| 1 | /********************************************************************** | 
| 2 | vector3.cpp - Handle 3D coordinates. | 
| 3 |  | 
| 4 | Copyright (C) 1998-2001 by OpenEye Scientific Software, Inc. | 
| 5 | Some portions Copyright (C) 2001-2005 by Geoffrey R. Hutchison | 
| 6 |  | 
| 7 | This file is part of the Open Babel project. | 
| 8 | For more information, see <http://openbabel.sourceforge.net/> | 
| 9 |  | 
| 10 | This program is free software; you can redistribute it and/or modify | 
| 11 | it under the terms of the GNU General Public License as published by | 
| 12 | the Free Software Foundation version 2 of the License. | 
| 13 |  | 
| 14 | This program is distributed in the hope that it will be useful, | 
| 15 | but WITHOUT ANY WARRANTY; without even the implied warranty of | 
| 16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
| 17 | GNU General Public License for more details. | 
| 18 | ***********************************************************************/ | 
| 19 |  | 
| 20 | #include <math.h> | 
| 21 |  | 
| 22 | #include "mol.hpp" | 
| 23 | #include "vector3.hpp" | 
| 24 |  | 
| 25 | using namespace std; | 
| 26 |  | 
| 27 | namespace OpenBabel | 
| 28 | { | 
| 29 |  | 
| 30 | /*! \class vector3 | 
| 31 | \brief Represents a vector in the 3-dimensional real space. | 
| 32 |  | 
| 33 | The vector3 class was designed to simplify operations with doubleing | 
| 34 | point coordinates. To this end many of the common operations have been | 
| 35 | overloaded for simplicity. Vector addition, subtraction, scalar | 
| 36 | multiplication, dot product, cross product, magnitude and a number of | 
| 37 | other utility functions are built in to the vector class. For a full | 
| 38 | description of the class member functions please consult the header | 
| 39 | file vector3.h. The following code demonstrates several of the | 
| 40 | functions of the vector class: | 
| 41 | \code | 
| 42 | vector3 v1,v2,v3; | 
| 43 | v1 = VX; | 
| 44 | v2 = VY; | 
| 45 | v3 = cross(v1,v2); | 
| 46 | v3 *= 2.5; | 
| 47 | v3.normalize(); | 
| 48 | \endcode | 
| 49 | */ | 
| 50 |  | 
| 51 | /*! This (slow) method allows to access the elements of the | 
| 52 | vector as if it were an array of doubles. If the index is > 2, | 
| 53 | then a warning is printed, and the program is terminated via | 
| 54 | exit(-1). Otherwise, if i is 0, 1 or 2, then a reference to x, | 
| 55 | y or z is returned, respectively. | 
| 56 |  | 
| 57 | \warning This method is primarily designed to facilitate the | 
| 58 | integration ('Open Babelization') of code that uses arrays of | 
| 59 | doubles rather than the vector class. Due to the error checks | 
| 60 | the method is of course very slow and should therefore be | 
| 61 | avoided in production code. | 
| 62 | */ | 
| 63 | double& vector3::operator[] ( unsigned int i) | 
| 64 | { | 
| 65 | if (i > 2) | 
| 66 | { | 
| 67 | cerr << "ERROR in OpenBabel::vector3::operator[]" << endl | 
| 68 | << "The method has been called with an illegal index i=" << i << "." << endl | 
| 69 | << "Please contact the author of the offending program immediately." << endl; | 
| 70 | exit(-1); | 
| 71 | } | 
| 72 | if (i == 0) | 
| 73 | return _vx; | 
| 74 | if (i == 1) | 
| 75 | return _vy; | 
| 76 | return _vz; | 
| 77 | } | 
| 78 |  | 
| 79 | /*! replaces *this with a random unit vector, which is (supposed | 
| 80 | to be) uniformly distributed over the unit sphere. Uses the | 
| 81 | random number generator obRand, or uses the system number | 
| 82 | generator with a time seed if obRand == NULL. | 
| 83 |  | 
| 84 | @param obRandP random number generator to use, or 0L, if the | 
| 85 | system random number generator (with time seed) should be used | 
| 86 | */ | 
| 87 | void vector3::randomUnitVector(OBRandom *obRandP) | 
| 88 | { | 
| 89 | OBRandom *ptr; | 
| 90 | if (!obRandP) | 
| 91 | { | 
| 92 | ptr = new OBRandom(true); | 
| 93 | ptr->TimeSeed(); | 
| 94 | } | 
| 95 | else | 
| 96 | ptr = obRandP; | 
| 97 |  | 
| 98 | // obtain a random vector with 0.001 <= length^2 <= 1.0, normalize | 
| 99 | // the vector to obtain a random vector of length 1.0. | 
| 100 | double l; | 
| 101 | do | 
| 102 | { | 
| 103 | this->Set(ptr->NextFloat()-0.5, ptr->NextFloat()-0.5, ptr->NextFloat()-0.5); | 
| 104 | l = length_2(); | 
| 105 | } | 
| 106 | while ( (l > 1.0) || (l < 1e-4) ); | 
| 107 | this->normalize(); | 
| 108 |  | 
| 109 | if (!obRandP) | 
| 110 | delete ptr; | 
| 111 | } | 
| 112 |  | 
| 113 | OBAPI ostream& operator<< ( ostream& co, const vector3& v ) | 
| 114 | { | 
| 115 | co << "< " << v._vx << ", " << v._vy << ", " << v._vz << " >" ; | 
| 116 | return co ; | 
| 117 | } | 
| 118 |  | 
| 119 | OBAPI int operator== ( const vector3& v1, const vector3& v2 ) | 
| 120 | { | 
| 121 | if ( ( v1._vx == v2._vx ) && | 
| 122 | ( v1._vy == v2._vy ) && | 
| 123 | ( v1._vz == v2._vz ) ) | 
| 124 | return ( true ) ; | 
| 125 | else | 
| 126 | return ( false ) ; | 
| 127 | } | 
| 128 |  | 
| 129 | OBAPI int operator!= ( const vector3& v1, const vector3& v2 ) | 
| 130 | { | 
| 131 | if ( ( v1._vx != v2._vx ) || | 
| 132 | ( v1._vy != v2._vy ) || | 
| 133 | ( v1._vz != v2._vz ) ) | 
| 134 | return ( true ) ; | 
| 135 | else | 
| 136 | return ( false ) ; | 
| 137 | } | 
| 138 |  | 
| 139 | /*! This method checks if the current vector has length() == | 
| 140 | 0.0.  If so, *this remains unchanged. Otherwise, *this is | 
| 141 | scaled by 1.0/length(). | 
| 142 |  | 
| 143 | \warning If length() is very close to zero, but not == 0.0, | 
| 144 | this method may behave in unexpected ways and return almost | 
| 145 | random results; details may depend on your particular doubleing | 
| 146 | point implementation. The use of this method is therefore | 
| 147 | highly discouraged, unless you are certain that length() is in | 
| 148 | a reasonable range, away from 0.0 (Stefan Kebekus) | 
| 149 |  | 
| 150 | \deprecated This method will probably replaced by a safer | 
| 151 | algorithm in the future. | 
| 152 |  | 
| 153 | \todo Replace this method with a more fool-proof version. | 
| 154 |  | 
| 155 | @returns a reference to *this | 
| 156 | */ | 
| 157 | vector3& vector3 :: normalize () | 
| 158 | { | 
| 159 | double l = length (); | 
| 160 |  | 
| 161 | if (IsNearZero(l)) | 
| 162 | return(*this); | 
| 163 |  | 
| 164 | _vx = _vx / l ; | 
| 165 | _vy = _vy / l ; | 
| 166 | _vz = _vz / l ; | 
| 167 |  | 
| 168 | return(*this); | 
| 169 | } | 
| 170 |  | 
| 171 | OBAPI double dot ( const vector3& v1, const vector3& v2 ) | 
| 172 | { | 
| 173 | return v1._vx*v2._vx + v1._vy*v2._vy + v1._vz*v2._vz ; | 
| 174 | } | 
| 175 |  | 
| 176 | OBAPI vector3 cross ( const vector3& v1, const vector3& v2 ) | 
| 177 | { | 
| 178 | vector3 vv ; | 
| 179 |  | 
| 180 | vv._vx =   v1._vy*v2._vz - v1._vz*v2._vy ; | 
| 181 | vv._vy = - v1._vx*v2._vz + v1._vz*v2._vx ; | 
| 182 | vv._vz =   v1._vx*v2._vy - v1._vy*v2._vx ; | 
| 183 |  | 
| 184 | return ( vv ) ; | 
| 185 | } | 
| 186 |  | 
| 187 |  | 
| 188 | /*! This method calculates the angle between two vectors | 
| 189 |  | 
| 190 | \warning If length() of any of the two vectors is == 0.0, | 
| 191 | this method will divide by zero. If the product of the | 
| 192 | length() of the two vectors is very close to 0.0, but not == | 
| 193 | 0.0, this method may behave in unexpected ways and return | 
| 194 | almost random results; details may depend on your particular | 
| 195 | doubleing point implementation. The use of this method is | 
| 196 | therefore highly discouraged, unless you are certain that the | 
| 197 | length()es are in a reasonable range, away from 0.0 (Stefan | 
| 198 | Kebekus) | 
| 199 |  | 
| 200 | \deprecated This method will probably replaced by a safer | 
| 201 | algorithm in the future. | 
| 202 |  | 
| 203 | \todo Replace this method with a more fool-proof version. | 
| 204 |  | 
| 205 | @returns the angle in degrees (0-360) | 
| 206 | */ | 
| 207 | OBAPI double vectorAngle ( const vector3& v1, const vector3& v2 ) | 
| 208 | { | 
| 209 | double mag; | 
| 210 | double dp; | 
| 211 |  | 
| 212 | mag = v1.length() * v2.length(); | 
| 213 | dp = dot(v1,v2)/mag; | 
| 214 |  | 
| 215 | if (dp < -0.999999) | 
| 216 | dp = -0.9999999; | 
| 217 |  | 
| 218 | if (dp > 0.9999999) | 
| 219 | dp = 0.9999999; | 
| 220 |  | 
| 221 | if (dp > 1.0) | 
| 222 | dp = 1.0; | 
| 223 |  | 
| 224 | return((RAD_TO_DEG * acos(dp))); | 
| 225 | } | 
| 226 |  | 
| 227 | OBAPI double CalcTorsionAngle(const vector3 &a, const vector3 &b, | 
| 228 | const vector3 &c, const vector3 &d) | 
| 229 | { | 
| 230 | double torsion; | 
| 231 | vector3 b1,b2,b3,c1,c2,c3; | 
| 232 |  | 
| 233 | b1 = a - b; | 
| 234 | b2 = b - c; | 
| 235 | b3 = c - d; | 
| 236 |  | 
| 237 | c1 = cross(b1,b2); | 
| 238 | c2 = cross(b2,b3); | 
| 239 | c3 = cross(c1,c2); | 
| 240 |  | 
| 241 | if (c1.length() * c2.length() < 0.001) | 
| 242 | torsion = 0.0; | 
| 243 | else | 
| 244 | { | 
| 245 | torsion = vectorAngle(c1,c2); | 
| 246 | if (dot(b2,c3) > 0.0) | 
| 247 | torsion *= -1.0; | 
| 248 | } | 
| 249 |  | 
| 250 | return(torsion); | 
| 251 | } | 
| 252 |  | 
| 253 | /*! This method checks if the current vector *this is zero | 
| 254 | (i.e. if all entries == 0.0). If so, a warning message is | 
| 255 | printed, and the whole program is aborted with exit(0). | 
| 256 | Otherwise, a vector of length one is generated, which is | 
| 257 | orthogonal to *this, and stored in v. The resulting vector is | 
| 258 | not random. | 
| 259 |  | 
| 260 | \warning If the entries of the *this (in particular the | 
| 261 | z-component) are very close to zero, but not == 0.0, this | 
| 262 | method may behave in unexpected ways and return almost random | 
| 263 | results; details may depend on your particular floating point | 
| 264 | implementation. The use of this method is therefore highly | 
| 265 | discouraged, unless you are certain that all components of | 
| 266 | *this are in a reasonable range, away from 0.0 (Stefan | 
| 267 | Kebekus) | 
| 268 |  | 
| 269 | \deprecated This method will probably replaced by a safer | 
| 270 | algorithm in the future. | 
| 271 |  | 
| 272 | \todo Replace this method with a more fool-proof version that | 
| 273 | does not call exit() | 
| 274 |  | 
| 275 | @param res a reference to a vector where the result will be | 
| 276 | stored | 
| 277 | */ | 
| 278 | void vector3::createOrthoVector(vector3 &res) const | 
| 279 | { | 
| 280 | vector3 cO; | 
| 281 |  | 
| 282 | if ( ( IsNearZero(this->x())) && (IsNearZero(this->y())) ) | 
| 283 | { | 
| 284 | if ( IsNearZero(this->z()) ) | 
| 285 | { | 
| 286 | cerr << "makeorthovec zero vector" << endl; | 
| 287 | exit(0); | 
| 288 | } | 
| 289 | cO.SetX(1.0); | 
| 290 | } | 
| 291 | else | 
| 292 | { | 
| 293 | cO.SetZ(1.0); | 
| 294 | } | 
| 295 | res= cross(cO,*this); | 
| 296 | res.normalize(); | 
| 297 | } | 
| 298 |  | 
| 299 | const vector3 VZero ( 0.0, 0.0, 0.0 ) ; | 
| 300 | const vector3 VX    ( 1.0, 0.0, 0.0 ) ; | 
| 301 | const vector3 VY    ( 0.0, 1.0, 0.0 ) ; | 
| 302 | const vector3 VZ    ( 0.0, 0.0, 1.0 ) ; | 
| 303 |  | 
| 304 | /* Calculate the distance of point a to the plane determined by b,c,d */ | 
| 305 | double Point2Plane(vector3 a, vector3 b, vector3 c, vector3 d) | 
| 306 | { | 
| 307 | double angle =0; | 
| 308 | double dist_ab =0; | 
| 309 | vector3 v_ba = a-b; | 
| 310 | vector3 v_normal = cross(c-b, d-b).normalize(); | 
| 311 | angle = vectorAngle(v_normal, v_ba); | 
| 312 | dist_ab = v_ba.length(); | 
| 313 | return fabs(dist_ab * cos(DEG_TO_RAD * angle)); | 
| 314 | } | 
| 315 |  | 
| 316 | } // namespace OpenBabel | 
| 317 |  | 
| 318 | //! \file vector3.cpp | 
| 319 | //! \brief Handle 3D coordinates. |