source: src/vector.cpp@ 1999d8

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Last change on this file since 1999d8 was ab1932, checked in by Frederik Heber <heber@…>, 16 years ago

Merge branch 'TesselationRefactoring' into ConcaveHull

Conflicts:

molecuilder/src/boundary.cpp
molecuilder/src/boundary.hpp
molecuilder/src/linkedcell.cpp
molecuilder/src/linkedcell.hpp
molecuilder/src/molecules.hpp

All of Saskia Metzler's new function were transfered from boundary.cpp to tesselation.cpp and the changes due to TesselPoint, LinkedCell and so on incorporated.

  • Property mode set to 100755
File size: 31.8 KB
Line 
1/** \file vector.cpp
2 *
3 * Function implementations for the class vector.
4 *
5 */
6
7
8#include "molecules.hpp"
9
10
11/************************************ Functions for class vector ************************************/
12
13/** Constructor of class vector.
14 */
15Vector::Vector() { x[0] = x[1] = x[2] = 0.; };
16
17/** Constructor of class vector.
18 */
19Vector::Vector(double x1, double x2, double x3) { x[0] = x1; x[1] = x2; x[2] = x3; };
20
21/** Desctructor of class vector.
22 */
23Vector::~Vector() {};
24
25/** Calculates square of distance between this and another vector.
26 * \param *y array to second vector
27 * \return \f$| x - y |^2\f$
28 */
29double Vector::DistanceSquared(const Vector *y) const
30{
31 double res = 0.;
32 for (int i=NDIM;i--;)
33 res += (x[i]-y->x[i])*(x[i]-y->x[i]);
34 return (res);
35};
36
37/** Calculates distance between this and another vector.
38 * \param *y array to second vector
39 * \return \f$| x - y |\f$
40 */
41double Vector::Distance(const Vector *y) const
42{
43 double res = 0.;
44 for (int i=NDIM;i--;)
45 res += (x[i]-y->x[i])*(x[i]-y->x[i]);
46 return (sqrt(res));
47};
48
49/** Calculates distance between this and another vector in a periodic cell.
50 * \param *y array to second vector
51 * \param *cell_size 6-dimensional array with (xx, xy, yy, xz, yz, zz) entries specifying the periodic cell
52 * \return \f$| x - y |\f$
53 */
54double Vector::PeriodicDistance(const Vector *y, const double *cell_size) const
55{
56 double res = Distance(y), tmp, matrix[NDIM*NDIM];
57 Vector Shiftedy, TranslationVector;
58 int N[NDIM];
59 matrix[0] = cell_size[0];
60 matrix[1] = cell_size[1];
61 matrix[2] = cell_size[3];
62 matrix[3] = cell_size[1];
63 matrix[4] = cell_size[2];
64 matrix[5] = cell_size[4];
65 matrix[6] = cell_size[3];
66 matrix[7] = cell_size[4];
67 matrix[8] = cell_size[5];
68 // in order to check the periodic distance, translate one of the vectors into each of the 27 neighbouring cells
69 for (N[0]=-1;N[0]<=1;N[0]++)
70 for (N[1]=-1;N[1]<=1;N[1]++)
71 for (N[2]=-1;N[2]<=1;N[2]++) {
72 // create the translation vector
73 TranslationVector.Zero();
74 for (int i=NDIM;i--;)
75 TranslationVector.x[i] = (double)N[i];
76 TranslationVector.MatrixMultiplication(matrix);
77 // add onto the original vector to compare with
78 Shiftedy.CopyVector(y);
79 Shiftedy.AddVector(&TranslationVector);
80 // get distance and compare with minimum so far
81 tmp = Distance(&Shiftedy);
82 if (tmp < res) res = tmp;
83 }
84 return (res);
85};
86
87/** Calculates distance between this and another vector in a periodic cell.
88 * \param *y array to second vector
89 * \param *cell_size 6-dimensional array with (xx, xy, yy, xz, yz, zz) entries specifying the periodic cell
90 * \return \f$| x - y |^2\f$
91 */
92double Vector::PeriodicDistanceSquared(const Vector *y, const double *cell_size) const
93{
94 double res = DistanceSquared(y), tmp, matrix[NDIM*NDIM];
95 Vector Shiftedy, TranslationVector;
96 int N[NDIM];
97 matrix[0] = cell_size[0];
98 matrix[1] = cell_size[1];
99 matrix[2] = cell_size[3];
100 matrix[3] = cell_size[1];
101 matrix[4] = cell_size[2];
102 matrix[5] = cell_size[4];
103 matrix[6] = cell_size[3];
104 matrix[7] = cell_size[4];
105 matrix[8] = cell_size[5];
106 // in order to check the periodic distance, translate one of the vectors into each of the 27 neighbouring cells
107 for (N[0]=-1;N[0]<=1;N[0]++)
108 for (N[1]=-1;N[1]<=1;N[1]++)
109 for (N[2]=-1;N[2]<=1;N[2]++) {
110 // create the translation vector
111 TranslationVector.Zero();
112 for (int i=NDIM;i--;)
113 TranslationVector.x[i] = (double)N[i];
114 TranslationVector.MatrixMultiplication(matrix);
115 // add onto the original vector to compare with
116 Shiftedy.CopyVector(y);
117 Shiftedy.AddVector(&TranslationVector);
118 // get distance and compare with minimum so far
119 tmp = DistanceSquared(&Shiftedy);
120 if (tmp < res) res = tmp;
121 }
122 return (res);
123};
124
125/** Keeps the vector in a periodic cell, defined by the symmetric \a *matrix.
126 * \param *out ofstream for debugging messages
127 * Tries to translate a vector into each adjacent neighbouring cell.
128 */
129void Vector::KeepPeriodic(ofstream *out, double *matrix)
130{
131// int N[NDIM];
132// bool flag = false;
133 //vector Shifted, TranslationVector;
134 Vector TestVector;
135// *out << Verbose(1) << "Begin of KeepPeriodic." << endl;
136// *out << Verbose(2) << "Vector is: ";
137// Output(out);
138// *out << endl;
139 TestVector.CopyVector(this);
140 TestVector.InverseMatrixMultiplication(matrix);
141 for(int i=NDIM;i--;) { // correct periodically
142 if (TestVector.x[i] < 0) { // get every coefficient into the interval [0,1)
143 TestVector.x[i] += ceil(TestVector.x[i]);
144 } else {
145 TestVector.x[i] -= floor(TestVector.x[i]);
146 }
147 }
148 TestVector.MatrixMultiplication(matrix);
149 CopyVector(&TestVector);
150// *out << Verbose(2) << "New corrected vector is: ";
151// Output(out);
152// *out << endl;
153// *out << Verbose(1) << "End of KeepPeriodic." << endl;
154};
155
156/** Calculates scalar product between this and another vector.
157 * \param *y array to second vector
158 * \return \f$\langle x, y \rangle\f$
159 */
160double Vector::ScalarProduct(const Vector *y) const
161{
162 double res = 0.;
163 for (int i=NDIM;i--;)
164 res += x[i]*y->x[i];
165 return (res);
166};
167
168
169/** Calculates VectorProduct between this and another vector.
170 * -# returns the Product in place of vector from which it was initiated
171 * -# ATTENTION: Only three dim.
172 * \param *y array to vector with which to calculate crossproduct
173 * \return \f$ x \times y \f&
174 */
175void Vector::VectorProduct(const Vector *y)
176{
177 Vector tmp;
178 tmp.x[0] = x[1]* (y->x[2]) - x[2]* (y->x[1]);
179 tmp.x[1] = x[2]* (y->x[0]) - x[0]* (y->x[2]);
180 tmp.x[2] = x[0]* (y->x[1]) - x[1]* (y->x[0]);
181 this->CopyVector(&tmp);
182
183};
184
185
186/** projects this vector onto plane defined by \a *y.
187 * \param *y normal vector of plane
188 * \return \f$\langle x, y \rangle\f$
189 */
190void Vector::ProjectOntoPlane(const Vector *y)
191{
192 Vector tmp;
193 tmp.CopyVector(y);
194 tmp.Normalize();
195 tmp.Scale(ScalarProduct(&tmp));
196 this->SubtractVector(&tmp);
197};
198
199/** Calculates the intersection point between a line defined by \a *LineVector and \a *LineVector2 and a plane defined by \a *Normal and \a *PlaneOffset.
200 * According to [Bronstein] the vectorial plane equation is:
201 * -# \f$\stackrel{r}{\rightarrow} \cdot \stackrel{N}{\rightarrow} + D = 0\f$,
202 * where \f$\stackrel{r}{\rightarrow}\f$ is the vector to be testet, \f$\stackrel{N}{\rightarrow}\f$ is the plane's normal vector and
203 * \f$D = - \stackrel{a}{\rightarrow} \stackrel{N}{\rightarrow}\f$, the offset with respect to origin, if \f$\stackrel{a}{\rightarrow}\f$,
204 * is an offset vector onto the plane. The line is parametrized by \f$\stackrel{x}{\rightarrow} + k \stackrel{t}{\rightarrow}\f$, where
205 * \f$\stackrel{x}{\rightarrow}\f$ is the offset and \f$\stackrel{t}{\rightarrow}\f$ the directional vector (NOTE: No need to normalize
206 * the latter). Inserting the parametrized form into the plane equation and solving for \f$k\f$, which we insert then into the parametrization
207 * of the line yields the intersection point on the plane.
208 * \param *out output stream for debugging
209 * \param *PlaneNormal Plane's normal vector
210 * \param *PlaneOffset Plane's offset vector
211 * \param *LineVector first vector of line
212 * \param *LineVector2 second vector of line
213 * \return true - \a this contains intersection point on return, false - line is parallel to plane
214 */
215bool Vector::GetIntersectionWithPlane(ofstream *out, Vector *PlaneNormal, Vector *PlaneOffset, Vector *LineVector, Vector *LineVector2)
216{
217 double factor;
218 Vector Direction;
219
220 // find intersection of a line defined by Offset and Direction with a plane defined by triangle
221 Direction.CopyVector(LineVector2);
222 Direction.SubtractVector(LineVector);
223 if (Direction.ScalarProduct(PlaneNormal) < MYEPSILON)
224 return false;
225 factor = LineVector->ScalarProduct(PlaneNormal)*(-PlaneOffset->ScalarProduct(PlaneNormal))/(Direction.ScalarProduct(PlaneNormal));
226 Direction.Scale(factor);
227 CopyVector(LineVector);
228 SubtractVector(&Direction);
229
230 // test whether resulting vector really is on plane
231 Direction.CopyVector(this);
232 Direction.SubtractVector(PlaneOffset);
233 if (Direction.ScalarProduct(PlaneNormal) > MYEPSILON)
234 return true;
235 else
236 return false;
237};
238
239/** Calculates the intersection of the two lines that are both on the same plane.
240 * Note that we do not check whether they are on the same plane.
241 * \param *out output stream for debugging
242 * \param *Line1a first vector of first line
243 * \param *Line1b second vector of first line
244 * \param *Line2a first vector of second line
245 * \param *Line2b second vector of second line
246 * \return true - \a this will contain the intersection on return, false - lines are parallel
247 */
248bool Vector::GetIntersectionOfTwoLinesOnPlane(ofstream *out, Vector *Line1a, Vector *Line1b, Vector *Line2a, Vector *Line2b)
249{
250 double k1,a1,h1,b1,k2,a2,h2,b2;
251 // equation for line 1
252 if (fabs(Line1a->x[0] - Line2a->x[0]) < MYEPSILON) {
253 k1 = 0;
254 h1 = 0;
255 } else {
256 k1 = (Line1a->x[1] - Line2a->x[1])/(Line1a->x[0] - Line2a->x[0]);
257 h1 = (Line1a->x[2] - Line2a->x[2])/(Line1a->x[0] - Line2a->x[0]);
258 }
259 a1 = 0.5*((Line1a->x[1] + Line2a->x[1]) - k1*(Line1a->x[0] + Line2a->x[0]));
260 b1 = 0.5*((Line1a->x[2] + Line2a->x[2]) - h1*(Line1a->x[0] + Line2a->x[0]));
261
262 // equation for line 2
263 if (fabs(Line2a->x[0] - Line2a->x[0]) < MYEPSILON) {
264 k1 = 0;
265 h1 = 0;
266 } else {
267 k1 = (Line2a->x[1] - Line2a->x[1])/(Line2a->x[0] - Line2a->x[0]);
268 h1 = (Line2a->x[2] - Line2a->x[2])/(Line2a->x[0] - Line2a->x[0]);
269 }
270 a1 = 0.5*((Line2a->x[1] + Line2a->x[1]) - k1*(Line2a->x[0] + Line2a->x[0]));
271 b1 = 0.5*((Line2a->x[2] + Line2a->x[2]) - h1*(Line2a->x[0] + Line2a->x[0]));
272
273 // calculate cross point
274 if (fabs((a1-a2)*(h1-h2) - (b1-b2)*(k1-k2)) < MYEPSILON) {
275 x[0] = (a2-a1)/(k1-k2);
276 x[1] = (k1*a2-k2*a1)/(k1-k2);
277 x[2] = (h1*b2-h2*b1)/(h1-h2);
278 *out << Verbose(4) << "Lines do intersect at " << this << "." << endl;
279 return true;
280 } else {
281 *out << Verbose(4) << "Lines do not intersect." << endl;
282 return false;
283 }
284};
285
286/** Calculates the projection of a vector onto another \a *y.
287 * \param *y array to second vector
288 * \return \f$\langle x, y \rangle\f$
289 */
290double Vector::Projection(const Vector *y) const
291{
292 return (ScalarProduct(y));
293};
294
295/** Calculates norm of this vector.
296 * \return \f$|x|\f$
297 */
298double Vector::Norm() const
299{
300 double res = 0.;
301 for (int i=NDIM;i--;)
302 res += this->x[i]*this->x[i];
303 return (sqrt(res));
304};
305
306/** Calculates squared norm of this vector.
307 * \return \f$|x|^2\f$
308 */
309double Vector::NormSquared() const
310{
311 return (ScalarProduct(this));
312};
313
314/** Normalizes this vector.
315 */
316void Vector::Normalize()
317{
318 double res = 0.;
319 for (int i=NDIM;i--;)
320 res += this->x[i]*this->x[i];
321 if (fabs(res) > MYEPSILON)
322 res = 1./sqrt(res);
323 Scale(&res);
324};
325
326/** Zeros all components of this vector.
327 */
328void Vector::Zero()
329{
330 for (int i=NDIM;i--;)
331 this->x[i] = 0.;
332};
333
334/** Zeros all components of this vector.
335 */
336void Vector::One(double one)
337{
338 for (int i=NDIM;i--;)
339 this->x[i] = one;
340};
341
342/** Initialises all components of this vector.
343 */
344void Vector::Init(double x1, double x2, double x3)
345{
346 x[0] = x1;
347 x[1] = x2;
348 x[2] = x3;
349};
350
351/** Checks whether vector has all components zero.
352 * @return true - vector is zero, false - vector is not
353 */
354bool Vector::IsNull()
355{
356 return (fabs(x[0]+x[1]+x[2]) < MYEPSILON);
357};
358
359/** Calculates the angle between this and another vector.
360 * \param *y array to second vector
361 * \return \f$\acos\bigl(frac{\langle x, y \rangle}{|x||y|}\bigr)\f$
362 */
363double Vector::Angle(const Vector *y) const
364{
365 double norm1 = Norm(), norm2 = y->Norm();
366 double angle = 1;
367 if ((fabs(norm1) > MYEPSILON) && (fabs(norm2) > MYEPSILON))
368 angle = this->ScalarProduct(y)/norm1/norm2;
369 // -1-MYEPSILON occured due to numerical imprecision, catch ...
370 //cout << Verbose(2) << "INFO: acos(-1) = " << acos(-1) << ", acos(-1+MYEPSILON) = " << acos(-1+MYEPSILON) << ", acos(-1-MYEPSILON) = " << acos(-1-MYEPSILON) << "." << endl;
371 if (angle < -1)
372 angle = -1;
373 if (angle > 1)
374 angle = 1;
375 return acos(angle);
376};
377
378/** Rotates the vector around the axis given by \a *axis by an angle of \a alpha.
379 * \param *axis rotation axis
380 * \param alpha rotation angle in radian
381 */
382void Vector::RotateVector(const Vector *axis, const double alpha)
383{
384 Vector a,y;
385 // normalise this vector with respect to axis
386 a.CopyVector(this);
387 a.Scale(Projection(axis));
388 SubtractVector(&a);
389 // construct normal vector
390 y.MakeNormalVector(axis,this);
391 y.Scale(Norm());
392 // scale normal vector by sine and this vector by cosine
393 y.Scale(sin(alpha));
394 Scale(cos(alpha));
395 // add scaled normal vector onto this vector
396 AddVector(&y);
397 // add part in axis direction
398 AddVector(&a);
399};
400
401/** Sums vector \a to this lhs component-wise.
402 * \param a base vector
403 * \param b vector components to add
404 * \return lhs + a
405 */
406Vector& operator+=(Vector& a, const Vector& b)
407{
408 a.AddVector(&b);
409 return a;
410};
411/** factor each component of \a a times a double \a m.
412 * \param a base vector
413 * \param m factor
414 * \return lhs.x[i] * m
415 */
416Vector& operator*=(Vector& a, const double m)
417{
418 a.Scale(m);
419 return a;
420};
421
422/** Sums two vectors \a and \b component-wise.
423 * \param a first vector
424 * \param b second vector
425 * \return a + b
426 */
427Vector& operator+(const Vector& a, const Vector& b)
428{
429 Vector *x = new Vector;
430 x->CopyVector(&a);
431 x->AddVector(&b);
432 return *x;
433};
434
435/** Factors given vector \a a times \a m.
436 * \param a vector
437 * \param m factor
438 * \return a + b
439 */
440Vector& operator*(const Vector& a, const double m)
441{
442 Vector *x = new Vector;
443 x->CopyVector(&a);
444 x->Scale(m);
445 return *x;
446};
447
448/** Prints a 3dim vector.
449 * prints no end of line.
450 * \param *out output stream
451 */
452bool Vector::Output(ofstream *out) const
453{
454 if (out != NULL) {
455 *out << "(";
456 for (int i=0;i<NDIM;i++) {
457 *out << x[i];
458 if (i != 2)
459 *out << ",";
460 }
461 *out << ")";
462 return true;
463 } else
464 return false;
465};
466
467ostream& operator<<(ostream& ost, const Vector& m)
468{
469 ost << "(";
470 for (int i=0;i<NDIM;i++) {
471 ost << m.x[i];
472 if (i != 2)
473 ost << ",";
474 }
475 ost << ")";
476 return ost;
477};
478
479/** Scales each atom coordinate by an individual \a factor.
480 * \param *factor pointer to scaling factor
481 */
482void Vector::Scale(double **factor)
483{
484 for (int i=NDIM;i--;)
485 x[i] *= (*factor)[i];
486};
487
488void Vector::Scale(double *factor)
489{
490 for (int i=NDIM;i--;)
491 x[i] *= *factor;
492};
493
494void Vector::Scale(double factor)
495{
496 for (int i=NDIM;i--;)
497 x[i] *= factor;
498};
499
500/** Translate atom by given vector.
501 * \param trans[] translation vector.
502 */
503void Vector::Translate(const Vector *trans)
504{
505 for (int i=NDIM;i--;)
506 x[i] += trans->x[i];
507};
508
509/** Do a matrix multiplication.
510 * \param *matrix NDIM_NDIM array
511 */
512void Vector::MatrixMultiplication(double *M)
513{
514 Vector C;
515 // do the matrix multiplication
516 C.x[0] = M[0]*x[0]+M[3]*x[1]+M[6]*x[2];
517 C.x[1] = M[1]*x[0]+M[4]*x[1]+M[7]*x[2];
518 C.x[2] = M[2]*x[0]+M[5]*x[1]+M[8]*x[2];
519 // transfer the result into this
520 for (int i=NDIM;i--;)
521 x[i] = C.x[i];
522};
523
524/** Calculate the inverse of a 3x3 matrix.
525 * \param *matrix NDIM_NDIM array
526 */
527double * Vector::InverseMatrix(double *A)
528{
529 double *B = (double *) Malloc(sizeof(double)*NDIM*NDIM, "Vector::InverseMatrix: *B");
530 double detA = RDET3(A);
531 double detAReci;
532
533 for (int i=0;i<NDIM*NDIM;++i)
534 B[i] = 0.;
535 // calculate the inverse B
536 if (fabs(detA) > MYEPSILON) {; // RDET3(A) yields precisely zero if A irregular
537 detAReci = 1./detA;
538 B[0] = detAReci*RDET2(A[4],A[5],A[7],A[8]); // A_11
539 B[1] = -detAReci*RDET2(A[1],A[2],A[7],A[8]); // A_12
540 B[2] = detAReci*RDET2(A[1],A[2],A[4],A[5]); // A_13
541 B[3] = -detAReci*RDET2(A[3],A[5],A[6],A[8]); // A_21
542 B[4] = detAReci*RDET2(A[0],A[2],A[6],A[8]); // A_22
543 B[5] = -detAReci*RDET2(A[0],A[2],A[3],A[5]); // A_23
544 B[6] = detAReci*RDET2(A[3],A[4],A[6],A[7]); // A_31
545 B[7] = -detAReci*RDET2(A[0],A[1],A[6],A[7]); // A_32
546 B[8] = detAReci*RDET2(A[0],A[1],A[3],A[4]); // A_33
547 }
548 return B;
549};
550
551/** Do a matrix multiplication with the \a *A' inverse.
552 * \param *matrix NDIM_NDIM array
553 */
554void Vector::InverseMatrixMultiplication(double *A)
555{
556 Vector C;
557 double B[NDIM*NDIM];
558 double detA = RDET3(A);
559 double detAReci;
560
561 // calculate the inverse B
562 if (fabs(detA) > MYEPSILON) {; // RDET3(A) yields precisely zero if A irregular
563 detAReci = 1./detA;
564 B[0] = detAReci*RDET2(A[4],A[5],A[7],A[8]); // A_11
565 B[1] = -detAReci*RDET2(A[1],A[2],A[7],A[8]); // A_12
566 B[2] = detAReci*RDET2(A[1],A[2],A[4],A[5]); // A_13
567 B[3] = -detAReci*RDET2(A[3],A[5],A[6],A[8]); // A_21
568 B[4] = detAReci*RDET2(A[0],A[2],A[6],A[8]); // A_22
569 B[5] = -detAReci*RDET2(A[0],A[2],A[3],A[5]); // A_23
570 B[6] = detAReci*RDET2(A[3],A[4],A[6],A[7]); // A_31
571 B[7] = -detAReci*RDET2(A[0],A[1],A[6],A[7]); // A_32
572 B[8] = detAReci*RDET2(A[0],A[1],A[3],A[4]); // A_33
573
574 // do the matrix multiplication
575 C.x[0] = B[0]*x[0]+B[3]*x[1]+B[6]*x[2];
576 C.x[1] = B[1]*x[0]+B[4]*x[1]+B[7]*x[2];
577 C.x[2] = B[2]*x[0]+B[5]*x[1]+B[8]*x[2];
578 // transfer the result into this
579 for (int i=NDIM;i--;)
580 x[i] = C.x[i];
581 } else {
582 cerr << "ERROR: inverse of matrix does not exists: det A = " << detA << "." << endl;
583 }
584};
585
586
587/** Creates this vector as the b y *factors' components scaled linear combination of the given three.
588 * this vector = x1*factors[0] + x2* factors[1] + x3*factors[2]
589 * \param *x1 first vector
590 * \param *x2 second vector
591 * \param *x3 third vector
592 * \param *factors three-component vector with the factor for each given vector
593 */
594void Vector::LinearCombinationOfVectors(const Vector *x1, const Vector *x2, const Vector *x3, double *factors)
595{
596 for(int i=NDIM;i--;)
597 x[i] = factors[0]*x1->x[i] + factors[1]*x2->x[i] + factors[2]*x3->x[i];
598};
599
600/** Mirrors atom against a given plane.
601 * \param n[] normal vector of mirror plane.
602 */
603void Vector::Mirror(const Vector *n)
604{
605 double projection;
606 projection = ScalarProduct(n)/n->ScalarProduct(n); // remove constancy from n (keep as logical one)
607 // withdraw projected vector twice from original one
608 cout << Verbose(1) << "Vector: ";
609 Output((ofstream *)&cout);
610 cout << "\t";
611 for (int i=NDIM;i--;)
612 x[i] -= 2.*projection*n->x[i];
613 cout << "Projected vector: ";
614 Output((ofstream *)&cout);
615 cout << endl;
616};
617
618/** Calculates normal vector for three given vectors (being three points in space).
619 * Makes this vector orthonormal to the three given points, making up a place in 3d space.
620 * \param *y1 first vector
621 * \param *y2 second vector
622 * \param *y3 third vector
623 * \return true - success, vectors are linear independent, false - failure due to linear dependency
624 */
625bool Vector::MakeNormalVector(const Vector *y1, const Vector *y2, const Vector *y3)
626{
627 Vector x1, x2;
628
629 x1.CopyVector(y1);
630 x1.SubtractVector(y2);
631 x2.CopyVector(y3);
632 x2.SubtractVector(y2);
633 if ((fabs(x1.Norm()) < MYEPSILON) || (fabs(x2.Norm()) < MYEPSILON) || (fabs(x1.Angle(&x2)) < MYEPSILON)) {
634 cout << Verbose(4) << "Given vectors are linear dependent." << endl;
635 return false;
636 }
637// cout << Verbose(4) << "relative, first plane coordinates:";
638// x1.Output((ofstream *)&cout);
639// cout << endl;
640// cout << Verbose(4) << "second plane coordinates:";
641// x2.Output((ofstream *)&cout);
642// cout << endl;
643
644 this->x[0] = (x1.x[1]*x2.x[2] - x1.x[2]*x2.x[1]);
645 this->x[1] = (x1.x[2]*x2.x[0] - x1.x[0]*x2.x[2]);
646 this->x[2] = (x1.x[0]*x2.x[1] - x1.x[1]*x2.x[0]);
647 Normalize();
648
649 return true;
650};
651
652
653/** Calculates orthonormal vector to two given vectors.
654 * Makes this vector orthonormal to two given vectors. This is very similar to the other
655 * vector::MakeNormalVector(), only there three points whereas here two difference
656 * vectors are given.
657 * \param *x1 first vector
658 * \param *x2 second vector
659 * \return true - success, vectors are linear independent, false - failure due to linear dependency
660 */
661bool Vector::MakeNormalVector(const Vector *y1, const Vector *y2)
662{
663 Vector x1,x2;
664 x1.CopyVector(y1);
665 x2.CopyVector(y2);
666 Zero();
667 if ((fabs(x1.Norm()) < MYEPSILON) || (fabs(x2.Norm()) < MYEPSILON) || (fabs(x1.Angle(&x2)) < MYEPSILON)) {
668 cout << Verbose(4) << "Given vectors are linear dependent." << endl;
669 return false;
670 }
671// cout << Verbose(4) << "relative, first plane coordinates:";
672// x1.Output((ofstream *)&cout);
673// cout << endl;
674// cout << Verbose(4) << "second plane coordinates:";
675// x2.Output((ofstream *)&cout);
676// cout << endl;
677
678 this->x[0] = (x1.x[1]*x2.x[2] - x1.x[2]*x2.x[1]);
679 this->x[1] = (x1.x[2]*x2.x[0] - x1.x[0]*x2.x[2]);
680 this->x[2] = (x1.x[0]*x2.x[1] - x1.x[1]*x2.x[0]);
681 Normalize();
682
683 return true;
684};
685
686/** Calculates orthonormal vector to one given vectors.
687 * Just subtracts the projection onto the given vector from this vector.
688 * \param *x1 vector
689 * \return true - success, false - vector is zero
690 */
691bool Vector::MakeNormalVector(const Vector *y1)
692{
693 bool result = false;
694 Vector x1;
695 x1.CopyVector(y1);
696 x1.Scale(x1.Projection(this));
697 SubtractVector(&x1);
698 for (int i=NDIM;i--;)
699 result = result || (fabs(x[i]) > MYEPSILON);
700
701 return result;
702};
703
704/** Creates this vector as one of the possible orthonormal ones to the given one.
705 * Just scan how many components of given *vector are unequal to zero and
706 * try to get the skp of both to be zero accordingly.
707 * \param *vector given vector
708 * \return true - success, false - failure (null vector given)
709 */
710bool Vector::GetOneNormalVector(const Vector *GivenVector)
711{
712 int Components[NDIM]; // contains indices of non-zero components
713 int Last = 0; // count the number of non-zero entries in vector
714 int j; // loop variables
715 double norm;
716
717 cout << Verbose(4);
718 GivenVector->Output((ofstream *)&cout);
719 cout << endl;
720 for (j=NDIM;j--;)
721 Components[j] = -1;
722 // find two components != 0
723 for (j=0;j<NDIM;j++)
724 if (fabs(GivenVector->x[j]) > MYEPSILON)
725 Components[Last++] = j;
726 cout << Verbose(4) << Last << " Components != 0: (" << Components[0] << "," << Components[1] << "," << Components[2] << ")" << endl;
727
728 switch(Last) {
729 case 3: // threecomponent system
730 case 2: // two component system
731 norm = sqrt(1./(GivenVector->x[Components[1]]*GivenVector->x[Components[1]]) + 1./(GivenVector->x[Components[0]]*GivenVector->x[Components[0]]));
732 x[Components[2]] = 0.;
733 // in skp both remaining parts shall become zero but with opposite sign and third is zero
734 x[Components[1]] = -1./GivenVector->x[Components[1]] / norm;
735 x[Components[0]] = 1./GivenVector->x[Components[0]] / norm;
736 return true;
737 break;
738 case 1: // one component system
739 // set sole non-zero component to 0, and one of the other zero component pendants to 1
740 x[(Components[0]+2)%NDIM] = 0.;
741 x[(Components[0]+1)%NDIM] = 1.;
742 x[Components[0]] = 0.;
743 return true;
744 break;
745 default:
746 return false;
747 }
748};
749
750/** Determines paramter needed to multiply this vector to obtain intersection point with plane defined by \a *A, \a *B and \a *C.
751 * \param *A first plane vector
752 * \param *B second plane vector
753 * \param *C third plane vector
754 * \return scaling parameter for this vector
755 */
756double Vector::CutsPlaneAt(Vector *A, Vector *B, Vector *C)
757{
758// cout << Verbose(3) << "For comparison: ";
759// cout << "A " << A->Projection(this) << "\t";
760// cout << "B " << B->Projection(this) << "\t";
761// cout << "C " << C->Projection(this) << "\t";
762// cout << endl;
763 return A->Projection(this);
764};
765
766/** Creates a new vector as the one with least square distance to a given set of \a vectors.
767 * \param *vectors set of vectors
768 * \param num number of vectors
769 * \return true if success, false if failed due to linear dependency
770 */
771bool Vector::LSQdistance(Vector **vectors, int num)
772{
773 int j;
774
775 for (j=0;j<num;j++) {
776 cout << Verbose(1) << j << "th atom's vector: ";
777 (vectors[j])->Output((ofstream *)&cout);
778 cout << endl;
779 }
780
781 int np = 3;
782 struct LSQ_params par;
783
784 const gsl_multimin_fminimizer_type *T =
785 gsl_multimin_fminimizer_nmsimplex;
786 gsl_multimin_fminimizer *s = NULL;
787 gsl_vector *ss, *y;
788 gsl_multimin_function minex_func;
789
790 size_t iter = 0, i;
791 int status;
792 double size;
793
794 /* Initial vertex size vector */
795 ss = gsl_vector_alloc (np);
796 y = gsl_vector_alloc (np);
797
798 /* Set all step sizes to 1 */
799 gsl_vector_set_all (ss, 1.0);
800
801 /* Starting point */
802 par.vectors = vectors;
803 par.num = num;
804
805 for (i=NDIM;i--;)
806 gsl_vector_set(y, i, (vectors[0]->x[i] - vectors[1]->x[i])/2.);
807
808 /* Initialize method and iterate */
809 minex_func.f = &LSQ;
810 minex_func.n = np;
811 minex_func.params = (void *)&par;
812
813 s = gsl_multimin_fminimizer_alloc (T, np);
814 gsl_multimin_fminimizer_set (s, &minex_func, y, ss);
815
816 do
817 {
818 iter++;
819 status = gsl_multimin_fminimizer_iterate(s);
820
821 if (status)
822 break;
823
824 size = gsl_multimin_fminimizer_size (s);
825 status = gsl_multimin_test_size (size, 1e-2);
826
827 if (status == GSL_SUCCESS)
828 {
829 printf ("converged to minimum at\n");
830 }
831
832 printf ("%5d ", (int)iter);
833 for (i = 0; i < (size_t)np; i++)
834 {
835 printf ("%10.3e ", gsl_vector_get (s->x, i));
836 }
837 printf ("f() = %7.3f size = %.3f\n", s->fval, size);
838 }
839 while (status == GSL_CONTINUE && iter < 100);
840
841 for (i=(size_t)np;i--;)
842 this->x[i] = gsl_vector_get(s->x, i);
843 gsl_vector_free(y);
844 gsl_vector_free(ss);
845 gsl_multimin_fminimizer_free (s);
846
847 return true;
848};
849
850/** Adds vector \a *y componentwise.
851 * \param *y vector
852 */
853void Vector::AddVector(const Vector *y)
854{
855 for (int i=NDIM;i--;)
856 this->x[i] += y->x[i];
857}
858
859/** Adds vector \a *y componentwise.
860 * \param *y vector
861 */
862void Vector::SubtractVector(const Vector *y)
863{
864 for (int i=NDIM;i--;)
865 this->x[i] -= y->x[i];
866}
867
868/** Copy vector \a *y componentwise.
869 * \param *y vector
870 */
871void Vector::CopyVector(const Vector *y)
872{
873 for (int i=NDIM;i--;)
874 this->x[i] = y->x[i];
875}
876
877
878/** Asks for position, checks for boundary.
879 * \param cell_size unitary size of cubic cell, coordinates must be within 0...cell_size
880 * \param check whether bounds shall be checked (true) or not (false)
881 */
882void Vector::AskPosition(double *cell_size, bool check)
883{
884 char coords[3] = {'x','y','z'};
885 int j = -1;
886 for (int i=0;i<3;i++) {
887 j += i+1;
888 do {
889 cout << Verbose(0) << coords[i] << "[0.." << cell_size[j] << "]: ";
890 cin >> x[i];
891 } while (((x[i] < 0) || (x[i] >= cell_size[j])) && (check));
892 }
893};
894
895/** Solves a vectorial system consisting of two orthogonal statements and a norm statement.
896 * This is linear system of equations to be solved, however of the three given (skp of this vector\
897 * with either of the three hast to be zero) only two are linear independent. The third equation
898 * is that the vector should be of magnitude 1 (orthonormal). This all leads to a case-based solution
899 * where very often it has to be checked whether a certain value is zero or not and thus forked into
900 * another case.
901 * \param *x1 first vector
902 * \param *x2 second vector
903 * \param *y third vector
904 * \param alpha first angle
905 * \param beta second angle
906 * \param c norm of final vector
907 * \return a vector with \f$\langle x1,x2 \rangle=A\f$, \f$\langle x1,y \rangle = B\f$ and with norm \a c.
908 * \bug this is not yet working properly
909 */
910bool Vector::SolveSystem(Vector *x1, Vector *x2, Vector *y, double alpha, double beta, double c)
911{
912 double D1,D2,D3,E1,E2,F1,F2,F3,p,q=0., A, B1, B2, C;
913 double ang; // angle on testing
914 double sign[3];
915 int i,j,k;
916 A = cos(alpha) * x1->Norm() * c;
917 B1 = cos(beta + M_PI/2.) * y->Norm() * c;
918 B2 = cos(beta) * x2->Norm() * c;
919 C = c * c;
920 cout << Verbose(2) << "A " << A << "\tB " << B1 << "\tC " << C << endl;
921 int flag = 0;
922 if (fabs(x1->x[0]) < MYEPSILON) { // check for zero components for the later flipping and back-flipping
923 if (fabs(x1->x[1]) > MYEPSILON) {
924 flag = 1;
925 } else if (fabs(x1->x[2]) > MYEPSILON) {
926 flag = 2;
927 } else {
928 return false;
929 }
930 }
931 switch (flag) {
932 default:
933 case 0:
934 break;
935 case 2:
936 flip(&x1->x[0],&x1->x[1]);
937 flip(&x2->x[0],&x2->x[1]);
938 flip(&y->x[0],&y->x[1]);
939 //flip(&x[0],&x[1]);
940 flip(&x1->x[1],&x1->x[2]);
941 flip(&x2->x[1],&x2->x[2]);
942 flip(&y->x[1],&y->x[2]);
943 //flip(&x[1],&x[2]);
944 case 1:
945 flip(&x1->x[0],&x1->x[1]);
946 flip(&x2->x[0],&x2->x[1]);
947 flip(&y->x[0],&y->x[1]);
948 //flip(&x[0],&x[1]);
949 flip(&x1->x[1],&x1->x[2]);
950 flip(&x2->x[1],&x2->x[2]);
951 flip(&y->x[1],&y->x[2]);
952 //flip(&x[1],&x[2]);
953 break;
954 }
955 // now comes the case system
956 D1 = -y->x[0]/x1->x[0]*x1->x[1]+y->x[1];
957 D2 = -y->x[0]/x1->x[0]*x1->x[2]+y->x[2];
958 D3 = y->x[0]/x1->x[0]*A-B1;
959 cout << Verbose(2) << "D1 " << D1 << "\tD2 " << D2 << "\tD3 " << D3 << "\n";
960 if (fabs(D1) < MYEPSILON) {
961 cout << Verbose(2) << "D1 == 0!\n";
962 if (fabs(D2) > MYEPSILON) {
963 cout << Verbose(3) << "D2 != 0!\n";
964 x[2] = -D3/D2;
965 E1 = A/x1->x[0] + x1->x[2]/x1->x[0]*D3/D2;
966 E2 = -x1->x[1]/x1->x[0];
967 cout << Verbose(3) << "E1 " << E1 << "\tE2 " << E2 << "\n";
968 F1 = E1*E1 + 1.;
969 F2 = -E1*E2;
970 F3 = E1*E1 + D3*D3/(D2*D2) - C;
971 cout << Verbose(3) << "F1 " << F1 << "\tF2 " << F2 << "\tF3 " << F3 << "\n";
972 if (fabs(F1) < MYEPSILON) {
973 cout << Verbose(4) << "F1 == 0!\n";
974 cout << Verbose(4) << "Gleichungssystem linear\n";
975 x[1] = F3/(2.*F2);
976 } else {
977 p = F2/F1;
978 q = p*p - F3/F1;
979 cout << Verbose(4) << "p " << p << "\tq " << q << endl;
980 if (q < 0) {
981 cout << Verbose(4) << "q < 0" << endl;
982 return false;
983 }
984 x[1] = p + sqrt(q);
985 }
986 x[0] = A/x1->x[0] - x1->x[1]/x1->x[0]*x[1] + x1->x[2]/x1->x[0]*x[2];
987 } else {
988 cout << Verbose(2) << "Gleichungssystem unterbestimmt\n";
989 return false;
990 }
991 } else {
992 E1 = A/x1->x[0]+x1->x[1]/x1->x[0]*D3/D1;
993 E2 = x1->x[1]/x1->x[0]*D2/D1 - x1->x[2];
994 cout << Verbose(2) << "E1 " << E1 << "\tE2 " << E2 << "\n";
995 F1 = E2*E2 + D2*D2/(D1*D1) + 1.;
996 F2 = -(E1*E2 + D2*D3/(D1*D1));
997 F3 = E1*E1 + D3*D3/(D1*D1) - C;
998 cout << Verbose(2) << "F1 " << F1 << "\tF2 " << F2 << "\tF3 " << F3 << "\n";
999 if (fabs(F1) < MYEPSILON) {
1000 cout << Verbose(3) << "F1 == 0!\n";
1001 cout << Verbose(3) << "Gleichungssystem linear\n";
1002 x[2] = F3/(2.*F2);
1003 } else {
1004 p = F2/F1;
1005 q = p*p - F3/F1;
1006 cout << Verbose(3) << "p " << p << "\tq " << q << endl;
1007 if (q < 0) {
1008 cout << Verbose(3) << "q < 0" << endl;
1009 return false;
1010 }
1011 x[2] = p + sqrt(q);
1012 }
1013 x[1] = (-D2 * x[2] - D3)/D1;
1014 x[0] = A/x1->x[0] - x1->x[1]/x1->x[0]*x[1] + x1->x[2]/x1->x[0]*x[2];
1015 }
1016 switch (flag) { // back-flipping
1017 default:
1018 case 0:
1019 break;
1020 case 2:
1021 flip(&x1->x[0],&x1->x[1]);
1022 flip(&x2->x[0],&x2->x[1]);
1023 flip(&y->x[0],&y->x[1]);
1024 flip(&x[0],&x[1]);
1025 flip(&x1->x[1],&x1->x[2]);
1026 flip(&x2->x[1],&x2->x[2]);
1027 flip(&y->x[1],&y->x[2]);
1028 flip(&x[1],&x[2]);
1029 case 1:
1030 flip(&x1->x[0],&x1->x[1]);
1031 flip(&x2->x[0],&x2->x[1]);
1032 flip(&y->x[0],&y->x[1]);
1033 //flip(&x[0],&x[1]);
1034 flip(&x1->x[1],&x1->x[2]);
1035 flip(&x2->x[1],&x2->x[2]);
1036 flip(&y->x[1],&y->x[2]);
1037 flip(&x[1],&x[2]);
1038 break;
1039 }
1040 // one z component is only determined by its radius (without sign)
1041 // thus check eight possible sign flips and determine by checking angle with second vector
1042 for (i=0;i<8;i++) {
1043 // set sign vector accordingly
1044 for (j=2;j>=0;j--) {
1045 k = (i & pot(2,j)) << j;
1046 cout << Verbose(2) << "k " << k << "\tpot(2,j) " << pot(2,j) << endl;
1047 sign[j] = (k == 0) ? 1. : -1.;
1048 }
1049 cout << Verbose(2) << i << ": sign matrix is " << sign[0] << "\t" << sign[1] << "\t" << sign[2] << "\n";
1050 // apply sign matrix
1051 for (j=NDIM;j--;)
1052 x[j] *= sign[j];
1053 // calculate angle and check
1054 ang = x2->Angle (this);
1055 cout << Verbose(1) << i << "th angle " << ang << "\tbeta " << cos(beta) << " :\t";
1056 if (fabs(ang - cos(beta)) < MYEPSILON) {
1057 break;
1058 }
1059 // unapply sign matrix (is its own inverse)
1060 for (j=NDIM;j--;)
1061 x[j] *= sign[j];
1062 }
1063 return true;
1064};
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