ForceAnnealing_goodresults
ForceAnnealing_tocheck
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Last change
on this file since 396aab was caece4, checked in by Frederik Heber <heber@…>, 11 years ago |
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Enhanced documentation significantly.
- went through all of the constructs and updated each.
- enhanced documentation ofr Fragmentation::FragmentMolecule().
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Property mode
set to
100644
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File size:
1.6 KB
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| 1 | /*
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| 2 | * Project: MoleCuilder
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| 3 | * Description: creates and alters molecular systems
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| 4 | * Copyright (C) 2013 University of Bonn. All rights reserved.
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| 5 | * Please see the LICENSE file or "Copyright notice" in builder.cpp for details.
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| 6 | */
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| 7 |
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| 8 | /**
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| 9 | * \file shaperegistry.dox
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| 10 | *
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| 11 | * Created on: Jan 28, 2013
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| 12 | * Author: ankele
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| 13 | */
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| 14 |
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| 15 | /** \page shaperegistry ShapeRegistry
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| 16 | *
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| 17 | * \section shape-registry-basics Basics
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| 18 | *
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| 19 | * Instances of \ref shapes with unique names can be stored inside the
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| 20 | * ShapeRegistry. They can be selected via actions.
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| 21 | *
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| 22 | * There are special action to manipulate the currently selected shapes:
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| 23 | * - CombineShapesAction
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| 24 | * - RemoveShapeAction
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| 25 | * - RotateShapeAction
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| 26 | * - StretchShapeAction
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| 27 | * - TranslateShapeAction
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| 28 | *
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| 29 | * Some actions on the world (like selecting all atoms within a shape or
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| 30 | * filling a shape with molecules) use the currently selected shapes in
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| 31 | * the ShapeRegistry.
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| 32 | *
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| 33 | * GLWorldView is an observer to the ShapeRegistry. It always renders the
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| 34 | * currently selected shapes into the scene.
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| 35 | *
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| 36 | * To do so, the shapes need to be tesselated (i.e. we need a triangle mesh).
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| 37 | * Currently we find a number of points on the shape and then use the
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| 38 | * Tesselation class. This happens when the shape is added to the registry.
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| 39 | * GLWorldView caches the triangulation as long as the shape is inside the
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| 40 | * registry.
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| 41 | *
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| 42 | * \todo It is planned to create a more specialized ShapeTesselation class.
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| 43 | * Basic shapes (sphere, cube, etc.) would have predefined meshes. For combined
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| 44 | * shaped these basic meshes could then be intersected. That would be faster
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| 45 | * and allow correct rendering of topologically nontrivial shapes.
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| 46 | *
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| 47 | * \date 2013-02-22
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| 48 | *
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| 49 | */
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