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# Copyright 2007-2008 Nanorex, Inc. See LICENSE file for details.
"""
Draws the DNA in a ladder display where each strand is represented as a ladder
beam and each step represents duplex rise.
@author: Ninad
@copyright: 2007-2008 Nanorex, Inc. See LICENSE file for details.
@version: $Id$
@license: GPL
"""
import foundation.env as env
from Numeric import pi
ONE_RADIAN = 180.0 / pi
HALF_PI = pi/2.0
TWICE_PI = 2*pi
from OpenGL.GL import glDisable
from OpenGL.GL import glEnable
from OpenGL.GL import GL_LIGHTING
from OpenGL.GL import glPopMatrix
from OpenGL.GL import glPushMatrix
from OpenGL.GL import glTranslatef
from graphics.drawing.drawers import drawArrowHead
from graphics.drawing.CS_draw_primitives import drawline
from graphics.drawing.drawers import drawPoint
from geometry.VQT import norm, vlen, V, cross
from utilities.prefs_constants import DarkBackgroundContrastColor_prefs_key
def drawDnaLadder(endCenter1,
endCenter2,
duplexRise,
glpaneScale,
lineOfSightVector,
ladderWidth = 17.0,
beamThickness = 2.0,
beam1Color = None,
beam2Color = None,
stepColor = None
):
"""
Draws the DNA in a ladder display where each strand is represented as a
ladder beam and each step represents duplex rise.
@param endCenter1: Ladder center at end 1
@type endCenter1: B{V}
@param endCenter2: Ladder center at end 2
@type endCenter2: B{V}
@param duplexRise: Center to center distance between consecutive steps
@type duplexRise: float
@param glpaneScale: GLPane scale used in scaling arrow head drawing
@type glpaneScale: float
@param lineOfSightVector: Glpane lineOfSight vector, used to compute the
the vector along the ladder step.
@type: B{V}
@param ladderWidth: width of the ladder
@type ladderWidth: float
@param beamThickness: Thickness of the two ladder beams
@type beamThickness: float
@param beam1Color: Color of beam1
@param beam2Color: Color of beam2
@see: B{DnaLineMode.Draw } (where it is used) for comments on color
convention
"""
ladderLength = vlen(endCenter1 - endCenter2)
#Don't draw the vertical line (step) passing through the startpoint unless
#the ladderLength is atleast equal to the duplexRise.
# i.e. do the drawing only when there are atleast two ladder steps.
# This prevents a 'revolving line' effect due to the single ladder step at
# the first endpoint
if ladderLength < duplexRise:
return
if beam1Color is None:
beam1Color = env.prefs[DarkBackgroundContrastColor_prefs_key]
if beam2Color is None:
beam2Color = env.prefs[DarkBackgroundContrastColor_prefs_key]
if stepColor is None:
stepColor = env.prefs[DarkBackgroundContrastColor_prefs_key]
unitVector = norm(endCenter2 - endCenter1)
glDisable(GL_LIGHTING)
glPushMatrix()
glTranslatef(endCenter1[0], endCenter1[1], endCenter1[2])
pointOnAxis = V(0, 0, 0)
vectorAlongLadderStep = cross(-lineOfSightVector, unitVector)
unitVectorAlongLadderStep = norm(vectorAlongLadderStep)
ladderBeam1Point = pointOnAxis + unitVectorAlongLadderStep*0.5*ladderWidth
ladderBeam2Point = pointOnAxis - unitVectorAlongLadderStep*0.5*ladderWidth
#Following limits the arrowHead Size to the given value. When you zoom out,
#the rest of ladder drawing becomes smaller (expected) and the following
#check ensures that the arrowheads are drawn proportinately.
# (Not using a 'constant' to do this as using glpaneScale gives better
#results)
if glpaneScale > 40:
arrowDrawingScale = 40
else:
arrowDrawingScale = glpaneScale
#Draw the arrow head on beam1
drawArrowHead(beam2Color,
ladderBeam2Point,
arrowDrawingScale,
-unitVectorAlongLadderStep,
- unitVector)
x = 0.0
while x < ladderLength:
drawPoint(stepColor, pointOnAxis)
previousPoint = pointOnAxis
previousLadderBeam1Point = ladderBeam1Point
previousLadderBeam2Point = ladderBeam2Point
pointOnAxis = pointOnAxis + unitVector*duplexRise
x += duplexRise
ladderBeam1Point = previousPoint + \
unitVectorAlongLadderStep*0.5*ladderWidth
ladderBeam2Point = previousPoint - \
unitVectorAlongLadderStep*0.5*ladderWidth
if previousLadderBeam1Point:
drawline(beam1Color,
previousLadderBeam1Point,
ladderBeam1Point,
width = beamThickness,
isSmooth = True )
drawline(beam2Color,
previousLadderBeam2Point,
ladderBeam2Point,
width = beamThickness,
isSmooth = True )
drawline(stepColor, ladderBeam1Point, ladderBeam2Point)
drawArrowHead(beam1Color,
ladderBeam1Point,
arrowDrawingScale,
unitVectorAlongLadderStep,
unitVector)
glPopMatrix()
glEnable(GL_LIGHTING)
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