << 4), (uchar) ((j & 0xF0) | 0x8),
(uchar) ((j & 0xF00) >> 4));
}
p.src.bond = offset0 + 1;
if(tri_count & 0x1) { /* get the handedness right ... */
glVertex3fv(point + 3 * offset0);
glVertex3fv(point + 3 * offset1);
glVertex3fv(point + 3 * offset2);
} else {
glVertex3fv(point + 3 * offset1);
glVertex3fv(point + 3 * offset0);
glVertex3fv(point + 3 * offset2);
}
}
}
break;
}
}
if(strip_active) { /* just in case */
glEnd();
}
#endif
}
(*pick)[0].src.index = i; /* pass the count */
} else { // !pick
int render_now = false;
if(alpha > 0.0001) {
render_now = (pass == -1);
} else
render_now = (!pass);
if(render_now) {
int use_dlst;
int already_rendered = false;
int generate_shader_cgo = false;
if (use_shaders){
if (oss->shaderCGO){
CGORenderGL(oss->shaderCGO, NULL, NULL, I->Obj.Setting, info, NULL);
already_rendered = true;
} else {
oss->shaderCGO = CGONew(G);
generate_shader_cgo = true;
}
}
if (!already_rendered){
if (generate_shader_cgo){
SceneResetNormalCGO(G, oss->shaderCGO, false);
/*
CGOColor(oss->shaderCGO, 1.f, 1.f, 1.f);
GenerateOutlineOfSlice(G, oss, oss->shaderCGO);
*/
ObjectUseColorCGO(oss->shaderCGO, &I->Obj);
} else {
SceneResetNormal(G, false);
/*
glColor3f(1.f, 1.f, 1.f);
GenerateOutlineOfSlice(G, oss, NULL);
*/
ObjectUseColor(&I->Obj);
}
use_dlst = SettingGetGlobal_i(G, cSetting_use_display_lists);
#ifdef _PYMOL_GL_CALLLISTS
if(use_dlst && oss->displayList && oss->displayListInvalid) {
glDeleteLists(oss->displayList, 1);
oss->displayList = 0;
oss->displayListInvalid = false;
}
if(use_dlst && oss->displayList) {
glCallList(oss->displayList);
} else {
if(use_dlst) {
if(!oss->displayList) {
oss->displayList = glGenLists(1);
if(oss->displayList) {
glNewList(oss->displayList, GL_COMPILE_AND_EXECUTE);
}
}
}
#endif
if(I->Obj.RepVis[cRepSlice]) {
int *strip = oss->strips;
float *point = oss->points;
float *color = oss->colors;
float *vnormal = oss->normals;
int n = oss->n_strips;
int a;
int offset;
int strip_active = false;
{
float normal[3];
normal[0] = oss->system[2];
normal[1] = oss->system[5];
normal[2] = oss->system[8];
if (generate_shader_cgo){
CGONormalv(oss->shaderCGO, normal);
} else {
glNormal3fv(normal);
}
}
#ifdef _PYMOL_GL_DRAWARRAYS
{
int *stripstart = strip, abegin, nverts ;
for(a = 0; a < n; a++) {
offset = *(strip++);
switch (offset) {
case START_STRIP:
abegin = a;
stripstart = strip;
strip_active = true;
break;
case STOP_STRIP:
if(strip_active){
nverts = strip - stripstart;
ObjectSliceRenderStripES(nverts, stripstart, abegin, a, vnormal, color, point, alpha);
}
strip_active = false;
break;
default:
break;
}
}
if(strip_active){
nverts = strip - stripstart;
ObjectSliceRenderStripES(nverts, stripstart, abegin, a, vnormal, color, point, alpha);
}
}
#else
if (generate_shader_cgo){
for(a = 0; a < n; a++) {
offset = *(strip++);
switch (offset) {
case START_STRIP:
if(!strip_active)
CGOBegin(oss->shaderCGO, GL_TRIANGLE_STRIP);
strip_active = true;
break;
case STOP_STRIP:
if(strip_active)
CGOEnd(oss->shaderCGO);
strip_active = false;
break;
default:
if(strip_active) {
float *col;
col = color + 3 * offset;
if(vnormal)
CGONormalv(oss->shaderCGO, vnormal + 3 * offset);
CGOAlpha(oss->shaderCGO, alpha);
CGOColor(oss->shaderCGO, col[0], col[1], col[2]);
CGOVertexv(oss->shaderCGO, point + 3 * offset);
}
break;
}
}
if(strip_active) /* just in case */
CGOEnd(oss->shaderCGO);
} else {
for(a = 0; a < n; a++) {
offset = *(strip++);
switch (offset) {
case START_STRIP:
if(!strip_active)
glBegin(GL_TRIANGLE_STRIP);
strip_active = true;
break;
case STOP_STRIP:
if(strip_active)
glEnd();
strip_active = false;
break;
default:
if(strip_active) {
float *col;
col = color + 3 * offset;
if(vnormal)
glNormal3fv(vnormal + 3 * offset);
glColor4f(col[0], col[1], col[2], alpha);
glVertex3fv(point + 3 * offset);
}
break;
}
}
if(strip_active) /* just in case */
glEnd();
}
#endif
}
}
if (generate_shader_cgo){
CGO *convertcgo = oss->shaderCGO;
CGOStop(oss->shaderCGO);
convertcgo = CGOCombineBeginEnd(oss->shaderCGO, 0);
CGOFree(oss->shaderCGO);
oss->shaderCGO = CGOOptimizeToVBONotIndexed(convertcgo, 0);
oss->shaderCGO->use_shader = true;
oss->shaderCGO->enable_shaders = true;
CGOFree(convertcgo);
CGORenderGL(oss->shaderCGO, NULL, NULL, I->Obj.Setting, info, NULL);
}
#ifdef _PYMOL_GL_CALLLISTS
if(use_dlst && oss->displayList) {
glEndList();
}
}
#endif
}
}
}
}
}
if(state >= 0)
break;
cur_state = cur_state + 1;
if(cur_state >= I->NState)
break;
}
}
/*========================================================================*/
static int ObjectSliceGetNStates(ObjectSlice * I)
{
return (I->NState);
}
ObjectSliceState *ObjectSliceStateGetActive(ObjectSlice * I, int state)
{
ObjectSliceState *ms = NULL;
if(state >= 0) {
if(state < I->NState) {
ms = &I->State[state];
if(!ms->Active)
ms = NULL;
}
}
return (ms);
}
/*========================================================================*/
ObjectSlice *ObjectSliceNew(PyMOLGlobals * G)
{
OOAlloc(G, ObjectSlice);
ObjectInit(G, (CObject *) I);
I->NState = 0;
I->State = VLACalloc(ObjectSliceState, 10); /* autozero important */
I->Obj.type = cObjectSlice;
I->Obj.fFree = (void (*)(CObject *)) ObjectSliceFree;
I->Obj.fUpdate = (void (*)(CObject *)) ObjectSliceUpdate;
I->Obj.fRender = (void (*)(CObject *, RenderInfo *)) ObjectSliceRender;
I->Obj.fInvalidate = (void (*)(CObject *, int, int, int)) ObjectSliceInvalidate;
I->Obj.fGetNFrame = (int (*)(CObject *)) ObjectSliceGetNStates;
return (I);
}
/*========================================================================*/
void ObjectSliceStateInit(PyMOLGlobals * G, ObjectSliceState * oss)
{
oss->G = G;
oss->displayList = 0;
oss->Active = true;
oss->RefreshFlag = true;
oss->ExtentFlag = false;
oss->values = NULL;
oss->points = NULL;
oss->flags = NULL;
oss->colors = NULL;
oss->strips = NULL;
oss->n_points = 0;
oss->n_strips = 0;
oss->last_scale = 0.0F;
UtilZeroMem(&oss->system, sizeof(float) * 9); /* simple orthogonal coordinate system */
oss->system[0] = 1.0F;
oss->system[4] = 1.0F;
oss->system[8] = 1.0F;
zero3f(oss->origin);
oss->shaderCGO = NULL;
}
/*========================================================================*/
ObjectSlice *ObjectSliceFromMap(PyMOLGlobals * G, ObjectSlice * obj, ObjectMap * map,
int state, int map_state)
{
ObjectSlice *I;
ObjectSliceState *oss;
ObjectMapState *oms;
if(!obj) {
I = ObjectSliceNew(G);
} else {
I = obj;
}
if(state < 0)
state = I->NState;
if(I->NState <= state) {
VLACheck(I->State, ObjectSliceState, state);
I->NState = state + 1;
}
oss = I->State + state;
ObjectSliceStateInit(G, oss);
oss->MapState = map_state;
oms = ObjectMapGetState(map, map_state);
if(oms) {
if(oss->points) {
VLAFreeP(oss->points);
}
if(oss->values) {
VLAFreeP(oss->points);
}
if(oss->flags) {
VLAFreeP(oss->flags);
}
{
float tmp[3];
if(ObjectMapStateGetExcludedStats(G, oms, NULL, 0.0F, 0.0F, tmp)) {
oss->MapMean = tmp[1];
oss->MapStdev = tmp[2] - tmp[1];
} else {
oss->MapMean = 0.0F;
oss->MapStdev = 1.0F;
}
}
/* simply copy the extents from the map -- not quite correct, but probably good enough */
memcpy(oss->ExtentMin, oms->ExtentMin, 3 * sizeof(float));
memcpy(oss->ExtentMax, oms->ExtentMax, 3 * sizeof(float));
memcpy(oss->Corner, oms->Corner, 24 * sizeof(float));
}
strcpy(oss->MapName, map->Obj.Name);
oss->ExtentFlag = true;
/* set the origin of the slice to the center of the map */
average3f(oss->ExtentMin, oss->ExtentMax, oss->origin);
/* set the slice's system matrix to the current camera rotation matrix */
{
SceneViewType view;
SceneGetView(G, view);
copy3f(view, oss->system);
copy3f(view + 4, oss->system + 3);
copy3f(view + 8, oss->system + 6);
}
oss->RefreshFlag = true;
if(I) {
ObjectSliceRecomputeExtent(I);
}
I->Obj.ExtentFlag = true;
SceneChanged(G);
SceneCountFrames(G);
return (I);
}
/*========================================================================*/
void ObjectSliceRecomputeExtent(ObjectSlice * I)
{
int extent_flag = false;
int a;
ObjectSliceState *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;
}