void TorsionAngleContrib::getGrad(double *pos, double *grad) const { PRECONDITION(dp_forceField, "no owner"); PRECONDITION(pos, "bad vector"); PRECONDITION(grad, "bad vector"); RDGeom::Point3D iPoint(pos[3 * d_at1Idx], pos[3 * d_at1Idx + 1], pos[3 * d_at1Idx + 2]); RDGeom::Point3D jPoint(pos[3 * d_at2Idx], pos[3 * d_at2Idx + 1], pos[3 * d_at2Idx + 2]); RDGeom::Point3D kPoint(pos[3 * d_at3Idx], pos[3 * d_at3Idx + 1], pos[3 * d_at3Idx + 2]); RDGeom::Point3D lPoint(pos[3 * d_at4Idx], pos[3 * d_at4Idx + 1], pos[3 * d_at4Idx + 2]); double *g[4] = {&(grad[3 * d_at1Idx]), &(grad[3 * d_at2Idx]), &(grad[3 * d_at3Idx]), &(grad[3 * d_at4Idx])}; RDGeom::Point3D r[4] = {iPoint - jPoint, kPoint - jPoint, jPoint - kPoint, lPoint - kPoint}; RDGeom::Point3D t[2] = {r[0].crossProduct(r[1]), r[2].crossProduct(r[3])}; double d[2] = {t[0].length(), t[1].length()}; if (isDoubleZero(d[0]) || isDoubleZero(d[1])) { return; } t[0] /= d[0]; t[1] /= d[1]; double cosPhi = t[0].dotProduct(t[1]); clipToOne(cosPhi); double sinPhiSq = 1.0 - cosPhi * cosPhi; double sinPhi = ((sinPhiSq > 0.0) ? sqrt(sinPhiSq) : 0.0); double sin2Phi = 2.0 * sinPhi * cosPhi; double sin3Phi = 3.0 * sinPhi - 4.0 * sinPhi * sinPhiSq; // dE/dPhi is independent of cartesians: double dE_dPhi = 0.5 * (-(d_V1)*sinPhi + 2.0 * d_V2 * sin2Phi - 3.0 * d_V3 * sin3Phi); #if 0 if(dE_dPhi!=dE_dPhi){ std::cout << "\tNaN in Torsion("<<d_at1Idx<<","<<d_at2Idx<<","<<d_at3Idx<<","<<d_at4Idx<<")"<< std::endl; std::cout << "sin: " << sinPhi << std::endl; std::cout << "cos: " << cosPhi << std::endl; } #endif // FIX: use a tolerance here // this is hacky, but it's per the // recommendation from Niketic and Rasmussen: double sinTerm = -dE_dPhi * (isDoubleZero(sinPhi) ? (1.0 / cosPhi) : (1.0 / sinPhi)); Utils::calcTorsionGrad(r, t, d, g, sinTerm, cosPhi); }
double TorsionAngleContrib::getEnergy(double *pos) const { PRECONDITION(dp_forceField, "no owner"); PRECONDITION(pos, "bad vector"); RDGeom::Point3D iPoint(pos[3 * d_at1Idx], pos[3 * d_at1Idx + 1], pos[3 * d_at1Idx + 2]); RDGeom::Point3D jPoint(pos[3 * d_at2Idx], pos[3 * d_at2Idx + 1], pos[3 * d_at2Idx + 2]); RDGeom::Point3D kPoint(pos[3 * d_at3Idx], pos[3 * d_at3Idx + 1], pos[3 * d_at3Idx + 2]); RDGeom::Point3D lPoint(pos[3 * d_at4Idx], pos[3 * d_at4Idx + 1], pos[3 * d_at4Idx + 2]); return Utils::calcTorsionEnergy( d_V1, d_V2, d_V3, Utils::calcTorsionCosPhi(iPoint, jPoint, kPoint, lPoint)); }
void OopBendContrib::getGrad(double *pos, double *grad) const { PRECONDITION(dp_forceField, "no owner"); PRECONDITION(pos, "bad vector"); PRECONDITION(grad, "bad vector"); RDGeom::Point3D iPoint(pos[3 * d_at1Idx], pos[3 * d_at1Idx + 1], pos[3 * d_at1Idx + 2]); RDGeom::Point3D jPoint(pos[3 * d_at2Idx], pos[3 * d_at2Idx + 1], pos[3 * d_at2Idx + 2]); RDGeom::Point3D kPoint(pos[3 * d_at3Idx], pos[3 * d_at3Idx + 1], pos[3 * d_at3Idx + 2]); RDGeom::Point3D lPoint(pos[3 * d_at4Idx], pos[3 * d_at4Idx + 1], pos[3 * d_at4Idx + 2]); double *g1 = &(grad[3 * d_at1Idx]); double *g2 = &(grad[3 * d_at2Idx]); double *g3 = &(grad[3 * d_at3Idx]); double *g4 = &(grad[3 * d_at4Idx]); RDGeom::Point3D rJI = iPoint - jPoint; RDGeom::Point3D rJK = kPoint - jPoint; RDGeom::Point3D rJL = lPoint - jPoint; double dJI = rJI.length(); double dJK = rJK.length(); double dJL = rJL.length(); if (isDoubleZero(dJI) || isDoubleZero(dJK) || isDoubleZero(dJL)) { return; } rJI /= dJI; rJK /= dJK; rJL /= dJL; RDGeom::Point3D n = (-rJI).crossProduct(rJK); n /= n.length(); double const c2 = MDYNE_A_TO_KCAL_MOL * DEG2RAD * DEG2RAD; double sinChi = rJL.dotProduct(n); clipToOne(sinChi); double cosChiSq = 1.0 - sinChi * sinChi; double cosChi = std::max(((cosChiSq > 0.0) ? sqrt(cosChiSq) : 0.0), 1.0e-8); double chi = RAD2DEG * asin(sinChi); double cosTheta = rJI.dotProduct(rJK); clipToOne(cosTheta); double sinThetaSq = std::max(1.0 - cosTheta * cosTheta, 1.0e-8); double sinTheta = std::max(((sinThetaSq > 0.0) ? sqrt(sinThetaSq) : 0.0), 1.0e-8); double dE_dChi = RAD2DEG * c2 * d_koop * chi; RDGeom::Point3D t1 = rJL.crossProduct(rJK); RDGeom::Point3D t2 = rJI.crossProduct(rJL); RDGeom::Point3D t3 = rJK.crossProduct(rJI); double term1 = cosChi * sinTheta; double term2 = sinChi / (cosChi * sinThetaSq); double tg1[3] = {(t1.x / term1 - (rJI.x - rJK.x * cosTheta) * term2) / dJI, (t1.y / term1 - (rJI.y - rJK.y * cosTheta) * term2) / dJI, (t1.z / term1 - (rJI.z - rJK.z * cosTheta) * term2) / dJI}; double tg3[3] = {(t2.x / term1 - (rJK.x - rJI.x * cosTheta) * term2) / dJK, (t2.y / term1 - (rJK.y - rJI.y * cosTheta) * term2) / dJK, (t2.z / term1 - (rJK.z - rJI.z * cosTheta) * term2) / dJK}; double tg4[3] = {(t3.x / term1 - rJL.x * sinChi / cosChi) / dJL, (t3.y / term1 - rJL.y * sinChi / cosChi) / dJL, (t3.z / term1 - rJL.z * sinChi / cosChi) / dJL}; for (unsigned int i = 0; i < 3; ++i) { g1[i] += dE_dChi * tg1[i]; g2[i] += -dE_dChi * (tg1[i] + tg3[i] + tg4[i]); g3[i] += dE_dChi * tg3[i]; g4[i] += dE_dChi * tg4[i]; } }
//UI void SetupUI() { DBOXUIPROPERTIES props = {0}; props.BaseWidth = 1280; props.BaseHeight = 1024; props.eng2d = Engine2D; props.FontColor = 0xffdddddd; props.hWnd = App->GetWindowHandle(); props.pDevice = Engine3D->GetDevice(); props.inp = Input; props.FontFace = "Arial Black"; props.TextureKeyColor = 0xffff00ff; props.TextureName = "UI.png"; props.LabelWordSize = 85; props.BtnRects[0] = lRect(0,0 , 386,139); props.BtnRects[1] = lRect(0,140 , 386,279); props.BtnRects[2] = lRect(0,280 , 386,419); props.TextboxRect = lRect(0,420 , 589,559); UIm.Create(props); //select profile UIm.Pages["prof"]["Hello Label"] = DBOXUICreateLabel(&UIm , lRect(0, 90, 1280 , 400) , "Impossible Game for PC(beta)\n\rOriginal game by : flukedude.com\n\rThe remake by K.Petkov\n\rSelect your profile..."); UIm.Pages["prof"]["prof1"] = DBOXUICreateButton(&UIm , Profiles::profiles[0].Name , lPoint(1280/4 - 387/2 - 90, 500)); UIm.Pages["prof"]["prof2"] = DBOXUICreateButton(&UIm , Profiles::profiles[1].Name , lPoint(1280/2 - 387/2 , 500)); UIm.Pages["prof"]["prof3"] = DBOXUICreateButton(&UIm , Profiles::profiles[2].Name , lPoint(1920/2 - 387/2 + 90 , 500)); UIm.Pages["prof"]["ok"] = DBOXUICreateButton(&UIm , "OK" , lPoint(740, 800)); UIm.Pages["prof"]["tb"] = DBOXUICreateTextbox(&UIm , 9 , lPoint(120 , 800) , "profile"); UIm.Pages["prof"]["Name Label"] = DBOXUICreateLabel(&UIm , lRect(0, 670, 1280 , 100) , "Enter your name ..."); //main UIm.Pages["main"]["Hello Label"] = DBOXUICreateLabel(&UIm , lRect(0, 0, 1280 , 100) , "Hello "); UIm.Pages["main"]["Start"] = DBOXUICreateButton(&UIm , "Start" , lPoint(1280/2 - 387/2 , 350)); UIm.Pages["main"]["Settings"] = DBOXUICreateButton(&UIm , "Settings" , lPoint(1280/2 - 387 - 1, 500)); UIm.Pages["main"]["Controls"] = DBOXUICreateButton(&UIm , "Controls" , lPoint(1280/2 + 1, 500)); UIm.Pages["main"]["Stats"] = DBOXUICreateButton(&UIm , "Stats" , lPoint(1280/2 - 387 - 1, 650)); UIm.Pages["main"]["Profiles"] = DBOXUICreateButton(&UIm , "Profiles" , lPoint(1280/2 + 1 , 650)); UIm.Pages["main"]["Exit"] = DBOXUICreateButton(&UIm , "Exit" , lPoint(1280/2 - 387/2 , 800)); UIm.Pages["main"]["Controls"]->InfoState.Locked = UIm.Pages["main"]["Stats"]->InfoState.Locked = true; //settings UIm.Pages["settings"]["ResolutionSelect"] = DBOXUICreateLabel(&UIm , lRect(0, 100, 1280 , 100) , "Select your screen resolution .."); UIm.Pages["settings"]["640x480"] = DBOXUICreateButton(&UIm , "640x480" , lPoint(1280/2 - 387 - 10, 270)); UIm.Pages["settings"]["800x600"] = DBOXUICreateButton(&UIm , "800x600", lPoint(1280/2 + 10 , 270)); UIm.Pages["settings"]["1024x768"] = DBOXUICreateButton(&UIm , "1024x768" , lPoint(1280/2 - 387 - 10, 420)); UIm.Pages["settings"]["1280x1024"] = DBOXUICreateButton(&UIm , "1280x1024" , lPoint(1280/2 + 10 , 420)); UIm.Pages["settings"]["Toggle"] = DBOXUICreateButton(&UIm , "Fullscreen" , lPoint(1280/2 - 387 - 10 , 570)); // UIm.Pages["settings"]["Toggle"]->InfoState.Locked = true; UIm.Pages["settings"]["Back"] = DBOXUICreateButton(&UIm , "Back" , lPoint(1280/2 + 10 , 570)); //select level UIm.Pages["level"]["l1"] = DBOXUICreateButton(&UIm , "Level 1" , lPoint(1280/2 - 387/2 , 350)); UIm.Pages["level"]["l2"] = DBOXUICreateButton(&UIm , "Level 2" , lPoint(1280/2 - 387/2 , 500)); UIm.Pages["level"]["l3"] = DBOXUICreateButton(&UIm , "Level 3" , lPoint(1280/2 - 387/2 , 650)); UIm.Pages["level"]["Back"] = DBOXUICreateButton(&UIm , "Menu" , lPoint(1920/2 - 387/2 + 90 , 800)); UIm.Pages["ingame"]["Menu"] = DBOXUICreateButton(&UIm , "Menu" , lPoint(1920/2 - 387/2 + 110 , 830)); UIm.Pages["paused"]["Resume"] = DBOXUICreateButton(&UIm , "Resume" , lPoint(1280/2 - 387/2 , 500)); UIm.Pages["paused"]["Leave"] = DBOXUICreateButton(&UIm , "Leave" , lPoint(1280/2 - 387/2 , 650)); UIm.Pages["lcompleate"]["Menu"] = DBOXUICreateButton(&UIm , "Menu" , lPoint(1280/2 - 387/2 , 650)); UIm.Pages["lcompleate"]["label"] = DBOXUICreateLabel(&UIm , lRect(0 , 400 , 1280 , 400) , "Level clear !!!"); UIm.ActivePage = "prof"; }
void TorsionAngleContrib::getGrad(double *pos, double *grad) const { PRECONDITION(dp_forceField,"no owner"); PRECONDITION(pos,"bad vector"); PRECONDITION(grad,"bad vector"); RDGeom::Point3D iPoint(pos[3 * this->d_at1Idx], pos[3 * this->d_at1Idx + 1], pos[3 * this->d_at1Idx + 2]); RDGeom::Point3D jPoint(pos[3 * this->d_at2Idx], pos[3 * this->d_at2Idx + 1], pos[3 * this->d_at2Idx + 2]); RDGeom::Point3D kPoint(pos[3 * this->d_at3Idx], pos[3 * this->d_at3Idx + 1], pos[3 * this->d_at3Idx + 2]); RDGeom::Point3D lPoint(pos[3 * this->d_at4Idx], pos[3 * this->d_at4Idx + 1], pos[3 * this->d_at4Idx + 2]); double *g1 = &(grad[3 * this->d_at1Idx]); double *g2 = &(grad[3 * this->d_at2Idx]); double *g3 = &(grad[3 * this->d_at3Idx]); double *g4 = &(grad[3 * this->d_at4Idx]); RDGeom::Point3D r1 = iPoint - jPoint; RDGeom::Point3D r2 = kPoint - jPoint; RDGeom::Point3D r3 = jPoint - kPoint; RDGeom::Point3D r4 = lPoint - kPoint; RDGeom::Point3D t1 = r1.crossProduct(r2); RDGeom::Point3D t2 = r3.crossProduct(r4); double d1 = t1.length(); t1 /= d1; double d2 = t2.length(); t2 /= d2; if (isDoubleZero(d1) || isDoubleZero(d2)) { return; } double cosPhi = t1.dotProduct(t2); double sinPhiSq = 1.0 - cosPhi * cosPhi; double sinPhi = ((sinPhiSq > 0.0) ? sqrt(sinPhiSq) : 0.0); double sin2Phi = 2.0 * sinPhi * cosPhi; double sin3Phi = 3.0 * sinPhi - 4.0 * sinPhi * sinPhiSq; // dE/dPhi is independent of cartesians: double dE_dPhi = 0.5 * (-(this->d_V1) * sinPhi + 2.0 * this->d_V2 * sin2Phi - 3.0 * this->d_V3 * sin3Phi); #if 0 if(dE_dPhi!=dE_dPhi){ std::cout << "\tNaN in Torsion("<<this->d_at1Idx<<","<<this->d_at2Idx<<","<<this->d_at3Idx<<","<<this->d_at4Idx<<")"<< std::endl; std::cout << "sin: " << sinPhi << std::endl; std::cout << "cos: " << cosPhi << std::endl; } #endif // ------- // dTheta/dx is trickier: double dCos_dT1 = 1.0 / d1 * (t2.x - cosPhi * t1.x); double dCos_dT2 = 1.0 / d1 * (t2.y - cosPhi * t1.y); double dCos_dT3 = 1.0 / d1 * (t2.z - cosPhi * t1.z); double dCos_dT4 = 1.0 / d2 * (t1.x - cosPhi * t2.x); double dCos_dT5 = 1.0 / d2 * (t1.y - cosPhi * t2.y); double dCos_dT6 = 1.0 / d2 * (t1.z - cosPhi * t2.z); // FIX: use a tolerance here // this is hacky, but it's per the // recommendation from Niketic and Rasmussen: double sinTerm = -dE_dPhi * (isDoubleZero(sinPhi) ? (1.0 / cosPhi) : (1.0 / sinPhi)); g1[0] += sinTerm * (dCos_dT3 * r2.y - dCos_dT2 * r2.z); g1[1] += sinTerm * (dCos_dT1 * r2.z - dCos_dT3 * r2.x); g1[2] += sinTerm * (dCos_dT2 * r2.x - dCos_dT1 * r2.y); g2[0] += sinTerm * (dCos_dT2 * (r2.z - r1.z) + dCos_dT3 * (r1.y - r2.y) + dCos_dT5 * (-1.0 * r4.z) + dCos_dT6 * (r4.y)); g2[1] += sinTerm * (dCos_dT1 * (r1.z - r2.z) + dCos_dT3 * (r2.x - r1.x) + dCos_dT4 * (r4.z) + dCos_dT6 * (-1.0 * r4.x)); g2[2] += sinTerm * (dCos_dT1 * (r2.y - r1.y) + dCos_dT2 * (r1.x - r2.x) + dCos_dT4 * (-1.0 * r4.y) + dCos_dT5 * (r4.x)); g3[0] += sinTerm * (dCos_dT2 * (r1.z) + dCos_dT3 * (-1.0 * r1.y) + dCos_dT5 * (r4.z - r3.z) + dCos_dT6 * (r3.y - r4.y)); g3[1] += sinTerm * (dCos_dT1 * (-1.0 * r1.z) + dCos_dT3 * (r1.x) + dCos_dT4 * (r3.z - r4.z) + dCos_dT6 * (r4.x - r3.x)); g3[2] += sinTerm * (dCos_dT1 * (r1.y) + dCos_dT2 * (-1.0 * r1.x) + dCos_dT4 * (r4.y - r3.y) + dCos_dT5 * (r3.x - r4.x)); g4[0] += sinTerm * (dCos_dT5 * r3.z - dCos_dT6 * r3.y); g4[1] += sinTerm * (dCos_dT6 * r3.x - dCos_dT4 * r3.z); g4[2] += sinTerm * (dCos_dT4 * r3.y - dCos_dT5 * r3.x); }