60 |
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61 |
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public: |
62 |
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63 |
< |
QuarticBendType(double r0, double k4, double k3, double k2, double k1, double k0) |
63 |
> |
QuarticBendType(RealType r0, RealType k4, RealType k3, RealType k2, RealType k1, RealType k0) |
64 |
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: BendType(r0), k4_(k4), k3_(k3), k2_(k2), k1_(k1), k0_(k0){ |
65 |
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} |
66 |
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67 |
< |
void setForceConstant(double k4, double k3, double k2, double k1, double k0) { |
67 |
> |
void setForceConstant(RealType k4, RealType k3, RealType k2, RealType k1, RealType k0) { |
68 |
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k4_ = k4; |
69 |
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k3_ = k3; |
70 |
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k2_ = k2; |
73 |
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74 |
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} |
75 |
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76 |
< |
void getForceConstant(double& k4, double& k3, double& k2, double& k1, double& k0) { |
76 |
> |
void getForceConstant(RealType& k4, RealType& k3, RealType& k2, RealType& k1, RealType& k0) { |
77 |
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k4 = k4_; |
78 |
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k3 = k3_; |
79 |
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k2 = k2_; |
81 |
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k0 = k0_; |
82 |
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} |
83 |
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84 |
< |
virtual void calcForce(double theta, double& V, double& dVdTheta) { |
85 |
< |
double delta = theta- theta0_; |
86 |
< |
double delta2 = delta * delta; |
87 |
< |
double delta3 = delta2 * delta; |
88 |
< |
double delta4 = delta3 * delta; |
84 |
> |
virtual void calcForce(RealType theta, RealType& V, RealType& dVdTheta) { |
85 |
> |
RealType delta = theta- theta0_; |
86 |
> |
RealType delta2 = delta * delta; |
87 |
> |
RealType delta3 = delta2 * delta; |
88 |
> |
RealType delta4 = delta3 * delta; |
89 |
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90 |
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V =k0_ + k1_ * delta + k2_*delta2 + k3_*delta3 + k4_*delta4; |
91 |
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dVdTheta = k1_ + 2.0*k2_ * delta + 3.0 * k3_*delta2 + 4.0*k4_*delta3; |
93 |
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94 |
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private: |
95 |
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96 |
< |
double k4_; |
97 |
< |
double k3_; |
98 |
< |
double k2_; |
99 |
< |
double k1_; |
100 |
< |
double k0_; |
96 |
> |
RealType k4_; |
97 |
> |
RealType k3_; |
98 |
> |
RealType k2_; |
99 |
> |
RealType k1_; |
100 |
> |
RealType k0_; |
101 |
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102 |
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}; |
103 |
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