1 |
gezelter |
507 |
/* |
2 |
gezelter |
246 |
* Copyright (c) 2005 The University of Notre Dame. All Rights Reserved. |
3 |
|
|
* |
4 |
|
|
* The University of Notre Dame grants you ("Licensee") a |
5 |
|
|
* non-exclusive, royalty free, license to use, modify and |
6 |
|
|
* redistribute this software in source and binary code form, provided |
7 |
|
|
* that the following conditions are met: |
8 |
|
|
* |
9 |
|
|
* 1. Acknowledgement of the program authors must be made in any |
10 |
|
|
* publication of scientific results based in part on use of the |
11 |
|
|
* program. An acceptable form of acknowledgement is citation of |
12 |
|
|
* the article in which the program was described (Matthew |
13 |
|
|
* A. Meineke, Charles F. Vardeman II, Teng Lin, Christopher |
14 |
|
|
* J. Fennell and J. Daniel Gezelter, "OOPSE: An Object-Oriented |
15 |
|
|
* Parallel Simulation Engine for Molecular Dynamics," |
16 |
|
|
* J. Comput. Chem. 26, pp. 252-271 (2005)) |
17 |
|
|
* |
18 |
|
|
* 2. Redistributions of source code must retain the above copyright |
19 |
|
|
* notice, this list of conditions and the following disclaimer. |
20 |
|
|
* |
21 |
|
|
* 3. Redistributions in binary form must reproduce the above copyright |
22 |
|
|
* notice, this list of conditions and the following disclaimer in the |
23 |
|
|
* documentation and/or other materials provided with the |
24 |
|
|
* distribution. |
25 |
|
|
* |
26 |
|
|
* This software is provided "AS IS," without a warranty of any |
27 |
|
|
* kind. All express or implied conditions, representations and |
28 |
|
|
* warranties, including any implied warranty of merchantability, |
29 |
|
|
* fitness for a particular purpose or non-infringement, are hereby |
30 |
|
|
* excluded. The University of Notre Dame and its licensors shall not |
31 |
|
|
* be liable for any damages suffered by licensee as a result of |
32 |
|
|
* using, modifying or distributing the software or its |
33 |
|
|
* derivatives. In no event will the University of Notre Dame or its |
34 |
|
|
* licensors be liable for any lost revenue, profit or data, or for |
35 |
|
|
* direct, indirect, special, consequential, incidental or punitive |
36 |
|
|
* damages, however caused and regardless of the theory of liability, |
37 |
|
|
* arising out of the use of or inability to use software, even if the |
38 |
|
|
* University of Notre Dame has been advised of the possibility of |
39 |
|
|
* such damages. |
40 |
|
|
*/ |
41 |
|
|
|
42 |
|
|
#include "DLM.hpp" |
43 |
|
|
|
44 |
|
|
namespace oopse { |
45 |
|
|
|
46 |
tim |
963 |
void DLM::doRotate(StuntDouble* sd, Vector3d& ji, RealType dt) { |
47 |
|
|
RealType dt2 = 0.5 * dt; |
48 |
|
|
RealType angle; |
49 |
gezelter |
246 |
|
50 |
|
|
RotMat3x3d A = sd->getA(); |
51 |
|
|
Mat3x3d I = sd->getI(); |
52 |
|
|
|
53 |
|
|
// use the angular velocities to propagate the rotation matrix a full time step |
54 |
|
|
if (sd->isLinear()) { |
55 |
|
|
|
56 |
gezelter |
507 |
int i = sd->linearAxis(); |
57 |
|
|
int j = (i+1)%3; |
58 |
|
|
int k = (i+2)%3; |
59 |
gezelter |
246 |
|
60 |
gezelter |
507 |
angle = dt2 * ji[j] / I(j, j); |
61 |
|
|
rotateStep( k, i, angle, ji, A ); |
62 |
gezelter |
246 |
|
63 |
gezelter |
507 |
angle = dt * ji[k] / I(k, k); |
64 |
|
|
rotateStep( i, j, angle, ji, A); |
65 |
gezelter |
246 |
|
66 |
gezelter |
507 |
angle = dt2 * ji[j] / I(j, j); |
67 |
|
|
rotateStep( k, i, angle, ji, A ); |
68 |
gezelter |
246 |
|
69 |
|
|
} else { |
70 |
gezelter |
507 |
// rotate about the x-axis |
71 |
|
|
angle = dt2 * ji[0] / I(0, 0); |
72 |
|
|
rotateStep( 1, 2, angle, ji, A ); |
73 |
gezelter |
246 |
|
74 |
gezelter |
507 |
// rotate about the y-axis |
75 |
|
|
angle = dt2 * ji[1] / I(1, 1); |
76 |
|
|
rotateStep( 2, 0, angle, ji, A ); |
77 |
gezelter |
246 |
|
78 |
gezelter |
507 |
// rotate about the z-axis |
79 |
|
|
angle = dt * ji[2] / I(2, 2); |
80 |
|
|
sd->addZangle(angle); |
81 |
|
|
rotateStep( 0, 1, angle, ji, A); |
82 |
gezelter |
246 |
|
83 |
gezelter |
507 |
// rotate about the y-axis |
84 |
|
|
angle = dt2 * ji[1] / I(1, 1); |
85 |
|
|
rotateStep( 2, 0, angle, ji, A ); |
86 |
gezelter |
246 |
|
87 |
gezelter |
507 |
// rotate about the x-axis |
88 |
|
|
angle = dt2 * ji[0] / I(0, 0); |
89 |
|
|
rotateStep( 1, 2, angle, ji, A ); |
90 |
gezelter |
246 |
|
91 |
|
|
} |
92 |
|
|
|
93 |
|
|
sd->setA( A ); |
94 |
gezelter |
507 |
} |
95 |
gezelter |
246 |
|
96 |
|
|
|
97 |
tim |
963 |
void DLM::rotateStep(int axes1, int axes2, RealType angle, Vector3d& ji, RotMat3x3d& A) { |
98 |
gezelter |
246 |
|
99 |
tim |
963 |
RealType sinAngle; |
100 |
|
|
RealType cosAngle; |
101 |
|
|
RealType angleSqr; |
102 |
|
|
RealType angleSqrOver4; |
103 |
|
|
RealType top, bottom; |
104 |
gezelter |
246 |
|
105 |
|
|
RotMat3x3d tempA(A); // initialize the tempA |
106 |
|
|
Vector3d tempJ(0.0); |
107 |
|
|
|
108 |
|
|
RotMat3x3d rot = RotMat3x3d::identity(); // initalize rot as a unit matrix |
109 |
|
|
|
110 |
|
|
// use a small angle aproximation for sin and cosine |
111 |
|
|
|
112 |
xsun |
1216 |
angleSqr = angle * angle; |
113 |
|
|
angleSqrOver4 = angleSqr / 4.0; |
114 |
|
|
top = 1.0 - angleSqrOver4; |
115 |
|
|
bottom = 1.0 + angleSqrOver4; |
116 |
gezelter |
246 |
|
117 |
xsun |
1216 |
cosAngle = top / bottom; |
118 |
|
|
sinAngle = angle / bottom; |
119 |
|
|
|
120 |
|
|
// or don't use the small angle approximation: |
121 |
|
|
//cosAngle = cos(angle); |
122 |
|
|
//sinAngle = sin(angle); |
123 |
gezelter |
246 |
rot(axes1, axes1) = cosAngle; |
124 |
|
|
rot(axes2, axes2) = cosAngle; |
125 |
|
|
|
126 |
|
|
rot(axes1, axes2) = sinAngle; |
127 |
|
|
rot(axes2, axes1) = -sinAngle; |
128 |
|
|
|
129 |
|
|
// rotate the momentum acoording to: ji[] = rot[][] * ji[] |
130 |
|
|
ji = rot * ji; |
131 |
|
|
|
132 |
xsun |
1216 |
// This code comes from converting an algorithm detailed in |
133 |
|
|
// J. Chem. Phys. 107 (15), pp. 5840-5851 by Dullweber, |
134 |
|
|
// Leimkuhler and McLachlan (DLM) for use in our code. |
135 |
|
|
// In Appendix A, the DLM paper has the change to the rotation |
136 |
|
|
// matrix as: Q = Q * rot.transpose(), but our rotation matrix |
137 |
|
|
// A is actually equivalent to Q.transpose(). This fact can be |
138 |
|
|
// seen on page 5849 of the DLM paper where a lab frame |
139 |
|
|
// dipole \mu_i(t) is expressed in terms of a body-fixed |
140 |
|
|
// reference orientation, \bar{\mu_i} and the rotation matrix, Q: |
141 |
|
|
// \mu_i(t) = Q * \bar{\mu_i} |
142 |
|
|
// Our code computes lab frame vectors from body-fixed reference |
143 |
|
|
// vectors using: |
144 |
|
|
// v_{lab} = A.transpose() * v_{body} |
145 |
|
|
// (See StuntDouble.hpp for confirmation of this fact). |
146 |
|
|
// |
147 |
|
|
// So, using the identity: |
148 |
|
|
// (A * B).transpose() = B.transpose() * A.transpose(), we |
149 |
|
|
// get the equivalent of Q = Q * rot.transpose() for our code to be: |
150 |
|
|
|
151 |
|
|
A = rot * A; |
152 |
gezelter |
246 |
|
153 |
gezelter |
507 |
} |
154 |
gezelter |
246 |
|
155 |
|
|
|
156 |
|
|
} |