◆ addToDicCorres() [1/2]
virtual void UMol.ISurfaceRepresentation.addToDicCorres |
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UnityMolAtom |
a, |
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int |
i |
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virtual |
◆ addToDicCorres() [2/2]
virtual void UMol.ISurfaceRepresentation.addToDicCorres |
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UnityMolAtom |
a, |
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int |
i, |
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Dictionary< UnityMolAtom, List< int >> |
customDic |
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) |
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virtual |
◆ Clear()
virtual void UMol.ISurfaceRepresentation.Clear |
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virtual |
◆ computeNearestVertexPerAtom()
virtual int [] UMol.ISurfaceRepresentation.computeNearestVertexPerAtom |
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GameObject |
gomesh, |
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UnityMolSelection |
sele, |
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bool |
removeHETWater = true |
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virtual |
◆ computeNearestVertexPerAtomCustom()
virtual Dictionary<UnityMolAtom, List<int> > UMol.ISurfaceRepresentation.computeNearestVertexPerAtomCustom |
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GameObject |
gomesh, |
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UnityMolSelection |
sele |
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virtual |
◆ cutSelection()
◆ getMeshColors()
void UMol.ISurfaceRepresentation.getMeshColors |
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◆ recompute()
abstract void UMol.ISurfaceRepresentation.recompute |
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pure virtual |
◆ restoreColorsPerAtom()
void UMol.ISurfaceRepresentation.restoreColorsPerAtom |
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◆ atomToGo
Dictionary<UnityMolAtom, GameObject> UMol.ISurfaceRepresentation.atomToGo |
◆ atomToMesh
Dictionary<UnityMolAtom, List<int> > UMol.ISurfaceRepresentation.atomToMesh |
◆ colorByAtom
Dictionary<UnityMolAtom, Color32> UMol.ISurfaceRepresentation.colorByAtom |
◆ isStandardSurface
bool UMol.ISurfaceRepresentation.isStandardSurface = true |
◆ meshColors
Dictionary<GameObject, List<Color32> > UMol.ISurfaceRepresentation.meshColors |
◆ meshesGO
List<GameObject> UMol.ISurfaceRepresentation.meshesGO |
◆ newRep
GameObject UMol.ISurfaceRepresentation.newRep |
◆ subSelections
The documentation for this class was generated from the following file: