Jmol developers,
In case you regularly download the Jmol source, I just thought I would let
you know that I did some major refactoring today. This is in preparation
for a full port to JavaScript, which I think I now know how to do.
Basically what I have done is to repackage the "shape renderers" -- the
part of the code that sets up all the drawing -- into separate packages
from the code that maintains the shapes themselves. In addition, I've
abstracted out all the parts of the graphics engine (g3d) that are specific
to pixel-based raster graphics (what we do now). So what that means is that
we now have these basic core packages:
org.jmol.adapter -- all the file reading
org.jmol.modelset -- the collection of atoms and bonds and "models"
org.jmol.shapexxxx -- all the shapes (balls, sticks, stars, cartoons,
isosurfaces, etc.)
org.jmol.viewer -- all events, scripting, and user interaction
org.jmol.renderxxxx -- all Java-specific rendering
org.jmol.g3d -- all raster-specific 3D object code
Interestingly, these last two can be completely jettisoned and replaced
with whatever one wants (in principle, at least). So, for example, now we
are all set if someone wants to try OpenGL or WebGL rather than the
signature Jmol rendering engine that we have had all along. I think the
final JavaScript package will be a hybrid of some functionality on the
server and some on the client, but basically it's all possible. The real
question will be performance, of course.
Bob
--
Robert M. Hanson
Larson-Anderson Professor of Chemistry
Chair, Chemistry Department
St. Olaf College
Northfield, MN
http://www.stolaf.edu/people/hansonr
If nature does not answer first what we want,
it is better to take what answer we get.
-- Josiah Willard Gibbs, Lecture XXX, Monday, February 5, 1900
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