4 using System.Collections.Generic;
12 public override void Init () {
16 foreach(BondCubeUpdate bu
in bonds)
17 bu.GetComponent<Collider>().enabled =
false;
27 public override void SetColor(Color col, List<string> atoms,
string residue =
"All",
string chain =
"All"){}
28 public override void SetColor(Color col,
int atomNum){}
29 public override void SetRadii(List<string> atoms,
string residue =
"All",
string chain =
"All"){}
32 public override GameObject
GetBall(
int id){
43 Vector3 lscale =
new Vector3(width, width, bcu.transform.localScale.z);
44 bcu.transform.localScale = lscale ;
58 foreach(BondCubeUpdate bcu
in bonds) {
62 Mesh mesh = bcu.GetComponent<MeshFilter>().mesh;
63 Vector3[] vertices = mesh.vertices;
64 Color32[] colors =
new Color32[vertices.Length];
66 Matrix4x4 localToWorld = bcu.transform.localToWorldMatrix;
75 Vector3 posAtom1 =
new Vector3(fposAtom1[0],fposAtom1[1],fposAtom1[2]);
76 Vector3 posAtom2 =
new Vector3(fposAtom2[0],fposAtom2[1],fposAtom2[2]);
82 for(
int i=0; i<vertices.Length; i++) {
83 pos = localToWorld.MultiplyPoint3x4(vertices[i]);
84 dist1 = Vector3.Distance(posAtom1, pos);
85 dist2 = Vector3.Distance(posAtom2, pos);
87 colors[i] = colorAtom1;
89 colors[i] = colorAtom2;
92 mesh.colors32 = colors;
93 bcu.GetComponent<MeshFilter>().mesh = mesh;
102 bcu.GetComponent<Renderer>().enabled =
true;
107 Debug.Log(
"CubeBondManager: DisableRenderers()");
109 bcu.GetComponent<Renderer>().enabled =
false;
116 bcu.GetComponent<Renderer>().shadowCastingMode = ShadowCastingMode.On;
117 bcu.GetComponent<Renderer>().receiveShadows =
true;
122 bcu.GetComponent<Renderer>().shadowCastingMode = ShadowCastingMode.Off;
123 bcu.GetComponent<Renderer>().receiveShadows =
false;
163 Vector3 atomOne = Vector3.zero;
165 for (
int i=0; i< bonds.Length; i++) {
170 Vector3 posAtom1 =
new Vector3(fposAtom1[0],fposAtom1[1],fposAtom1[2]);
171 Vector3 posAtom2 =
new Vector3(fposAtom2[0],fposAtom2[1],fposAtom2[2]);
173 bonds[i].GetComponent<Renderer>().material.SetVector(
"_Pos1", posAtom1);
174 bonds[i].transform.position = posAtom1;
175 bonds[i].GetComponent<Renderer>().material.SetVector(
"_Pos2", posAtom2);
184 for (
int i=0; i< bonds.Length; i++) {
187 bonds[i].GetComponent<Renderer>().enabled = !hide;
override void DisableShadows()
override void ResetIMDSimulationPositions()
override void DestroyAll()
override void DisableRenderers()
Disables the renderers for all objects managed by the instance of the manager.
override void EnableRenderers()
Enables the renderers for all objects managed by the instance of the manager.
override void SetRadii(int atomNum)
static List< AtomModel > atomsTypelist
The type of each atom.
override void Init()
Initializes this instance of the manager.
override void ToggleDistanceCueing(bool enabling)
override GameObject GetBall(int id)
override void EnableShadows()
static void setCurrentBondManager(GenericManager manager)
!WiP Includes FLAGS of GUI.
override void ResetPositions()
override void SetRadii(List< string > atoms, string residue="All", string chain="All")
static List< Color > atomsColorList
The color of each atom.
override void showHydrogens(bool hide)
static bool bondsReadyToBeReset
override void SetColor(Color col, int atomNum)
override void ResetRadii()
override void SetColor(Color col, List< string > atoms, string residue="All", string chain="All")
static List< float[]> atomsLocationlist
The coordinates of each atom.