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* redistribute this software in source and binary code form, provided |
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* that the following conditions are met: |
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* |
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* 1. Acknowledgement of the program authors must be made in any |
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* publication of scientific results based in part on use of the |
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* program. An acceptable form of acknowledgement is citation of |
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* the article in which the program was described (Matthew |
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* A. Meineke, Charles F. Vardeman II, Teng Lin, Christopher |
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* J. Fennell and J. Daniel Gezelter, "OOPSE: An Object-Oriented |
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* Parallel Simulation Engine for Molecular Dynamics," |
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* J. Comput. Chem. 26, pp. 252-271 (2005)) |
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* |
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* 2. Redistributions of source code must retain the above copyright |
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* 1. Redistributions of source code must retain the above copyright |
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* notice, this list of conditions and the following disclaimer. |
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* |
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* 3. Redistributions in binary form must reproduce the above copyright |
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* 2. Redistributions in binary form must reproduce the above copyright |
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* notice, this list of conditions and the following disclaimer in the |
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* documentation and/or other materials provided with the |
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* distribution. |
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* arising out of the use of or inability to use software, even if the |
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* University of Notre Dame has been advised of the possibility of |
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* such damages. |
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* |
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* SUPPORT OPEN SCIENCE! If you use OpenMD or its source code in your |
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* research, please cite the appropriate papers when you publish your |
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* work. Good starting points are: |
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* |
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* [1] Meineke, et al., J. Comp. Chem. 26, 252-271 (2005). |
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* [2] Fennell & Gezelter, J. Chem. Phys. 124, 234104 (2006). |
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* [3] Sun, Lin & Gezelter, J. Chem. Phys. 128, 24107 (2008). |
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* [4] Vardeman & Gezelter, in progress (2009). |
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*/ |
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|
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#include "DLM.hpp" |
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|
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namespace oopse { |
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namespace OpenMD { |
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|
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void DLM::doRotate(StuntDouble* sd, Vector3d& ji, RealType dt) { |
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RealType dt2 = 0.5 * dt; |
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RotMat3x3d rot = RotMat3x3d::identity(); // initalize rot as a unit matrix |
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|
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// use a small angle aproximation for sin and cosine |
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|
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/* |
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angleSqr = angle * angle; |
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angleSqrOver4 = angleSqr / 4.0; |
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top = 1.0 - angleSqrOver4; |
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|
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cosAngle = top / bottom; |
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sinAngle = angle / bottom; |
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|
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*/ |
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// or don't use the small angle approximation: |
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//cosAngle = cos(angle); |
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//sinAngle = sin(angle); |
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cosAngle = cos(angle); |
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sinAngle = sin(angle); |
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|
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rot(axes1, axes1) = cosAngle; |
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rot(axes2, axes2) = cosAngle; |
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