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namespace oopse { | 
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  void DLM::doRotate(StuntDouble* sd, Vector3d& ji, double dt) { | 
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    double dt2 = 0.5 * dt;     | 
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    double angle; | 
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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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    RealType angle; | 
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    RotMat3x3d A = sd->getA(); | 
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    Mat3x3d I = sd->getI(); | 
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  } | 
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  void DLM::rotateStep(int axes1, int axes2, double angle, Vector3d& ji, RotMat3x3d& A) { | 
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  void DLM::rotateStep(int axes1, int axes2, RealType angle, Vector3d& ji, RotMat3x3d& A) { | 
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 | 
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    double sinAngle; | 
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    double cosAngle; | 
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    double angleSqr; | 
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    double angleSqrOver4; | 
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    double top, bottom; | 
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    RealType sinAngle; | 
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    RealType cosAngle; | 
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    RealType angleSqr; | 
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    RealType angleSqrOver4; | 
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    RealType top, bottom; | 
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    RotMat3x3d tempA(A);  // initialize the tempA | 
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    Vector3d tempJ(0.0); | 
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    // use a small angle aproximation for sin and cosine | 
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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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    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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    //cosAngle = top / bottom; | 
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    //sinAngle = angle / bottom; | 
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    cosAngle = cos(angle); | 
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    sinAngle = sin(angle); | 
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    cosAngle = top / bottom; | 
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    sinAngle = angle / bottom; | 
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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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    rot(axes1, axes1) = cosAngle; | 
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    rot(axes2, axes2) = cosAngle; | 
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    // rotate the momentum acoording to: ji[] = rot[][] * ji[] | 
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    ji = rot * ji; | 
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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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    A = rot * A; //? A = A* rot.transpose(); | 
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    A = rot * A; | 
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  } | 
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