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Re: [IMP-dev] covering particles with balls and rigid bodies



Not at the moment. It is relatively easy to change the code to support it (by adding an arbitrary prefix to the keys) and I can do that if desired.


On Dec 9, 2008, at 4:33 PM, Dina Schneidman wrote:

it sounds great. just one question: can we have both rigid body
hierarchy and molecular hierarchy defined at the same time?

On Tue, Dec 9, 2008 at 4:21 PM, Daniel Russel <> wrote:
There is now some code to use SingletonModifiers and a ScoreState and
ParticleRefiners to, for example, make sure that each residue defines a sphere which contains all its atoms and that derivatives are propagated properly. Such would probably also make a good model for rigid bodies as all
we would have to write would be four very simple classes:
- a RigidBodyDecorator which inherits from XYZDecorator and adds a
quaternion
- a RigidBodyComponentDecorator which inherits from XYZDecorator and adds a
set of coordinates relative to its original frame
- a TorquesFromRefinedSingletonModifier (like
DerivativesFromRefinedSingletonModifier) which uses the derivatives of the particles produced by a particle refiner to apply torques to a rigid body - a TransformComponentsSingletonModifier which applies the transform in a RigidBodyDecorator particle to each of the RigidBodyComponentDecorator
particles produced by a particle refiner

Then they could be tied together just as in the residue cover example and the rigid bodies could be trivially defined through a molecular hierarchy or
any other particle refiner you want to use.
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