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root/OpenMD/trunk/src/primitives/Torsion.cpp
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Comparing trunk/src/primitives/Torsion.cpp (file contents):
Revision 507 by gezelter, Fri Apr 15 22:04:00 2005 UTC vs.
Revision 963 by tim, Wed May 17 21:51:42 2006 UTC

# Line 47 | Line 47 | namespace oopse {
47                     TorsionType *tt) :
48      atom1_(atom1), atom2_(atom2), atom3_(atom3), atom4_(atom4), torsionType_(tt) { }
49  
50 <  void Torsion::calcForce() {
50 >  void Torsion::calcForce(RealType& angle) {
51 >
52      Vector3d pos1 = atom1_->getPos();
53      Vector3d pos2 = atom2_->getPos();
54      Vector3d pos3 = atom3_->getPos();
# Line 59 | Line 60 | namespace oopse {
60  
61      //  Calculate the cross products and distances
62      Vector3d A = cross(r21, r32);
63 <    double rA = A.length();
63 >    RealType rA = A.length();
64      Vector3d B = cross(r32, r43);
65 <    double rB = B.length();
65 >    RealType rB = B.length();
66      Vector3d C = cross(r32, A);
67 <    double rC = C.length();
67 >    RealType rC = C.length();
68  
69      A.normalize();
70      B.normalize();
71      C.normalize();
72      
73      //  Calculate the sin and cos
74 <    double cos_phi = dot(A, B) ;
75 <    double sin_phi = dot(C, B);
74 >    RealType cos_phi = dot(A, B) ;
75 >    if (cos_phi > 1.0) cos_phi = 1.0;
76 >    if (cos_phi < -1.0) cos_phi = -1.0;
77  
78 <    double dVdPhi;
79 <    torsionType_->calcForce(cos_phi, sin_phi, potential_, dVdPhi);
78 <
78 >    RealType dVdcosPhi;
79 >    torsionType_->calcForce(cos_phi, potential_, dVdcosPhi);
80      Vector3d f1;
81      Vector3d f2;
82      Vector3d f3;
83  
83    //  Next, we want to calculate the forces.  In order
84    //  to do that, we first need to figure out whether the
85    //  sin or cos form will be more stable.  For this,
86    //  just look at the value of phi
87    //if (fabs(sin_phi) > 0.1) {
88    //  use the sin version to avoid 1/cos terms
89
84      Vector3d dcosdA = (cos_phi * A - B) /rA;
85      Vector3d dcosdB = (cos_phi * B - A) /rB;
86  
93    double dVdcosPhi = -dVdPhi / sin_phi;
94
87      f1 = dVdcosPhi * cross(r32, dcosdA);
88      f2 = dVdcosPhi * ( cross(r43, dcosdB) - cross(r21, dcosdA));
89      f3 = dVdcosPhi * cross(dcosdB, r32);
90 <
99 <    /** @todo fix below block, must be something wrong with the sign somewhere */
100 <    //} else {
101 <    //  This angle is closer to 0 or 180 than it is to
102 <    //  90, so use the cos version to avoid 1/sin terms
103 <
104 <    //double dVdsinPhi = dVdPhi /cos_phi;
105 <    //Vector3d dsindB = (sin_phi * B - C) /rB;
106 <    //Vector3d dsindC = (sin_phi * C - B) /rC;
107 <
108 <    //f1.x() = dVdsinPhi*((r32.y()*r32.y() + r32.z()*r32.z())*dsindC.x() - r32.x()*r32.y()*dsindC.y() - r32.x()*r32.z()*dsindC.z());
109 <
110 <    //f1.y() = dVdsinPhi*((r32.z()*r32.z() + r32.x()*r32.x())*dsindC.y() - r32.y()*r32.z()*dsindC.z() - r32.y()*r32.x()*dsindC.x());
111 <
112 <    //f1.z() = dVdsinPhi*((r32.x()*r32.x() + r32.y()*r32.y())*dsindC.z() - r32.z()*r32.x()*dsindC.x() - r32.z()*r32.y()*dsindC.y());
113 <
114 <    //f2.x() = dVdsinPhi*(-(r32.y()*r21.y() + r32.z()*r21.z())*dsindC.x() + (2.0*r32.x()*r21.y() - r21.x()*r32.y())*dsindC.y()
115 <    //+ (2.0*r32.x()*r21.z() - r21.x()*r32.z())*dsindC.z() + dsindB.z()*r43.y() - dsindB.y()*r43.z());
116 <
117 <    //f2.y() = dVdsinPhi*(-(r32.z()*r21.z() + r32.x()*r21.x())*dsindC.y() + (2.0*r32.y()*r21.z() - r21.y()*r32.z())*dsindC.z()
118 <    //+ (2.0*r32.y()*r21.x() - r21.y()*r32.x())*dsindC.x() + dsindB.x()*r43.z() - dsindB.z()*r43.x());
119 <
120 <    //f2.z() = dVdsinPhi*(-(r32.x()*r21.x() + r32.y()*r21.y())*dsindC.z() + (2.0*r32.z()*r21.x() - r21.z()*r32.x())*dsindC.x()
121 <    //+(2.0*r32.z()*r21.y() - r21.z()*r32.y())*dsindC.y() + dsindB.y()*r43.x() - dsindB.x()*r43.y());
122 <
123 <    //f3 = dVdsinPhi * cross(r32, dsindB);
124 <
125 <    //}
126 <
90 >    
91      atom1_->addFrc(f1);
92      atom2_->addFrc(f2 - f1);
93      atom3_->addFrc(f3 - f2);
94      atom4_->addFrc(-f3);
95 +    angle = acos(cos_phi) /M_PI * 180.0;
96    }
97  
98   }

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