+++ /dev/null
-/* $RCSfile$
- * $Author: egonw $
- * $Date: 2005-11-10 09:52:44 -0600 (Thu, 10 Nov 2005) $
- * $Revision: 4255 $
- *
- * Some portions of this file have been modified by Robert Hanson hansonr.at.stolaf.edu 2012-2017
- * for use in SwingJS via transpilation into JavaScript using Java2Script.
- *
- * Copyright (C) 2003-2005 The Jmol Development Team
- *
- * Contact: jmol-developers@lists.sf.net
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation; either
- * version 2.1 of the License, or (at your option) any later version.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
- */
-package javajs.util;
-
-import javajs.api.EigenInterface;
-
-import javajs.api.Interface;
-
-
-
-
-//import org.jmol.script.T;
-
-final public class Measure {
-
- public final static float radiansPerDegree = (float) (2 * Math.PI / 360);
-
- public static float computeAngle(T3 pointA, T3 pointB, T3 pointC, V3 vectorBA, V3 vectorBC, boolean asDegrees) {
- vectorBA.sub2(pointA, pointB);
- vectorBC.sub2(pointC, pointB);
- float angle = vectorBA.angle(vectorBC);
- return (asDegrees ? angle / radiansPerDegree : angle);
- }
-
- public static float computeAngleABC(T3 pointA, T3 pointB, T3 pointC, boolean asDegrees) {
- V3 vectorBA = new V3();
- V3 vectorBC = new V3();
- return computeAngle(pointA, pointB, pointC, vectorBA, vectorBC, asDegrees);
- }
-
- public static float computeTorsion(T3 p1, T3 p2, T3 p3, T3 p4, boolean asDegrees) {
-
- float ijx = p1.x - p2.x;
- float ijy = p1.y - p2.y;
- float ijz = p1.z - p2.z;
-
- float kjx = p3.x - p2.x;
- float kjy = p3.y - p2.y;
- float kjz = p3.z - p2.z;
-
- float klx = p3.x - p4.x;
- float kly = p3.y - p4.y;
- float klz = p3.z - p4.z;
-
- float ax = ijy * kjz - ijz * kjy;
- float ay = ijz * kjx - ijx * kjz;
- float az = ijx * kjy - ijy * kjx;
- float cx = kjy * klz - kjz * kly;
- float cy = kjz * klx - kjx * klz;
- float cz = kjx * kly - kjy * klx;
-
- float ai2 = 1f / (ax * ax + ay * ay + az * az);
- float ci2 = 1f / (cx * cx + cy * cy + cz * cz);
-
- float ai = (float) Math.sqrt(ai2);
- float ci = (float) Math.sqrt(ci2);
- float denom = ai * ci;
- float cross = ax * cx + ay * cy + az * cz;
- float cosang = cross * denom;
- if (cosang > 1) {
- cosang = 1;
- }
- if (cosang < -1) {
- cosang = -1;
- }
-
- float torsion = (float) Math.acos(cosang);
- float dot = ijx * cx + ijy * cy + ijz * cz;
- float absDot = Math.abs(dot);
- torsion = (dot / absDot > 0) ? torsion : -torsion;
- return (asDegrees ? torsion / radiansPerDegree : torsion);
- }
-
- /**
- * This method calculates measures relating to two points in space
- * with related quaternion frame difference. It is used in Jmol for
- * calculating straightness and many other helical quantities.
- *
- * @param a
- * @param b
- * @param dq
- * @return new T3[] { pt_a_prime, n, r, P3.new3(theta, pitch, residuesPerTurn), pt_b_prime };
- */
- public static T3[] computeHelicalAxis(P3 a, P3 b, Quat dq) {
-
- // b
- // | /|
- // | / |
- // | / |
- // |/ c
- // b'+ / \
- // | / \ Vcb = Vab . n
- // n | / \d Vda = (Vcb - Vab) / 2
- // |/theta \
- // a'+---------a
- // r
-
- V3 vab = new V3();
- vab.sub2(b, a);
- /*
- * testing here to see if directing the normal makes any difference -- oddly
- * enough, it does not. When n = -n and theta = -theta vab.n is reversed,
- * and that magnitude is multiplied by n in generating the A'-B' vector.
- *
- * a negative angle implies a left-handed axis (sheets)
- */
- float theta = dq.getTheta();
- V3 n = dq.getNormal();
- float v_dot_n = vab.dot(n);
- if (Math.abs(v_dot_n) < 0.0001f)
- v_dot_n = 0;
- V3 va_prime_d = new V3();
- va_prime_d.cross(vab, n);
- if (va_prime_d.dot(va_prime_d) != 0)
- va_prime_d.normalize();
- V3 vda = new V3();
- V3 vcb = V3.newV(n);
- if (v_dot_n == 0)
- v_dot_n = PT.FLOAT_MIN_SAFE; // allow for perpendicular axis to vab
- vcb.scale(v_dot_n);
- vda.sub2(vcb, vab);
- vda.scale(0.5f);
- va_prime_d.scale(theta == 0 ? 0 : (float) (vda.length() / Math.tan(theta
- / 2 / 180 * Math.PI)));
- V3 r = V3.newV(va_prime_d);
- if (theta != 0)
- r.add(vda);
- P3 pt_a_prime = P3.newP(a);
- pt_a_prime.sub(r);
- // already done this. ??
- if (v_dot_n != PT.FLOAT_MIN_SAFE)
- n.scale(v_dot_n);
- // must calculate directed angle:
- P3 pt_b_prime = P3.newP(pt_a_prime);
- pt_b_prime.add(n);
- theta = computeTorsion(a, pt_a_prime, pt_b_prime, b, true);
- if (Float.isNaN(theta) || r.length() < 0.0001f)
- theta = dq.getThetaDirectedV(n); // allow for r = 0
- // anything else is an array
- float residuesPerTurn = Math.abs(theta == 0 ? 0 : 360f / theta);
- float pitch = Math.abs(v_dot_n == PT.FLOAT_MIN_SAFE ? 0 : n.length()
- * (theta == 0 ? 1 : 360f / theta));
- return new T3[] { pt_a_prime, n, r, P3.new3(theta, pitch, residuesPerTurn), pt_b_prime };
- }
-
- public static P4 getPlaneThroughPoints(T3 pointA,
- T3 pointB,
- T3 pointC, V3 vNorm,
- V3 vAB, P4 plane) {
- float w = getNormalThroughPoints(pointA, pointB, pointC, vNorm, vAB);
- plane.set4(vNorm.x, vNorm.y, vNorm.z, w);
- return plane;
- }
-
- public static void getPlaneThroughPoint(T3 pt, V3 normal, P4 plane) {
- plane.set4(normal.x, normal.y, normal.z, -normal.dot(pt));
- }
-
- public static float distanceToPlane(P4 plane, T3 pt) {
- return (plane == null ? Float.NaN
- : (plane.dot(pt) + plane.w) / (float) Math.sqrt(plane.dot(plane)));
- }
-
- public static float directedDistanceToPlane(P3 pt, P4 plane, P3 ptref) {
- float f = plane.dot(pt) + plane.w;
- float f1 = plane.dot(ptref) + plane.w;
- return Math.signum(f1) * f / (float) Math.sqrt(plane.dot(plane));
- }
-
- public static float distanceToPlaneD(P4 plane, float d, P3 pt) {
- return (plane == null ? Float.NaN : (plane.dot(pt) + plane.w) / d);
- }
-
- public static float distanceToPlaneV(V3 norm, float w, P3 pt) {
- return (norm == null ? Float.NaN
- : (norm.dot(pt) + w) / (float) Math.sqrt(norm.dot(norm)));
- }
-
- /**
- * note that if vAB or vAC is dispensible, vNormNorm can be one of them
- * @param pointA
- * @param pointB
- * @param pointC
- * @param vNormNorm
- * @param vAB
- */
- public static void calcNormalizedNormal(T3 pointA, T3 pointB,
- T3 pointC, T3 vNormNorm, T3 vAB) {
- vAB.sub2(pointB, pointA);
- vNormNorm.sub2(pointC, pointA);
- vNormNorm.cross(vAB, vNormNorm);
- vNormNorm.normalize();
- }
-
- public static float getDirectedNormalThroughPoints(T3 pointA,
- T3 pointB, T3 pointC, T3 ptRef, V3 vNorm,
- V3 vAB) {
- // for x = plane({atomno=1}, {atomno=2}, {atomno=3}, {atomno=4})
- float nd = getNormalThroughPoints(pointA, pointB, pointC, vNorm, vAB);
- if (ptRef != null) {
- P3 pt0 = P3.newP(pointA);
- pt0.add(vNorm);
- float d = pt0.distance(ptRef);
- pt0.sub2(pointA, vNorm);
- if (d > pt0.distance(ptRef)) {
- vNorm.scale(-1);
- nd = -nd;
- }
- }
- return nd;
- }
-
- /**
- * @param pointA
- * @param pointB
- * @param pointC
- * @param vNorm
- * @param vTemp
- * @return w
- */
- public static float getNormalThroughPoints(T3 pointA, T3 pointB,
- T3 pointC, T3 vNorm, T3 vTemp) {
- // for Polyhedra
- calcNormalizedNormal(pointA, pointB, pointC, vNorm, vTemp);
- // ax + by + cz + d = 0
- // so if a point is in the plane, then N dot X = -d
- vTemp.setT(pointA);
- return -vTemp.dot(vNorm);
- }
-
- public static void getPlaneProjection(P3 pt, P4 plane, P3 ptProj, V3 vNorm) {
- float dist = distanceToPlane(plane, pt);
- vNorm.set(plane.x, plane.y, plane.z);
- vNorm.normalize();
- vNorm.scale(-dist);
- ptProj.add2(pt, vNorm);
- }
-
- /**
- *
- * @param ptCenter
- * @param ptA
- * @param ptB
- * @param ptC
- * @param isOutward
- * @param normal set to be opposite to direction of ptCenter from ABC
- * @param vTemp
- * @return true if winding is CCW; false if CW
- */
- public static boolean getNormalFromCenter(P3 ptCenter, P3 ptA, P3 ptB, P3 ptC,
- boolean isOutward, V3 normal, V3 vTemp) {
- float d = getNormalThroughPoints(ptA, ptB, ptC, normal, vTemp);
- boolean isReversed = (distanceToPlaneV(normal, d, ptCenter) > 0);
- if (isReversed == isOutward)
- normal.scale(-1f);
- return !isReversed;
- }
-
- public final static V3 axisY = V3.new3(0, 1, 0);
-
- public static void getNormalToLine(P3 pointA, P3 pointB,
- V3 vNormNorm) {
- // vector in xy plane perpendicular to a line between two points RMH
- vNormNorm.sub2(pointA, pointB);
- vNormNorm.cross(vNormNorm, axisY);
- vNormNorm.normalize();
- if (Float.isNaN(vNormNorm.x))
- vNormNorm.set(1, 0, 0);
- }
-
- public static void getBisectingPlane(P3 pointA, V3 vAB,
- T3 ptTemp, V3 vTemp, P4 plane) {
- ptTemp.scaleAdd2(0.5f, vAB, pointA);
- vTemp.setT(vAB);
- vTemp.normalize();
- getPlaneThroughPoint(ptTemp, vTemp, plane);
- }
-
- public static void projectOntoAxis(P3 point, P3 axisA,
- V3 axisUnitVector,
- V3 vectorProjection) {
- vectorProjection.sub2(point, axisA);
- float projectedLength = vectorProjection.dot(axisUnitVector);
- point.scaleAdd2(projectedLength, axisUnitVector, axisA);
- vectorProjection.sub2(point, axisA);
- }
-
- public static void calcBestAxisThroughPoints(P3[] points, P3 axisA,
- V3 axisUnitVector,
- V3 vectorProjection,
- int nTriesMax) {
- // just a crude starting point.
-
- int nPoints = points.length;
- axisA.setT(points[0]);
- axisUnitVector.sub2(points[nPoints - 1], axisA);
- axisUnitVector.normalize();
-
- /*
- * We now calculate the least-squares 3D axis
- * through the helix alpha carbons starting with Vo
- * as a first approximation.
- *
- * This uses the simple 0-centered least squares fit:
- *
- * Y = M cross Xi
- *
- * minimizing R^2 = SUM(|Y - Yi|^2)
- *
- * where Yi is the vector PERPENDICULAR of the point onto axis Vo
- * and Xi is the vector PROJECTION of the point onto axis Vo
- * and M is a vector adjustment
- *
- * M = SUM_(Xi cross Yi) / sum(|Xi|^2)
- *
- * from which we arrive at:
- *
- * V = Vo + (M cross Vo)
- *
- * Basically, this is just a 3D version of a
- * standard 2D least squares fit to a line, where we would say:
- *
- * y = m xi + b
- *
- * D = n (sum xi^2) - (sum xi)^2
- *
- * m = [(n sum xiyi) - (sum xi)(sum yi)] / D
- * b = [(sum yi) (sum xi^2) - (sum xi)(sum xiyi)] / D
- *
- * but here we demand that the line go through the center, so we
- * require (sum xi) = (sum yi) = 0, so b = 0 and
- *
- * m = (sum xiyi) / (sum xi^2)
- *
- * In 3D we do the same but
- * instead of x we have Vo,
- * instead of multiplication we use cross products
- *
- * A bit of iteration is necessary.
- *
- * Bob Hanson 11/2006
- *
- */
-
- calcAveragePointN(points, nPoints, axisA);
-
- int nTries = 0;
- while (nTries++ < nTriesMax
- && findAxis(points, nPoints, axisA, axisUnitVector, vectorProjection) > 0.001) {
- }
-
- /*
- * Iteration here gets the job done.
- * We now find the projections of the endpoints onto the axis
- *
- */
-
- P3 tempA = P3.newP(points[0]);
- projectOntoAxis(tempA, axisA, axisUnitVector, vectorProjection);
- axisA.setT(tempA);
- }
-
- public static float findAxis(P3[] points, int nPoints, P3 axisA,
- V3 axisUnitVector, V3 vectorProjection) {
- V3 sumXiYi = new V3();
- V3 vTemp = new V3();
- P3 pt = new P3();
- P3 ptProj = new P3();
- V3 a = V3.newV(axisUnitVector);
-
- float sum_Xi2 = 0;
- for (int i = nPoints; --i >= 0;) {
- pt.setT(points[i]);
- ptProj.setT(pt);
- projectOntoAxis(ptProj, axisA, axisUnitVector,
- vectorProjection);
- vTemp.sub2(pt, ptProj);
- //sum_Yi2 += vTemp.lengthSquared();
- vTemp.cross(vectorProjection, vTemp);
- sumXiYi.add(vTemp);
- sum_Xi2 += vectorProjection.lengthSquared();
- }
- V3 m = V3.newV(sumXiYi);
- m.scale(1 / sum_Xi2);
- vTemp.cross(m, axisUnitVector);
- axisUnitVector.add(vTemp);
- axisUnitVector.normalize();
- //check for change in direction by measuring vector difference length
- vTemp.sub2(axisUnitVector, a);
- return vTemp.length();
- }
-
-
- public static void calcAveragePoint(P3 pointA, P3 pointB,
- P3 pointC) {
- pointC.set((pointA.x + pointB.x) / 2, (pointA.y + pointB.y) / 2,
- (pointA.z + pointB.z) / 2);
- }
-
- public static void calcAveragePointN(P3[] points, int nPoints,
- P3 averagePoint) {
- averagePoint.setT(points[0]);
- for (int i = 1; i < nPoints; i++)
- averagePoint.add(points[i]);
- averagePoint.scale(1f / nPoints);
- }
-
- public static Lst<P3> transformPoints(Lst<P3> vPts, M4 m4, P3 center) {
- Lst<P3> v = new Lst<P3>();
- for (int i = 0; i < vPts.size(); i++) {
- P3 pt = P3.newP(vPts.get(i));
- pt.sub(center);
- m4.rotTrans(pt);
- pt.add(center);
- v.addLast(pt);
- }
- return v;
- }
-
- public static boolean isInTetrahedron(P3 pt, P3 ptA, P3 ptB,
- P3 ptC, P3 ptD,
- P4 plane, V3 vTemp,
- V3 vTemp2, boolean fullyEnclosed) {
- boolean b = (distanceToPlane(getPlaneThroughPoints(ptC, ptD, ptA, vTemp, vTemp2, plane), pt) >= 0);
- if (b != (distanceToPlane(getPlaneThroughPoints(ptA, ptD, ptB, vTemp, vTemp2, plane), pt) >= 0))
- return false;
- if (b != (distanceToPlane(getPlaneThroughPoints(ptB, ptD, ptC, vTemp, vTemp2, plane), pt) >= 0))
- return false;
- float d = distanceToPlane(getPlaneThroughPoints(ptA, ptB, ptC, vTemp, vTemp2, plane), pt);
- if (fullyEnclosed)
- return (b == (d >= 0));
- float d1 = distanceToPlane(plane, ptD);
- return d1 * d <= 0 || Math.abs(d1) > Math.abs(d);
- }
-
-
- /**
- *
- * @param plane1
- * @param plane2
- * @return [ point, vector ] or []
- */
- public static Lst<Object> getIntersectionPP(P4 plane1, P4 plane2) {
- float a1 = plane1.x;
- float b1 = plane1.y;
- float c1 = plane1.z;
- float d1 = plane1.w;
- float a2 = plane2.x;
- float b2 = plane2.y;
- float c2 = plane2.z;
- float d2 = plane2.w;
- V3 norm1 = V3.new3(a1, b1, c1);
- V3 norm2 = V3.new3(a2, b2, c2);
- V3 nxn = new V3();
- nxn.cross(norm1, norm2);
- float ax = Math.abs(nxn.x);
- float ay = Math.abs(nxn.y);
- float az = Math.abs(nxn.z);
- float x, y, z, diff;
- int type = (ax > ay ? (ax > az ? 1 : 3) : ay > az ? 2 : 3);
- switch(type) {
- case 1:
- x = 0;
- diff = (b1 * c2 - b2 * c1);
- if (Math.abs(diff) < 0.01) return null;
- y = (c1 * d2 - c2 * d1) / diff;
- z = (b2 * d1 - d2 * b1) / diff;
- break;
- case 2:
- diff = (a1 * c2 - a2 * c1);
- if (Math.abs(diff) < 0.01) return null;
- x = (c1 * d2 - c2 * d1) / diff;
- y = 0;
- z = (a2 * d1 - d2 * a1) / diff;
- break;
- case 3:
- default:
- diff = (a1 * b2 - a2 * b1);
- if (Math.abs(diff) < 0.01) return null;
- x = (b1 * d2 - b2 * d1) / diff;
- y = (a2 * d1 - d2 * a1) / diff;
- z = 0;
- }
- Lst<Object>list = new Lst<Object>();
- list.addLast(P3.new3(x, y, z));
- nxn.normalize();
- list.addLast(nxn);
- return list;
- }
-
- /**
- *
- * @param pt1 point on line
- * @param v unit vector of line
- * @param plane
- * @param ptRet point of intersection of line with plane
- * @param tempNorm
- * @param vTemp
- * @return ptRtet
- */
- public static P3 getIntersection(P3 pt1, V3 v,
- P4 plane, P3 ptRet, V3 tempNorm, V3 vTemp) {
- getPlaneProjection(pt1, plane, ptRet, tempNorm);
- tempNorm.set(plane.x, plane.y, plane.z);
- tempNorm.normalize();
- if (v == null)
- v = V3.newV(tempNorm);
- float l_dot_n = v.dot(tempNorm);
- if (Math.abs(l_dot_n) < 0.01) return null;
- vTemp.sub2(ptRet, pt1);
- ptRet.scaleAdd2(vTemp.dot(tempNorm) / l_dot_n, v, pt1);
- return ptRet;
- }
-
- /*
- * public static Point3f getTriangleIntersection(Point3f a1, Point3f a2,
- * Point3f a3, Point4f plane, Point3f b1, Point3f b2, Point3f b3, Vector3f
- * vNorm, Vector3f vTemp, Point3f ptRet, Point3f ptTemp, Vector3f vTemp2,
- * Point4f pTemp, Vector3f vTemp3) {
- *
- * if (getTriangleIntersection(b1, b2, a1, a2, a3, vTemp, plane, vNorm,
- * vTemp2, vTemp3, ptRet, ptTemp)) return ptRet; if
- * (getTriangleIntersection(b2, b3, a1, a2, a3, vTemp, plane, vNorm, vTemp2,
- * vTemp3, ptRet, ptTemp)) return ptRet; if (getTriangleIntersection(b3, b1,
- * a1, a2, a3, vTemp, plane, vNorm, vTemp2, vTemp3, ptRet, ptTemp)) return
- * ptRet; return null; }
- */
- /*
- * public static boolean getTriangleIntersection(Point3f b1, Point3f b2,
- * Point3f a1, Point3f a2, Point3f a3, Vector3f vTemp, Point4f plane, Vector3f
- * vNorm, Vector3f vTemp2, Vector3f vTemp3, Point3f ptRet, Point3f ptTemp) {
- * if (distanceToPlane(plane, b1) * distanceToPlane(plane, b2) >= 0) return
- * false; vTemp.sub(b2, b1); vTemp.normalize(); if (getIntersection(b1, vTemp,
- * plane, ptRet, vNorm, vTemp2) != null) { if (isInTriangle(ptRet, a1, a2, a3,
- * vTemp, vTemp2, vTemp3)) return true; } return false; } private static
- * boolean isInTriangle(Point3f p, Point3f a, Point3f b, Point3f c, Vector3f
- * v0, Vector3f v1, Vector3f v2) { // from
- * http://www.blackpawn.com/texts/pointinpoly/default.html // Compute
- * barycentric coordinates v0.sub(c, a); v1.sub(b, a); v2.sub(p, a); float
- * dot00 = v0.dot(v0); float dot01 = v0.dot(v1); float dot02 = v0.dot(v2);
- * float dot11 = v1.dot(v1); float dot12 = v1.dot(v2); float invDenom = 1 /
- * (dot00 * dot11 - dot01 * dot01); float u = (dot11 * dot02 - dot01 * dot12)
- * * invDenom; float v = (dot00 * dot12 - dot01 * dot02) * invDenom; return (u
- * > 0 && v > 0 && u + v < 1); }
- */
-
- /**
- * Closed-form solution of absolute orientation requiring 1:1 mapping of
- * positions.
- *
- * @param centerAndPoints
- * @param retStddev
- * @return unit quaternion representation rotation
- *
- * @author hansonr Bob Hanson
- *
- */
- public static Quat calculateQuaternionRotation(P3[][] centerAndPoints,
- float[] retStddev) {
- /*
- * see Berthold K. P. Horn,
- * "Closed-form solution of absolute orientation using unit quaternions" J.
- * Opt. Soc. Amer. A, 1987, Vol. 4, pp. 629-642
- * http://www.opticsinfobase.org/viewmedia.cfm?uri=josaa-4-4-629&seq=0
- *
- *
- * A similar treatment was developed independently (and later!) by G.
- * Kramer, in G. R. Kramer,
- * "Superposition of Molecular Structures Using Quaternions" Molecular
- * Simulation, 1991, Vol. 7, pp. 113-119.
- *
- * In that treatment there is a lot of unnecessary calculation along the
- * trace of matrix M (eqn 20). I'm not sure why the extra x^2 + y^2 + z^2 +
- * x'^2 + y'^2 + z'^2 is in there, but they are unnecessary and only
- * contribute to larger numerical averaging errors and additional processing
- * time, as far as I can tell. Adding aI, where a is a scalar and I is the
- * 4x4 identity just offsets the eigenvalues but doesn't change the
- * eigenvectors.
- *
- * and Lydia E. Kavraki, "Molecular Distance Measures"
- * http://cnx.org/content/m11608/latest/
- */
-
-
- retStddev[1] = Float.NaN;
- Quat q = new Quat();
- P3[] ptsA = centerAndPoints[0];
- P3[] ptsB = centerAndPoints[1];
- int nPts = ptsA.length - 1;
- if (nPts < 2 || ptsA.length != ptsB.length)
- return q;
- double Sxx = 0, Sxy = 0, Sxz = 0, Syx = 0, Syy = 0, Syz = 0, Szx = 0, Szy = 0, Szz = 0;
- P3 ptA = new P3();
- P3 ptB = new P3();
- P3 ptA0 = ptsA[0];
- P3 ptB0 = ptsB[0];
- for (int i = nPts + 1; --i >= 1;) {
- ptA.sub2(ptsA[i], ptA0);
- ptB.sub2(ptsB[i], ptB0);
- Sxx += (double) ptA.x * (double) ptB.x;
- Sxy += (double) ptA.x * (double) ptB.y;
- Sxz += (double) ptA.x * (double) ptB.z;
- Syx += (double) ptA.y * (double) ptB.x;
- Syy += (double) ptA.y * (double) ptB.y;
- Syz += (double) ptA.y * (double) ptB.z;
- Szx += (double) ptA.z * (double) ptB.x;
- Szy += (double) ptA.z * (double) ptB.y;
- Szz += (double) ptA.z * (double) ptB.z;
- }
- retStddev[0] = getRmsd(centerAndPoints, q);
- double[][] N = new double[4][4];
- N[0][0] = Sxx + Syy + Szz;
- N[0][1] = N[1][0] = Syz - Szy;
- N[0][2] = N[2][0] = Szx - Sxz;
- N[0][3] = N[3][0] = Sxy - Syx;
-
- N[1][1] = Sxx - Syy - Szz;
- N[1][2] = N[2][1] = Sxy + Syx;
- N[1][3] = N[3][1] = Szx + Sxz;
-
- N[2][2] = -Sxx + Syy - Szz;
- N[2][3] = N[3][2] = Syz + Szy;
-
- N[3][3] = -Sxx - Syy + Szz;
-
- // this construction prevents JavaScript from requiring preloading of Eigen
-
- float[] v = ((EigenInterface) Interface.getInterface("javajs.util.Eigen"))
- .setM(N).getEigenvectorsFloatTransposed()[3];
- q = Quat.newP4(P4.new4(v[1], v[2], v[3], v[0]));
- retStddev[1] = getRmsd(centerAndPoints, q);
- return q;
- }
-
- /**
- * Fills a 4x4 matrix with rotation-translation of mapped points A to B.
- * If centerA is null, this is a standard 4x4 rotation-translation matrix;
- * otherwise, this 4x4 matrix is a rotation around a vector through the center of ptsA,
- * and centerA is filled with that center;
- * Prior to Jmol 14.3.12_2014.02.14, when used from the JmolScript compare() function,
- * this method returned the second of these options instead of the first.
- *
- * @param ptsA
- * @param ptsB
- * @param m 4x4 matrix to be returned
- * @param centerA return center of rotation; if null, then standard 4x4 matrix is returned
- * @return stdDev
- */
- public static float getTransformMatrix4(Lst<P3> ptsA, Lst<P3> ptsB, M4 m,
- P3 centerA) {
- P3[] cptsA = getCenterAndPoints(ptsA);
- P3[] cptsB = getCenterAndPoints(ptsB);
- float[] retStddev = new float[2];
- Quat q = calculateQuaternionRotation(new P3[][] { cptsA, cptsB },
- retStddev);
- M3 r = q.getMatrix();
- if (centerA == null)
- r.rotate(cptsA[0]);
- else
- centerA.setT(cptsA[0]);
- V3 t = V3.newVsub(cptsB[0], cptsA[0]);
- m.setMV(r, t);
- return retStddev[1];
- }
-
- /**
- * from a list of points, create an array that includes the center
- * point as the first point. This array is used as a starting point for
- * a quaternion analysis of superposition.
- *
- * @param vPts
- * @return array of points with first point center
- */
- public static P3[] getCenterAndPoints(Lst<P3> vPts) {
- int n = vPts.size();
- P3[] pts = new P3[n + 1];
- pts[0] = new P3();
- if (n > 0) {
- for (int i = 0; i < n; i++) {
- pts[0].add(pts[i + 1] = vPts.get(i));
- }
- pts[0].scale(1f / n);
- }
- return pts;
- }
-
- public static float getRmsd(P3[][] centerAndPoints, Quat q) {
- double sum2 = 0;
- P3[] ptsA = centerAndPoints[0];
- P3[] ptsB = centerAndPoints[1];
- P3 cA = ptsA[0];
- P3 cB = ptsB[0];
- int n = ptsA.length - 1;
- P3 ptAnew = new P3();
-
- for (int i = n + 1; --i >= 1;) {
- ptAnew.sub2(ptsA[i], cA);
- q.transform2(ptAnew, ptAnew).add(cB);
- sum2 += ptAnew.distanceSquared(ptsB[i]);
- }
- return (float) Math.sqrt(sum2 / n);
- }
-
-}