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 */ | 
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#include "primitives/Inversion.hpp" | 
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#include "fstream" | 
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namespace oopse { | 
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    // is treated as atom *3* in a standard torsion form: | 
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    Vector3d pos1 = atom2_->getPos(); | 
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    Vector3d pos2 = atom1_->getPos(); | 
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    Vector3d pos3 = atom4_->getPos(); | 
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    Vector3d pos4 = atom3_->getPos(); | 
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    Vector3d pos2 = atom3_->getPos(); | 
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    Vector3d pos3 = atom1_->getPos(); | 
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    Vector3d pos4 = atom4_->getPos(); | 
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 | 
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   /*std::ofstream myfile; | 
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   myfile.open("Inversion", std::ios::app);        | 
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   myfile << atom1_->getType() << " - atom1; " | 
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              << atom2_->getType() << " - atom2; " | 
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              << atom3_->getType() << " - atom3; " | 
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              << atom4_->getType() << " - atom4; " | 
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              << std::endl; | 
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*/ | 
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    Vector3d r21 = pos1 - pos2; | 
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    Vector3d r32 = pos2 - pos3; | 
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    Vector3d r42 = pos2 - pos4; | 
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    Vector3d r31 = pos1 - pos3; | 
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    Vector3d r23 = pos3 - pos2; | 
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    Vector3d r43 = pos3 - pos4; | 
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    //  Calculate the cross products and distances | 
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    Vector3d A = cross(r21, r32); | 
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    Vector3d A = cross(r31, r43); | 
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    RealType rA = A.length(); | 
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    Vector3d B = cross(r32, r42); | 
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    Vector3d B = cross(r43, r23); | 
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    RealType rB = B.length(); | 
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    //Vector3d C = cross(r23, A); | 
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    //RealType rC = C.length(); | 
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    //  Calculate the sin and cos | 
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    RealType cos_phi = dot(A, B) ; | 
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    if (cos_phi > 1.0) {cos_phi = 1.0; std::cout << "!!!! cos_phi is bigger than 1.0"  | 
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                                                 << std::endl;} | 
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    if (cos_phi < -1.0) {cos_phi = -1.0; std::cout << "!!!! cos_phi is less than -1.0"  | 
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                                                   << std::endl;} | 
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    //std::cout << "We actually use this inversion!!!!" << std::endl; | 
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    if (cos_phi > 1.0) cos_phi = 1.0; | 
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    if (cos_phi < -1.0) cos_phi = -1.0; | 
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    RealType dVdcosPhi; | 
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    //cos_phi = 2.0*cos_phi*cos_phi - 1.0; | 
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    inversionType_->calcForce(cos_phi, potential_, dVdcosPhi); | 
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    Vector3d f1 ; | 
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    Vector3d f2 ; | 
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    Vector3d dcosdA = (cos_phi * A - B) /rA; | 
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    Vector3d dcosdB = (cos_phi * B - A) /rB; | 
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    f1 = dVdcosPhi * cross(r32, dcosdA); | 
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    f2 = dVdcosPhi * ( cross(r42, dcosdB) - cross(r21, dcosdA)); | 
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    f3 = dVdcosPhi * cross(dcosdB, r32); | 
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    f1 = dVdcosPhi * cross(r43, dcosdA); | 
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    f2 = dVdcosPhi * ( cross(r23, dcosdB) - cross(r31, dcosdA)); | 
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    f3 = dVdcosPhi * cross(dcosdB, r43); | 
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    // In OOPSE's version of an improper torsion, the central atom | 
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    // comes first.  However, to get the planarity in a typical cosine | 
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    atom4_->addFrc(-f2); | 
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    atom3_->addFrc(-f3); | 
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    atom1_->addParticlePot(potential_); | 
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    atom2_->addParticlePot(potential_); | 
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    atom3_->addParticlePot(potential_); | 
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    atom4_->addParticlePot(potential_); | 
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    angle = acos(cos_phi) /M_PI * 180.0; | 
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  } | 
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