| 44 |  | namespace oopse { | 
| 45 |  |  | 
| 46 |  | /**@todo still a lot left to improve*/ | 
| 47 | < | void GhostBend::calcForce(double& angle) { | 
| 47 | > | void GhostBend::calcForce(RealType& angle) { | 
| 48 |  | DirectionalAtom* ghostAtom = static_cast<DirectionalAtom*>(atom2_); | 
| 49 |  |  | 
| 50 |  | Vector3d pos1 = atom1_->getPos(); | 
| 51 |  | Vector3d pos2 = ghostAtom->getPos(); | 
| 52 |  |  | 
| 53 |  | Vector3d r12 = pos1 - pos2; | 
| 54 | < | double d12 = r12.length(); | 
| 54 | > | RealType d12 = r12.length(); | 
| 55 |  |  | 
| 56 | < | double d12inv = 1.0 / d12; | 
| 56 | > | RealType d12inv = 1.0 / d12; | 
| 57 |  |  | 
| 58 |  | Vector3d r32 = ghostAtom->getElectroFrame().getColumn(2); | 
| 59 | < | double d32 = r32.length(); | 
| 59 | > | RealType d32 = r32.length(); | 
| 60 |  |  | 
| 61 | < | double d32inv = 1.0 / d32; | 
| 61 | > | RealType d32inv = 1.0 / d32; | 
| 62 |  |  | 
| 63 | < | double cosTheta = dot(r12, r32) / (d12 * d32); | 
| 63 | > | RealType cosTheta = dot(r12, r32) / (d12 * d32); | 
| 64 |  |  | 
| 65 |  | //check roundoff | 
| 66 |  | if (cosTheta > 1.0) { | 
| 69 |  | cosTheta = -1.0; | 
| 70 |  | } | 
| 71 |  |  | 
| 72 | < | double theta = acos(cosTheta); | 
| 72 | > | RealType theta = acos(cosTheta); | 
| 73 |  |  | 
| 74 | < | double firstDerivative; | 
| 74 | > | RealType firstDerivative; | 
| 75 |  |  | 
| 76 |  | bendType_->calcForce(theta, firstDerivative, potential_); | 
| 77 |  |  | 
| 78 | < | double sinTheta = sqrt(1.0 - cosTheta * cosTheta); | 
| 78 | > | RealType sinTheta = sqrt(1.0 - cosTheta * cosTheta); | 
| 79 |  |  | 
| 80 |  | if (fabs(sinTheta) < 1.0E-12) { | 
| 81 |  | sinTheta = 1.0E-12; | 
| 82 |  | } | 
| 83 |  |  | 
| 84 | < | double commonFactor1 = -firstDerivative / sinTheta * d12inv; | 
| 85 | < | double commonFactor2 = -firstDerivative / sinTheta * d32inv; | 
| 84 | > | RealType commonFactor1 = -firstDerivative / sinTheta * d12inv; | 
| 85 | > | RealType commonFactor2 = -firstDerivative / sinTheta * d32inv; | 
| 86 |  |  | 
| 87 |  | Vector3d force1 = commonFactor1*(r12*(d12inv*cosTheta) - r32*d32inv); | 
| 88 |  | Vector3d force3 = commonFactor2*(r32*(d32inv*cosTheta) - r12*d12inv); |