customTorsionForce.cl 2.68 KB
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/**
 * Compute custom torsion forces.
 */

__kernel void computeCustomTorsionForces(int numAtoms, int numTorsions, __global float4* forceBuffers, __global float* energyBuffer,
        __global float4* posq, __global int8* indices
        EXTRA_ARGUMENTS) {
    float energy = 0.0f;
    for (int index = get_global_id(0); index < numTorsions; index += get_global_size(0)) {
        int8 atoms = indices[index];
        float4 a1 = posq[atoms.s0];
        float4 a2 = posq[atoms.s1];
        float4 a3 = posq[atoms.s2];
        float4 a4 = posq[atoms.s3];

        // Compute the force.

        float4 v0 = (float4) (a1.xyz-a2.xyz, 0.0f);
        float4 v1 = (float4) (a3.xyz-a2.xyz, 0.0f);
        float4 v2 = (float4) (a3.xyz-a4.xyz, 0.0f);
        float4 cp0 = cross(v0, v1);
        float4 cp1 = cross(v1, v2);
        float cosangle = dot(normalize(cp0), normalize(cp1));
        float theta;
        if (cosangle > 0.99f || cosangle < -0.99f) {
            // We're close to the singularity in acos(), so take the cross product and use asin() instead.

            float4 cross_prod = cross(cp0, cp1);
            float scale = dot(cp0, cp0)*dot(cp1, cp1);
            theta = asin(sqrt(dot(cross_prod, cross_prod)/scale));
            if (cosangle < 0.0f)
                theta = M_PI-theta;
        }
        else
           theta = acos(cosangle);
        theta = (dot(v0, cp1) >= 0 ? theta : -theta);
        COMPUTE_FORCE
        float normCross1 = dot(cp0, cp0);
        float normSqrBC = dot(v1, v1);
        float normBC = sqrt(normSqrBC);
        float normCross2 = dot(cp1, cp1);
        float dp = 1.0f/normSqrBC;
        float4 ff = (float4) ((-dEdAngle*normBC)/normCross1, dot(v0, v1)*dp, dot(v2, v1)*dp, (dEdAngle*normBC)/normCross2);
        float4 internalF0 = ff.x*cp0;
        float4 internalF3 = ff.w*cp1;
        float4 s = ff.y*internalF0 - ff.z*internalF3;

        // Record the force on each of the four atoms.

        unsigned int offsetA = atoms.s0+atoms.s4*numAtoms;
        unsigned int offsetB = atoms.s1+atoms.s5*numAtoms;
        unsigned int offsetC = atoms.s2+atoms.s6*numAtoms;
        unsigned int offsetD = atoms.s3+atoms.s7*numAtoms;
        float4 forceA = forceBuffers[offsetA];
        float4 forceB = forceBuffers[offsetB];
        float4 forceC = forceBuffers[offsetC];
        float4 forceD = forceBuffers[offsetD];
        forceA.xyz += internalF0.xyz;
        forceB.xyz += s.xyz-internalF0.xyz;
        forceC.xyz += -s.xyz-internalF3.xyz;
        forceD.xyz += internalF3.xyz;
        forceBuffers[offsetA] = forceA;
        forceBuffers[offsetB] = forceB;
        forceBuffers[offsetC] = forceC;
        forceBuffers[offsetD] = forceD;
    }
    energyBuffer[get_global_id(0)] += energy;
}