[Chimera-users] orientation matrix

Eric Pettersen pett at cgl.ucsf.edu
Thu Nov 18 14:16:26 PST 2004


I've implemented matrixget and matrixset now.  It will be in the 
snapshot we're putting out at the beginning of December.  I can provide 
the changed Python files to anyone who wants the matrix commands 
earlier.  I should note that there was an error in my earlier mail 
(below) -- the function is chimera.Xform_xform(), not chimera.Xform().

                         Eric Pettersen
                         UCSF Computer Graphics Lab
                         pett at cgl.ucsf.edu
                         http://www.cgl.ucsf.edu

On Nov 1, 2004, at 12:04 PM, Eric Pettersen wrote:

>
> On Oct 31, 2004, at 7:28 AM, Miguel Ortiz Lombardía wrote:
>
>> Hi all,
>>
>> Sorry, this question may be very simple, but I didn't manage to find 
>> an answer in the documentation.
>>
>> Is it possible to read a transformation (rotation + translation) 
>> matrix so that the molecule is displayed exactly in the orientation 
>> you wish?
>
> This is discussed a little in the programmer's FAQ, question #4 
> (http://www.cgl.ucsf.edu/chimera/docs/ProgrammersGuide/faq.html).  But 
> that question doesn't talk about how to use an _arbitrary_ 
> rotation/translation matrix to set a model's transformation.  
> Nonetheless, you should look at it to get the general idea of how to 
> set a model's transformation matrix.  At the end of this mail I've 
> appended the definition of the Xform class, as our Python-wrapping 
> program sees it (therefore, functions that are commented out [with 
> '//'] are in the C++ code put not the Python layer).  The routine you 
> want is the constructor 'xform' that takes 12 numeric arguments 
> defining the transformation matrix and an 'orthogonalize' boolean.  So 
> you would generate your transform with:
>
> xf = chimera.Xform(..12 numbers..., orthogonalize=True)
>
> You want 'orthogonalize' to be True so that Chimera will correct for 
> any roundoff in your numeric arguments and produce an orthonormal 
> matrix that is suitable for use as a transformation matrix.  You then 
> use the same general procedures as in FAQ question 4 to set the model 
> transform.
>
> Now, this would be much easier if the Midas matrixget/matrixset 
> commands were implemented in Chimera.  I will work on that and let you 
> know when it's done.  Until then, you will need to use the Xform 
> constructor.
>
>                         Eric Pettersen
>                         UCSF Computer Graphics Lab
>                         pett at cgl.ucsf.edu
>                         http://www.cgl.ucsf.edu
>
> class Xform
> {
>         // WRAP CLASS
>         // DON'T CACHE
> public:
>         Xform();        // same as identity
>         // The following static routines are the constructors:
>         static Xform    xform(Real r00, Real r01, Real r02, Real t03,
>                                 Real r10, Real r11, Real r12, Real t13,
>                                 Real r20, Real r21, Real r22, Real t23,
>                                 bool orthogonalize = false);
>         static Xform    coordFrame(const Vector &x, const Vector &y,
>                                 const Vector &z, const Point &origin,
>                                 bool orthogonalize = false);
>         static Xform    identity();
>         static Xform    translation(Real x, Real y, Real z);
>         static Xform    translation(const Vector &v);
>         static Xform    xRotation(Real angle);
>         static Xform    yRotation(Real angle);
>         static Xform    zRotation(Real angle);
>         static Xform    rotation(Real x, Real y, Real z, Real angle);
>         static Xform    rotation(const Vector &axis, Real angle);
>         //static Xform  rotation(const Real mat[3][3], bool 
> orthogonalize = fals
> e);
>         static Xform    zAlign(const Point &p0, const Point &p1);
>         static Xform    zAlign(const Point &p0, const Vector &v);
>         static Xform    lookAt(const Point &eye, const Point &at, 
> const Point &u
> p);
>         static Xform    lookAt(const Point &eye, const Point &at, 
> const Vector &
> up);
>         void            invert();
>         void            translate(Real x, Real y, Real z);
>         void            translate(const Vector &xyz);
>         void            xRotate(Real angle);
>         void            yRotate(Real angle);
>         void            zRotate(Real angle);
>         void            rotate(Real x, Real y, Real z, Real angle);
>         void            rotate(const Vector &xyz, Real angle);
>         Point           apply(const Point &pt) const;
>         Vector          apply(const Vector &vec) const;
>         void            premultiply(const Xform &xf);
>         void            multiply(const Xform &xf);
>         bool            isIdentity() const;
>         void            getRotation(/*OUT*/ Vector *axis, /*OUT*/ Real 
> *angle) c
> onst;
>         void    getCoordFrame(/*OUT*/ Vector *x = NULL,
>                         /*OUT*/ Vector *y = NULL, /*OUT*/ Vector *z = 
> NULL,
>                         /*OUT*/ Point *origin = NULL) const;
>         void            getTranslation(/*OUT*/ Vector *trans) const;
>         //void          get4by4(/*OUT*/ Real mat[4][4]) const;
> };
>
>




More information about the Chimera-users mailing list