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Revision 2000 by gezelter, Sat May 31 22:35:05 2014 UTC

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1   /*
2 < * Copyright (C) 2000-2004  Object Oriented Parallel Simulation Engine (OOPSE) project
3 < *
4 < * Contact: oopse@oopse.org
5 < *
6 < * This program is free software; you can redistribute it and/or
7 < * modify it under the terms of the GNU Lesser General Public License
8 < * as published by the Free Software Foundation; either version 2.1
9 < * of the License, or (at your option) any later version.
10 < * All we ask is that proper credit is given for our work, which includes
11 < * - but is not limited to - adding the above copyright notice to the beginning
12 < * of your source code files, and to any copyright notice that you may distribute
13 < * with programs based on this work.
14 < *
15 < * This program is distributed in the hope that it will be useful,
16 < * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 < * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
18 < * GNU Lesser General Public License for more details.
19 < *
20 < * You should have received a copy of the GNU Lesser General Public License
21 < * along with this program; if not, write to the Free Software
22 < * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
2 > * 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. Redistributions of source code must retain the above copyright
10 + *    notice, this list of conditions and the following disclaimer.
11 + *
12 + * 2. Redistributions in binary form must reproduce the above copyright
13 + *    notice, this list of conditions and the following disclaimer in the
14 + *    documentation and/or other materials provided with the
15 + *    distribution.
16 + *
17 + * This software is provided "AS IS," without a warranty of any
18 + * kind. All express or implied conditions, representations and
19 + * warranties, including any implied warranty of merchantability,
20 + * fitness for a particular purpose or non-infringement, are hereby
21 + * excluded.  The University of Notre Dame and its licensors shall not
22 + * be liable for any damages suffered by licensee as a result of
23 + * using, modifying or distributing the software or its
24 + * derivatives. In no event will the University of Notre Dame or its
25 + * licensors be liable for any lost revenue, profit or data, or for
26 + * direct, indirect, special, consequential, incidental or punitive
27 + * damages, however caused and regardless of the theory of liability,
28 + * arising out of the use of or inability to use software, even if the
29 + * University of Notre Dame has been advised of the possibility of
30 + * such damages.
31 + *
32 + * SUPPORT OPEN SCIENCE!  If you use OpenMD or its source code in your
33 + * research, please cite the appropriate papers when you publish your
34 + * work.  Good starting points are:
35 + *                                                                      
36 + * [1]  Meineke, et al., J. Comp. Chem. 26, 252-271 (2005).            
37 + * [2]  Fennell & Gezelter, J. Chem. Phys. 124, 234104 (2006).          
38 + * [3]  Sun, Lin & Gezelter, J. Chem. Phys. 128, 234107 (2008).          
39 + * [4]  Kuang & Gezelter,  J. Chem. Phys. 133, 164101 (2010).
40 + * [5]  Vardeman, Stocker & Gezelter, J. Chem. Theory Comput. 7, 834 (2011).
41   */
42 <
42 >
43   /**
44   * @file SquareMatrix3.hpp
45   * @author Teng Lin
46   * @date 10/11/2004
47   * @version 1.0
48   */
49 < #ifndef MATH_SQUAREMATRIX_HPP
50 < #define  MATH_SQUAREMATRIX_HPP
51 <
49 > #ifndef MATH_SQUAREMATRIX3_HPP
50 > #define  MATH_SQUAREMATRIX3_HPP
51 > #include "config.h"
52 > #include <cmath>
53 > #include <vector>
54   #include "Quaternion.hpp"
55   #include "SquareMatrix.hpp"
56   #include "Vector3.hpp"
57 + #include "utils/NumericConstant.hpp"
58 + namespace OpenMD {
59  
60 < namespace oopse {
60 >  template<typename Real>
61 >  class SquareMatrix3 : public SquareMatrix<Real, 3> {
62 >  public:
63  
64 <    template<typename Real>
65 <    class SquareMatrix3 : public SquareMatrix<Real, 3> {
43 <        public:
64 >    typedef Real ElemType;
65 >    typedef Real* ElemPoinerType;
66              
67 <            /** default constructor */
68 <            SquareMatrix3() : SquareMatrix<Real, 3>() {
69 <            }
67 >    /** default constructor */
68 >    SquareMatrix3() : SquareMatrix<Real, 3>() {
69 >    }
70  
71 <            /** copy  constructor */
72 <            SquareMatrix3(const SquareMatrix<Real, 3>& m)  : SquareMatrix<Real, 3>(m) {
73 <            }
71 >    /** Constructs and initializes every element of this matrix to a scalar */
72 >    SquareMatrix3(Real s) : SquareMatrix<Real,3>(s){
73 >    }
74  
75 <            SquareMatrix3( const Vector3<Real>& eulerAngles) {
76 <                setupRotMat(eulerAngles);
77 <            }
56 <            
57 <            SquareMatrix3(Real phi, Real theta, Real psi) {
58 <                setupRotMat(phi, theta, psi);
59 <            }
75 >    /** Constructs and initializes from an array */
76 >    SquareMatrix3(Real* array) : SquareMatrix<Real,3>(array){
77 >    }
78  
61            SquareMatrix3(const Quaternion<Real>& q) {
62                *this = q.toRotationMatrix3();
63            }
79  
80 <            SquareMatrix3(Real w, Real x, Real y, Real z) {
81 <                Quaternion<Real> q(w, x, y, z);
82 <                *this = q.toRotationMatrix3();
68 <            }
80 >    /** copy  constructor */
81 >    SquareMatrix3(const SquareMatrix<Real, 3>& m)  : SquareMatrix<Real, 3>(m) {
82 >    }
83              
84 <            /** copy assignment operator */
85 <            SquareMatrix3<Real>& operator =(const SquareMatrix<Real, 3>& m) {
86 <                if (this == &m)
87 <                    return *this;
88 <                 SquareMatrix<Real, 3>::operator=(m);
89 <            }
84 >    SquareMatrix3( const Vector3<Real>& eulerAngles) {
85 >      setupRotMat(eulerAngles);
86 >    }
87 >            
88 >    SquareMatrix3(Real phi, Real theta, Real psi) {
89 >      setupRotMat(phi, theta, psi);
90 >    }
91  
92 <            /**
93 <             * Sets this matrix to a rotation matrix by three euler angles
79 <             * @ param euler
80 <             */
81 <            void setupRotMat(const Vector3<Real>& eulerAngles) {
82 <                setupRotMat(eulerAngles[0], eulerAngles[1], eulerAngles[2]);
83 <            }
92 >    SquareMatrix3(const Quaternion<Real>& q) {
93 >      setupRotMat(q);
94  
95 <            /**
86 <             * Sets this matrix to a rotation matrix by three euler angles
87 <             * @param phi
88 <             * @param theta
89 <             * @psi theta
90 <             */
91 <            void setupRotMat(Real phi, Real theta, Real psi) {
92 <                Real sphi, stheta, spsi;
93 <                Real cphi, ctheta, cpsi;
95 >    }
96  
97 <                sphi = sin(phi);
98 <                stheta = sin(theta);
99 <                spsi = sin(psi);
100 <                cphi = cos(phi);
101 <                ctheta = cos(theta);
102 <                cpsi = cos(psi);
97 >    SquareMatrix3(Real w, Real x, Real y, Real z) {
98 >      setupRotMat(w, x, y, z);
99 >    }
100 >            
101 >    /** copy assignment operator */
102 >    SquareMatrix3<Real>& operator =(const SquareMatrix<Real, 3>& m) {
103 >      if (this == &m)
104 >        return *this;
105 >      SquareMatrix<Real, 3>::operator=(m);
106 >      return *this;
107 >    }
108  
102                data_[0][0] = cpsi * cphi - ctheta * sphi * spsi;
103                data_[0][1] = cpsi * sphi + ctheta * cphi * spsi;
104                data_[0][2] = spsi * stheta;
105                
106                data_[1][0] = -spsi * ctheta - ctheta * sphi * cpsi;
107                data_[1][1] = -spsi * stheta + ctheta * cphi * cpsi;
108                data_[1][2] = cpsi * stheta;
109  
110 <                data_[2][0] = stheta * sphi;
111 <                data_[2][1] = -stheta * cphi;
112 <                data_[2][2] = ctheta;
113 <            }
110 >    SquareMatrix3<Real>& operator =(const Quaternion<Real>& q) {
111 >      this->setupRotMat(q);
112 >      return *this;
113 >    }
114  
115 +    
116 +    /**
117 +     * Sets this matrix to a rotation matrix by three euler angles
118 +     * @ param euler
119 +     */
120 +    void setupRotMat(const Vector3<Real>& eulerAngles) {
121 +      setupRotMat(eulerAngles[0], eulerAngles[1], eulerAngles[2]);
122 +    }
123  
124 <            /**
125 <             * Sets this matrix to a rotation matrix by quaternion
126 <             * @param quat
127 <            */
128 <            void setupRotMat(const Quaternion<Real>& quat) {
129 <                *this = quat.toRotationMatrix3();
130 <            }
124 >    /**
125 >     * Sets this matrix to a rotation matrix by three euler angles
126 >     * @param phi
127 >     * @param theta
128 >     * @param psi
129 >     */
130 >    void setupRotMat(Real phi, Real theta, Real psi) {
131 >      Real sphi, stheta, spsi;
132 >      Real cphi, ctheta, cpsi;
133  
134 <            /**
135 <             * Sets this matrix to a rotation matrix by quaternion
136 <             * @param w the first element
137 <             * @param x the second element
138 <             * @param y the third element
139 <             * @parma z the fourth element
130 <            */
131 <            void setupRotMat(Real w, Real x, Real y, Real z) {
132 <                Quaternion<Real> q(w, x, y, z);
133 <                *this = q.toRotationMatrix3();
134 <            }
134 >      sphi = sin(phi);
135 >      stheta = sin(theta);
136 >      spsi = sin(psi);
137 >      cphi = cos(phi);
138 >      ctheta = cos(theta);
139 >      cpsi = cos(psi);
140  
141 <            /**
142 <             * Returns the quaternion from this rotation matrix
143 <             * @return the quaternion from this rotation matrix
144 <             * @exception invalid rotation matrix
145 <            */            
146 <            Quaternion<Real> toQuaternion() {
147 <                Quaternion<Real> q;
143 <                Real t, s;
144 <                Real ad1, ad2, ad3;    
145 <                t = data_[0][0] + data_[1][1] + data_[2][2] + 1.0;
141 >      this->data_[0][0] = cpsi * cphi - ctheta * sphi * spsi;
142 >      this->data_[0][1] = cpsi * sphi + ctheta * cphi * spsi;
143 >      this->data_[0][2] = spsi * stheta;
144 >                
145 >      this->data_[1][0] = -spsi * ctheta - ctheta * sphi * cpsi;
146 >      this->data_[1][1] = -spsi * stheta + ctheta * cphi * cpsi;
147 >      this->data_[1][2] = cpsi * stheta;
148  
149 <                if( t > 0.0 ){
149 >      this->data_[2][0] = stheta * sphi;
150 >      this->data_[2][1] = -stheta * cphi;
151 >      this->data_[2][2] = ctheta;
152 >    }
153  
149                    s = 0.5 / sqrt( t );
150                    q[0] = 0.25 / s;
151                    q[1] = (data_[1][2] - data_[2][1]) * s;
152                    q[2] = (data_[2][0] - data_[0][2]) * s;
153                    q[3] = (data_[0][1] - data_[1][0]) * s;
154                } else {
154  
155 <                    ad1 = fabs( data_[0][0] );
156 <                    ad2 = fabs( data_[1][1] );
157 <                    ad3 = fabs( data_[2][2] );
155 >    /**
156 >     * Sets this matrix to a rotation matrix by quaternion
157 >     * @param quat
158 >     */
159 >    void setupRotMat(const Quaternion<Real>& quat) {
160 >      setupRotMat(quat.w(), quat.x(), quat.y(), quat.z());
161 >    }
162  
163 <                    if( ad1 >= ad2 && ad1 >= ad3 ){
163 >    /**
164 >     * Sets this matrix to a rotation matrix by quaternion
165 >     * @param w the first element
166 >     * @param x the second element
167 >     * @param y the third element
168 >     * @param z the fourth element
169 >     */
170 >    void setupRotMat(Real w, Real x, Real y, Real z) {
171 >      Quaternion<Real> q(w, x, y, z);
172 >      *this = q.toRotationMatrix3();
173 >    }
174  
175 <                        s = 2.0 * sqrt( 1.0 + data_[0][0] - data_[1][1] - data_[2][2] );
176 <                        q[0] = (data_[1][2] + data_[2][1]) / s;
177 <                        q[1] = 0.5 / s;
165 <                        q[2] = (data_[0][1] + data_[1][0]) / s;
166 <                        q[3] = (data_[0][2] + data_[2][0]) / s;
167 <                    } else if ( ad2 >= ad1 && ad2 >= ad3 ) {
168 <                        s = sqrt( 1.0 + data_[1][1] - data_[0][0] - data_[2][2] ) * 2.0;
169 <                        q[0] = (data_[0][2] + data_[2][0]) / s;
170 <                        q[1] = (data_[0][1] + data_[1][0]) / s;
171 <                        q[2] = 0.5 / s;
172 <                        q[3] = (data_[1][2] + data_[2][1]) / s;
173 <                    } else {
175 >    void setupSkewMat(Vector3<Real> v) {
176 >        setupSkewMat(v[0], v[1], v[2]);
177 >    }
178  
179 <                        s = sqrt( 1.0 + data_[2][2] - data_[0][0] - data_[1][1] ) * 2.0;
180 <                        q[0] = (data_[0][1] + data_[1][0]) / s;
181 <                        q[1] = (data_[0][2] + data_[2][0]) / s;
182 <                        q[2] = (data_[1][2] + data_[2][1]) / s;
183 <                        q[3] = 0.5 / s;
184 <                    }
185 <                }            
179 >    void setupSkewMat(Real v1, Real v2, Real v3) {
180 >        this->data_[0][0] = 0;
181 >        this->data_[0][1] = -v3;
182 >        this->data_[0][2] = v2;
183 >        this->data_[1][0] = v3;
184 >        this->data_[1][1] = 0;
185 >        this->data_[1][2] = -v1;
186 >        this->data_[2][0] = -v2;
187 >        this->data_[2][1] = v1;
188 >        this->data_[2][2] = 0;
189 >        
190 >        
191 >    }
192  
183                return q;
184                
185            }
193  
194 <            /**
195 <             * Returns the euler angles from this rotation matrix
196 <             * @return the euler angles in a vector
197 <             * @exception invalid rotation matrix
198 <             * We use so-called "x-convention", which is the most common definition.
199 <             * In this convention, the rotation given by Euler angles (phi, theta, psi), where the first
200 <             * rotation is by an angle phi about the z-axis, the second is by an angle  
201 <             * theta (0 <= theta <= 180)about the x-axis, and thethird is by an angle psi about the
202 <             * z-axis (again).
203 <            */            
197 <            Vector3<Real> toEulerAngles() {
198 <                Vector<Real> myEuler;
199 <                Real phi,theta,psi,eps;
200 <                Real ctheta,stheta;
201 <                
202 <                // set the tolerance for Euler angles and rotation elements
194 >    /**
195 >     * Returns the quaternion from this rotation matrix
196 >     * @return the quaternion from this rotation matrix
197 >     * @exception invalid rotation matrix
198 >     */            
199 >    Quaternion<Real> toQuaternion() {
200 >      Quaternion<Real> q;
201 >      Real t, s;
202 >      Real ad1, ad2, ad3;    
203 >      t = this->data_[0][0] + this->data_[1][1] + this->data_[2][2] + 1.0;
204  
205 <                theta = acos(min(1.0,max(-1.0,data_[2][2])));
205 <                ctheta = data_[2][2];
206 <                stheta = sqrt(1.0 - ctheta * ctheta);
205 >      if( t > NumericConstant::epsilon ){
206  
207 <                // when sin(theta) is close to 0, we need to consider singularity
208 <                // In this case, we can assign an arbitary value to phi (or psi), and then determine
209 <                // the psi (or phi) or vice-versa. We'll assume that phi always gets the rotation, and psi is 0
210 <                // in cases of singularity.  
211 <                // we use atan2 instead of atan, since atan2 will give us -Pi to Pi.
212 <                // Since 0 <= theta <= 180, sin(theta) will be always non-negative. Therefore, it never
214 <                // change the sign of both of the parameters passed to atan2.
207 >        s = 0.5 / sqrt( t );
208 >        q[0] = 0.25 / s;
209 >        q[1] = (this->data_[1][2] - this->data_[2][1]) * s;
210 >        q[2] = (this->data_[2][0] - this->data_[0][2]) * s;
211 >        q[3] = (this->data_[0][1] - this->data_[1][0]) * s;
212 >      } else {
213  
214 <                if (fabs(stheta) <= oopse::epsilon){
215 <                    psi = 0.0;
216 <                    phi = atan2(-data_[1][0], data_[0][0]);  
219 <                }
220 <                // we only have one unique solution
221 <                else{    
222 <                    phi = atan2(data_[2][0], -data_[2][1]);
223 <                    psi = atan2(data_[0][2], data_[1][2]);
224 <                }
214 >        ad1 = this->data_[0][0];
215 >        ad2 = this->data_[1][1];
216 >        ad3 = this->data_[2][2];
217  
218 <                //wrap phi and psi, make sure they are in the range from 0 to 2*Pi
227 <                if (phi < 0)
228 <                  phi += M_PI;
218 >        if( ad1 >= ad2 && ad1 >= ad3 ){
219  
220 <                if (psi < 0)
221 <                  psi += M_PI;
222 <
223 <                myEuler[0] = phi;
224 <                myEuler[1] = theta;
225 <                myEuler[2] = psi;
220 >          s = 0.5 / sqrt( 1.0 + this->data_[0][0] - this->data_[1][1] - this->data_[2][2] );
221 >          q[0] = (this->data_[1][2] - this->data_[2][1]) * s;
222 >          q[1] = 0.25 / s;
223 >          q[2] = (this->data_[0][1] + this->data_[1][0]) * s;
224 >          q[3] = (this->data_[0][2] + this->data_[2][0]) * s;
225 >        } else if ( ad2 >= ad1 && ad2 >= ad3 ) {
226 >          s = 0.5 / sqrt( 1.0 + this->data_[1][1] - this->data_[0][0] - this->data_[2][2] );
227 >          q[0] = (this->data_[2][0] - this->data_[0][2] ) * s;
228 >          q[1] = (this->data_[0][1] + this->data_[1][0]) * s;
229 >          q[2] = 0.25 / s;
230 >          q[3] = (this->data_[1][2] + this->data_[2][1]) * s;
231 >        } else {
232  
233 <                return myEuler;
233 >          s = 0.5 / sqrt( 1.0 + this->data_[2][2] - this->data_[0][0] - this->data_[1][1] );
234 >          q[0] = (this->data_[0][1] - this->data_[1][0]) * s;
235 >          q[1] = (this->data_[0][2] + this->data_[2][0]) * s;
236 >          q[2] = (this->data_[1][2] + this->data_[2][1]) * s;
237 >          q[3] = 0.25 / s;
238 >        }
239 >      }            
240 >
241 >      return q;
242 >                
243 >    }
244 >
245 >    /**
246 >     * Returns the euler angles from this rotation matrix
247 >     * @return the euler angles in a vector
248 >     * @exception invalid rotation matrix
249 >     * We use so-called "x-convention", which is the most common definition.
250 >     * In this convention, the rotation given by Euler angles (phi, theta,
251 >     * psi), where the first rotation is by an angle phi about the z-axis,
252 >     * the second is by an angle theta (0 <= theta <= 180) about the x-axis,
253 >     * and the third is by an angle psi about the z-axis (again).
254 >     */            
255 >    Vector3<Real> toEulerAngles() {
256 >      Vector3<Real> myEuler;
257 >      Real phi;
258 >      Real theta;
259 >      Real psi;
260 >      Real ctheta;
261 >      Real stheta;
262 >                
263 >      // set the tolerance for Euler angles and rotation elements
264 >
265 >      theta = acos(std::min((RealType)1.0, std::max((RealType)-1.0,this->data_[2][2])));
266 >      ctheta = this->data_[2][2];
267 >      stheta = sqrt(1.0 - ctheta * ctheta);
268 >
269 >      // when sin(theta) is close to 0, we need to consider
270 >      // singularity In this case, we can assign an arbitary value to
271 >      // phi (or psi), and then determine the psi (or phi) or
272 >      // vice-versa. We'll assume that phi always gets the rotation,
273 >      // and psi is 0 in cases of singularity.
274 >      // we use atan2 instead of atan, since atan2 will give us -Pi to Pi.
275 >      // Since 0 <= theta <= 180, sin(theta) will be always
276 >      // non-negative. Therefore, it will never change the sign of both of
277 >      // the parameters passed to atan2.
278 >
279 >      if (fabs(stheta) < 1e-6){
280 >        psi = 0.0;
281 >        phi = atan2(-this->data_[1][0], this->data_[0][0]);  
282 >      }
283 >      // we only have one unique solution
284 >      else{    
285 >        phi = atan2(this->data_[2][0], -this->data_[2][1]);
286 >        psi = atan2(this->data_[0][2], this->data_[1][2]);
287 >      }
288 >
289 >      //wrap phi and psi, make sure they are in the range from 0 to 2*Pi
290 >      if (phi < 0)
291 >        phi += 2.0 * M_PI;
292 >
293 >      if (psi < 0)
294 >        psi += 2.0 * M_PI;
295 >
296 >      myEuler[0] = phi;
297 >      myEuler[1] = theta;
298 >      myEuler[2] = psi;
299 >
300 >      return myEuler;
301 >    }
302 >            
303 >    /** Returns the determinant of this matrix. */
304 >    Real determinant() const {
305 >      Real x,y,z;
306 >
307 >      x = this->data_[0][0] * (this->data_[1][1] * this->data_[2][2] - this->data_[1][2] * this->data_[2][1]);
308 >      y = this->data_[0][1] * (this->data_[1][2] * this->data_[2][0] - this->data_[1][0] * this->data_[2][2]);
309 >      z = this->data_[0][2] * (this->data_[1][0] * this->data_[2][1] - this->data_[1][1] * this->data_[2][0]);
310 >
311 >      return(x + y + z);
312 >    }            
313 >
314 >    /** Returns the trace of this matrix. */
315 >    Real trace() const {
316 >      return this->data_[0][0] + this->data_[1][1] + this->data_[2][2];
317 >    }
318 >            
319 >    /**
320 >     * Sets the value of this matrix to  the inversion of itself.
321 >     * @note since simple algorithm can be applied to inverse the 3 by 3 matrix, we hide the
322 >     * implementation of inverse in SquareMatrix class
323 >     */
324 >    SquareMatrix3<Real>  inverse() const {
325 >      SquareMatrix3<Real> m;
326 >      RealType det = determinant();
327 >      if (fabs(det) <= OpenMD::epsilon) {
328 >        //"The method was called on a matrix with |determinant| <= 1e-6.",
329 >        //"This is a runtime or a programming error in your application.");
330 >        std::vector<int> zeroDiagElementIndex;
331 >        for (int i =0; i < 3; ++i) {
332 >            if (fabs(this->data_[i][i]) <= OpenMD::epsilon) {
333 >                zeroDiagElementIndex.push_back(i);
334              }
335 +        }
336 +
337 +        if (zeroDiagElementIndex.size() == 2) {
338 +            int index = zeroDiagElementIndex[0];
339 +            m(index, index) = 1.0 / this->data_[index][index];
340 +        }else if (zeroDiagElementIndex.size() == 1) {
341 +
342 +            int a = (zeroDiagElementIndex[0] + 1) % 3;
343 +            int b = (zeroDiagElementIndex[0] + 2) %3;
344 +            RealType denom = this->data_[a][a] * this->data_[b][b] - this->data_[b][a]*this->data_[a][b];
345 +            m(a, a) = this->data_[b][b] /denom;
346 +            m(b, a) = -this->data_[b][a]/denom;
347 +
348 +            m(a,b) = -this->data_[a][b]/denom;
349 +            m(b, b) = this->data_[a][a]/denom;
350 +                
351 +        }
352 +      
353 + /*
354 +        for(std::vector<int>::iterator iter = zeroDiagElementIndex.begin(); iter != zeroDiagElementIndex.end() ++iter) {
355 +            if (this->data_[*iter][0] > OpenMD::epsilon || this->data_[*iter][1] ||this->data_[*iter][2] ||
356 +                this->data_[0][*iter] > OpenMD::epsilon || this->data_[1][*iter] ||this->data_[2][*iter] ) {
357 +                std::cout << "can not inverse matrix" << std::endl;
358 +            }
359 +        }
360 + */
361 +      } else {
362 +
363 +          m(0, 0) = this->data_[1][1]*this->data_[2][2] - this->data_[1][2]*this->data_[2][1];
364 +          m(1, 0) = this->data_[1][2]*this->data_[2][0] - this->data_[1][0]*this->data_[2][2];
365 +          m(2, 0) = this->data_[1][0]*this->data_[2][1] - this->data_[1][1]*this->data_[2][0];
366 +          m(0, 1) = this->data_[2][1]*this->data_[0][2] - this->data_[2][2]*this->data_[0][1];
367 +          m(1, 1) = this->data_[2][2]*this->data_[0][0] - this->data_[2][0]*this->data_[0][2];
368 +          m(2, 1) = this->data_[2][0]*this->data_[0][1] - this->data_[2][1]*this->data_[0][0];
369 +          m(0, 2) = this->data_[0][1]*this->data_[1][2] - this->data_[0][2]*this->data_[1][1];
370 +          m(1, 2) = this->data_[0][2]*this->data_[1][0] - this->data_[0][0]*this->data_[1][2];
371 +          m(2, 2) = this->data_[0][0]*this->data_[1][1] - this->data_[0][1]*this->data_[1][0];
372 +
373 +          m /= det;
374 +        }
375 +      return m;
376 +    }
377 +
378 +    SquareMatrix3<Real> transpose() const{
379 +      SquareMatrix3<Real> result;
380 +                
381 +      for (unsigned int i = 0; i < 3; i++)
382 +        for (unsigned int j = 0; j < 3; j++)              
383 +          result(j, i) = this->data_[i][j];
384 +
385 +      return result;
386 +    }
387 +    /**
388 +     * Extract the eigenvalues and eigenvectors from a 3x3 matrix.
389 +     * The eigenvectors (the columns of V) will be normalized.
390 +     * The eigenvectors are aligned optimally with the x, y, and z
391 +     * axes respectively.
392 +     * @param a symmetric matrix whose eigenvectors are to be computed. On return, the matrix is
393 +     *     overwritten            
394 +     * @param w will contain the eigenvalues of the matrix On return of this function
395 +     * @param v the columns of this matrix will contain the eigenvectors. The eigenvectors are
396 +     *    normalized and mutually orthogonal.              
397 +     * @warning a will be overwritten
398 +     */
399 +    static void diagonalize(SquareMatrix3<Real>& a, Vector3<Real>& w, SquareMatrix3<Real>& v);
400 +  };
401 +  /*=========================================================================
402 +
403 +  Program:   Visualization Toolkit
404 +  Module:    $RCSfile: SquareMatrix3.hpp,v $
405 +
406 +  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
407 +  All rights reserved.
408 +  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
409 +
410 +  This software is distributed WITHOUT ANY WARRANTY; without even
411 +  the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
412 +  PURPOSE.  See the above copyright notice for more information.
413 +
414 +  =========================================================================*/
415 +  template<typename Real>
416 +  void SquareMatrix3<Real>::diagonalize(SquareMatrix3<Real>& a, Vector3<Real>& w,
417 +                                        SquareMatrix3<Real>& v) {
418 +    int i,j,k,maxI;
419 +    Real tmp, maxVal;
420 +    Vector3<Real> v_maxI, v_k, v_j;
421 +
422 +    // diagonalize using Jacobi
423 +    SquareMatrix3<Real>::jacobi(a, w, v);
424 +    // if all the eigenvalues are the same, return identity matrix
425 +    if (w[0] == w[1] && w[0] == w[2] ) {
426 +      v = SquareMatrix3<Real>::identity();
427 +      return;
428 +    }
429 +
430 +    // transpose temporarily, it makes it easier to sort the eigenvectors
431 +    v = v.transpose();
432 +        
433 +    // if two eigenvalues are the same, re-orthogonalize to optimally line
434 +    // up the eigenvectors with the x, y, and z axes
435 +    for (i = 0; i < 3; i++) {
436 +      if (w((i+1)%3) == w((i+2)%3)) {// two eigenvalues are the same
437 +        // find maximum element of the independant eigenvector
438 +        maxVal = fabs(v(i, 0));
439 +        maxI = 0;
440 +        for (j = 1; j < 3; j++) {
441 +          if (maxVal < (tmp = fabs(v(i, j)))){
442 +            maxVal = tmp;
443 +            maxI = j;
444 +          }
445 +        }
446              
447 <            /**
448 <             * Sets the value of this matrix to  the inversion of itself.
449 <             * @note since simple algorithm can be applied to inverse the 3 by 3 matrix, we hide the
450 <             * implementation of inverse in SquareMatrix class
451 <             */
245 <            void  inverse();
447 >        // swap the eigenvector into its proper position
448 >        if (maxI != i) {
449 >          tmp = w(maxI);
450 >          w(maxI) = w(i);
451 >          w(i) = tmp;
452  
453 <            void diagonalize();
453 >          v.swapRow(i, maxI);
454 >        }
455 >        // maximum element of eigenvector should be positive
456 >        if (v(maxI, maxI) < 0) {
457 >          v(maxI, 0) = -v(maxI, 0);
458 >          v(maxI, 1) = -v(maxI, 1);
459 >          v(maxI, 2) = -v(maxI, 2);
460 >        }
461  
462 <    };
462 >        // re-orthogonalize the other two eigenvectors
463 >        j = (maxI+1)%3;
464 >        k = (maxI+2)%3;
465  
466 <    typedef template SquareMatrix3<double> Mat3x3d
467 <    typedef template SquareMatrix3<double> RotMat3x3d;
466 >        v(j, 0) = 0.0;
467 >        v(j, 1) = 0.0;
468 >        v(j, 2) = 0.0;
469 >        v(j, j) = 1.0;
470  
471 < } //namespace oopse
471 >        /** @todo */
472 >        v_maxI = v.getRow(maxI);
473 >        v_j = v.getRow(j);
474 >        v_k = cross(v_maxI, v_j);
475 >        v_k.normalize();
476 >        v_j = cross(v_k, v_maxI);
477 >        v.setRow(j, v_j);
478 >        v.setRow(k, v_k);
479 >
480 >
481 >        // transpose vectors back to columns
482 >        v = v.transpose();
483 >        return;
484 >      }
485 >    }
486 >
487 >    // the three eigenvalues are different, just sort the eigenvectors
488 >    // to align them with the x, y, and z axes
489 >
490 >    // find the vector with the largest x element, make that vector
491 >    // the first vector
492 >    maxVal = fabs(v(0, 0));
493 >    maxI = 0;
494 >    for (i = 1; i < 3; i++) {
495 >      if (maxVal < (tmp = fabs(v(i, 0)))) {
496 >        maxVal = tmp;
497 >        maxI = i;
498 >      }
499 >    }
500 >
501 >    // swap eigenvalue and eigenvector
502 >    if (maxI != 0) {
503 >      tmp = w(maxI);
504 >      w(maxI) = w(0);
505 >      w(0) = tmp;
506 >      v.swapRow(maxI, 0);
507 >    }
508 >    // do the same for the y element
509 >    if (fabs(v(1, 1)) < fabs(v(2, 1))) {
510 >      tmp = w(2);
511 >      w(2) = w(1);
512 >      w(1) = tmp;
513 >      v.swapRow(2, 1);
514 >    }
515 >
516 >    // ensure that the sign of the eigenvectors is correct
517 >    for (i = 0; i < 2; i++) {
518 >      if (v(i, i) < 0) {
519 >        v(i, 0) = -v(i, 0);
520 >        v(i, 1) = -v(i, 1);
521 >        v(i, 2) = -v(i, 2);
522 >      }
523 >    }
524 >
525 >    // set sign of final eigenvector to ensure that determinant is positive
526 >    if (v.determinant() < 0) {
527 >      v(2, 0) = -v(2, 0);
528 >      v(2, 1) = -v(2, 1);
529 >      v(2, 2) = -v(2, 2);
530 >    }
531 >
532 >    // transpose the eigenvectors back again
533 >    v = v.transpose();
534 >    return ;
535 >  }
536 >
537 >  /**
538 >   * Return the multiplication of two matrixes  (m1 * m2).
539 >   * @return the multiplication of two matrixes
540 >   * @param m1 the first matrix
541 >   * @param m2 the second matrix
542 >   */
543 >  template<typename Real>
544 >  inline SquareMatrix3<Real> operator *(const SquareMatrix3<Real>& m1, const SquareMatrix3<Real>& m2) {
545 >    SquareMatrix3<Real> result;
546 >
547 >    for (unsigned int i = 0; i < 3; i++)
548 >      for (unsigned int j = 0; j < 3; j++)
549 >        for (unsigned int k = 0; k < 3; k++)
550 >          result(i, j)  += m1(i, k) * m2(k, j);                
551 >
552 >    return result;
553 >  }
554 >
555 >  template<typename Real>
556 >  inline SquareMatrix3<Real> outProduct(const Vector3<Real>& v1, const Vector3<Real>& v2) {
557 >    SquareMatrix3<Real> result;
558 >
559 >    for (unsigned int i = 0; i < 3; i++) {
560 >      for (unsigned int j = 0; j < 3; j++) {
561 >        result(i, j)  = v1[i] * v2[j];                
562 >      }
563 >    }
564 >            
565 >    return result;        
566 >  }
567 >
568 >    
569 >  typedef SquareMatrix3<RealType> Mat3x3d;
570 >  typedef SquareMatrix3<RealType> RotMat3x3d;
571 >
572 >  const Mat3x3d M3Zero(0.0);
573 >
574 >
575 > } //namespace OpenMD
576   #endif // MATH_SQUAREMATRIX_HPP
577 +

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