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Integration with 3Dconnexion input devices #1311
Integration with 3Dconnexion input devices #1311
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In general, these seem reasonable. I'd much, much rather see new API methods and implementations in their associated files than a tdxextensions.cpp
with some miscellaneous methods that belong elsewhere.
The main ifdef
pieces I'd want to see are relative to drawing icons, etc.
Here are the build results |
@pskowronskiTDx - any comments / concerns about the requested changes? Happy to discuss over e-mail if that's easier. Thanks! |
@ghutchis - Here is a summary of changes I did according to your review. I hope you wil be happy with them.
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Signed-off-by: Patryk Skowroński <[email protected]>
Signed-off-by: Patryk Skowroński <[email protected]>
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I'm traveling today, but will take a look. @cryos - do you have a moment to look as well? |
Here are the build results |
Hi Geoff, do you managed to take a look on the changes I have proposed to both PRs? Thanks. |
Can't you calculate the bounding box (or selected atom bounding) in |
Please just run |
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This looks much better, but please avoid using "API Extension" comments, which aren't needed and let's consider putting the bounding box into the Molecule
class instead.
avogadro/rendering/camera.h
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@@ -121,6 +121,20 @@ class AVOGADRORENDERING_EXPORT Camera | |||
*/ | |||
void calculatePerspective(float fieldOfView, float zNear, float zFar); | |||
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/** | |||
* << API Extension for TDX >> |
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Please omit this. You may have added it, but there's plenty of reason to use this in other code.
@@ -187,4 +189,55 @@ void GeometryVisitor::average() | |||
} | |||
} | |||
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void GeometryVisitor::boundingBox(double& minX, double& minY, double& minZ, |
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As I mentioned, it seems easier to put this into core/molecule.*
. If there's some reason you can't access the Molecule class, this is okay.
avogadro/rendering/geometryvisitor.h
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@@ -62,6 +64,22 @@ class GeometryVisitor : public Visitor | |||
*/ | |||
float radius(); | |||
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/** | |||
* <<API Extension for TDX>> |
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Please, please omit "API Extension." I'm more than happy to provide credit / acknowledgement for your work and TDX, but we don't need to clutter the documentation with who wrote particular methods.
avogadro/rendering/scene.cpp
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double& maxX, double& maxY, double& maxZ, | ||
const std::vector<bool>& flags) | ||
{ | ||
GeometryVisitor visitor; |
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As above - does this need to be in the Scene
class?
avogadro/rendering/scene.h
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@@ -131,10 +131,26 @@ class AVOGADRORENDERING_EXPORT Scene | |||
/** Clear the scene of all elements. */ | |||
void clear(); | |||
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/** | |||
* <<API Extension for TDX>> |
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Please remove this line.
avogadro/rendering/scene.h
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* @param flags [in] flags informing which atoms will be included | ||
* in the bounding box | ||
*/ | ||
void getBoundingBox(double& minX, double& minY, double& minZ, double& maxX, |
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Again, I think it would be easier to access the bounding box directly from the molecule (which could adjust as needed for isosurface meshes, etc.)
I have been really busy the last month, sorry. I can take a look, you covered a lot of my initial concerns with comments and where the additional API is best placed @ghutchis |
Thank you for advicing to move bounding box calculation to the Molecule class. Indeed, this is much more elegant. I have also removed mentioned lines from comments. Clang-format was applied on my code, but I can see there are still some issues... |
Signed-off-by: Patryk Skowroński <[email protected]>
avogadro/core/molecule.cpp
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bool noSelection = true; | ||
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for (uint32_t i = 0; i < m_selectedAtoms.size(); i++) { |
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For what it's worth, you can get this from isSelectionEmpty()
but it's not a big deal either way.
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This all looks great .. just some minor nitpicks in the bounding box.
avogadro/core/molecule.cpp
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for (uint32_t i = 0; i < atomCount(); i++) { | ||
if (noSelection || m_selectedAtoms[i]) { | ||
double radius = 1.0; |
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This seems small. I'd suggest adding it as a parameter with a default of 1.0?
avogadro/core/molecule.cpp
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Vector3 boxMinBuffer; | ||
Vector3 boxMaxBuffer; | ||
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boxMinBuffer.x() = atom(i).position3d().x() - radius; |
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boxMinBuffer = atom(i).position3d().array() - radius;
avogadro/core/molecule.cpp
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boxMinBuffer.x() = atom(i).position3d().x() - radius; | ||
boxMinBuffer.y() = atom(i).position3d().y() - radius; | ||
boxMinBuffer.z() = atom(i).position3d().z() - radius; | ||
boxMaxBuffer.x() = atom(i).position3d().x() + radius; |
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boxMaxBuffer = atom(i).position3d().array() + radius;
This way Eigen will properly perform an element-wide operation.
avogadro/core/molecule.cpp
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boxMaxBuffer.z() = atom(i).position3d().z() + radius; | ||
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if (boxMinBuffer.x() < boxMin.x()) | ||
boxMin.x() = boxMinBuffer.x(); |
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boxMin.x() = min(boxMin.x(), boxMinBuffer.x());
etc. .. which is more readable, since the library handles the conditional
Signed-off-by: Patryk Skowroński <[email protected]>
Here are the build results |
Looks good to me - I'll re-run clang-format when I get a chance. Thanks for sticking with this, I'll turn on the flag for Windows and Mac builds. |
Congrats on merging your first pull request! 🎉 Thanks for making Avogadro better for everyone! |
Here are the build results |
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