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#include <cmath> |
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#include "Mat3x3d.hpp" |
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#include "Roll.hpp" |
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#include "SimInfo.hpp" |
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//////////////////////////////////////////////////////////////////////////////// |
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//Implementation of DCRollAFunctor |
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//////////////////////////////////////////////////////////////////////////////// |
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int DCRollAFunctor::operator()(ConstraintAtom* consAtom1, ConstraintAtom* consAtom2){ |
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Vector3d posA; |
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Vector3d posB; |
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Vector3d oldPosA; |
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Vector3d oldPosB; |
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Vector3d velA; |
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Vector3d velB; |
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Vector3d pab; |
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Vector3d tempPab; |
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Vector3d rab; |
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Vector3d zetaA; |
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Vector3d zetaB; |
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Vector3d zeta; |
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Vector3d consForce; |
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Vector3d bondDirUnitVec; |
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double dx, dy, dz; |
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double rpab; |
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double rabsq, pabsq, rpabsq; |
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double diffsq; |
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double gab; |
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double dt; |
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double pabDotZeta; |
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double pabDotZeta2; |
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double zeta2; |
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double forceScalar; |
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dt = info->dt; |
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consAtom1->getOldPos(oldPosA.vec); |
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consAtom2->getOldPos(oldPosB.vec); |
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consAtom1->getPos(posA.vec); |
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consAtom2->getPos(posB.vec); |
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//discard the vector convention in alan tidesley's code |
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//rij = rj - ri; |
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pab = posB - posA; |
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//periodic boundary condition |
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info->wrapVector(pab.vec); |
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pabsq = dotProduct(pab, pab); |
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rabsq = curPair->getBondLength2(); |
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diffsq = pabsq -rabsq; |
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if (fabs(diffsq) > (consTolerance * rabsq * 2)){ |
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rab = oldPosB - oldPosA; |
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info->wrapVector(rab.vec); |
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//rpab = dotProduct(rab, pab); |
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//rpabsq = rpab * rpab; |
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//if (rpabsq < (rabsq * -diffsq)){ |
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// return consFail; |
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//} |
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bondDirUnitVec = pab; |
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bondDirUnitVec.normalize(); |
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calcZeta(consAtom1, bondDirUnitVec, zetaA); |
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calcZeta(consAtom2, bondDirUnitVec, zetaB); |
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zeta = zetaA + zetaB; |
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zeta2 = dotProduct(zeta, zeta); |
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pabDotZeta = dotProduct(pab, zeta); |
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pabDotZeta2 = pabDotZeta * pabDotZeta; |
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//solve quadratic equation |
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//dt^4 * zeta^2 * G^2 + 2* h^2 * pab * zeta * G + pab^2 - d^2 |
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//dt : time step |
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// pab : |
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//G : constraint force scalar |
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//d: equilibrium bond length |
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if (pabDotZeta2 - zeta2 * diffsq < 0) |
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return consFail; |
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//forceScalar = (pabDotZeta + sqrt(pabDotZeta2 - zeta2 * diffsq)) / dt * dt * zeta2; |
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forceScalar = diffsq / (2 * dt * dt * pabDotZeta); |
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//forceScalar = 1 / forceScalar; |
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consForce = forceScalar * bondDirUnitVec; |
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//integrate consRB1 using constraint force; |
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integrate(consAtom1, consForce); |
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//integrate consRB2 using constraint force; |
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integrate(consAtom2, -consForce); |
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return consSuccess; |
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} |
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else |
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return consAlready; |
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} |
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void DCRollAFunctor::calcZeta(ConstraintAtom* consAtom, const Vector3d& bondDir, Vector3d&zeta){ |
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double invMass; |
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invMass = 1.0 / consAtom ->getMass(); |
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zeta = invMass * bondDir; |
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} |
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void DCRollAFunctor::integrate(ConstraintAtom* consAtom, const Vector3d& force){ |
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StuntDouble* sd; |
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Vector3d vel; |
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Vector3d pos; |
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Vector3d tempPos; |
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Vector3d tempVel; |
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double mass; |
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double dt; |
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dt = info->dt; |
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sd = consAtom->getStuntDouble(); |
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sd->getVel(vel.vec); |
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sd->getPos(pos.vec); |
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mass = sd->getMass(); |
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tempVel = dt/mass * force; |
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tempPos = dt * tempVel; |
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vel += tempVel; |
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pos += tempPos; |
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sd->setVel(vel.vec); |
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sd->setPos(pos.vec); |
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} |
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int DCRollAFunctor::operator()(ConstraintRigidBody* consRB1, ConstraintRigidBody* consRB2){ |
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Vector3d posA; |
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Vector3d posB; |
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Vector3d oldPosA; |
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Vector3d oldPosB; |
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Vector3d velA; |
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Vector3d velB; |
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Vector3d pab; |
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Vector3d tempPab; |
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Vector3d rab; |
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Vector3d zetaA; |
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Vector3d zetaB; |
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Vector3d zeta; |
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Vector3d consForce; |
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Vector3d bondDirUnitVec; |
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double dx, dy, dz; |
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double rpab; |
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double rabsq, pabsq, rpabsq; |
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double diffsq; |
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double gab; |
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double dt; |
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double pabDotZeta; |
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double pabDotZeta2; |
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double zeta2; |
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double forceScalar; |
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const int conRBMaxIter = 100; |
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dt = info->dt; |
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consRB1->getOldAtomPos(oldPosA.vec); |
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consRB2->getOldAtomPos(oldPosB.vec); |
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for(int i=0 ; i < conRBMaxIter; i++){ |
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consRB1->getCurAtomPos(posA.vec); |
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consRB2->getCurAtomPos(posB.vec); |
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//discard the vector convention in alan tidesley's code |
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//rij = rj - ri; |
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pab = posB - posA; |
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//periodic boundary condition |
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info->wrapVector(pab.vec); |
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pabsq = dotProduct(pab, pab); |
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rabsq = curPair->getBondLength2(); |
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diffsq = pabsq -rabsq; |
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if (fabs(diffsq) > (consTolerance * rabsq * 2)){ |
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rab = oldPosB - oldPosA; |
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info->wrapVector(rab.vec); |
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bondDirUnitVec = rab; |
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bondDirUnitVec.normalize(); |
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calcZeta(consRB1, bondDirUnitVec, zetaA); |
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calcZeta(consRB2, bondDirUnitVec, zetaB); |
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zeta = zetaA + zetaB; |
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zeta2 = dotProduct(zeta, zeta); |
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pabDotZeta = dotProduct(pab, zeta); |
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pabDotZeta2 = pabDotZeta * pabDotZeta; |
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//solve quadratic equation |
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//dt^4 * zeta^2 * G^2 + 2* h^2 * pab * zeta * G + pab^2 - d^2 |
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//dt : time step |
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// pab : |
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//G : constraint force scalar |
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//d: equilibrium bond length |
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if (pabDotZeta2 - zeta2 * diffsq < 0){ |
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cerr << "DCRollAFunctor::operator() Error: Constraint Fail at " << info->getTime() << endl; |
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return consFail; |
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} |
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//if pabDotZeta is close to 0, we can't neglect the square term |
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if(fabs(pabDotZeta) < consTolerance) |
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forceScalar = (pabDotZeta - sqrt(pabDotZeta2 - zeta2 * diffsq)) / dt * dt * zeta2; |
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else |
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forceScalar = diffsq / (2 * dt * dt * pabDotZeta); |
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// |
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consForce = forceScalar * bondDirUnitVec; |
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//integrate consRB1 using constraint force; |
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integrate(consRB1, consForce); |
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//integrate consRB2 using constraint force; |
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integrate(consRB2, -consForce); |
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} |
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else{ |
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if (i ==0) |
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return consAlready; |
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else |
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return consSuccess; |
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} |
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} |
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cerr << "DCRollAFunctor::operator() Error: can not constrain the bond within maximum iteration at " << info->getTime() << endl; |
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return consExceedMaxIter; |
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} |
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void DCRollAFunctor::calcZeta(ConstraintRigidBody* consRB, const Vector3d& bondDir, Vector3d& zeta){ |
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double invMass; |
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Vector3d tempVec1; |
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Vector3d tempVec2; |
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Vector3d refCoor; |
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Vector3d refCrossBond; |
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Mat3x3d IBody; |
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Mat3x3d invIBody; |
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Mat3x3d invILab; |
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Mat3x3d a; |
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Mat3x3d aTrans; |
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invMass = 1.0 / consRB ->getMass(); |
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zeta = invMass * bondDir; |
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consRB->getRefCoor(refCoor.vec); |
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//consRB->getA(a.element); |
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consRB->getOldA(a.element); |
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consRB->getI(IBody.element); |
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aTrans = a.transpose(); |
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invIBody = IBody.inverse(); |
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invILab = aTrans * invIBody * a; |
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refCrossBond = crossProduct(aTrans *refCoor, bondDir); |
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tempVec1 = invILab * refCrossBond; |
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tempVec2 = crossProduct(tempVec1, aTrans *refCoor); |
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zeta += tempVec2; |
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} |
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void DCRollAFunctor::integrate(ConstraintRigidBody* consRB, const Vector3d& consForce){ |
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RigidBody* rb; |
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Vector3d frc; |
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Vector3d totConsForce; |
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Vector3d vel; |
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Vector3d pos; |
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Vector3d Tb; |
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Vector3d ji; |
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Vector3d refCoor; |
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Vector3d consTorque; |
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Vector3d totConsTorque; |
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Mat3x3d a; |
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double mass; |
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double dt; |
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double dtOver2; |
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const double eConvert = 4.184e-4; |
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dt = info->dt; |
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dtOver2 = dt /2; |
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//restore to old status |
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consRB->restoreUnconsStatus(); |
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//accumulate constraint force; |
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consRB->addConsForce(consForce/eConvert); |
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totConsForce = consRB->getConsForce(); |
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rb = consRB->getRigidBody(); |
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rb->addFrc(totConsForce.vec); |
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rb->getVel(vel.vec); |
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rb->getPos(pos.vec); |
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rb->getFrc(frc.vec); |
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mass = rb->getMass(); |
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// velocity half step |
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vel += eConvert * dtOver2 / mass * frc; |
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// position whole step |
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pos += dt * vel; |
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rb->setVel(vel.vec); |
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rb->setPos(pos.vec); |
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//evolve orientational part |
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consRB->getRefCoor(refCoor.vec); |
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rb->getA(a.element); |
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//calculate constraint torque in lab frame |
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consTorque = crossProduct(a.transpose() * refCoor, consForce); |
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consRB->addConsTorque(consTorque/eConvert); |
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//add constraint torque |
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totConsTorque = consRB->getConsTorque(); |
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rb->addTrq(totConsTorque.vec); |
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//get and convert the torque to body frame |
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rb->getTrq(Tb.vec); |
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rb->lab2Body(Tb.vec); |
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//get the angular momentum, and propagate a half step |
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rb->getJ(ji.vec); |
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ji += eConvert * dtOver2 * Tb; |
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rotationPropagation( rb, ji.vec ); |
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rb->setJ(ji.vec); |
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} |
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void DCRollAFunctor::rotationPropagation(StuntDouble* sd, double ji[3]){ |
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double angle; |
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double A[3][3], I[3][3]; |
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int i, j, k; |
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double dtOver2; |
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double dt; |
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dt = info->dt; |
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dtOver2 = dt /2; |
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// use the angular velocities to propagate the rotation matrix a |
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// full time step |
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sd->getA(A); |
| 375 |
|
|
sd->getI(I); |
| 376 |
|
|
|
| 377 |
|
|
if (sd->isLinear()) { |
| 378 |
|
|
i = sd->linearAxis(); |
| 379 |
|
|
j = (i+1)%3; |
| 380 |
|
|
k = (i+2)%3; |
| 381 |
|
|
|
| 382 |
|
|
angle = dtOver2 * ji[j] / I[j][j]; |
| 383 |
|
|
this->rotate( k, i, angle, ji, A ); |
| 384 |
|
|
|
| 385 |
tim |
1452 |
angle = dt* ji[k] / I[k][k]; |
| 386 |
tim |
1254 |
this->rotate( i, j, angle, ji, A); |
| 387 |
|
|
|
| 388 |
|
|
angle = dtOver2 * ji[j] / I[j][j]; |
| 389 |
|
|
this->rotate( k, i, angle, ji, A ); |
| 390 |
|
|
|
| 391 |
|
|
} else { |
| 392 |
|
|
// rotate about the x-axis |
| 393 |
|
|
angle = dtOver2 * ji[0] / I[0][0]; |
| 394 |
|
|
this->rotate( 1, 2, angle, ji, A ); |
| 395 |
|
|
|
| 396 |
|
|
// rotate about the y-axis |
| 397 |
|
|
angle = dtOver2 * ji[1] / I[1][1]; |
| 398 |
|
|
this->rotate( 2, 0, angle, ji, A ); |
| 399 |
|
|
|
| 400 |
|
|
// rotate about the z-axis |
| 401 |
tim |
1452 |
angle = dt * ji[2] / I[2][2]; |
| 402 |
tim |
1254 |
this->rotate( 0, 1, angle, ji, A); |
| 403 |
|
|
|
| 404 |
|
|
// rotate about the y-axis |
| 405 |
|
|
angle = dtOver2 * ji[1] / I[1][1]; |
| 406 |
|
|
this->rotate( 2, 0, angle, ji, A ); |
| 407 |
|
|
|
| 408 |
|
|
// rotate about the x-axis |
| 409 |
|
|
angle = dtOver2 * ji[0] / I[0][0]; |
| 410 |
|
|
this->rotate( 1, 2, angle, ji, A ); |
| 411 |
|
|
|
| 412 |
|
|
} |
| 413 |
|
|
sd->setA( A ); |
| 414 |
|
|
} |
| 415 |
|
|
|
| 416 |
|
|
void DCRollAFunctor::rotate(int axes1, int axes2, double angle, double ji[3], double A[3][3]){ |
| 417 |
|
|
int i, j, k; |
| 418 |
|
|
double sinAngle; |
| 419 |
|
|
double cosAngle; |
| 420 |
|
|
double angleSqr; |
| 421 |
|
|
double angleSqrOver4; |
| 422 |
|
|
double top, bottom; |
| 423 |
|
|
double rot[3][3]; |
| 424 |
|
|
double tempA[3][3]; |
| 425 |
|
|
double tempJ[3]; |
| 426 |
|
|
|
| 427 |
|
|
// initialize the tempA |
| 428 |
|
|
|
| 429 |
|
|
for (i = 0; i < 3; i++){ |
| 430 |
|
|
for (j = 0; j < 3; j++){ |
| 431 |
|
|
tempA[j][i] = A[i][j]; |
| 432 |
|
|
} |
| 433 |
|
|
} |
| 434 |
|
|
|
| 435 |
|
|
// initialize the tempJ |
| 436 |
|
|
|
| 437 |
|
|
for (i = 0; i < 3; i++) |
| 438 |
|
|
tempJ[i] = ji[i]; |
| 439 |
|
|
|
| 440 |
|
|
// initalize rot as a unit matrix |
| 441 |
|
|
|
| 442 |
|
|
rot[0][0] = 1.0; |
| 443 |
|
|
rot[0][1] = 0.0; |
| 444 |
|
|
rot[0][2] = 0.0; |
| 445 |
|
|
|
| 446 |
|
|
rot[1][0] = 0.0; |
| 447 |
|
|
rot[1][1] = 1.0; |
| 448 |
|
|
rot[1][2] = 0.0; |
| 449 |
|
|
|
| 450 |
|
|
rot[2][0] = 0.0; |
| 451 |
|
|
rot[2][1] = 0.0; |
| 452 |
|
|
rot[2][2] = 1.0; |
| 453 |
|
|
|
| 454 |
|
|
// use a small angle aproximation for sin and cosine |
| 455 |
|
|
|
| 456 |
|
|
angleSqr = angle * angle; |
| 457 |
|
|
angleSqrOver4 = angleSqr / 4.0; |
| 458 |
|
|
top = 1.0 - angleSqrOver4; |
| 459 |
|
|
bottom = 1.0 + angleSqrOver4; |
| 460 |
|
|
|
| 461 |
|
|
cosAngle = top / bottom; |
| 462 |
|
|
sinAngle = angle / bottom; |
| 463 |
|
|
|
| 464 |
|
|
rot[axes1][axes1] = cosAngle; |
| 465 |
|
|
rot[axes2][axes2] = cosAngle; |
| 466 |
|
|
|
| 467 |
|
|
rot[axes1][axes2] = sinAngle; |
| 468 |
|
|
rot[axes2][axes1] = -sinAngle; |
| 469 |
|
|
|
| 470 |
|
|
// rotate the momentum acoording to: ji[] = rot[][] * ji[] |
| 471 |
|
|
|
| 472 |
|
|
for (i = 0; i < 3; i++){ |
| 473 |
|
|
ji[i] = 0.0; |
| 474 |
|
|
for (k = 0; k < 3; k++){ |
| 475 |
|
|
ji[i] += rot[i][k] * tempJ[k]; |
| 476 |
|
|
} |
| 477 |
|
|
} |
| 478 |
|
|
|
| 479 |
|
|
// rotate the Rotation matrix acording to: |
| 480 |
|
|
// A[][] = A[][] * transpose(rot[][]) |
| 481 |
|
|
|
| 482 |
|
|
|
| 483 |
|
|
// NOte for as yet unknown reason, we are performing the |
| 484 |
|
|
// calculation as: |
| 485 |
|
|
// transpose(A[][]) = transpose(A[][]) * transpose(rot[][]) |
| 486 |
|
|
|
| 487 |
|
|
for (i = 0; i < 3; i++){ |
| 488 |
|
|
for (j = 0; j < 3; j++){ |
| 489 |
|
|
A[j][i] = 0.0; |
| 490 |
|
|
for (k = 0; k < 3; k++){ |
| 491 |
|
|
A[j][i] += tempA[i][k] * rot[j][k]; |
| 492 |
|
|
} |
| 493 |
|
|
} |
| 494 |
|
|
} |
| 495 |
|
|
} |
| 496 |
|
|
//////////////////////////////////////////////////////////////////////////////// |
| 497 |
|
|
//Implementation of DCRollBFunctor |
| 498 |
|
|
//////////////////////////////////////////////////////////////////////////////// |
| 499 |
|
|
int DCRollBFunctor::operator()(ConstraintRigidBody* consRB1, ConstraintRigidBody* consRB2){ |
| 500 |
tim |
1255 |
Vector3d posA; |
| 501 |
|
|
Vector3d posB; |
| 502 |
|
|
Vector3d velA; |
| 503 |
|
|
Vector3d velB; |
| 504 |
|
|
Vector3d pab; |
| 505 |
|
|
Vector3d rab; |
| 506 |
|
|
Vector3d vab; |
| 507 |
tim |
1284 |
Vector3d zetaA; |
| 508 |
|
|
Vector3d zetaB; |
| 509 |
|
|
Vector3d zeta; |
| 510 |
tim |
1255 |
Vector3d consForce; |
| 511 |
|
|
Vector3d bondDirUnitVec; |
| 512 |
|
|
double dt; |
| 513 |
tim |
1284 |
double pabDotvab; |
| 514 |
|
|
double pabDotZeta; |
| 515 |
|
|
double pvab; |
| 516 |
tim |
1255 |
|
| 517 |
tim |
1452 |
const int conRBMaxIter = 20; |
| 518 |
tim |
1255 |
|
| 519 |
|
|
dt = info->dt; |
| 520 |
|
|
|
| 521 |
|
|
for(int i=0 ; i < conRBMaxIter; i++){ |
| 522 |
|
|
consRB1->getCurAtomPos(posA.vec); |
| 523 |
|
|
consRB2->getCurAtomPos(posB.vec); |
| 524 |
tim |
1284 |
pab = posB - posA; |
| 525 |
tim |
1255 |
|
| 526 |
|
|
//periodic boundary condition |
| 527 |
|
|
info->wrapVector(pab.vec); |
| 528 |
tim |
1284 |
|
| 529 |
|
|
consRB1->getCurAtomVel(velA.vec); |
| 530 |
|
|
consRB2->getCurAtomVel(velB.vec); |
| 531 |
|
|
vab = velB -velA; |
| 532 |
tim |
1255 |
|
| 533 |
tim |
1284 |
pvab = dotProduct(pab, vab); |
| 534 |
tim |
1255 |
|
| 535 |
tim |
1284 |
if (fabs(pvab) > consTolerance ){ |
| 536 |
tim |
1255 |
|
| 537 |
|
|
|
| 538 |
|
|
bondDirUnitVec = pab; |
| 539 |
|
|
bondDirUnitVec.normalize(); |
| 540 |
|
|
|
| 541 |
tim |
1284 |
getZeta(consRB1, bondDirUnitVec, zetaA); |
| 542 |
|
|
getZeta(consRB2, bondDirUnitVec, zetaB); |
| 543 |
|
|
zeta = zetaA + zetaB; |
| 544 |
tim |
1255 |
|
| 545 |
tim |
1284 |
pabDotZeta = dotProduct(pab, zeta); |
| 546 |
|
|
|
| 547 |
tim |
1452 |
consForce = 2 * pvab / (dt * pabDotZeta) * bondDirUnitVec; |
| 548 |
tim |
1255 |
//integrate consRB1 using constraint force; |
| 549 |
tim |
1284 |
integrate(consRB1, consForce); |
| 550 |
tim |
1255 |
|
| 551 |
|
|
//integrate consRB2 using constraint force; |
| 552 |
|
|
integrate(consRB2, -consForce); |
| 553 |
|
|
|
| 554 |
|
|
} |
| 555 |
|
|
else{ |
| 556 |
|
|
if (i ==0) |
| 557 |
|
|
return consAlready; |
| 558 |
|
|
else |
| 559 |
|
|
return consSuccess; |
| 560 |
|
|
} |
| 561 |
|
|
} |
| 562 |
|
|
|
| 563 |
tim |
1284 |
cerr << "DCRollBFunctor::operator() Error: can not constrain the bond within maximum iteration at " << info->getTime() << endl; |
| 564 |
tim |
1255 |
return consExceedMaxIter; |
| 565 |
|
|
|
| 566 |
tim |
1254 |
} |
| 567 |
|
|
|
| 568 |
tim |
1284 |
void DCRollBFunctor::getZeta(ConstraintRigidBody* consRB, const Vector3d& bondDir, Vector3d& zeta){ |
| 569 |
tim |
1255 |
double invMass; |
| 570 |
|
|
Vector3d tempVec1; |
| 571 |
|
|
Vector3d tempVec2; |
| 572 |
|
|
Vector3d refCoor; |
| 573 |
|
|
Vector3d refCrossBond; |
| 574 |
|
|
Mat3x3d IBody; |
| 575 |
tim |
1284 |
Mat3x3d ILab; |
| 576 |
tim |
1255 |
Mat3x3d invIBody; |
| 577 |
tim |
1284 |
Mat3x3d invILab; |
| 578 |
tim |
1255 |
Mat3x3d a; |
| 579 |
|
|
|
| 580 |
|
|
invMass = 1.0 / consRB ->getMass(); |
| 581 |
tim |
1254 |
|
| 582 |
tim |
1284 |
zeta = invMass * bondDir; |
| 583 |
tim |
1255 |
|
| 584 |
|
|
consRB->getRefCoor(refCoor.vec); |
| 585 |
|
|
consRB->getA(a.element); |
| 586 |
|
|
consRB->getI(IBody.element); |
| 587 |
|
|
|
| 588 |
|
|
invIBody = IBody.inverse(); |
| 589 |
|
|
|
| 590 |
tim |
1452 |
|
| 591 |
|
|
refCrossBond = crossProduct(refCoor, a * bondDir); |
| 592 |
tim |
1255 |
|
| 593 |
tim |
1452 |
tempVec1 = invIBody * refCrossBond; |
| 594 |
tim |
1255 |
|
| 595 |
tim |
1452 |
tempVec2 = (a * tempVec1.makeSkewMat()).transpose() * refCoor; |
| 596 |
|
|
|
| 597 |
|
|
zeta += tempVec2; |
| 598 |
tim |
1255 |
|
| 599 |
tim |
1254 |
} |
| 600 |
|
|
|
| 601 |
|
|
void DCRollBFunctor::integrate(ConstraintRigidBody* consRB, const Vector3d& force){ |
| 602 |
tim |
1255 |
Vector3d vel; |
| 603 |
|
|
Vector3d ji; |
| 604 |
tim |
1284 |
Vector3d tempJi; |
| 605 |
|
|
Vector3d tempTrq; |
| 606 |
|
|
Vector3d refCoor; |
| 607 |
tim |
1255 |
double mass; |
| 608 |
|
|
double dtOver2; |
| 609 |
tim |
1452 |
Mat3x3d a; |
| 610 |
tim |
1255 |
StuntDouble* sd; |
| 611 |
|
|
|
| 612 |
|
|
sd = consRB->getStuntDouble(); |
| 613 |
|
|
dtOver2 = info->dt/2; |
| 614 |
tim |
1254 |
|
| 615 |
tim |
1284 |
sd->getVel(vel.vec); |
| 616 |
tim |
1255 |
mass = sd->getMass(); |
| 617 |
tim |
1284 |
vel +=dtOver2 /mass * force; |
| 618 |
tim |
1255 |
sd->setVel(vel.vec); |
| 619 |
|
|
|
| 620 |
|
|
if (sd->isDirectional()){ |
| 621 |
tim |
1452 |
sd->getA(a.element); |
| 622 |
|
|
consRB->getRefCoor(refCoor.vec); |
| 623 |
|
|
tempTrq = crossProduct(refCoor, a *force); |
| 624 |
|
|
|
| 625 |
tim |
1284 |
tempJi = dtOver2* tempTrq; |
| 626 |
tim |
1255 |
sd->getJ(ji.vec); |
| 627 |
tim |
1284 |
ji += tempJi; |
| 628 |
tim |
1255 |
sd->setJ(ji.vec); |
| 629 |
|
|
} |
| 630 |
|
|
|
| 631 |
|
|
} |