// $Id$ // // Copyright (C) 2013 Paolo Tosco // // Copyright (C) 2004-2006 Rational Discovery LLC // // @@ All Rights Reserved @@ // This file is part of the RDKit. // The contents are covered by the terms of the BSD license // which is included in the file license.txt, found at the root // of the RDKit source tree. // #include "AngleBend.h" #include "AngleConstraint.h" #include "Params.h" #include #include #include namespace ForceFields { namespace MMFF { void _pretreatAngles(double &minAngleDeg, double &maxAngleDeg) { minAngleDeg = fmod(minAngleDeg, 360.0); maxAngleDeg = fmod(maxAngleDeg, 360.0); if (minAngleDeg > 180.0) minAngleDeg -= 360.0; if (maxAngleDeg > 180.0) maxAngleDeg -= 360.0; if ((minAngleDeg < 0.0) && (!(maxAngleDeg < 0.0))) { maxAngleDeg = std::max(fabs(maxAngleDeg), fabs(minAngleDeg)); minAngleDeg = 0.0; } minAngleDeg = fabs(minAngleDeg); maxAngleDeg = fabs(maxAngleDeg); if (minAngleDeg > maxAngleDeg) { double t = minAngleDeg; minAngleDeg = maxAngleDeg; maxAngleDeg = t; } } AngleConstraintContrib::AngleConstraintContrib( ForceField *owner, unsigned int idx1, unsigned int idx2, unsigned int idx3, double minAngleDeg, double maxAngleDeg, double forceConst) { PRECONDITION(owner, "bad owner"); URANGE_CHECK(idx1, owner->positions().size()); URANGE_CHECK(idx2, owner->positions().size()); URANGE_CHECK(idx3, owner->positions().size()); PRECONDITION(maxAngleDeg >= minAngleDeg, "allowedDeltaDeg must be >= 0.0"); _pretreatAngles(minAngleDeg, maxAngleDeg); dp_forceField = owner; d_at1Idx = idx1; d_at2Idx = idx2; d_at3Idx = idx3; d_minAngleDeg = minAngleDeg; d_maxAngleDeg = maxAngleDeg; d_forceConstant = forceConst; } AngleConstraintContrib::AngleConstraintContrib( ForceField *owner, unsigned int idx1, unsigned int idx2, unsigned int idx3, bool relative, double minAngleDeg, double maxAngleDeg, double forceConst) { PRECONDITION(owner, "bad owner"); const RDGeom::PointPtrVect &pos = owner->positions(); URANGE_CHECK(idx1, pos.size()); URANGE_CHECK(idx2, pos.size()); URANGE_CHECK(idx3, pos.size()); PRECONDITION(maxAngleDeg >= minAngleDeg, "allowedDeltaDeg must be >= 0.0"); double angle = 0.0; if (relative) { RDGeom::Point3D p1 = *((RDGeom::Point3D *)pos[idx1]); RDGeom::Point3D p2 = *((RDGeom::Point3D *)pos[idx2]); RDGeom::Point3D p3 = *((RDGeom::Point3D *)pos[idx3]); double dist1 = (p1 - p2).length(); double dist2 = (p3 - p2).length(); RDGeom::Point3D p12 = (p1 - p2) / dist1; RDGeom::Point3D p32 = (p3 - p2) / dist2; double cosTheta = p12.dotProduct(p32); clipToOne(cosTheta); angle = RAD2DEG * acos(cosTheta); } dp_forceField = owner; d_at1Idx = idx1; d_at2Idx = idx2; d_at3Idx = idx3; minAngleDeg += angle; maxAngleDeg += angle; _pretreatAngles(minAngleDeg, maxAngleDeg); d_minAngleDeg = minAngleDeg; d_maxAngleDeg = maxAngleDeg; d_forceConstant = forceConst; } double AngleConstraintContrib::getEnergy(double *pos) const { PRECONDITION(dp_forceField, "no owner"); PRECONDITION(pos, "bad vector"); double dist1 = dp_forceField->distance(d_at1Idx, d_at2Idx, pos); double dist2 = dp_forceField->distance(d_at2Idx, d_at3Idx, pos); RDGeom::Point3D p1(pos[3 * d_at1Idx], pos[3 * d_at1Idx + 1], pos[3 * d_at1Idx + 2]); RDGeom::Point3D p2(pos[3 * d_at2Idx], pos[3 * d_at2Idx + 1], pos[3 * d_at2Idx + 2]); RDGeom::Point3D p3(pos[3 * d_at3Idx], pos[3 * d_at3Idx + 1], pos[3 * d_at3Idx + 2]); RDGeom::Point3D p12 = (p1 - p2) / dist1; RDGeom::Point3D p32 = (p3 - p2) / dist2; double cosTheta = p12.dotProduct(p32); clipToOne(cosTheta); double angle = RAD2DEG * acos(cosTheta); double angleTerm = 0.0; if (angle < d_minAngleDeg) { angleTerm = angle - d_minAngleDeg; } else if (angle > d_maxAngleDeg) { angleTerm = angle - d_maxAngleDeg; } double const c = 0.5 * DEG2RAD * DEG2RAD; double res = c * d_forceConstant * angleTerm * angleTerm; return res; } void AngleConstraintContrib::getGrad(double *pos, double *grad) const { PRECONDITION(dp_forceField, "no owner"); PRECONDITION(pos, "bad vector"); PRECONDITION(grad, "bad vector"); double dist[2] = {dp_forceField->distance(d_at1Idx, d_at2Idx, pos), dp_forceField->distance(d_at2Idx, d_at3Idx, pos)}; RDGeom::Point3D p1(pos[3 * d_at1Idx], pos[3 * d_at1Idx + 1], pos[3 * d_at1Idx + 2]); RDGeom::Point3D p2(pos[3 * d_at2Idx], pos[3 * d_at2Idx + 1], pos[3 * d_at2Idx + 2]); RDGeom::Point3D p3(pos[3 * d_at3Idx], pos[3 * d_at3Idx + 1], pos[3 * d_at3Idx + 2]); double *g[3] = {&(grad[3 * d_at1Idx]), &(grad[3 * d_at2Idx]), &(grad[3 * d_at3Idx])}; RDGeom::Point3D r[2] = {(p1 - p2) / dist[0], (p3 - p2) / dist[1]}; double cosTheta = r[0].dotProduct(r[1]); clipToOne(cosTheta); double sinThetaSq = 1.0 - cosTheta * cosTheta; double sinTheta = std::max(((sinThetaSq > 0.0) ? sqrt(sinThetaSq) : 0.0), 1.0e-8); // use the chain rule: // dE/dx = dE/dTheta * dTheta/dx // dE/dTheta is independent of cartesians: double angle = RAD2DEG * acos(cosTheta); double angleTerm = 0.0; if (angle < d_minAngleDeg) { angleTerm = angle - d_minAngleDeg; } else if (angle > d_maxAngleDeg) { angleTerm = angle - d_maxAngleDeg; } double dE_dTheta = DEG2RAD * d_forceConstant * angleTerm; Utils::calcAngleBendGrad(r, dist, g, dE_dTheta, cosTheta, sinTheta); } } }