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Class StructureTrajectory

Structure trajectory class. Gets data from a structure object.

Hierarchy

Index

Constructors

constructor

Properties

atomCount

atomCount: number

Optional atomIndices

atomIndices: ArrayLike<number>

backboneIndices

backboneIndices: NumberArray

boxCache

boxCache: object

Type declaration

  • [k: number]: ArrayLike<number>

centerPbc

centerPbc: boolean

coords1

coords1: Float32Array

coords2

coords2: Float32Array

deltaTime

deltaTime: number

frame

frame: number

frameCache

frameCache: object

Type declaration

  • [k: number]: Float32Array

frameCacheSize

frameCacheSize: number = 0

inProgress

inProgress: boolean

initialCoords

initialCoords: Float32Array

loadQueue

loadQueue: object

Type declaration

  • [k: number]: boolean

name

name: string

pathCache

pathCache: object

Type declaration

player

removePbc

removePbc: boolean

removePeriodicity

removePeriodicity: boolean

sele

sele: string

selection

selection: Selection

selectionIndices

selectionIndices: NumberArray

structure

structure: Structure

structureCoords

structureCoords: Float32Array

superpose

superpose: boolean

timeOffset

timeOffset: number

trajPath

trajPath: string

Accessors

currentFrame

  • get currentFrame(): number

frameCount

  • get frameCount(): number

type

  • get type(): string

Methods

_doSuperpose

  • _doSuperpose(x: Float32Array): void

_getIndices

  • _getIndices(selection: Selection): number[]

_init

_interpolate

_loadFrame

  • _loadFrame(i: number, callback?: Function): void

_loadFrameCount

  • _loadFrameCount(): void

_makeAtomIndices

  • _makeAtomIndices(): void

_makeSuperposeCoords

  • _makeSuperposeCoords(): void

_process

  • _process(i: number, box: ArrayLike<number>, coords: Float32Array, frameCount: number): void

_resetCache

  • _resetCache(): void

_saveInitialCoords

  • _saveInitialCoords(): void

_saveStructureCoords

  • _saveStructureCoords(): void

_setFrameCount

  • _setFrameCount(n: number): void

_updateStructure

  • _updateStructure(i: number): void

dispose

  • dispose(): void

getFrameTime

  • getFrameTime(i: number): number

hasFrame

  • hasFrame(i: number | number[]): boolean

loadFrame

  • loadFrame(i: number | number[], callback?: Function): void

setFrame

  • setFrame(i: number, callback?: Function): this

setFrameInterpolated

  • Interpolated and set trajectory to frame indices

    Parameters

    • i: number

      the frame index

    • ip: number

      one before frame index

    • ipp: number

      two before frame index

    • ippp: number

      three before frame index

    • t: number

      interpolation step [0,1]

    • type: TrajectoryPlayerInterpolateType

      interpolation type, '', 'spline' or 'linear'

    • Optional callback: Function

      fired when the frame has been set

    Returns this

setParameters

setPlayer

setSelection

  • setSelection(string: string): this

setStructure

Object literals

signals

signals: object

countChanged

countChanged: Signal<T> = new Signal()

frameChanged

frameChanged: Signal<T> = new Signal()

playerChanged

playerChanged: Signal<T> = new Signal()

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