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#include <math.h> |
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#include "Atom.hpp" |
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#include "DirectionalAtom.hpp" |
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#include "simError.h" |
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#include "MatVec3.h" |
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void DirectionalAtom::zeroForces() { |
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if( hasCoords ){ |
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frc[offsetX] = 0.0; |
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frc[offsetY] = 0.0; |
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frc[offsetZ] = 0.0; |
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Atom::zeroForces(); |
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trq[offsetX] = 0.0; |
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trq[offsetY] = 0.0; |
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&trq, |
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&Amat, |
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&mu, |
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&ul ); |
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&ul); |
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} |
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else{ |
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sprintf( painCave.errMsg, |
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hasCoords = true; |
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*mu = myMu; |
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} |
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double DirectionalAtom::getMu( void ) { |
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if( hasCoords ){ |
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return *mu; |
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} |
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else{ |
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return myMu; |
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} |
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} |
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void DirectionalAtom::setMu( double the_mu ) { |
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if( hasCoords ){ |
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*mu = the_mu; |
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myMu = the_mu; |
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} |
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else{ |
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myMu = the_mu; |
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} |
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} |
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void DirectionalAtom::setA( double the_A[3][3] ){ |
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if( hasCoords ){ |
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} |
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} |
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void DirectionalAtom::setI( double the_I[3][3] ){ |
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void DirectionalAtom::setI( double the_I[3][3] ){ |
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Ixx = the_I[0][0]; Ixy = the_I[0][1]; Ixz = the_I[0][2]; |
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Iyx = the_I[1][0]; Iyy = the_I[1][1]; Iyz = the_I[1][2]; |
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void DirectionalAtom::getU( double the_u[3] ){ |
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the_u[0] = sux; |
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the_u[1] = suy; |
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the_u[2] = suz; |
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the_u[0] = sU[2][0]; |
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the_u[1] = sU[2][1]; |
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the_u[2] = sU[2][2]; |
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this->body2Lab( the_u ); |
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} |
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simError(); |
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} |
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} |
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void DirectionalAtom::setUnitFrameFromEuler(double phi, |
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double theta, |
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double psi) { |
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double myA[3][3]; |
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double uFrame[3][3]; |
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double len; |
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int i, j; |
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myA[0][0] = (cos(phi) * cos(psi)) - (sin(phi) * cos(theta) * sin(psi)); |
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myA[0][1] = (sin(phi) * cos(psi)) + (cos(phi) * cos(theta) * sin(psi)); |
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myA[0][2] = sin(theta) * sin(psi); |
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myA[1][0] = -(cos(phi) * sin(psi)) - (sin(phi) * cos(theta) * cos(psi)); |
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myA[1][1] = -(sin(phi) * sin(psi)) + (cos(phi) * cos(theta) * cos(psi)); |
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myA[1][2] = sin(theta) * cos(psi); |
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myA[2][0] = sin(phi) * sin(theta); |
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myA[2][1] = -cos(phi) * sin(theta); |
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myA[2][2] = cos(theta); |
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// Make the unit Frame: |
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for (i=0; i < 3; i++) |
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for (j=0; j < 3; j++) |
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uFrame[i][j] = 0.0; |
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for (i=0; i < 3; i++) |
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uFrame[i][i] = 1.0; |
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// rotate by the given rotation matrix: |
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matMul3(myA, uFrame, sU); |
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// renormalize column vectors: |
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for (i=0; i < 3; i++) { |
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len = 0.0; |
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for (j = 0; j < 3; j++) { |
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len += sU[i][j]*sU[i][j]; |
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} |
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len = sqrt(len); |
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for (j = 0; j < 3; j++) { |
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sU[i][j] /= len; |
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} |
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} |
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// sU now contains the coordinates of the 'special' frame; |
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} |
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void DirectionalAtom::setEuler( double phi, double theta, double psi ){ |
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if( hasCoords ){ |
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} |
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void DirectionalAtom::rotateBy( double by_A[3][3]) { |
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// Check this |
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double r00, r01, r02, r10, r11, r12, r20, r21, r22; |
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if( hasCoords ){ |
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r00 = by_A[0][0]*Amat[Axx] + by_A[0][1]*Amat[Ayx] + by_A[0][2]*Amat[Azx]; |
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r01 = by_A[0][0]*Amat[Axy] + by_A[0][1]*Amat[Ayy] + by_A[0][2]*Amat[Azy]; |
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r02 = by_A[0][0]*Amat[Axz] + by_A[0][1]*Amat[Ayz] + by_A[0][2]*Amat[Azz]; |
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r10 = by_A[1][0]*Amat[Axx] + by_A[1][1]*Amat[Ayx] + by_A[1][2]*Amat[Azx]; |
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r11 = by_A[1][0]*Amat[Axy] + by_A[1][1]*Amat[Ayy] + by_A[1][2]*Amat[Azy]; |
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r12 = by_A[1][0]*Amat[Axz] + by_A[1][1]*Amat[Ayz] + by_A[1][2]*Amat[Azz]; |
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r20 = by_A[2][0]*Amat[Axx] + by_A[2][1]*Amat[Ayx] + by_A[2][2]*Amat[Azx]; |
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r21 = by_A[2][0]*Amat[Axy] + by_A[2][1]*Amat[Ayy] + by_A[2][2]*Amat[Azy]; |
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r22 = by_A[2][0]*Amat[Axz] + by_A[2][1]*Amat[Ayz] + by_A[2][2]*Amat[Azz]; |
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Amat[Axx] = r00; Amat[Axy] = r01; Amat[Axz] = r02; |
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Amat[Ayx] = r10; Amat[Ayy] = r11; Amat[Ayz] = r12; |
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Amat[Azx] = r20; Amat[Azy] = r21; Amat[Azz] = r22; |
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} |
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else{ |
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sprintf( painCave.errMsg, |
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"Attempt to rotate frame for atom %d before coords set.\n", |
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index ); |
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painCave.isFatal = 1; |
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simError(); |
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} |
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} |
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void DirectionalAtom::body2Lab( double r[3] ){ |
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double rb[3]; // the body frame vector |
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void DirectionalAtom::updateU( void ){ |
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if( hasCoords ){ |
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ul[offsetX] = (Amat[Axx] * sux) + (Amat[Ayx] * suy) + (Amat[Azx] * suz); |
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ul[offsetY] = (Amat[Axy] * sux) + (Amat[Ayy] * suy) + (Amat[Azy] * suz); |
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ul[offsetZ] = (Amat[Axz] * sux) + (Amat[Ayz] * suy) + (Amat[Azz] * suz); |
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ul[offsetX] = (Amat[Axx] * sU[2][0]) + |
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(Amat[Ayx] * sU[2][1]) + (Amat[Azx] * sU[2][2]); |
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ul[offsetY] = (Amat[Axy] * sU[2][0]) + |
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(Amat[Ayy] * sU[2][1]) + (Amat[Azy] * sU[2][2]); |
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ul[offsetZ] = (Amat[Axz] * sU[2][0]) + |
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(Amat[Ayz] * sU[2][1]) + (Amat[Azz] * sU[2][2]); |
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} |
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else{ |
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