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 * redistribute this software in source and binary code form, provided | 
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 * that the following conditions are met: | 
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 * | 
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 * 1. Acknowledgement of the program authors must be made in any | 
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 *    publication of scientific results based in part on use of the | 
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 *    program.  An acceptable form of acknowledgement is citation of | 
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 *    the article in which the program was described (Matthew | 
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 *    A. Meineke, Charles F. Vardeman II, Teng Lin, Christopher | 
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 *    J. Fennell and J. Daniel Gezelter, "OOPSE: An Object-Oriented | 
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 *    Parallel Simulation Engine for Molecular Dynamics," | 
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 *    J. Comput. Chem. 26, pp. 252-271 (2005)) | 
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 * | 
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 * 2. Redistributions of source code must retain the above copyright | 
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 * 1. Redistributions of source code must retain the above copyright | 
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 *    notice, this list of conditions and the following disclaimer. | 
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 * | 
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 * 3. Redistributions in binary form must reproduce the above copyright | 
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 * 2. Redistributions in binary form must reproduce the above copyright | 
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 *    notice, this list of conditions and the following disclaimer in the | 
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 *    documentation and/or other materials provided with the | 
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 *    distribution. | 
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 * arising out of the use of or inability to use software, even if the | 
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 * University of Notre Dame has been advised of the possibility of | 
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 * such damages. | 
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 * | 
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 * SUPPORT OPEN SCIENCE!  If you use OpenMD or its source code in your | 
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 * research, please cite the appropriate papers when you publish your | 
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 * work.  Good starting points are: | 
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 *                                                                       | 
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 * [1]  Meineke, et al., J. Comp. Chem. 26, 252-271 (2005).              | 
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 * [2]  Fennell & Gezelter, J. Chem. Phys. 124, 234104 (2006).           | 
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 * [3]  Sun, Lin & Gezelter, J. Chem. Phys. 128, 24107 (2008).           | 
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 * [4]  Vardeman & Gezelter, in progress (2009).                         | 
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 */ | 
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  | 
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#include "DLM.hpp" | 
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 | 
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namespace oopse { | 
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namespace OpenMD { | 
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 | 
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  void DLM::doRotate(StuntDouble* sd, Vector3d& ji, RealType dt) { | 
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    RealType dt2 = 0.5 * dt;     | 
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    RotMat3x3d rot = RotMat3x3d::identity(); // initalize rot as a unit matrix | 
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 | 
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    // use a small angle aproximation for sin and cosine | 
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    /* | 
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    angleSqr = angle * angle; | 
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    angleSqrOver4 = angleSqr / 4.0; | 
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    top = 1.0 - angleSqrOver4; | 
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    bottom = 1.0 + angleSqrOver4; | 
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 | 
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    //angleSqr = angle * angle; | 
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    //angleSqrOver4 = angleSqr / 4.0; | 
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    //top = 1.0 - angleSqrOver4; | 
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    //bottom = 1.0 + angleSqrOver4; | 
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 | 
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    //cosAngle = top / bottom; | 
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    //sinAngle = angle / bottom; | 
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    cosAngle = top / bottom; | 
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    sinAngle = angle / bottom; | 
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    */ | 
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    // or don't use the small angle approximation: | 
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    cosAngle = cos(angle); | 
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    sinAngle = sin(angle); | 
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 | 
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    rot(axes1, axes1) = cosAngle; | 
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    rot(axes2, axes2) = cosAngle; | 
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 | 
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    // rotate the momentum acoording to: ji[] = rot[][] * ji[] | 
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    ji = rot * ji; | 
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 | 
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    // rotate the Rotation matrix acording to: | 
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    // A[][] = A[][] * transpose(rot[][]) | 
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    // transpose(A[][]) = transpose(A[][]) * transpose(rot[][]) | 
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    // This code comes from converting an algorithm detailed in  | 
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    // J. Chem. Phys. 107 (15), pp. 5840-5851 by Dullweber,  | 
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    // Leimkuhler and McLachlan (DLM) for use in our code. | 
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    // In Appendix A, the DLM paper has the change to the rotation  | 
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    // matrix as: Q = Q * rot.transpose(), but our rotation matrix  | 
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    // A is actually equivalent to Q.transpose(). This fact can be  | 
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    // seen on page 5849 of the DLM paper where a lab frame  | 
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    // dipole \mu_i(t) is expressed in terms of a body-fixed | 
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    // reference orientation, \bar{\mu_i} and the rotation matrix, Q: | 
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    //  \mu_i(t) = Q * \bar{\mu_i} | 
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    // Our code computes lab frame vectors from body-fixed reference | 
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    // vectors using: | 
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    //   v_{lab} = A.transpose() * v_{body} | 
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    //  (See StuntDouble.hpp for confirmation of this fact). | 
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    // | 
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    // So, using the identity: | 
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    //  (A * B).transpose() = B.transpose() * A.transpose(),  we | 
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    // get the equivalent of Q = Q * rot.transpose() for our code to be: | 
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 | 
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    A = rot * A; //? A = A* rot.transpose(); | 
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    A = rot * A; | 
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   | 
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  } | 
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 |