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Re: [IMP-dev] RigidBody::.get_members



below
On Jan 26, 2010, at 2:29 AM, Daniel Russel wrote:


On Jan 25, 2010, at 4:01 PM, Keren Lasker wrote:

yes - this looks good, as long as it follows with examples for protein rigid bodies, usage of that in optimization,
A protein example would be good. Do you have something simple around from experimenting for multifit? A couple of proteins and simple distance restraints that provide a unique relative orientation for example.
yes - jeremy and i are finalizing something like that for the review, so we should be able to add it soon.

Do we have something we can on discussing rigid body modeling in general with biological structures?

maybe also something about relevant score-states.
No one should ever see them, so definitely not documenting them.
i had the pleasure of meeting then when working on domino, so - it might be useful for "advanced" usages.

Also - there is this issue of moving a rigid body that does not really does anything unless a flag is set
That is long gone :-)

- maybe it would be good to explain the mechanism of rigid body movements.
Yeah, I'll add a mention of constraints and a link to the constraints page in an advanced section.

Also - for optimization it might be useful to mention the RigidBodyMover.
Indeed, you should have added a link when you wrote it :-) I've added one.


On Jan 26, 2010, at 1:56 AM, Daniel Russel wrote:

Is this a better overview of rigid bodies text? The previous one was not well structured.

 A rigid body particle describes a set of particles, known
 as the members, which move rigidly together. Since the
 members are simply a set of particles which move together
 they don't (necessarily) define a shape. For example,
 the members could include representations of the geometry
 at several different representations. As a result, methods
 that use rigid bodies also take a Refiner. This refiner
 is used to map from the rigid body to the set of particles
 defining the geometry of interest.

 The initial orientation of the rigid body is computed from
 the coordinates, masses and radii of the particles
 passed to the constructor, based on diagonalizing the
 inertial tensor (which is not stored, currently).

 A rigid body stores the a set of local coordinates for each
 member and an algebra::Transformation3D mapping between
 the local coordinates and the actual location of the member.

 It is often desirable to randomize the orientation of a rigid
 body:
 \verbinclude randomize_rigid_body.py


On Jan 25, 2010, at 3:33 PM, Keren Lasker wrote:

thanks Daniel.
Is there a function for each of those ? if so it would be useful to explicitly have it in the documentation. and specifically for my current requirement - what is the function for getting the set of particles which defines the highest resolution description of the shape, if the rigid body is not defined by atom::Hierarchy.
?
On Jan 26, 2010, at 1:27 AM, Daniel Russel wrote:

On Jan 25, 2010, at 3:20 PM, Keren Lasker wrote:

To get the particles within a rigid body, it is better using IMP::core::get_leaves or get_members,
Maybe :-) They do different things (that might happen to have the same result sometimes).


i.e.: does get_members return the leaves or the children of the RigidBody ?
neither, it returns all particles which move rigidly with the rigid body.

Basically, when you have a shape that happens to be rigid, there are many sets of particles associated with it - all particles which movie rigidly with the shape (the rigid members) - the set of particles which defines the highest resolution description of the shape (which, if the rigid body is created from a molecular hierarchy, would be the leaves) - the set of particles which defines the coarsest description of the shape. Typically this is just the rigid body particle itself with a radius
- the set of particles defining the residues in the rigid body
- the particles defining the sphere hierarchy used for collision detection between that rigid hierarchy and another rigid hierarchy (which would be members, if they existed)
etc.

Depending on what you want to do, you will need different ones of these sets.

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