Exemple #1
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	def __init__(self, pdb_file, parent=None, children = set(), transform=None, radius=1.75):
		"""
		@param parent: should be an EMPDBItem3D instance for proper functionality.
		"""
		if not transform: transform = Transform()	# Object initialization should not be put in the constructor. Causes issues
		EMPDBItem3D.__init__(self, pdb_file=pdb_file, parent=parent, children=children, transform=transform)
		self.first_render_flag = True # this is used to catch the first call to the render function - so you can do an GL context sensitive initialization when you know there is a valid context
		self.gq = None # will be a glu quadric
		self.dl = None
# 		self.spheredl = 0 # this will be a low resolution sphere
		self.highresspheredl = 0 # high resolution sphere
		self.radius = radius
		self.colors = get_default_gl_colors()
		self.vwr = [self.get_vanderwaals_radius(an) for an in self.atom_names]
		self.coords = self.data - np.mean(self.data,axis=0)
Exemple #2
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	def __init__(self, pdb_file, parent=None, children = set(), transform=None):
		"""
		@param parent: should be an EMPDBItem3D instance for proper functionality.
		"""
		if not transform: transform = Transform()	# Object initialization should not be put in the constructor. Causes issues
		EMPDBItem3D.__init__(self, pdb_file=pdb_file, parent=parent, children=children, transform=transform)
		self.first_render_flag = True # this is used to catch the first call to the render function - so you can do an GL context sensitive initialization when you know there is a valid context
		self.gq = None # will be a glu quadric
		self.dl = None
		self.cylinderdl = 0 # will be a cylinder with no caps
		self.diskdl = 0 # this will be a flat disk
		self.spheredl = 0 # this will be a low resolution sphere
		self.highresspheredl = 0 # high resolution sphere
		self.cappedcylinderdl = 0 # a capped cylinder
		self.radius = 100
		self.colors = get_default_gl_colors()
		amino_acids_list = ["ALA","ARG","ASN","ASP","CYS","GLU","GLN","GLY","HIS","ILE","LEU","LYS","MET","PHE","PRO","SER","THR","TYR","TRP","VAL"]
		self.side_chains = {aa:[] for aa in amino_acids_list}
	def __init__(self, gl_widget):
		self.fName = ""
		self.text = self.fName
		self.dl = None
		EM3DModel.__init__(self, gl_widget)
		# basic shapes will be stored in these lists
		self.gq = None # will be a glu quadric
		self.cylinderdl = 0 # will be a cylinder with no caps
		self.diskdl = 0 # this will be a flat disk
		self.spheredl = 0 # this will be a low resolution sphere
		self.highresspheredl = 0 # high resolution sphere
		self.cappedcylinderdl = 0 # a capped cylinder
		self.first_render_flag = True # this is used to catch the first call to the render function - so you can do an GL context sensitive initialization when you know there is a valid context
	
		self.inspector = None # will be the inspector
		self.radius = 100
		self.perspective = False
		self.colors = get_default_gl_colors()
		self.vdtools = EMViewportDepthTools(self)
		self.cam = Camera2(self)
		self.cam.basicmapping = True #new by Ross
		
		self.side_chain_renderer = {}
		self.side_chain_renderer["ALA"] = AlaRenderer()
		self.side_chain_renderer["ARG"] = ArgRenderer()
		self.side_chain_renderer["ASP"] = AspRenderer()
		self.side_chain_renderer["ASN"] = AsnRenderer()
		self.side_chain_renderer["CYS"] = CysRenderer()
		self.side_chain_renderer["GLY"] = GlyRenderer()
		self.side_chain_renderer["GLN"] = GlnRenderer()
		self.side_chain_renderer["GLU"] = GluRenderer()
		self.side_chain_renderer["HIS"] = HisRenderer()
		self.side_chain_renderer["ILE"] = IleRenderer()
		self.side_chain_renderer["LEU"] = LeuRenderer()
		self.side_chain_renderer["LYS"] = LysRenderer()
		self.side_chain_renderer["MET"] = MetRenderer()
		self.side_chain_renderer["PHE"] = PheRenderer()
		self.side_chain_renderer["PRO"] = ProRenderer()
		self.side_chain_renderer["SER"] = SerRenderer()
		self.side_chain_renderer["THR"] = ThrRenderer()
		self.side_chain_renderer["TRP"] = TrpRenderer()
		self.side_chain_renderer["TYR"] = TyrRenderer()
		self.side_chain_renderer["VAL"] = ValRenderer()
Exemple #4
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    def __init__(self, gl_widget):
        self.fName = ""
        self.text = self.fName
        self.dl = None
        EM3DModel.__init__(self, gl_widget)
        # basic shapes will be stored in these lists
        self.gq = None  # will be a glu quadric
        self.cylinderdl = 0  # will be a cylinder with no caps
        self.diskdl = 0  # this will be a flat disk
        self.spheredl = 0  # this will be a low resolution sphere
        self.highresspheredl = 0  # high resolution sphere
        self.cappedcylinderdl = 0  # a capped cylinder
        self.first_render_flag = True  # this is used to catch the first call to the render function - so you can do an GL context sensitive initialization when you know there is a valid context

        self.inspector = None  # will be the inspector
        self.radius = 100
        self.perspective = False
        self.colors = get_default_gl_colors()
        self.vdtools = EMViewportDepthTools(self)
        self.cam = Camera2(self)
        self.cam.basicmapping = True  #new by Ross

        self.side_chain_renderer = {}
        self.side_chain_renderer["ALA"] = AlaRenderer()
        self.side_chain_renderer["ARG"] = ArgRenderer()
        self.side_chain_renderer["ASP"] = AspRenderer()
        self.side_chain_renderer["ASN"] = AsnRenderer()
        self.side_chain_renderer["CYS"] = CysRenderer()
        self.side_chain_renderer["GLY"] = GlyRenderer()
        self.side_chain_renderer["GLN"] = GlnRenderer()
        self.side_chain_renderer["GLU"] = GluRenderer()
        self.side_chain_renderer["HIS"] = HisRenderer()
        self.side_chain_renderer["ILE"] = IleRenderer()
        self.side_chain_renderer["LEU"] = LeuRenderer()
        self.side_chain_renderer["LYS"] = LysRenderer()
        self.side_chain_renderer["MET"] = MetRenderer()
        self.side_chain_renderer["PHE"] = PheRenderer()
        self.side_chain_renderer["PRO"] = ProRenderer()
        self.side_chain_renderer["SER"] = SerRenderer()
        self.side_chain_renderer["THR"] = ThrRenderer()
        self.side_chain_renderer["TRP"] = TrpRenderer()
        self.side_chain_renderer["TYR"] = TyrRenderer()
        self.side_chain_renderer["VAL"] = ValRenderer()
	def __init__(self,application=None,ensure_gl_context=True,application_control=True):
		EMImage3DGUIModule.__init__(self,application,ensure_gl_context=ensure_gl_context,application_control=application_control)
		#EMLightsDrawer.__init__(self)
		self.cam = Camera2(self)
		self.vdtools = EMViewportDepthTools(self)
		self.perspective = False
		self.colors = get_default_gl_colors()
		self.perspective = True
		
		# basic shapes will be stored in these lists
		self.gq = None # will be a glu quadric
		self.cylinderdl = 0 # will be a cylinder with no caps
		self.diskdl = 0 # this will be a flat disk
		self.spheredl = 0 # this will be a low resolution sphere
		self.highresspheredl = 0 # high resolution sphere
		self.cappedcylinderdl = 0 # a capped cylinder
		self.first_render_flag = True # this is used to catch the first call to the render function - so you can do an GL context sensitive initialization when you know there is a valid context
	
		self.inspector = None # will be the inspector, i.e. an instance of an EM3DInspector
		self.radius = 100
		
		self.font_renderer = None # will be a 3D fonts renderer
Exemple #6
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	def __init__(self, gl_widget):
		EM3DModel.__init__(self, gl_widget)
		
		self.init()
		self.initialized = True
		
		self.cam=Camera2(self)
		
		self.brightness = 0
		self.contrast = 10
		self.glcontrast = 1.0
		self.glbrightness = 0.0
		self.rank = 1
		self.inspector=None
		self.colors = get_default_gl_colors()
		self.currentcolor = "bluewhite"
		
		self.vdtools = EMViewportDepthTools2(self.get_gl_widget())
		
		self.get_gl_widget().cam.default_z = -1.25*50 # this is me hacking
		self.get_gl_widget().cam.cam_z = -1.25*50 # this is me hacking
	
		self.dl = None # display list id
	def __init__(self):
		
		self.gl_lights = get_gl_lights_vector() # [GL_LIGHTS0, GL_LIGHTS1, ... GL_LIGHTS<MAX>]
		self.colors = get_default_gl_colors()  # a dictionary of dictionaries
		
		self.gq=gluNewQuadric()
		gluQuadricDrawStyle(self.gq,GLU_FILL)
		gluQuadricNormals(self.gq,GLU_SMOOTH)
		gluQuadricOrientation(self.gq,GLU_OUTSIDE)
		gluQuadricTexture(self.gq,GL_FALSE)
		
		self.mouse_modes = [None, "directional", "point source"]
		self.current_mouse_mode = None
		self.current_light = GL_LIGHT0 # change this to change which light is drawn
		self.display_lights = False
		self.ball_dl = 0 # makes a funny kind of ball
		self.light_dl = 0
		self.cylinderdl = 0
		self.arc_t = 16
		self.radius = 10 #  This is an important variable. Set this value to adapt the way the lights appear in your scene.
		
		self.inspector = None
		self.mpressx = None
		self.mpressy = None
Exemple #8
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    def load_colors(self):
        self.colors = get_default_gl_colors()

        self.isocolor = "bluewhite"
Exemple #9
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	def load_colors(self):
		self.colors = get_default_gl_colors()
		
		self.isocolor = "bluewhite"
	def load_colors(self):
		self.colors = get_default_gl_colors()
		self.currentcolor = "ruby"
Exemple #11
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 def load_colors(self):
     self.colors = get_default_gl_colors()
     self.currentcolor = "ruby"