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path: root/cad/src/graphics/drawing/drawPeptideTrace.py
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# Copyright 2008-2009 Nanorex, Inc.  See LICENSE file for details.
"""

Creates a schematic "trace" drawing for PeptideBuilder.

@author: Piotr
@version: $Id$
@copyright: 2008-2009 Nanorex, Inc.  See LICENSE file for details.
@license: GPL
"""

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 geometry.VQT import norm, vlen, V, cross

from utilities.prefs_constants import DarkBackgroundContrastColor_prefs_key
from utilities.constants import blue, gray

import foundation.env as env

from graphics.drawing.CS_draw_primitives import drawline, drawsphere
from graphics.drawing.drawers import drawPoint
from graphics.drawing.drawers import drawCircle

from protein.commands.InsertPeptide.PeptideGenerator import get_unit_length

def drawPeptideTrace(alphaCarbonProteinChunk):
    """
    Draws a protein backbone trace using atoms stored in
    I{alphaCarbonProteinChunk}.

    @param alphaCarbonProteinChunk: a special (temporary) chunk that contains
                                    only the alpha carbon atoms in the peptide
                                    backbone
    @param alphaCarbonProteinChunk: Chunk

    @see PeptideLine_GraphicsMode.Draw_other(), PeptideGenerator.make_aligned()
    """

    if alphaCarbonProteinChunk and alphaCarbonProteinChunk.atoms:
        last_pos = None
        atomitems = alphaCarbonProteinChunk.atoms.items()
        atomitems.sort()
        alphaCarbonAtomsList = [atom for (key, atom) in atomitems]

        for atom in alphaCarbonAtomsList:
            drawsphere(blue, atom.posn(), 0.2, 1)
            if last_pos:
                drawline(gray, last_pos, atom.posn(), width=2)
            last_pos = atom.posn()
            pass
        pass
    return

# drawPeptideTrace_orig is the original function for drawing a peptide
# trace. This function is deprecated and marked for removal. I'm keeping it
# here for reference for the time being.
# --Mark 2008-12-23
def drawPeptideTrace_orig(endCenter1,
                          endCenter2,
                          phi,
                          psi,
                          glpaneScale,
                          lineOfSightVector,
                          beamThickness = 2.0,
                          beam1Color = None,
                          beam2Color = None,
                          stepColor  = None
                          ):
    """
    Draws the Peptide in a schematic display.

    @param endCenter1: Nanotube center at end 1
    @type endCenter1: B{V}

    @param endCenter2: Nanotube center at end 2
    @type endCenter2: B{V}

    @param phi: Peptide phi angle
    @type phi: float

    @param psi: Peptide psi angle
    @type psi: 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 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

    @deprecated: Use drawPeptideTrace() instead.
    """

    ladderWidth = 3.0

    ladderLength = vlen(endCenter1 - endCenter2)

    cntRise = get_unit_length(phi, psi)

    # Don't draw the vertical line (step) passing through the startpoint unless
    # the ladderLength is atleast equal to the cntRise.
    # 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 < cntRise:
        return

    unitVector = norm(endCenter2 - endCenter1)

    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]


    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

    x = 0.0
    while x < ladderLength:
        drawPoint(stepColor, pointOnAxis)
        drawCircle(stepColor, pointOnAxis, ladderWidth * 0.5, unitVector)

        previousPoint = pointOnAxis
        previousLadderBeam1Point = ladderBeam1Point
        previousLadderBeam2Point = ladderBeam2Point

        pointOnAxis = pointOnAxis + unitVector * cntRise
        x += cntRise

        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)

    glPopMatrix()
    glEnable(GL_LIGHTING)
    return