/* -*- c++ -*- ---------------------------------------------------------- LAMMPS - Large-scale Atomic/Molecular Massively Parallel Simulator https://www.lammps.org/, Sandia National Laboratories LAMMPS development team: developers@lammps.org Copyright (2003) Sandia Corporation. Under the terms of Contract DE-AC04-94AL85000 with Sandia Corporation, the U.S. Government retains certain rights in this software. This software is distributed under the GNU General Public License. See the README file in the top-level LAMMPS directory. ------------------------------------------------------------------------- */ /* ---------------------------------------------------------------------- Contributing author: Mike Brown (SNL) ------------------------------------------------------------------------- */ #ifndef LMP_MATH_EXTRA_H #define LMP_MATH_EXTRA_H #include namespace MathExtra { // 3 vector operations inline void copy3(const double *v, double *ans); inline void zero3(double *v); inline void norm3(double *v); inline void normalize3(const double *v, double *ans); inline void snormalize3(const double, const double *v, double *ans); inline void negate3(double *v); inline void scale3(const double s, double *v); inline void scale3(const double s, const double *v, double *ans); inline void add3(const double *v1, const double *v2, double *ans); inline void scaleadd3(const double s, const double *v1, const double *v2, double *ans); inline void scaleadd3(const double s1, const double *v1, const double s2, const double *v2, double *ans); inline void sub3(const double *v1, const double *v2, double *ans); inline double len3(const double *v); inline double lensq3(const double *v); inline double distsq3(const double *v1, const double *v2); inline double dot3(const double *v1, const double *v2); inline void cross3(const double *v1, const double *v2, double *ans); // 3x3 matrix operations inline void zeromat3(double m[3][3]); inline void zeromat3(double **m); inline void col2mat(const double *ex, const double *ey, const double *ez, double m[3][3]); inline double det3(const double mat[3][3]); inline void diag_times3(const double *d, const double m[3][3], double ans[3][3]); inline void times3_diag(const double m[3][3], const double *d, double ans[3][3]); inline void plus3(const double m[3][3], const double m2[3][3], double ans[3][3]); inline void plus3(const double m[3][3], double **m2, double **ans); inline void minus3(const double m[3][3], const double m2[3][3], double ans[3][3]); inline void minus3(double **m, const double m2[3][3], double ans[3][3]); inline void times3(const double m[3][3], const double m2[3][3], double ans[3][3]); inline void transpose_times3(const double m[3][3], const double m2[3][3], double ans[3][3]); inline void times3_transpose(const double m[3][3], const double m2[3][3], double ans[3][3]); inline void invert3(const double mat[3][3], double ans[3][3]); inline void matvec(const double mat[3][3], const double *vec, double *ans); inline void matvec(const double *ex, const double *ey, const double *ez, const double *vec, double *ans); inline void transpose_matvec(const double mat[3][3], const double *vec, double *ans); inline void transpose_matvec(const double *ex, const double *ey, const double *ez, const double *v, double *ans); inline void transpose_diag3(const double m[3][3], const double *d, double ans[3][3]); inline void vecmat(const double *v, const double m[3][3], double *ans); inline void scalar_times3(const double f, double m[3][3]); inline void outer3(const double *v1, const double *v2, double ans[3][3]); void write3(const double mat[3][3]); int mldivide3(const double mat[3][3], const double *vec, double *ans); void rotate(double matrix[3][3], int i, int j, int k, int l, double s, double tau); void richardson(double *q, double *m, double *w, double *moments, double dtq); void richardson_sphere(double *q, double *w, double dtq); void no_squish_rotate(int k, double *p, double *q, double *inertia, double dt); // shape matrix operations // upper-triangular 3x3 matrix stored in Voigt ordering as 6-vector inline void multiply_shape_shape(const double *one, const double *two, double *ans); // quaternion operations inline void qnormalize(double *q); inline void qconjugate(double *q, double *qc); inline void vecquat(double *a, double *b, double *c); inline void quatvec(double *a, double *b, double *c); inline void quatquat(double *a, double *b, double *c); inline void invquatvec(double *a, double *b, double *c); inline void quatrotvec(double *a, double *b, double *c); inline void axisangle_to_quat(const double *v, const double angle, double *quat); void angmom_to_omega(double *m, double *ex, double *ey, double *ez, double *idiag, double *w); void omega_to_angmom(double *w, double *ex, double *ey, double *ez, double *idiag, double *m); void mq_to_omega(double *m, double *q, double *moments, double *w); void exyz_to_q(double *ex, double *ey, double *ez, double *q); void q_to_exyz(double *q, double *ex, double *ey, double *ez); void quat_to_mat(const double *quat, double mat[3][3]); void quat_to_mat_trans(const double *quat, double mat[3][3]); // rotation operations inline void rotation_generator_x(const double m[3][3], double ans[3][3]); inline void rotation_generator_y(const double m[3][3], double ans[3][3]); inline void rotation_generator_z(const double m[3][3], double ans[3][3]); void BuildRxMatrix(double R[3][3], const double angle); void BuildRyMatrix(double R[3][3], const double angle); void BuildRzMatrix(double R[3][3], const double angle); // moment of inertia operations void inertia_ellipsoid(double *shape, double *quat, double mass, double *inertia); void inertia_line(double length, double theta, double mass, double *inertia); void inertia_triangle(double *v0, double *v1, double *v2, double mass, double *inertia); void inertia_triangle(double *idiag, double *quat, double mass, double *inertia); } // namespace MathExtra /* ---------------------------------------------------------------------- copy a vector, return in ans ------------------------------------------------------------------------- */ inline void MathExtra::copy3(const double *v, double *ans) { ans[0] = v[0]; ans[1] = v[1]; ans[2] = v[2]; } /* ---------------------------------------------------------------------- set vector equal to zero ------------------------------------------------------------------------- */ inline void MathExtra::zero3(double *v) { v[0] = 0.0; v[1] = 0.0; v[2] = 0.0; } /* ---------------------------------------------------------------------- normalize a vector in place ------------------------------------------------------------------------- */ inline void MathExtra::norm3(double *v) { const double val = v[0] * v[0] + v[1] * v[1] + v[2] * v[2]; if (val > 0.0) { const double scale = 1.0 / sqrt(val); v[0] *= scale; v[1] *= scale; v[2] *= scale; } } /* ---------------------------------------------------------------------- normalize a vector, return in ans ------------------------------------------------------------------------- */ inline void MathExtra::normalize3(const double *v, double *ans) { const double val = v[0] * v[0] + v[1] * v[1] + v[2] * v[2]; if (val > 0.0) { double scale = 1.0 / sqrt(val); ans[0] = v[0] * scale; ans[1] = v[1] * scale; ans[2] = v[2] * scale; } } /* ---------------------------------------------------------------------- scale a vector to length ------------------------------------------------------------------------- */ inline void MathExtra::snormalize3(const double length, const double *v, double *ans) { const double val = v[0] * v[0] + v[1] * v[1] + v[2] * v[2]; if (val > 0.0) { double scale = length / sqrt(val); ans[0] = v[0] * scale; ans[1] = v[1] * scale; ans[2] = v[2] * scale; } } /* ---------------------------------------------------------------------- negate vector v ------------------------------------------------------------------------- */ inline void MathExtra::negate3(double *v) { v[0] = -v[0]; v[1] = -v[1]; v[2] = -v[2]; } /* ---------------------------------------------------------------------- scale vector v by s ------------------------------------------------------------------------- */ inline void MathExtra::scale3(const double s, double *v) { v[0] *= s; v[1] *= s; v[2] *= s; } /* ---------------------------------------------------------------------- scale vector v by s and store in ans ------------------------------------------------------------------------- */ inline void MathExtra::scale3(const double s, const double *v, double *ans) { ans[0] = s * v[0]; ans[1] = s * v[1]; ans[2] = s * v[2]; } /* ---------------------------------------------------------------------- ans = v1 + v2 ------------------------------------------------------------------------- */ inline void MathExtra::add3(const double *v1, const double *v2, double *ans) { ans[0] = v1[0] + v2[0]; ans[1] = v1[1] + v2[1]; ans[2] = v1[2] + v2[2]; } /* ---------------------------------------------------------------------- ans = s*v1 + v2 ------------------------------------------------------------------------- */ inline void MathExtra::scaleadd3(const double s, const double *v1, const double *v2, double *ans) { ans[0] = s * v1[0] + v2[0]; ans[1] = s * v1[1] + v2[1]; ans[2] = s * v1[2] + v2[2]; } /* ---------------------------------------------------------------------- ans = s1*v1 + s2*v2 ------------------------------------------------------------------------- */ inline void MathExtra::scaleadd3(const double s1, const double *v1, const double s2, const double *v2, double *ans) { ans[0] = s1 * v1[0] + s2 * v2[0]; ans[1] = s1 * v1[1] + s2 * v2[1]; ans[2] = s1 * v1[2] + s2 * v2[2]; } /* ---------------------------------------------------------------------- ans = v1 - v2 ------------------------------------------------------------------------- */ inline void MathExtra::sub3(const double *v1, const double *v2, double *ans) { ans[0] = v1[0] - v2[0]; ans[1] = v1[1] - v2[1]; ans[2] = v1[2] - v2[2]; } /* ---------------------------------------------------------------------- length of vector v ------------------------------------------------------------------------- */ inline double MathExtra::len3(const double *v) { return sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); } /* ---------------------------------------------------------------------- squared length of vector v, or dot product of v with itself ------------------------------------------------------------------------- */ inline double MathExtra::lensq3(const double *v) { return v[0] * v[0] + v[1] * v[1] + v[2] * v[2]; } /* ---------------------------------------------------------------------- ans = distance squared between pts v1 and v2 ------------------------------------------------------------------------- */ inline double MathExtra::distsq3(const double *v1, const double *v2) { double dx = v1[0] - v2[0]; double dy = v1[1] - v2[1]; double dz = v1[2] - v2[2]; return dx * dx + dy * dy + dz * dz; } /* ---------------------------------------------------------------------- dot product of 2 vectors ------------------------------------------------------------------------- */ inline double MathExtra::dot3(const double *v1, const double *v2) { return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2]; } /* ---------------------------------------------------------------------- cross product of 2 vectors ------------------------------------------------------------------------- */ inline void MathExtra::cross3(const double *v1, const double *v2, double *ans) { ans[0] = v1[1] * v2[2] - v1[2] * v2[1]; ans[1] = v1[2] * v2[0] - v1[0] * v2[2]; ans[2] = v1[0] * v2[1] - v1[1] * v2[0]; } /* ---------------------------------------------------------------------- construct matrix from 3 column vectors ------------------------------------------------------------------------- */ void MathExtra::col2mat(const double *ex, const double *ey, const double *ez, double m[3][3]) { m[0][0] = ex[0]; m[1][0] = ex[1]; m[2][0] = ex[2]; m[0][1] = ey[0]; m[1][1] = ey[1]; m[2][1] = ey[2]; m[0][2] = ez[0]; m[1][2] = ez[1]; m[2][2] = ez[2]; } /* ---------------------------------------------------------------------- determinant of a matrix ------------------------------------------------------------------------- */ inline double MathExtra::det3(const double m[3][3]) { double ans = m[0][0] * m[1][1] * m[2][2] - m[0][0] * m[1][2] * m[2][1] - m[1][0] * m[0][1] * m[2][2] + m[1][0] * m[0][2] * m[2][1] + m[2][0] * m[0][1] * m[1][2] - m[2][0] * m[0][2] * m[1][1]; return ans; } /* ---------------------------------------------------------------------- diagonal matrix times a full matrix ------------------------------------------------------------------------- */ inline void MathExtra::diag_times3(const double *d, const double m[3][3], double ans[3][3]) { ans[0][0] = d[0] * m[0][0]; ans[0][1] = d[0] * m[0][1]; ans[0][2] = d[0] * m[0][2]; ans[1][0] = d[1] * m[1][0]; ans[1][1] = d[1] * m[1][1]; ans[1][2] = d[1] * m[1][2]; ans[2][0] = d[2] * m[2][0]; ans[2][1] = d[2] * m[2][1]; ans[2][2] = d[2] * m[2][2]; } /* ---------------------------------------------------------------------- full matrix times a diagonal matrix ------------------------------------------------------------------------- */ void MathExtra::times3_diag(const double m[3][3], const double *d, double ans[3][3]) { ans[0][0] = m[0][0] * d[0]; ans[0][1] = m[0][1] * d[1]; ans[0][2] = m[0][2] * d[2]; ans[1][0] = m[1][0] * d[0]; ans[1][1] = m[1][1] * d[1]; ans[1][2] = m[1][2] * d[2]; ans[2][0] = m[2][0] * d[0]; ans[2][1] = m[2][1] * d[1]; ans[2][2] = m[2][2] * d[2]; } /* ---------------------------------------------------------------------- add two matrices ------------------------------------------------------------------------- */ inline void MathExtra::plus3(const double m[3][3], const double m2[3][3], double ans[3][3]) { ans[0][0] = m[0][0] + m2[0][0]; ans[0][1] = m[0][1] + m2[0][1]; ans[0][2] = m[0][2] + m2[0][2]; ans[1][0] = m[1][0] + m2[1][0]; ans[1][1] = m[1][1] + m2[1][1]; ans[1][2] = m[1][2] + m2[1][2]; ans[2][0] = m[2][0] + m2[2][0]; ans[2][1] = m[2][1] + m2[2][1]; ans[2][2] = m[2][2] + m2[2][2]; } /* ---------------------------------------------------------------------- multiply mat1 times mat2 ------------------------------------------------------------------------- */ inline void MathExtra::times3(const double m[3][3], const double m2[3][3], double ans[3][3]) { ans[0][0] = m[0][0] * m2[0][0] + m[0][1] * m2[1][0] + m[0][2] * m2[2][0]; ans[0][1] = m[0][0] * m2[0][1] + m[0][1] * m2[1][1] + m[0][2] * m2[2][1]; ans[0][2] = m[0][0] * m2[0][2] + m[0][1] * m2[1][2] + m[0][2] * m2[2][2]; ans[1][0] = m[1][0] * m2[0][0] + m[1][1] * m2[1][0] + m[1][2] * m2[2][0]; ans[1][1] = m[1][0] * m2[0][1] + m[1][1] * m2[1][1] + m[1][2] * m2[2][1]; ans[1][2] = m[1][0] * m2[0][2] + m[1][1] * m2[1][2] + m[1][2] * m2[2][2]; ans[2][0] = m[2][0] * m2[0][0] + m[2][1] * m2[1][0] + m[2][2] * m2[2][0]; ans[2][1] = m[2][0] * m2[0][1] + m[2][1] * m2[1][1] + m[2][2] * m2[2][1]; ans[2][2] = m[2][0] * m2[0][2] + m[2][1] * m2[1][2] + m[2][2] * m2[2][2]; } /* ---------------------------------------------------------------------- multiply the transpose of mat1 times mat2 ------------------------------------------------------------------------- */ inline void MathExtra::transpose_times3(const double m[3][3], const double m2[3][3], double ans[3][3]) { ans[0][0] = m[0][0] * m2[0][0] + m[1][0] * m2[1][0] + m[2][0] * m2[2][0]; ans[0][1] = m[0][0] * m2[0][1] + m[1][0] * m2[1][1] + m[2][0] * m2[2][1]; ans[0][2] = m[0][0] * m2[0][2] + m[1][0] * m2[1][2] + m[2][0] * m2[2][2]; ans[1][0] = m[0][1] * m2[0][0] + m[1][1] * m2[1][0] + m[2][1] * m2[2][0]; ans[1][1] = m[0][1] * m2[0][1] + m[1][1] * m2[1][1] + m[2][1] * m2[2][1]; ans[1][2] = m[0][1] * m2[0][2] + m[1][1] * m2[1][2] + m[2][1] * m2[2][2]; ans[2][0] = m[0][2] * m2[0][0] + m[1][2] * m2[1][0] + m[2][2] * m2[2][0]; ans[2][1] = m[0][2] * m2[0][1] + m[1][2] * m2[1][1] + m[2][2] * m2[2][1]; ans[2][2] = m[0][2] * m2[0][2] + m[1][2] * m2[1][2] + m[2][2] * m2[2][2]; } /* ---------------------------------------------------------------------- multiply mat1 times transpose of mat2 ------------------------------------------------------------------------- */ inline void MathExtra::times3_transpose(const double m[3][3], const double m2[3][3], double ans[3][3]) { ans[0][0] = m[0][0] * m2[0][0] + m[0][1] * m2[0][1] + m[0][2] * m2[0][2]; ans[0][1] = m[0][0] * m2[1][0] + m[0][1] * m2[1][1] + m[0][2] * m2[1][2]; ans[0][2] = m[0][0] * m2[2][0] + m[0][1] * m2[2][1] + m[0][2] * m2[2][2]; ans[1][0] = m[1][0] * m2[0][0] + m[1][1] * m2[0][1] + m[1][2] * m2[0][2]; ans[1][1] = m[1][0] * m2[1][0] + m[1][1] * m2[1][1] + m[1][2] * m2[1][2]; ans[1][2] = m[1][0] * m2[2][0] + m[1][1] * m2[2][1] + m[1][2] * m2[2][2]; ans[2][0] = m[2][0] * m2[0][0] + m[2][1] * m2[0][1] + m[2][2] * m2[0][2]; ans[2][1] = m[2][0] * m2[1][0] + m[2][1] * m2[1][1] + m[2][2] * m2[1][2]; ans[2][2] = m[2][0] * m2[2][0] + m[2][1] * m2[2][1] + m[2][2] * m2[2][2]; } /* ---------------------------------------------------------------------- invert a matrix does NOT check for singular or badly scaled matrix ------------------------------------------------------------------------- */ inline void MathExtra::invert3(const double m[3][3], double ans[3][3]) { double den = m[0][0] * m[1][1] * m[2][2] - m[0][0] * m[1][2] * m[2][1]; den += -m[1][0] * m[0][1] * m[2][2] + m[1][0] * m[0][2] * m[2][1]; den += m[2][0] * m[0][1] * m[1][2] - m[2][0] * m[0][2] * m[1][1]; ans[0][0] = (m[1][1] * m[2][2] - m[1][2] * m[2][1]) / den; ans[0][1] = -(m[0][1] * m[2][2] - m[0][2] * m[2][1]) / den; ans[0][2] = (m[0][1] * m[1][2] - m[0][2] * m[1][1]) / den; ans[1][0] = -(m[1][0] * m[2][2] - m[1][2] * m[2][0]) / den; ans[1][1] = (m[0][0] * m[2][2] - m[0][2] * m[2][0]) / den; ans[1][2] = -(m[0][0] * m[1][2] - m[0][2] * m[1][0]) / den; ans[2][0] = (m[1][0] * m[2][1] - m[1][1] * m[2][0]) / den; ans[2][1] = -(m[0][0] * m[2][1] - m[0][1] * m[2][0]) / den; ans[2][2] = (m[0][0] * m[1][1] - m[0][1] * m[1][0]) / den; } /* ---------------------------------------------------------------------- matrix times vector ------------------------------------------------------------------------- */ inline void MathExtra::matvec(const double m[3][3], const double *v, double *ans) { ans[0] = m[0][0] * v[0] + m[0][1] * v[1] + m[0][2] * v[2]; ans[1] = m[1][0] * v[0] + m[1][1] * v[1] + m[1][2] * v[2]; ans[2] = m[2][0] * v[0] + m[2][1] * v[1] + m[2][2] * v[2]; } /* ---------------------------------------------------------------------- matrix times vector ------------------------------------------------------------------------- */ inline void MathExtra::matvec(const double *ex, const double *ey, const double *ez, const double *v, double *ans) { ans[0] = ex[0] * v[0] + ey[0] * v[1] + ez[0] * v[2]; ans[1] = ex[1] * v[0] + ey[1] * v[1] + ez[1] * v[2]; ans[2] = ex[2] * v[0] + ey[2] * v[1] + ez[2] * v[2]; } /* ---------------------------------------------------------------------- transposed matrix times vector ------------------------------------------------------------------------- */ inline void MathExtra::transpose_matvec(const double m[3][3], const double *v, double *ans) { ans[0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0] * v[2]; ans[1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1] * v[2]; ans[2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2]; } /* ---------------------------------------------------------------------- transposed matrix times vector ------------------------------------------------------------------------- */ inline void MathExtra::transpose_matvec(const double *ex, const double *ey, const double *ez, const double *v, double *ans) { ans[0] = ex[0] * v[0] + ex[1] * v[1] + ex[2] * v[2]; ans[1] = ey[0] * v[0] + ey[1] * v[1] + ey[2] * v[2]; ans[2] = ez[0] * v[0] + ez[1] * v[1] + ez[2] * v[2]; } /* ---------------------------------------------------------------------- transposed matrix times diagonal matrix ------------------------------------------------------------------------- */ inline void MathExtra::transpose_diag3(const double m[3][3], const double *d, double ans[3][3]) { ans[0][0] = m[0][0] * d[0]; ans[0][1] = m[1][0] * d[1]; ans[0][2] = m[2][0] * d[2]; ans[1][0] = m[0][1] * d[0]; ans[1][1] = m[1][1] * d[1]; ans[1][2] = m[2][1] * d[2]; ans[2][0] = m[0][2] * d[0]; ans[2][1] = m[1][2] * d[1]; ans[2][2] = m[2][2] * d[2]; } /* ---------------------------------------------------------------------- row vector times matrix ------------------------------------------------------------------------- */ inline void MathExtra::vecmat(const double *v, const double m[3][3], double *ans) { ans[0] = v[0] * m[0][0] + v[1] * m[1][0] + v[2] * m[2][0]; ans[1] = v[0] * m[0][1] + v[1] * m[1][1] + v[2] * m[2][1]; ans[2] = v[0] * m[0][2] + v[1] * m[1][2] + v[2] * m[2][2]; } /* ---------------------------------------------------------------------- matrix times scalar, in place ------------------------------------------------------------------------- */ inline void MathExtra::scalar_times3(const double f, double m[3][3]) { m[0][0] *= f; m[0][1] *= f; m[0][2] *= f; m[1][0] *= f; m[1][1] *= f; m[1][2] *= f; m[2][0] *= f; m[2][1] *= f; m[2][2] *= f; } /* ---------------------------------------------------------------------- multiply 2 shape matrices upper-triangular 3x3, stored as 6-vector in Voigt ordering ------------------------------------------------------------------------- */ inline void MathExtra::multiply_shape_shape(const double *one, const double *two, double *ans) { ans[0] = one[0] * two[0]; ans[1] = one[1] * two[1]; ans[2] = one[2] * two[2]; ans[3] = one[1] * two[3] + one[3] * two[2]; ans[4] = one[0] * two[4] + one[5] * two[3] + one[4] * two[2]; ans[5] = one[0] * two[5] + one[5] * two[1]; } /* ---------------------------------------------------------------------- normalize a quaternion ------------------------------------------------------------------------- */ inline void MathExtra::qnormalize(double *q) { double norm = 1.0 / sqrt(q[0] * q[0] + q[1] * q[1] + q[2] * q[2] + q[3] * q[3]); q[0] *= norm; q[1] *= norm; q[2] *= norm; q[3] *= norm; } /* ---------------------------------------------------------------------- conjugate of a quaternion: qc = conjugate of q assume q is of unit length ------------------------------------------------------------------------- */ inline void MathExtra::qconjugate(double *q, double *qc) { qc[0] = q[0]; qc[1] = -q[1]; qc[2] = -q[2]; qc[3] = -q[3]; } /* ---------------------------------------------------------------------- vector-quaternion multiply: c = a*b, where a = (0,a) ------------------------------------------------------------------------- */ inline void MathExtra::vecquat(double *a, double *b, double *c) { c[0] = -a[0] * b[1] - a[1] * b[2] - a[2] * b[3]; c[1] = b[0] * a[0] + a[1] * b[3] - a[2] * b[2]; c[2] = b[0] * a[1] + a[2] * b[1] - a[0] * b[3]; c[3] = b[0] * a[2] + a[0] * b[2] - a[1] * b[1]; } /* ---------------------------------------------------------------------- quaternion-vector multiply: c = a*b, where b = (0,b) ------------------------------------------------------------------------- */ inline void MathExtra::quatvec(double *a, double *b, double *c) { c[0] = -a[1] * b[0] - a[2] * b[1] - a[3] * b[2]; c[1] = a[0] * b[0] + a[2] * b[2] - a[3] * b[1]; c[2] = a[0] * b[1] + a[3] * b[0] - a[1] * b[2]; c[3] = a[0] * b[2] + a[1] * b[1] - a[2] * b[0]; } /* ---------------------------------------------------------------------- quaternion-quaternion multiply: c = a*b ------------------------------------------------------------------------- */ inline void MathExtra::quatquat(double *a, double *b, double *c) { c[0] = a[0] * b[0] - a[1] * b[1] - a[2] * b[2] - a[3] * b[3]; c[1] = a[0] * b[1] + b[0] * a[1] + a[2] * b[3] - a[3] * b[2]; c[2] = a[0] * b[2] + b[0] * a[2] + a[3] * b[1] - a[1] * b[3]; c[3] = a[0] * b[3] + b[0] * a[3] + a[1] * b[2] - a[2] * b[1]; } /* ---------------------------------------------------------------------- quaternion multiply: c = inv(a)*b a is a quaternion b is a four component vector c is a three component vector ------------------------------------------------------------------------- */ inline void MathExtra::invquatvec(double *a, double *b, double *c) { c[0] = -a[1] * b[0] + a[0] * b[1] + a[3] * b[2] - a[2] * b[3]; c[1] = -a[2] * b[0] - a[3] * b[1] + a[0] * b[2] + a[1] * b[3]; c[2] = -a[3] * b[0] + a[2] * b[1] - a[1] * b[2] + a[0] * b[3]; } /* ---------------------------------------------------------------------- quaternion rotation of vector: c = a*b*conj(a) a is a quaternion b is a three component vector c is a three component vector ------------------------------------------------------------------------- */ inline void MathExtra::quatrotvec(double *a, double *b, double *c) { double temp[4]; // temp = a*b temp[0] = -a[1] * b[0] - a[2] * b[1] - a[3] * b[2]; temp[1] = a[0] * b[0] + a[2] * b[2] - a[3] * b[1]; temp[2] = a[0] * b[1] + a[3] * b[0] - a[1] * b[2]; temp[3] = a[0] * b[2] + a[1] * b[1] - a[2] * b[0]; // c = temp*conj(a) c[0] = -a[1] * temp[0] + a[0] * temp[1] - a[3] * temp[2] + a[2] * temp[3]; c[1] = -a[2] * temp[0] + a[3] * temp[1] + a[0] * temp[2] - a[1] * temp[3]; c[2] = -a[3] * temp[0] - a[2] * temp[1] + a[1] * temp[2] + a[0] * temp[3]; } /* ---------------------------------------------------------------------- compute quaternion from axis-angle rotation v MUST be a unit vector ------------------------------------------------------------------------- */ inline void MathExtra::axisangle_to_quat(const double *v, const double angle, double *quat) { double halfa = 0.5 * angle; double sina = sin(halfa); quat[0] = cos(halfa); quat[1] = v[0] * sina; quat[2] = v[1] * sina; quat[3] = v[2] * sina; } /* ---------------------------------------------------------------------- Apply principal rotation generator about x to rotation matrix m ------------------------------------------------------------------------- */ inline void MathExtra::rotation_generator_x(const double m[3][3], double ans[3][3]) { ans[0][0] = 0; ans[0][1] = -m[0][2]; ans[0][2] = m[0][1]; ans[1][0] = 0; ans[1][1] = -m[1][2]; ans[1][2] = m[1][1]; ans[2][0] = 0; ans[2][1] = -m[2][2]; ans[2][2] = m[2][1]; } /* ---------------------------------------------------------------------- Apply principal rotation generator about y to rotation matrix m ------------------------------------------------------------------------- */ inline void MathExtra::rotation_generator_y(const double m[3][3], double ans[3][3]) { ans[0][0] = m[0][2]; ans[0][1] = 0; ans[0][2] = -m[0][0]; ans[1][0] = m[1][2]; ans[1][1] = 0; ans[1][2] = -m[1][0]; ans[2][0] = m[2][2]; ans[2][1] = 0; ans[2][2] = -m[2][0]; } /* ---------------------------------------------------------------------- Apply principal rotation generator about z to rotation matrix m ------------------------------------------------------------------------- */ inline void MathExtra::rotation_generator_z(const double m[3][3], double ans[3][3]) { ans[0][0] = -m[0][1]; ans[0][1] = m[0][0]; ans[0][2] = 0; ans[1][0] = -m[1][1]; ans[1][1] = m[1][0]; ans[1][2] = 0; ans[2][0] = -m[2][1]; ans[2][1] = m[2][0]; ans[2][2] = 0; } // set matrix to zero inline void MathExtra::zeromat3(double m[3][3]) { m[0][0] = m[0][1] = m[0][2] = 0.0; m[1][0] = m[1][1] = m[1][2] = 0.0; m[2][0] = m[2][1] = m[2][2] = 0.0; } inline void MathExtra::zeromat3(double **m) { m[0][0] = m[0][1] = m[0][2] = 0.0; m[1][0] = m[1][1] = m[1][2] = 0.0; m[2][0] = m[2][1] = m[2][2] = 0.0; } // add two matrices inline void MathExtra::plus3(const double m[3][3], double **m2, double **ans) { ans[0][0] = m[0][0] + m2[0][0]; ans[0][1] = m[0][1] + m2[0][1]; ans[0][2] = m[0][2] + m2[0][2]; ans[1][0] = m[1][0] + m2[1][0]; ans[1][1] = m[1][1] + m2[1][1]; ans[1][2] = m[1][2] + m2[1][2]; ans[2][0] = m[2][0] + m2[2][0]; ans[2][1] = m[2][1] + m2[2][1]; ans[2][2] = m[2][2] + m2[2][2]; } // subtract two matrices inline void MathExtra::minus3(const double m[3][3], const double m2[3][3], double ans[3][3]) { ans[0][0] = m[0][0] - m2[0][0]; ans[0][1] = m[0][1] - m2[0][1]; ans[0][2] = m[0][2] - m2[0][2]; ans[1][0] = m[1][0] - m2[1][0]; ans[1][1] = m[1][1] - m2[1][1]; ans[1][2] = m[1][2] - m2[1][2]; ans[2][0] = m[2][0] - m2[2][0]; ans[2][1] = m[2][1] - m2[2][1]; ans[2][2] = m[2][2] - m2[2][2]; } inline void MathExtra::minus3(double **m, const double m2[3][3], double ans[3][3]) { ans[0][0] = m[0][0] - m2[0][0]; ans[0][1] = m[0][1] - m2[0][1]; ans[0][2] = m[0][2] - m2[0][2]; ans[1][0] = m[1][0] - m2[1][0]; ans[1][1] = m[1][1] - m2[1][1]; ans[1][2] = m[1][2] - m2[1][2]; ans[2][0] = m[2][0] - m2[2][0]; ans[2][1] = m[2][1] - m2[2][1]; ans[2][2] = m[2][2] - m2[2][2]; } // compute outer product of two vectors inline void MathExtra::outer3(const double *v1, const double *v2, double ans[3][3]) { ans[0][0] = v1[0] * v2[0]; ans[0][1] = v1[0] * v2[1]; ans[0][2] = v1[0] * v2[2]; ans[1][0] = v1[1] * v2[0]; ans[1][1] = v1[1] * v2[1]; ans[1][2] = v1[1] * v2[2]; ans[2][0] = v1[2] * v2[0]; ans[2][1] = v1[2] * v2[1]; ans[2][2] = v1[2] * v2[2]; } #endif