5 using System.Collections.Generic;
13 public override void Init () {
22 Debug.Log(
"Destroying Cubes");
24 foreach(BallUpdateCube cb
in cubes) {
25 GameObject.Destroy(cb.gameObject);
63 public override void SetColor(Color col, List<string> atom,
string residue =
"All",
string chain =
"All") {
65 if(!atom.Contains (
"All")){
72 if(atom.Contains(cb.tag))
87 if(atom.Contains(cb.tag)
106 if(atom.Contains(cb.tag)
123 if(atom.Contains(cb.tag)
140 if(residue ==
"All"){
192 public override void SetColor(Color col,
int atomNum) {
212 public override void SetRadii(List<string> atom,
string residue =
"All",
string chain =
"All") {
213 if(!atom.Contains (
"All")){
214 if(residue ==
"All"){
219 if(atom.Contains(cb.tag))
233 if(atom.Contains(cb.tag)
251 if(atom.Contains(cb.tag)
267 if(atom.Contains(cb.tag)
284 if(residue ==
"All"){
347 if(cb.transform.position == pos)
348 return cb.GetComponent<Renderer>().material.GetColor(
"_Color");
362 return cubes[id].gameObject;
371 bc.GetComponent<Renderer>().enabled =
false;
373 bc.GetComponent<Collider>().enabled =
false;
385 bc.GetComponent<Renderer>().enabled =
true;
386 bc.GetComponent<Collider>().enabled =
true;
393 bc.GetComponent<Renderer>().shadowCastingMode = ShadowCastingMode.On;
394 bc.GetComponent<Renderer>().receiveShadows =
true;
399 bc.GetComponent<Renderer>().shadowCastingMode = ShadowCastingMode.Off;
400 bc.GetComponent<Renderer>().receiveShadows =
false;
410 cb.transform.localScale =
new Vector3(buffer, buffer, buffer);
421 for (
int i=0; i<cubeGameObjects.Length; i++) {
431 for (
int i=0; i<cubeGameObjects.Length; i++) {
432 Destroy(cubes[i].GetComponent<MouseOverMoleculeIMDSimulation>());
439 if(GameObject.FindObjectsOfType(typeof(
BallUpdateCube)).Length >0)
454 for (
int j=0; j<cubes.Length; j++){
455 int i = (int)cubes[j].number;
463 for (
int j=0; j<cubes.Length; j++){
464 int i = (int)cubes[j].number;
476 float minDist = Vector3.Distance(closestAtom.gameObject.transform.position, position);
479 for (
int i = 1; i < cubes.Length; i++) {
481 tempDist = Vector3.Distance(tempAtom.gameObject.transform.position, position);
482 if (tempDist < minDist) {
484 closestAtom = tempAtom;
488 selection.
go = closestAtom.gameObject;
495 for (
int j=0; j<cubes.Length; j++){
496 if (cubes[j].tag==
"H")
497 cubes[j].GetComponent<Renderer>().enabled=!hide;
override void DestroyAll()
override void ToggleDistanceCueing(bool enabling)
void CreateMouseOversIMDSimulation()
Creates the mouse overs, needed when IMD simulation and mouse interaction are required.
override void ResetPositions()
override void SetColor(Color col, int atomNum)
Sets the color of a specific atom.
override void SetColor(Color col, List< string > atom, string residue="All", string chain="All")
Sets the color of atoms.
override void Init()
Initializes this instance of the manager.
static List< string > atomsNamelist
The name of each atom.
static List< string > atomsChainList
The chain of each atom.
static List< AtomModel > atomsTypelist
The type of each atom.
void ResetColors()
Resets the colors of all cubes and sticks.
static List< Vector3 > atomsIMDSimulationLocationlist
The coordinates of each atom, simulated through an IMD simulation.
override void ResetIMDSimulationPositions()
override void DisableRenderers()
Disables the renderers for all objects managed by the instance of the manager.
static void setCurrentAtomManager(GenericManager manager)
!WiP Includes FLAGS of GUI.
override void ResetRadii()
!WiP manage GUI, and provide static strings for the GUI.
void DestroyMouseOversIMDSimulation()
Destroys the mouse overs
static List< Color > atomsColorList
The color of each atom.
static float radiusFactor
override void showHydrogens(bool hide)
override void EnableShadows()
override void EnableRenderers()
Enables the renderers for all objects managed by the instance of the manager.
static float oldRadiusFactor
Color GetColor(Vector3 pos)
Gets the color of the atom at the location "pos".
static bool bondsReadyToBeReset
static List< string > atomsResnamelist
The name of the residue to which each atom belongs.
static float globalRadius
static bool quickSelection
override void DisableShadows()
SingleAtomSelection getClosestAtomGameObject(Vector3 position)
void setAtomId(int atomId)
static GameObject[] cubeGameObjects
override void SetRadii(int id)
Changes the scale for Atom selection.
override GameObject GetBall(int id)
Gets the GameObject from cubes at the position "id".
override void SetRadii(List< string > atom, string residue="All", string chain="All")
Changes the scale of the atoms.
static List< float > atomsLocalScaleList
static List< float[]> atomsLocationlist
The coordinates of each atom.