private void openCustomResidueRenderSettings(int residueID) { List <Residue> residues = primaryStructure.GetResiduesByID(residueID); if (residues.Count == 0) { return; } List <int> residueIDs = new List <int>() { residueID }; List <string> atomNames = new List <string>(); foreach (Atom atom in residues[0].Atoms.Values) { atomNames.Add(atom.Name); } ResidueRenderSettings residueSettings = new ResidueRenderSettings(); if (moleculeRenderSettings.CustomResidueRenderSettings.ContainsKey(residueID)) { residueSettings = moleculeRenderSettings.CustomResidueRenderSettings[residueID].Clone(); } customSettingsPanel.Initialise(residueIDs, residueName, atomNames, ResidueUpdateType.ID, residueSettings, saveCustomResidueIDSettings, onCloseCustomResidueSettings); //residueIDsPanel.gameObject.SetActive(false); }
public bool Equals(ResidueRenderSettings other) { if (AtomSettings.Count != other.AtomSettings.Count) { return(false); } foreach (KeyValuePair <string, AtomRenderSettings> atom in AtomSettings) { if (other.AtomSettings.ContainsKey(atom.Key) && other.AtomSettings[atom.Key].Equals(atom.Value)) { continue; } return(false); } if (other.ColourAtoms != ColourAtoms || other.AtomRepresentation != AtomRepresentation || !other.ColourBonds.Equals(ColourBonds) || other.LargeBonds != LargeBonds || other.ColourSecondaryStructure != ColourSecondaryStructure || other.ResidueColour != ResidueColour) { return(false); } return(true); }
private void saveCustomResidueIDSettings(List <int> residueIDs, ResidueRenderSettings customResidueSettings, ResidueUpdateType updateType) { saveCustomResidueSettings(residueIDs, customResidueSettings, updateType); residueIDsPanel.SetActive(false); // removes partial button updates on screen renderResidueIDButtons(); residueIDsPanel.SetActive(true); }
public void SaveRenderSettings() { savePanelToRenderSettings(); if (!renderSettings.Equals(savedRenderSettings) || residueUpdateType != ResidueUpdateType.ID) { savedRenderSettings = renderSettings.Clone(); saveSettingsCallback(residueIDs, renderSettings, residueUpdateType); } }
public void OnUpdateAllResiduesButton() { List <string> atomNames = new List <string>(); // atom names for each residue should be the same, but terminating residues can have a few extra atoms. // the residue ID with the most amount of atoms will be the terminating residue List <Residue> residues = primaryStructure.GetResiduesByName(residueName); if (residues == null || residues.Count == 0) { return; } Residue residueMostAtoms = residues[0]; int firstResidueID = residues[0].ID; bool residueSettingsAllTheSame = true; foreach (Residue residue in residues) { if (residue.Atoms.Count > residueMostAtoms.Atoms.Count) { residueMostAtoms = residue; break; } if (!moleculeRenderSettings.CustomResidueRenderSettings.ContainsKey(residue.ID) || !moleculeRenderSettings.CustomResidueRenderSettings[residue.ID].Equals(moleculeRenderSettings.CustomResidueRenderSettings[firstResidueID])) { residueSettingsAllTheSame = false; break; } } foreach (Atom atom in residueMostAtoms.Atoms.Values) { atomNames.Add(atom.Name); } ResidueRenderSettings panelResidueSettings = new ResidueRenderSettings(); if (residueSettingsAllTheSame) { if (moleculeRenderSettings.CustomResidueRenderSettings.ContainsKey(residueMostAtoms.ID)) { panelResidueSettings = moleculeRenderSettings.CustomResidueRenderSettings[residueMostAtoms.ID].Clone(); } } customSettingsPanel.Initialise(residueIDs, residueName, atomNames, ResidueUpdateType.Name, panelResidueSettings, saveCustomResidueIDSettings, onCloseCustomResidueSettings); }
private float getAtomRadius(Atom atom) { MolecularRepresentation?customRepresentation = null; if (renderSettings.CustomResidueRenderSettings != null && renderSettings.CustomResidueRenderSettings.ContainsKey(atom.ResidueID)) { ResidueRenderSettings residueSettings = renderSettings.CustomResidueRenderSettings[atom.ResidueID]; if (residueSettings != null) { // use the atom specific settings if available. if (residueSettings.AtomSettings.ContainsKey(atom.Name)) { AtomRenderSettings atomSettings = residueSettings.AtomSettings[atom.Name]; if (atomSettings.Representation != MolecularRepresentation.None) { customRepresentation = atomSettings.Representation; } } // if we didn't get from atom specific settings then try residue settings if (customRepresentation == null) { if (residueSettings.AtomRepresentation != MolecularRepresentation.None) { customRepresentation = residueSettings.AtomRepresentation; } } } } float atomRadius; if (!renderSettings.ShowAtoms) { atomRadius = 0.001f; } else if (customRepresentation != null && customRepresentation != MolecularRepresentation.None) { atomRadius = (MolecularRepresentation)customRepresentation == MolecularRepresentation.VDW ? atom.VDWRadius : atom.AtomicRadius / 2f; atomRadius *= renderSettings.AtomScale; } else { atomRadius = renderSettings.Representation == MolecularRepresentation.VDW ? atom.VDWRadius : atom.AtomicRadius / 2f; atomRadius *= renderSettings.AtomScale; } return(atomRadius); }
public void Initialise(List <int> residueIDs, string residueName, List <string> atomNames, ResidueUpdateType residueUpdateType, ResidueRenderSettings renderSettings, SaveCustomResidueSettingsDelegate saveSettings, CloseCustomResidueSettingsDelegate onClose) { this.residueIDs = residueIDs; this.residueName = residueName; this.atomNames = atomNames; this.renderSettings = renderSettings; this.residueUpdateType = residueUpdateType; this.saveSettingsCallback = saveSettings; this.onCloseCallback = onClose; this.savedRenderSettings = renderSettings.Clone(); loadSettings(); customSettingsPanel.SetActive(true); autoSaveSettingUpdates = true; }
public ResidueRenderSettings Clone() { ResidueRenderSettings clone = new ResidueRenderSettings(); clone.ColourAtoms = ColourAtoms; clone.AtomRepresentation = AtomRepresentation; clone.ColourBonds = ColourBonds; clone.LargeBonds = LargeBonds; clone.ColourSecondaryStructure = ColourSecondaryStructure; clone.ResidueColour = ResidueColour; clone.AtomSettings = new Dictionary <string, AtomRenderSettings>(); foreach (KeyValuePair <string, AtomRenderSettings> atom in AtomSettings) { clone.AtomSettings.Add(atom.Key, atom.Value.Clone()); } return(clone); }
private void saveCustomResidueSettings(List <int> residueIDs, ResidueRenderSettings customResidueSettings, ResidueUpdateType updateType) { if (!customResidueSettings.IsDefault()) { //Debug.Log("Saving residue settings - not default "); foreach (int residueID in residueIDs) { if (moleculeRenderSettings.CustomResidueRenderSettings.ContainsKey(residueID)) { moleculeRenderSettings.CustomResidueRenderSettings[residueID] = customResidueSettings; } else { moleculeRenderSettings.CustomResidueRenderSettings.Add(residueID, customResidueSettings); } } } else { //Debug.Log("Removing residue settings - are default"); foreach (int residueID in residueIDs) { if (moleculeRenderSettings.CustomResidueRenderSettings.ContainsKey(residueID)) { moleculeRenderSettings.CustomResidueRenderSettings.Remove(residueID); } } } updateCustomResidueNameStatus(residueIDs); //if (updateType == ResidueUpdateType.All) { // renderResidueNameButtons(); //} settingsUpdatedCallback(); }
private IEnumerator createModelBonds(MoleculeRenderSettings renderSettings, PrimaryStructureFrame frame, int meshQuality) { // set colour for bonds Color32 bondColour; if (!MolecularConstants.CPKColors.TryGetValue("Bond", out bondColour)) { MolecularConstants.CPKColors.TryGetValue("Other", out bondColour); } List <Matrix4x4> standardTransforms = new List <Matrix4x4>(); Dictionary <Color, List <Matrix4x4> > highlightedTransforms = new Dictionary <Color, List <Matrix4x4> >(); float standardCylinderWidth = 0.015f * renderSettings.BondScale; float enlargedCylinderWidth = 0.040f * renderSettings.BondScale; // get atoms for bonds Dictionary <int, Atom> atoms; Dictionary <int, Atom> highLightedAtoms = new Dictionary <int, Atom>(); atoms = primaryStructure.GetAtoms(renderSettings.ShowStandardResidues, renderSettings.ShowNonStandardResidues, renderSettings.EnabledElements, renderSettings.EnabledResidueNames, renderSettings.EnabledResidueIDs); if (renderSettings.CustomResidueRenderSettings != null) { HashSet <int> customResidueIDs = new HashSet <int>(renderSettings.CustomResidueRenderSettings.Keys.ToList()); highLightedAtoms = primaryStructure.GetAtoms(renderSettings.ShowStandardResidues, renderSettings.ShowNonStandardResidues, renderSettings.EnabledElements, renderSettings.EnabledResidueNames, customResidueIDs); } foreach (KeyValuePair <int, Bond> bond in bonds) { Vector3 atom1pos, atom2pos; Atom atom1 = null; Atom atom2 = null; if (!atoms.TryGetValue(bond.Value.Atom1Index, out atom1) || !atoms.TryGetValue(bond.Value.Atom2Index, out atom2)) { continue; } if (frame == null) { atom1pos = new Vector3(atom1.Position.x, atom1.Position.y, atom1.Position.z); atom2pos = new Vector3(atom2.Position.x, atom2.Position.y, atom2.Position.z); } else { if (bond.Value.Atom1Index >= frame.AtomCount || bond.Value.Atom2Index >= frame.AtomCount) { // no need to send error message as this will have already been done in the atom render yield break; } atom1pos = new Vector3(frame.Coords[bond.Value.Atom1Index * 3], frame.Coords[(bond.Value.Atom1Index * 3) + 1], frame.Coords[(bond.Value.Atom1Index * 3) + 2]); atom2pos = new Vector3(frame.Coords[bond.Value.Atom2Index * 3], frame.Coords[(bond.Value.Atom2Index * 3) + 1], frame.Coords[(bond.Value.Atom2Index * 3) + 2]); } // flip coord system for Unity atom1pos.z *= -1; atom2pos.z *= -1; // bonds aren't recalculated on each frame. In some frames atoms jump from one side of the simulation box to another. When this happens need to disable bond view float bondLength = (atom2pos - atom1pos).magnitude / 2; if (bondLength > BondLengths.MaximumLengthAllElements) { continue; } Vector3 position = ((atom1pos - atom2pos) / 2.0f) + atom2pos; float length = (atom2pos - atom1pos).magnitude; Quaternion rotation = Quaternion.FromToRotation(Vector3.up, atom1pos - atom2pos); if (highLightedAtoms != null && highLightedAtoms.Count > 0 && highLightedAtoms.ContainsKey(atom1.Index) && highLightedAtoms.ContainsKey(atom2.Index)) { int atom1residue = atom1.ResidueID; int atom2residue = atom2.ResidueID; // only colour or highlight bonds between atoms of the same residue if (atom1residue == atom2residue && renderSettings.CustomResidueRenderSettings.ContainsKey(atom1residue) && renderSettings.CustomResidueRenderSettings[atom1residue].ColourBonds) { ResidueRenderSettings options = renderSettings.CustomResidueRenderSettings[atom1residue]; float cylinderWidth = standardCylinderWidth; if (options.LargeBonds) { cylinderWidth = enlargedCylinderWidth; } Vector3 localScale = new Vector3(cylinderWidth, length, cylinderWidth); Matrix4x4 bondTransform = Matrix4x4.TRS(position, rotation, localScale); if (!highlightedTransforms.ContainsKey(options.ResidueColour)) { highlightedTransforms.Add(options.ResidueColour, new List <Matrix4x4>()); } highlightedTransforms[options.ResidueColour].Add(bondTransform); } else { float cylinderWidth = standardCylinderWidth; if (atom1residue == atom2residue && renderSettings.CustomResidueRenderSettings.ContainsKey(atom1residue) && renderSettings.CustomResidueRenderSettings[atom1residue].LargeBonds) { cylinderWidth = enlargedCylinderWidth; } Vector3 localScale = new Vector3(cylinderWidth, length, cylinderWidth); standardTransforms.Add(Matrix4x4.TRS(position, rotation, localScale)); } } else { Vector3 localScale = new Vector3(standardCylinderWidth, length, standardCylinderWidth); standardTransforms.Add(Matrix4x4.TRS(position, rotation, localScale)); } } GameObject prefab = BondPrefabs[meshQuality]; GameObject parent = new GameObject("StandardCombinedMeshParent"); parent.SetActive(false); yield return(StartCoroutine(meshBuilder.CombinedMesh(prefab, standardTransforms.ToArray(), bondColour, parent))); parent.transform.SetParent(BondParent.transform, false); parent = new GameObject("HighligtedCombinedMeshParent"); parent.SetActive(false); foreach (KeyValuePair <Color, List <Matrix4x4> > item in highlightedTransforms) { yield return(StartCoroutine(meshBuilder.CombinedMesh(prefab, item.Value.ToArray(), item.Key, parent))); } parent.transform.SetParent(BondParent.transform, false); }
private IEnumerator createModelAtomsByElement(MoleculeRenderSettings renderSettings, PrimaryStructureFrame frame, int meshQuality) { Quaternion atomOrientation = Quaternion.Euler(45, 45, 45); // generate combined meshes (i.e single GameObject) for atoms with same element/colour Dictionary <Color, List <Matrix4x4> > mergeTransforms = new Dictionary <Color, List <Matrix4x4> >(); Dictionary <int, Atom> atoms = primaryStructure.GetAtoms(renderSettings.ShowStandardResidues, renderSettings.ShowNonStandardResidues, renderSettings.EnabledElements, renderSettings.EnabledResidueNames, renderSettings.EnabledResidueIDs); foreach (KeyValuePair <int, Atom> item in atoms) { Atom atom = item.Value; Vector3 position; // if no frame use the base structure coordinates. if (frame == null) { position = new Vector3(atom.Position.x, atom.Position.y, atom.Position.z); } else { if (atom.Index >= frame.AtomCount) { MoleculeEvents.RaiseShowMessage("Atoms not found in frame record. Aborting frame render.", true); yield break; } position = new Vector3(frame.Coords[atom.Index * 3], frame.Coords[(atom.Index * 3) + 1], frame.Coords[(atom.Index * 3) + 2]); } // flip coord system for Unity position.z *= -1; Color32?customColour = null; MolecularRepresentation?customRepresentation = null; if (renderSettings.CustomResidueRenderSettings != null && renderSettings.CustomResidueRenderSettings.ContainsKey(atom.ResidueID)) { ResidueRenderSettings residueSettings = renderSettings.CustomResidueRenderSettings[atom.ResidueID]; if (residueSettings != null) { // use the atom specific settings if available. if (residueSettings.AtomSettings.ContainsKey(atom.Name)) { AtomRenderSettings atomSettings = residueSettings.AtomSettings[atom.Name]; if (atomSettings.CustomColour) { customColour = atomSettings.AtomColour; } if (atomSettings.Representation != MolecularRepresentation.None) { customRepresentation = atomSettings.Representation; } } // if we didn't get from atom specific settings then get from residue settings if (customColour == null && residueSettings.ColourAtoms) { customColour = residueSettings.ResidueColour; } if (customRepresentation == null) { if (residueSettings.AtomRepresentation != MolecularRepresentation.None) { customRepresentation = residueSettings.AtomRepresentation; } } } } Color32 atomColour = Color.white; if (customColour != null) { atomColour = (Color)customColour; } else { if (!MolecularConstants.CPKColors.TryGetValue(atom.Element.ToString(), out atomColour)) { MolecularConstants.CPKColors.TryGetValue("Other", out atomColour); } } float atomDiameter = getAtomRadius(atom, renderSettings, customRepresentation) * 2; Vector3 scale = new Vector3(atomDiameter, atomDiameter, atomDiameter); Matrix4x4 atomTransform = Matrix4x4.TRS(position, atomOrientation, scale); if (!mergeTransforms.ContainsKey(atomColour)) { mergeTransforms.Add(atomColour, new List <Matrix4x4>()); } mergeTransforms[atomColour].Add(atomTransform); } // create the meshes by colour GameObject prefab = AtomPrefabs[meshQuality]; GameObject parent = new GameObject("CombinedMeshParent"); parent.SetActive(false); foreach (KeyValuePair <Color, List <Matrix4x4> > item in mergeTransforms) { yield return(StartCoroutine(meshBuilder.CombinedMesh(prefab, item.Value.ToArray(), item.Key, parent))); } parent.transform.SetParent(AtomParent.transform, false); yield break; }
private Mesh BuildStructureMesh(MoleculeRenderSettings renderSettings, Chain chain, PrimaryStructureFrame frame, SecondaryStructure secondaryStructure) { Mesh structureMesh = null; int interpolation = 20; int resolution = 6; // should be in config float radius = 0.015f; List <DynamicMeshNode> nodes = new List <DynamicMeshNode>(); Vector3 lastPosition = Vector3.zero; Vector3 lastNormal = Vector3.zero; Vector3 averagedNormal = Vector3.zero; SecondaryStructureType lastType = SecondaryStructureType.Coil; for (int i = 0; i < chain.MainChainResidues.Count; i++) { DynamicMeshNode node = new DynamicMeshNode(); Residue residue = chain.MainChainResidues[i]; // check if residue mainchain information is complete. Ignore if not if (residue.AlphaCarbon == null || residue.CarbonylCarbon == null || residue.CarbonylOxygen == null) { continue; } // set position Atom atom = residue.AlphaCarbon; // if no frame number use the base structure coordinates. Vector3 position; if (frame == null) { position = new Vector3(atom.Position.x, atom.Position.y, atom.Position.z); } else { position = new Vector3(frame.Coords[atom.Index * 3], frame.Coords[(atom.Index * 3) + 1], frame.Coords[(atom.Index * 3) + 2]); } // flip coord system for Unity position.z *= -1; node.Position = position; SecondaryStructureInfomation structureInformation = secondaryStructure.GetStructureInformation(residue.Index); Residue nextResidue = null; if (i + 1 < chain.MainChainResidues.Count) { nextResidue = chain.MainChainResidues[i + 1]; } SecondaryStructureInfomation nextResidueStructureInfo = null; if (nextResidue != null) { nextResidueStructureInfo = secondaryStructure.GetStructureInformation(nextResidue.Index); } // store the node type if (structureInformation != null) { if (renderSettings.ShowHelices && (structureInformation.type == SecondaryStructureType.ThreeHelix || structureInformation.type == SecondaryStructureType.AlphaHelix || structureInformation.type == SecondaryStructureType.FiveHelix)) { node.Type = DynamicMeshNodeType.SpiralRibbon; } else if (renderSettings.ShowSheets && structureInformation.type == SecondaryStructureType.BetaSheet) { if (nextResidue == null || (nextResidueStructureInfo != null && nextResidueStructureInfo.type != SecondaryStructureType.BetaSheet)) { node.Type = DynamicMeshNodeType.RibbonHead; } else { node.Type = DynamicMeshNodeType.Ribbon; } } else if (renderSettings.ShowTurns && structureInformation.type == SecondaryStructureType.Turn) { node.Type = DynamicMeshNodeType.LargeTube; } else { node.Type = DynamicMeshNodeType.Tube; } // calculate and store the node color bool foundColour = false; if (renderSettings.CustomResidueRenderSettings != null && renderSettings.CustomResidueRenderSettings.ContainsKey(residue.ID)) { ResidueRenderSettings residueRenderSettings = renderSettings.CustomResidueRenderSettings[residue.ID]; if (residueRenderSettings != null && residueRenderSettings.ColourSecondaryStructure) { node.VertexColor = residueRenderSettings.ResidueColour; foundColour = true; } } if (foundColour == false) { switch (structureInformation.type) { case SecondaryStructureType.ThreeHelix: node.VertexColor = Settings.ThreeHelixColour; break; case SecondaryStructureType.AlphaHelix: node.VertexColor = Settings.AlphaHelixColour; break; case SecondaryStructureType.FiveHelix: node.VertexColor = Settings.FiveHelixColour; break; case SecondaryStructureType.Turn: node.VertexColor = Settings.TurnColour; break; case SecondaryStructureType.BetaSheet: node.VertexColor = Settings.BetaSheetColour; break; case SecondaryStructureType.BetaBridge: node.VertexColor = Settings.BetaBridgeColour; break; case SecondaryStructureType.Bend: node.VertexColor = Settings.BendColour; break; case SecondaryStructureType.Coil: node.VertexColor = Settings.CoilColour; break; default: node.VertexColor = ErrorColor; break; } } } else { Debug.Log("*** Structure info null: assigning defaults"); node.Type = DynamicMeshNodeType.Tube; node.VertexColor = ErrorColor; } // determine the node rotation // calculate the normal from the peptide plane and store as the node rotation Vector3 vertexA = residue.AlphaCarbon.Position; Vector3 vertexB = residue.CarbonylCarbon.Position; Vector3 vertexC = residue.CarbonylOxygen.Position; // flip coord system for Unity vertexA.z *= -1; vertexB.z *= -1; vertexC.z *= -1; //// create a triangle to show the peptide plane on the model for debugging purposes //GameObject residuePlane = createTriangle(vertexA, vertexB, vertexC); //residuePlane.name = "ResiduePlane"; //AddMeshToModel(residuePlane, StructureParent); Vector3 direction = Vector3.Cross(vertexB - vertexA, vertexC - vertexA); Vector3 normal = Vector3.Normalize(direction); if (structureInformation != null && structureInformation.type == SecondaryStructureType.BetaSheet || lastType == SecondaryStructureType.BetaSheet) { if (Vector3.Dot(normal, lastNormal) < 0) { normal *= -1; } if (lastType != SecondaryStructureType.BetaSheet) { averagedNormal = normal; } else { averagedNormal += normal; averagedNormal.Normalize(); normal = averagedNormal; } } node.Rotation = normal; lastNormal = normal; if (structureInformation != null) { lastType = structureInformation.type; } else { lastType = SecondaryStructureType.Coil; } nodes.Add(node); } if (renderSettings.SmoothNodes) { nodes = smoothMeshNodes(nodes); } //// draw debug line from node points along rotation vector //for (int q = 0; q < nodePositions.Count; q++) { // Vector3 fromPosition = nodePositions[q]; // Vector3 toPosition = fromPosition + nodeRotations[q] * 0.3f; // GameObject line = createLine(fromPosition, toPosition, Color.white, Color.red); // AddMeshToModel(line, StructureParent); //} List <Vector3> nodePositions = new List <Vector3>(); foreach (DynamicMeshNode node in nodes) { nodePositions.Add(node.Position); } List <DynamicMeshNode> splineNodes = new List <DynamicMeshNode>(); IEnumerable splinePoints = Interpolate.NewCatmullRom(nodePositions.ToArray(), interpolation, false); int j = 0; foreach (Vector3 position in splinePoints) { int nodeIndex = j / (interpolation + 1); int splinePointsSinceLastNode = j % (interpolation + 1); DynamicMeshNode node = new DynamicMeshNode(); node.Position = position; //int colorIndex = nodeIndex % DebugColors.Count; //node.VertexColor = DebugColors[colorIndex]; node.VertexColor = nodes[nodeIndex].VertexColor; node.Type = nodes[nodeIndex].Type; // set the mesh rotations for the node // dont do rotations on tube structures switch (node.Type) { case DynamicMeshNodeType.Ribbon: case DynamicMeshNodeType.RibbonHead: case DynamicMeshNodeType.SpiralRibbon: if (nodeIndex < nodes.Count - 1) { float percentThroughNode = (float)splinePointsSinceLastNode / ((float)interpolation + 1f); node.Rotation = Vector3.Lerp((Vector3)nodes[nodeIndex].Rotation, (Vector3)nodes[nodeIndex + 1].Rotation, percentThroughNode); } else // last node { node.Rotation = (Vector3)nodes[nodeIndex].Rotation; } break; } splineNodes.Add(node); j++; } DynamicMesh dynamicMesh = new DynamicMesh(splineNodes, radius, resolution, interpolation + 1); structureMesh = dynamicMesh.Build(Settings.DebugFlag); return(structureMesh); }
private void openUpdateAllResiduesPanel(List <int> residueIDs) { if (residueIDs == null || residueIDs.Count == 0) { return; } List <Residue> residues = primaryStructure.GetResiduesByID(residueIDs); if (residues == null || residues.Count == 0) { return; } Residue selectedResidue = residues[0]; bool atomNamesAllTheSame = true; HashSet <string> selectedResidueAtomNames = new HashSet <string>(); foreach (Atom atom in selectedResidue.Atoms.Values) { selectedResidueAtomNames.Add(atom.Name); } foreach (Residue residue in residues) { HashSet <string> residueAtomNames = new HashSet <string>(); foreach (Atom atom in residue.Atoms.Values) { residueAtomNames.Add(atom.Name); } if (!residueAtomNames.SetEquals(selectedResidueAtomNames)) { atomNamesAllTheSame = false; } } List <string> atomNames = null; if (atomNamesAllTheSame) { atomNames = new List <string>(); foreach (Atom atom in selectedResidue.Atoms.Values) { atomNames.Add(atom.Name); } } bool residueSettingsAllTheSame = true; foreach (Residue residue in residues) { if (!moleculeRenderSettings.CustomResidueRenderSettings.ContainsKey(residue.ID) || !moleculeRenderSettings.CustomResidueRenderSettings[residue.ID].Equals(moleculeRenderSettings.CustomResidueRenderSettings[selectedResidue.ID])) { residueSettingsAllTheSame = false; break; } } ResidueRenderSettings panelResidueSettings = new ResidueRenderSettings(); if (residueSettingsAllTheSame) { if (moleculeRenderSettings.CustomResidueRenderSettings.ContainsKey(selectedResidue.ID)) { panelResidueSettings = moleculeRenderSettings.CustomResidueRenderSettings[selectedResidue.ID].Clone(); } } customSettingsPanel.Initialise(residueIDs, null, atomNames, ResidueUpdateType.All, panelResidueSettings, saveCustomResidueSettings, onCloseCustomResidueSettings); }