Candidate_v1.7.0
        stable
      
      
        
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            Last change
 on this file since 454d7a 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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| 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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