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- fixes energies and gradients for dihedral and angle constraints in both MMFF and UFF - adds butane scan tests for MMFF and UFF - reduce huge angle/dihedral restraint force constants that cause the minimizer to struggle in tests Co-authored-by: Paolo Tosco <paolo.tosco@novartis.com>
152 lines
5.2 KiB
C++
152 lines
5.2 KiB
C++
// $Id$
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//
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// Copyright (C) 2013 Paolo Tosco
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//
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// Copyright (C) 2004-2006 Rational Discovery LLC
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//
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// @@ All Rights Reserved @@
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// This file is part of the RDKit.
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// The contents are covered by the terms of the BSD license
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// which is included in the file license.txt, found at the root
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// of the RDKit source tree.
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//
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#include "AngleConstraint.h"
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#include "Params.h"
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#include <cmath>
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#include <ForceField/ForceField.h>
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#include <RDGeneral/Invariant.h>
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namespace ForceFields {
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namespace UFF {
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AngleConstraintContrib::AngleConstraintContrib(
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ForceField *owner, unsigned int idx1, unsigned int idx2, unsigned int idx3,
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double minAngleDeg, double maxAngleDeg, double forceConst) {
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PRECONDITION(owner, "bad owner");
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URANGE_CHECK(idx1, owner->positions().size());
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URANGE_CHECK(idx2, owner->positions().size());
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URANGE_CHECK(idx3, owner->positions().size());
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PRECONDITION(!(minAngleDeg > maxAngleDeg),
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"minAngleDeg must be <= maxAngleDeg");
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RDKit::ForceFieldsHelper::normalizeAngleDeg(minAngleDeg);
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RDKit::ForceFieldsHelper::normalizeAngleDeg(maxAngleDeg);
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dp_forceField = owner;
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d_at1Idx = idx1;
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d_at2Idx = idx2;
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d_at3Idx = idx3;
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d_minAngleDeg = minAngleDeg;
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d_maxAngleDeg = maxAngleDeg;
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d_forceConstant = forceConst;
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}
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AngleConstraintContrib::AngleConstraintContrib(
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ForceField *owner, unsigned int idx1, unsigned int idx2, unsigned int idx3,
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bool relative, double minAngleDeg, double maxAngleDeg, double forceConst) {
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PRECONDITION(owner, "bad owner");
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const RDGeom::PointPtrVect &pos = owner->positions();
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URANGE_CHECK(idx1, pos.size());
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URANGE_CHECK(idx2, pos.size());
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URANGE_CHECK(idx3, pos.size());
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PRECONDITION(!(minAngleDeg > maxAngleDeg),
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"minAngleDeg must be <= maxAngleDeg");
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double angle = 0.0;
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if (relative) {
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RDGeom::Point3D p1 = *((RDGeom::Point3D *)pos[idx1]);
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RDGeom::Point3D p2 = *((RDGeom::Point3D *)pos[idx2]);
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RDGeom::Point3D p3 = *((RDGeom::Point3D *)pos[idx3]);
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double dist1 = (p1 - p2).length();
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double dist2 = (p3 - p2).length();
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RDGeom::Point3D p12 = (p1 - p2) / dist1;
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RDGeom::Point3D p32 = (p3 - p2) / dist2;
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double cosTheta = p12.dotProduct(p32);
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clipToOne(cosTheta);
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angle = RAD2DEG * acos(cosTheta);
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}
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dp_forceField = owner;
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d_at1Idx = idx1;
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d_at2Idx = idx2;
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d_at3Idx = idx3;
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minAngleDeg += angle;
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maxAngleDeg += angle;
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RDKit::ForceFieldsHelper::normalizeAngleDeg(minAngleDeg);
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RDKit::ForceFieldsHelper::normalizeAngleDeg(maxAngleDeg);
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d_minAngleDeg = minAngleDeg;
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d_maxAngleDeg = maxAngleDeg;
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d_forceConstant = forceConst;
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}
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double AngleConstraintContrib::computeAngleTerm(double angle) const {
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double angleTerm = 0.0;
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if (angle < d_minAngleDeg) {
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angleTerm = angle - d_minAngleDeg;
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} else if (angle > d_maxAngleDeg) {
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angleTerm = angle - d_maxAngleDeg;
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}
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return angleTerm;
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}
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double AngleConstraintContrib::getEnergy(double *pos) const {
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PRECONDITION(dp_forceField, "no owner");
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PRECONDITION(pos, "bad vector");
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RDGeom::Point3D p1(pos[3 * d_at1Idx], pos[3 * d_at1Idx + 1],
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pos[3 * d_at1Idx + 2]);
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RDGeom::Point3D p2(pos[3 * d_at2Idx], pos[3 * d_at2Idx + 1],
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pos[3 * d_at2Idx + 2]);
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RDGeom::Point3D p3(pos[3 * d_at3Idx], pos[3 * d_at3Idx + 1],
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pos[3 * d_at3Idx + 2]);
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RDGeom::Point3D r[2] = {p1 - p2, p3 - p2};
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double rLengthSq[2] = {(std::max)(1.0e-5, r[0].lengthSq()),
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(std::max)(1.0e-5, r[1].lengthSq())};
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double cosTheta = r[0].dotProduct(r[1]) / sqrt(rLengthSq[0] * rLengthSq[1]);
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clipToOne(cosTheta);
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double angle = RAD2DEG * acos(cosTheta);
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double angleTerm = computeAngleTerm(angle);
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double res = d_forceConstant * angleTerm * angleTerm;
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return res;
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}
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void AngleConstraintContrib::getGrad(double *pos, double *grad) const {
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PRECONDITION(dp_forceField, "no owner");
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PRECONDITION(pos, "bad vector");
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PRECONDITION(grad, "bad vector");
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RDGeom::Point3D p1(pos[3 * d_at1Idx], pos[3 * d_at1Idx + 1],
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pos[3 * d_at1Idx + 2]);
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RDGeom::Point3D p2(pos[3 * d_at2Idx], pos[3 * d_at2Idx + 1],
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pos[3 * d_at2Idx + 2]);
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RDGeom::Point3D p3(pos[3 * d_at3Idx], pos[3 * d_at3Idx + 1],
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pos[3 * d_at3Idx + 2]);
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double *g[3] = {&(grad[3 * d_at1Idx]), &(grad[3 * d_at2Idx]),
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&(grad[3 * d_at3Idx])};
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RDGeom::Point3D r[2] = {p1 - p2, p3 - p2};
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double rLengthSq[2] = {(std::max)(1.0e-5, r[0].lengthSq()),
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(std::max)(1.0e-5, r[1].lengthSq())};
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double cosTheta = r[0].dotProduct(r[1]) / sqrt(rLengthSq[0] * rLengthSq[1]);
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clipToOne(cosTheta);
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double angle = RAD2DEG * acos(cosTheta);
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double angleTerm = computeAngleTerm(angle);
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double dE_dTheta = 2.0 * RAD2DEG * d_forceConstant * angleTerm;
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RDGeom::Point3D rp = r[1].crossProduct(r[0]);
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double prefactor = dE_dTheta / (std::max)(1.0e-5, rp.length());
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double t[2] = {-prefactor / rLengthSq[0], prefactor / rLengthSq[1]};
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RDGeom::Point3D dedp[3];
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dedp[0] = r[0].crossProduct(rp) * t[0];
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dedp[2] = r[1].crossProduct(rp) * t[1];
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dedp[1] = -dedp[0] - dedp[2];
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for (unsigned int i = 0; i < 3; ++i) {
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g[i][0] += dedp[i].x;
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g[i][1] += dedp[i].y;
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g[i][2] += dedp[i].z;
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}
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}
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} // namespace UFF
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} // namespace ForceFields
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