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Affine3D

Struct Affine3D 

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pub struct Affine3D {
    pub rot: Tensor,
    pub trans: Tensor,
}
Expand description

Per-residue local reference frame: rotation matrix + translation.

rot: (*, 3, 3) — orthonormal rotation matrix, columns are the frame axes. trans: (*, 3) — CA position in global coordinates.

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§rot: Tensor§trans: Tensor

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impl Affine3D

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pub fn new(rot: Tensor, trans: Tensor) -> Self

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pub fn apply_rot(rot: &Tensor, v: &Tensor) -> Result<Tensor>

Rotate vectors from local frame to global frame.

rot: (*, 3, 3), v: (*, H, 3)(*, H, 3).

In row-vector convention: v @ rot^T.

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pub fn apply_rot_inv(rot: &Tensor, v: &Tensor) -> Result<Tensor>

Rotate vectors from global frame to local frame (inverse rotation).

rot: (*, 3, 3), v: (*, H, 3)(*, H, 3).

For orthogonal matrices: inverse = transpose, so v @ rot.

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pub fn apply(&self, v: &Tensor) -> Result<Tensor>

Apply full affine transform (rotate + translate) to v of shape (*, H, 3).

Returns (*, H, 3) in global coordinates.

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pub fn build_affine3d_from_coordinates( coords: &Tensor, ) -> Result<(Self, Tensor)>

Build per-residue local frames from backbone atom coordinates.

coords: (B, L, 3, 3) — atom order is (N, CA, C).

Frame construction follows AlphaFold2/ESM convention (Graham-Schmidt on CA-C and CA-N):

  • x-axis: normalized CA - C
  • y-axis: normalized component of N - CA perpendicular to x-axis
  • z-axis: x × y
  • origin: CA position

Returns (Affine3D, mask) where mask (B, L) is true (u8=1) where both backbone vectors have non-trivial length (atoms are present).

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