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/* cn3dshim.c
* ===========================================================================
*
* PUBLIC DOMAIN NOTICE
* National Center for Biotechnology Information (NCBI)
*
* This software/database is a "United States Government Work" under the
* terms of the United States Copyright Act. It was written as part of
* the author's official duties as a United States Government employee and
* thus cannot be copyrighted. This software/database is freely available
* to the public for use. The National Library of Medicine and the U.S.
* Government do not place any restriction on its use or reproduction.
* We would, however, appreciate having the NCBI and the author cited in
* any work or product based on this material
*
* Although all reasonable efforts have been taken to ensure the accuracy
* and reliability of the software and data, the NLM and the U.S.
* Government do not and cannot warrant the performance or results that
* may be obtained by using this software or data. The NLM and the U.S.
* Government disclaim all warranties, express or implied, including
* warranties of performance, merchantability or fitness for any particular
* purpose.
*
* ===========================================================================
*
* File Name: cn3dshim.c
*
* Authors: Lewis Geer
*
* Version Creation Date:
*
* File Description: Shim functions necessary to convert to OpenGL
*
* Modifications:
* --------------------------------------------------------------------------
* $Log: cn3dshim.c,v $
* Revision 6.30 2001/04/27 20:08:04 juran
* Heed warnings.
*
* Revision 6.29 2000/07/23 12:37:23 thiessen
* allow dynamic slave->master transformation
*
* Revision 6.28 2000/04/08 00:37:31 lewisg
* multiple seqentries, NEWSEQ message, etc.
*
* Revision 6.27 2000/04/04 22:18:42 lewisg
* add defline to ddv, fix seq import bugs, set boundbox
*
* Revision 6.26 2000/03/20 18:18:33 thiessen
* fixed header problem causing network unavailability
*
* Revision 6.25 2000/03/08 21:46:15 lewisg
* cn3d saves viewport, misc bugs
*
* Revision 6.24 2000/02/19 01:23:59 lewisg
* use ibm, add row tracking code, various bug fixes
*
* Revision 6.23 2000/02/05 01:32:21 lewisg
* add viewmgr, move place freeing is done in ddv, modify visual c++ projects
*
* Revision 6.22 2000/01/18 22:49:16 lewisg
* send OM_MSG_FLUSH to ddv/udv, tweak CPK coloration, misc bugs
*
* Revision 6.21 2000/01/08 00:47:53 lewisg
* fixes to selection, update, color
*
* Revision 6.20 2000/01/06 00:04:42 lewisg
* selection bug fixes, update message outbound, animation APIs moved to vibrant
*
* Revision 6.19 2000/01/04 15:55:51 lewisg
* don't hang on disconnected network and fix memory leak/hang at exit
*
* Revision 6.18 1999/12/29 22:55:03 lewisg
* get rid of seqalign id
*
* Revision 6.17 1999/12/28 15:08:44 lewisg
* remove remaining mediainfo code
*
* Revision 6.16 1999/12/27 23:14:12 lewisg
* add colormgr show/hide in Cn3D
*
* Revision 6.15 1999/12/23 21:40:33 lewisg
* move animation controls to dialog
*
* Revision 6.14 1999/12/02 20:31:59 lewisg
* put seqentries into bioseqset and fix calling convention in alignmgr.c
*
* Revision 6.13 1999/12/01 16:15:54 lewisg
* interim checkin to fix blocking memory leak
*
* Revision 6.12 1999/11/30 22:46:37 vakatov
* Cast callback arg in Cn3D_SizeCB() lest to cast the callback func.type
*
* Revision 6.11 1999/11/12 16:06:34 lewisg
* fix sequentry to valnode conversion
*
* Revision 6.10 1999/11/10 23:19:42 lewisg
* rewrite of selection code for ddv
*
* Revision 6.9 1999/11/02 23:06:08 lewisg
* fix cn3d to launch correctly if there is no seqentry associated with bioseq
*
* Revision 6.8 1999/10/29 14:15:30 thiessen
* ran all Cn3D source through GNU Indent to prettify
*
* Revision 6.7 1999/10/18 15:32:50 lewisg
* move ClearSequences() to cn3dshim.c
*
* Revision 6.6 1999/10/15 20:56:40 lewisg
* append DDV_ColorGlobal as userdata. free memory when cn3d terminates.
*
* Revision 6.5 1999/10/05 23:18:24 lewisg
* add ddv and udv to cn3d with memory management
*
* Revision 6.4 1999/09/22 20:07:39 thiessen
* minor fix for mac compiler
*
* Revision 6.3 1999/09/21 18:09:15 lewisg
* binary search added to color manager, various bug fixes, etc.
*
* Revision 6.2 1999/04/06 14:23:30 lewisg
* add opengl replacement for viewer3d
*
* Revision 6.1 1999/02/10 23:49:44 lewisg
* use RGB values instead of indexed palette
*
*
*/
#include <cn3dmain.h>
#include <cn3dmsg.h>
#include <ncbi.h>
#include <cn3dshim.h>
#include <seqmgr.h>
#include <salpacc.h>
#include <asn.h>
#include <objall.h>
#include <strimprt.h>
#include <objmmdb1.h>
#include <objmmdb2.h>
#include <objmmdb3.h>
#include <algorend.h>
#ifdef _OPENGL
#include <undefwin.h>
#ifdef _WIN32
#include <windows.h>
#endif
#if defined(macintosh)
#include <gl.h>
#include <glu.h>
#else
#include <GL/gl.h>
#include <GL/glu.h>
#endif
#endif /* _OPENGL */
/*****************************************************************************
Function: Cn3D_SetVisible()
Purpose: Sets the visible bit for a chain in the biostruc AND the color
manager
Parameters: pColorGlobal
pmmdThis: the chain
fVisible: TRUE if the chain is to be visible
*****************************************************************************/
NLM_EXTERN void Cn3D_SetVisible(DDV_ColorGlobal *pColorGlobal, PMMD pmmdThis,
Boolean fVisible)
{
if(pmmdThis == NULL) return;
if(pmmdThis->pSeqId == NULL) return;
DDV_SetVisible(pColorGlobal, pmmdThis->pSeqId, -1, fVisible);
pmmdThis->bVisible = fVisible;
}
/*****************************************************************************
Function: Cn3D_IsVisible()
Purpose: Gets the visible bit for a chain in the biostruc.
Parameters: pColorGlobal
pmmdThis: the chain
Returns: TRUE if visible
*****************************************************************************/
NLM_EXTERN Boolean Cn3D_IsVisible(DDV_ColorGlobal *pColorGlobal,
PMMD pmmdThis)
{
if(pmmdThis == NULL) return FALSE;
return pmmdThis->bVisible;
}
/*****************************************************************************
Function: ClearSequences()
Purpose: Deletes the Cn3D messagefunc from userdata on the SeqAnnots and
SeqEntries presently displayed.
*****************************************************************************/
void ClearSequences(void)
{
Uint2 entityID;
SeqAnnot *sap;
SeqAlign *salp;
SeqEntry *sep;
BioseqSet *bssp;
Bioseq *bsp;
ValNode *pvnsep, *pvnnext;
if (Cn3D_ColorData.sap != NULL) {
for (sap = Cn3D_ColorData.sap; sap != NULL; sap = sap->next) {
if (sap->data == NULL) continue;
salp = sap->data;
entityID = ObjMgrGetEntityIDForPointer(salp);
ObjMgrFreeUserData(entityID, Cn3D_ColorData.sapprocid, OMPROC_EDIT,
Cn3D_ColorData.userkey);
ObjMgrSendMsg(OM_MSG_FLUSH, entityID, 0, 0);
ObjMgrSendMsg (OM_MSG_DEL, entityID, 0, 0);
}
}
Cn3D_ColorData.sap = NULL;
/* this is a hack, but seems harmless? objects are not freed until
the viewer windows die. Viewer windows don't die until the event loop.
This is because there could be a few mouse clicks remaining. The problem
is that when loading a new sequence when the old sequence is identical,
the object manager gets completely confused because the old sequence is not
dead yet. The following loop makes it play dead. */
if(Cn3D_ColorData.pvnsep != NULL) {
bssp = Cn3D_ColorData.pvnsep->data.ptrvalue;
for(sep = bssp->seq_set; sep != NULL; sep = sep->next) {
bsp = sep->data.ptrvalue;
SeqMgrDeleteFromBioseqIndex(bsp);
}
}
for(pvnsep = Cn3D_ColorData.pvnsep; pvnsep != NULL;
pvnsep = pvnnext) {
pvnnext = pvnsep->next;
entityID =
ObjMgrGetEntityIDForPointer((void *) pvnsep);
ObjMgrFreeUserData(entityID, Cn3D_ColorData.sepprocid, OMPROC_VIEW,
Cn3D_ColorData.userkey);
ObjMgrSendMsg(OM_MSG_FLUSH, entityID, 0, 0);
ObjMgrSendMsg (OM_MSG_DEL, entityID, 0, 0);
}
if(Cn3D_ColorData.IsUserData == FALSE)
DDV_DeleteColorGlobal(Cn3D_ColorData.pDDVColorGlobal);
Cn3D_ColorData.pDDVColorGlobal = NULL;
Cn3D_ColorData.pvnsep = NULL;
return;
}
/* constructor for DDV_ColorEntry structure */
void Cn3D_ConstructColorData(TCn3D_ColorData * ColorData
#ifdef _OPENGL
, TOGL_Data * OGL_Data
#endif
, Boolean StandAlone)
{
if (ColorData == NULL)
return;
#ifdef _OPENGL
if (OGL_Data == NULL)
return;
#endif
ColorData->sap = NULL;
ColorData->pvnsep = NULL;
ColorData->StandAlone = StandAlone;
ColorData->pDDVColorGlobal = NULL;
ColorData->IsUserData = FALSE;
#ifdef _OPENGL
ColorData->OGL_Data = OGL_Data;
#endif
ColorData->AnimateDlg.Cn3D_wAnimate = NULL;
ColorData->Cn3D_w = NULL;
}
/* destructor for Color structure */
void Cn3D_DestructColorData(TCn3D_ColorData * ColorData)
{
if (ColorData == NULL)
return;
DDV_DeleteColorGlobal(ColorData->pDDVColorGlobal);
}
/*****************************************************************************
Function: Cn3D_FindFeature
Purpose: Finds a feature of a given type in the feature set
Parameters: bsfsp, the head of the BiostrucFeatureSets to search
type, the type of feature to look for
num, the nth occurrence of the feature type
Returns: The feature if found, NULL otherwise
*****************************************************************************/
NLM_EXTERN BiostrucFeature *Cn3D_FindFeature(BiostrucFeatureSetPtr bsfsp,
Int4 type, Int4 num)
{
BiostrucFeature *bsfp;
Int4 i = 0;
for(;bsfsp != NULL; bsfsp = bsfsp->next) {
for(bsfp = bsfsp->features; bsfp != NULL; bsfp = bsfp->next) {
if(bsfp->type == type) {
i++;
if(i >= num) return bsfp;
}
}
}
return NULL;
}
/*****************************************************************************
Function: Cn3D_AddFeatureSet
Purpose: Adds a new BiostrucFeatureSet the feature set
Parameters: bsfspp, pointer to the head of the BiostrucFeatureSets
Returns: the feature set
*****************************************************************************/
NLM_EXTERN BiostrucFeatureSetPtr Cn3D_AddFeatureSet(
BiostrucFeatureSetPtr *bsfspp)
{
BiostrucFeatureSetPtr bsfsp;
if(*bsfspp == NULL) {
*bsfspp = BiostrucFeatureSetNew();
return *bsfspp;
}
else {
for (bsfsp = *bsfspp; bsfsp->next != NULL; bsfsp = bsfsp->next) continue;
bsfsp->next = BiostrucFeatureSetNew();
return bsfsp->next;
}
}
/************************* OpenGL specific functions *****************************/
#ifdef _OPENGL
static void LIBCALLBACK Cn3D_SizeCB(PFB pfbThis, Nlm_Int4 iModel,
Nlm_Int4 iIndex,
Pointer ptr)
/* callback used to find the bounding box of the atoms of a structure */
{
TOGL_BoundBox* BoundBox = (TOGL_BoundBox*) ptr;
PMAD pmadThis = NULL;
PALD paldThis = NULL;
Nlm_FloatLoPtr pflvDataThis = NULL;
Nlm_Int4 i;
if (pfbThis == NULL || BoundBox == NULL)
return;
if (pfbThis->bMe == (Byte) AM_MAD) { /* is this molecular atom data? *//* iIndex isn't used */
pmadThis = (PMAD) pfbThis;
paldThis = GetAtomLocs(pmadThis, iModel);
while (paldThis) {
pflvDataThis = paldThis->pflvData;
if (BoundBox->set == FALSE) { /* if the bounding box has not been used, set it */
for (i = 0; i < 6; i++) {
BoundBox->x[i] = pflvDataThis[i / (int) 2];
BoundBox->set = TRUE;
}
} else {
for (i = 0; i < 6; i += 2) { /* check to see if the atom lies outside the bound box */
if (pflvDataThis[i / (Nlm_Int4) 2] < BoundBox->x[i])
BoundBox->x[i] = pflvDataThis[i / (Nlm_Int4) 2];
if (pflvDataThis[i / (Nlm_Int4) 2] >
BoundBox->x[i + 1]) BoundBox->x[i + 1] =
pflvDataThis[i / (Nlm_Int4) 2];
}
}
paldThis = paldThis->next;
}
}
}
void LIBCALL Cn3D_Size(TOGL_BoundBox * BoundBox, PDNMS pdnmsThis)
/* find coordinates of the bounding box of a structure */
{
PDNMS pdnmsSlave;
PMSD pmsdThis;
if (BoundBox == NULL || pdnmsThis == NULL) return;
OGL_ClearBoundBox(BoundBox);
BoundBox->set = FALSE;
TraverseModels(pdnmsThis, TRAVERSE_ATOM, 0, BoundBox, Cn3D_SizeCB);
/* don't do slaves, since their coordinates are no longer trasnformed onto master
pmsdThis = pdnmsThis->data.ptrvalue;
for(pdnmsSlave = pmsdThis->pdnmsSlaves; pdnmsSlave != NULL;
pdnmsSlave = pdnmsSlave->next)
TraverseModels(pdnmsSlave, TRAVERSE_ATOM, 0, BoundBox, Cn3D_SizeCB);
*/
}
/* Buttons on the OGL Viewer UI */
static ButtoN OGL_allButton;
static ButtoN OGL_rewindButton;
static ButtoN OGL_prevButton;
static ButtoN OGL_nextButton;
#ifndef WIN_MAC
static ButtoN OGL_playButton;
#endif /* ndef WIN_MAC */
/* the OpenGL UI */
static void AllLayerOnProc(Nlm_ButtoN b)
{
OGL_StopPlaying(Cn3D_ColorData.OGL_Data);
OGL_AllLayerOnProc(Cn3D_ColorData.OGL_Data);
OGL_DrawViewer3D(Cn3D_ColorData.OGL_Data);
}
static void RewindLayerProc(Nlm_ButtoN b)
{
OGL_StopPlaying(Cn3D_ColorData.OGL_Data);
OGL_RewindLayerProc(Cn3D_ColorData.OGL_Data);
OGL_DrawViewer3D(Cn3D_ColorData.OGL_Data);
}
static void PrevLayerProc(Nlm_ButtoN b)
{
OGL_StopPlaying(Cn3D_ColorData.OGL_Data);
OGL_PrevLayerProc(Cn3D_ColorData.OGL_Data);
OGL_DrawViewer3D(Cn3D_ColorData.OGL_Data);
}
static void NextLayerProc(Nlm_ButtoN b)
{
OGL_StopPlaying(Cn3D_ColorData.OGL_Data);
OGL_NextLayerProc(Cn3D_ColorData.OGL_Data);
OGL_DrawViewer3D(Cn3D_ColorData.OGL_Data);
}
static void PlayOGL(Nlm_ButtoN b)
{
#ifndef WIN_MAC
if( OGL_IsPlaying(Cn3D_ColorData.OGL_Data)) {
OGL_StopPlaying(Cn3D_ColorData.OGL_Data);
return;
}
OGL_StartPlaying(Cn3D_ColorData.OGL_Data);
#endif
}
static void Cn3D_AnimateCloseProc(ButtoN b)
{
WindoW hAnimateDlg;
hAnimateDlg= (WindoW)ParentWindow(b);
if(hAnimateDlg == NULL) return;
OGL_StopPlaying(Cn3D_ColorData.OGL_Data);
Remove(Cn3D_ColorData.AnimateDlg.Cn3D_wAnimate);
Cn3D_ColorData.AnimateDlg.Cn3D_wAnimate = NULL;
return;
}
NLM_EXTERN void Cn3D_Animate(IteM i)
{
GrouP h;
if(Cn3D_ColorData.AnimateDlg.Cn3D_wAnimate != NULL) return;
Cn3D_ColorData.AnimateDlg.Cn3D_wAnimate =
FixedWindow(-30, -20, -10, -10, "Model and Animation Controls",
NULL);
OGL_StopPlaying(Cn3D_ColorData.OGL_Data);
h = HiddenGroup(Cn3D_ColorData.AnimateDlg.Cn3D_wAnimate,
#ifndef WIN_MAC
6,
#else
7,
#endif
1, NULL);
OGL_rewindButton = Nlm_PushButton(h, "|<<", RewindLayerProc);
OGL_prevButton = Nlm_PushButton(h, "|< ", PrevLayerProc);
#ifndef WIN_MAC
OGL_playButton = Nlm_PushButton(h, " > ", PlayOGL);
#endif
OGL_nextButton = Nlm_PushButton(h, ">| ", NextLayerProc);
OGL_allButton = Nlm_PushButton(h, "All", AllLayerOnProc);
PushButton(h, "Close", (BtnActnProc) Cn3D_AnimateCloseProc);
Show(Cn3D_ColorData.AnimateDlg.Cn3D_wAnimate);
return;
}
/*****************************************************************************
Function: Cn3D_Asn2Matrix
Purpose: Converts an ASN.1 GLMatrix to an OpenGL matrix
Parameters: modelmatrixin, the destination opengl matrix
glmatrix, the source ASN.1 GLMatrix
*****************************************************************************/
NLM_EXTERN void Cn3D_Asn2Matrix (void *modelmatrixin, GLMatrix *glmatrix)
{
GLdouble *modelmatrix;
if(modelmatrixin == NULL || glmatrix == NULL) return;
modelmatrix = (GLdouble *)modelmatrixin;
if(glmatrix->scale == 0) return;
modelmatrix[0] = glmatrix->m11/(double)glmatrix->scale;
modelmatrix[1] = glmatrix->m12/(double)glmatrix->scale;
modelmatrix[2] = glmatrix->m13/(double)glmatrix->scale;
modelmatrix[3] = glmatrix->m14/(double)glmatrix->scale;
modelmatrix[4] = glmatrix->m21/(double)glmatrix->scale;
modelmatrix[5] = glmatrix->m22/(double)glmatrix->scale;
modelmatrix[6] = glmatrix->m23/(double)glmatrix->scale;
modelmatrix[7] = glmatrix->m24/(double)glmatrix->scale;
modelmatrix[8] = glmatrix->m31/(double)glmatrix->scale;
modelmatrix[9] = glmatrix->m32/(double)glmatrix->scale;
modelmatrix[10] = glmatrix->m33/(double)glmatrix->scale;
modelmatrix[11] = glmatrix->m34/(double)glmatrix->scale;
modelmatrix[12] = glmatrix->m41/(double)glmatrix->scale;
modelmatrix[13] = glmatrix->m42/(double)glmatrix->scale;
modelmatrix[14] = glmatrix->m43/(double)glmatrix->scale;
modelmatrix[15] = glmatrix->m44/(double)glmatrix->scale;
return;
}
/*****************************************************************************
Function: Cn3D_Matrix2Asn
Purpose: Converts an OpenGL matrix to an ASN.1 GLMatrix
Parameters: glmatrix, the destination ASN.1 GLMatrix
modelmatrixin, the source opengl matrix
*****************************************************************************/
NLM_EXTERN void Cn3D_Matrix2Asn (GLMatrix *glmatrix, void *modelmatrixin)
{
GLdouble *modelmatrix;
if(modelmatrixin == NULL || glmatrix == NULL) return;
modelmatrix = (GLdouble *)modelmatrixin;
glmatrix->scale = (Int4)VIEWSCALE;
glmatrix->m11 = (Int4)(modelmatrix[0]*glmatrix->scale);
glmatrix->m12 = (Int4)(modelmatrix[1]*glmatrix->scale);
glmatrix->m13 = (Int4)(modelmatrix[2]*glmatrix->scale);
glmatrix->m14 = (Int4)(modelmatrix[3]*glmatrix->scale);
glmatrix->m21 = (Int4)(modelmatrix[4]*glmatrix->scale);
glmatrix->m22 = (Int4)(modelmatrix[5]*glmatrix->scale);
glmatrix->m23 = (Int4)(modelmatrix[6]*glmatrix->scale);
glmatrix->m24 = (Int4)(modelmatrix[7]*glmatrix->scale);
glmatrix->m31 = (Int4)(modelmatrix[8]*glmatrix->scale);
glmatrix->m32 = (Int4)(modelmatrix[9]*glmatrix->scale);
glmatrix->m33 = (Int4)(modelmatrix[10]*glmatrix->scale);
glmatrix->m34 = (Int4)(modelmatrix[11]*glmatrix->scale);
glmatrix->m41 = (Int4)(modelmatrix[12]*glmatrix->scale);
glmatrix->m42 = (Int4)(modelmatrix[13]*glmatrix->scale);
glmatrix->m43 = (Int4)(modelmatrix[14]*glmatrix->scale);
glmatrix->m44 = (Int4)(modelmatrix[15]*glmatrix->scale);
return;
}
#endif /* _OPENGL */
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