Simplifying smoothing for bpm/rotational bond style
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@ -543,13 +543,13 @@ void BondBPMRotational::compute(int eflag, int vflag)
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// ------------------------------------------------------//
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// ------------------------------------------------------//
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MathExtra::scale3(smooth, force1on2);
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MathExtra::scale3(smooth, force1on2);
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MathExtra::scale3(smooth, torque2on1);
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if (newton_bond || i1 < nlocal) {
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if (newton_bond || i1 < nlocal) {
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f[i1][0] -= force1on2[0];
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f[i1][0] -= force1on2[0];
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f[i1][1] -= force1on2[1];
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f[i1][1] -= force1on2[1];
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f[i1][2] -= force1on2[2];
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f[i1][2] -= force1on2[2];
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MathExtra::scale3(smooth, torque2on1);
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torque[i1][0] += torque2on1[0];
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torque[i1][0] += torque2on1[0];
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torque[i1][1] += torque2on1[1];
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torque[i1][1] += torque2on1[1];
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torque[i1][2] += torque2on1[2];
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torque[i1][2] += torque2on1[2];
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@ -818,21 +818,22 @@ double BondBPMRotational::single(int type, double rsq, int i, int j, double &ffo
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// set single_extra quantities
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// set single_extra quantities
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MathExtra::scale3(smooth, force1on2);
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svector[0] = r0_mag;
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svector[0] = r0_mag;
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if (flipped) {
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if (flipped) {
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svector[1] = -r0[0];
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svector[1] = -r0[0];
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svector[2] = -r0[1];
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svector[2] = -r0[1];
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svector[3] = -r0[2];
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svector[3] = -r0[2];
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svector[4] = force1on2[0] * smooth;
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svector[4] = force1on2[0];
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svector[5] = force1on2[1] * smooth;
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svector[5] = force1on2[1];
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svector[6] = force1on2[2] * smooth;
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svector[6] = force1on2[2];
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} else {
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} else {
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svector[1] = r0[0];
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svector[1] = r0[0];
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svector[2] = r0[1];
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svector[2] = r0[1];
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svector[3] = r0[2];
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svector[3] = r0[2];
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svector[4] = -force1on2[0] * smooth;
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svector[4] = -force1on2[0];
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svector[5] = -force1on2[1] * smooth;
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svector[5] = -force1on2[1];
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svector[6] = -force1on2[2] * smooth;
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svector[6] = -force1on2[2];
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}
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}
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return 0.0;
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return 0.0;
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