dynamics 0.1.8

Molecular dynamics
Documentation
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#![allow(non_upper_case_globals)]
#![allow(unused)]

//! This module contains code for modelling bond angles as (unit?) vectors. Or perhaps
//! non-unit vectors including length. It's designed to be explicit and flexible.

// [Includes some common bond angles](https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2810841/)

use std::f64::consts::TAU;

use lin_alg::f64::{Quaternion, Vec3};

// use crate::solvent;

// These lengths are in angstroms.

// Some info here: https://www.ruppweb.org/Xray/tutorial/protein_structure.htm

// For these lengths, reference Amber's `parm19.dat`. All are in Å. Annotated in comments as
// found in `parm19.dat`.
// Double bond len of C' to N.
pub const LEN_CP_N: f64 = 1.335; // C -N
pub const LEN_N_CALPHA: f64 = 1.46;
pub const LEN_CALPHA_CP: f64 = 1.409; // C - CA

pub const LEN_CP_O: f64 = 1.229; // C -O
pub const LEN_CALPHA_H: f64 = 1.080; // CA-CH
pub const LEN_N_H: f64 = 1.010; // H -N;
pub const LEN_C_H: f64 = 1.09; // Note: This varies depending on the side chain.
pub const LEN_O_H: f64 = 0.9572; // In solvent molecules. In proteins, maybe 1.01?
pub const LEN_S_H: f64 = 1.336; // S-H thiol bond length

// Called in the creation of our bond vecs
pub const θ_HOH_ANGLE: f64 = 1.82421813;

pub const TETRA_ANGLE: f64 = 1.9106332; // Angle between any 2 bonds in a tetrahedron.

// Ideal bond angles. There are an approximation; from averages. Consider replacing with something
// more robust later. All angles are in radians. We use degrees with math to match common sources.
// R indicates the side chain.
// Our convention is to base each angle off the anchor bond.

// todo: N is listed as 121.7 or 122.7 depending on which side??
pub const BOND_ANGLE_N_CALPHA_CP: f64 = 122.7 * TAU / 360.; // This is to Calpha and C'.
// pub const BOND_ANGLE_N_CALPHA_H: f64 = 120. * TAU / 360.; // todo: Placeholder; not real data

// Bond from the Calpha atom
pub const BOND_ANGLE_CALPHA_CP_R: f64 = 110.6 * TAU / 360.;
pub const BOND_ANGLE_CALPHA_CP_N: f64 = 111.0 * TAU / 360.;
pub const BOND_ANGLE_CALPHA_CP_H: f64 = 109.5 * TAU / 360.; // todo: Placeholder; Find this.
pub const BOND_ANGLE_CALPHA_N_R: f64 = 110.6 * TAU / 360.; // todo: Placeholder; Find this.

// todo: It would be more consistent to base all bonds off one (eg N), but the value we
// todo found for the sidechain is from CP. Ideally, get CALPHA_N_R.

// Bonds from the C' atom
// Note that these bonds add up to exactly 360, so these must be along
// a circle (in the same plane).
pub const BOND_ANGLE_CP_N_CALPHA: f64 = 117.2 * TAU / 360.;
pub const BOND_ANGLE_CP_N_O: f64 = 122.7 * TAU / 360.;
pub const BOND_ANGLE_CP_CALPHA_O: f64 = 120.1 * TAU / 360.;

// An arbitrary vector that anchors the others
pub const ANCHOR_BOND_VEC: Vec3 = Vec3 {
    x: 1.,
    y: 0.,
    z: 0.,
};

// These bonds are unit vecs populated by init_local_bond_vecs.

// We use `static mut` here instead of constant, since we need non-const fns (like sin and cos, and
// the linear algebra operations that operate on them) in their construction.
pub const CALPHA_CP_BOND: Vec3 = ANCHOR_BOND_VEC;

pub static mut CALPHA_N_BOND: Vec3 = Vec3 {
    x: 0.,
    y: 0.,
    z: 0.,
};

pub static mut CALPHA_R_BOND: Vec3 = Vec3 {
    x: 0.,
    y: 0.,
    z: 0.,
};

pub static mut CALPHA_H_BOND: Vec3 = Vec3 {
    x: 0.,
    y: 0.,
    z: 0.,
};

pub const CP_N_BOND: Vec3 = ANCHOR_BOND_VEC;

pub static mut CP_CALPHA_BOND: Vec3 = Vec3 {
    x: 0.,
    y: 0.,
    z: 0.,
};

// The O bond on CP turns out to be [-0.5402403204776551, 0, 0.841510781945306], given our calculated
// anchors for the N and Calpha bonds on it.
pub static mut CP_O_BOND: Vec3 = Vec3 {
    // todo: These are arbitrary values
    x: 0.,
    y: 0.,
    z: 0.,
};

pub const N_CALPHA_BOND: Vec3 = ANCHOR_BOND_VEC;

pub static mut N_CP_BOND: Vec3 = Vec3 {
    x: 0.,
    y: 0.,
    z: 0.,
};

pub static mut N_H_BOND: Vec3 = Vec3 {
    x: 0.,
    y: 0.,
    z: 0.,
};

pub const O_CP_BOND: Vec3 = ANCHOR_BOND_VEC;
pub const H_CALPHA_BOND: Vec3 = ANCHOR_BOND_VEC;
pub const H_N_BOND: Vec3 = ANCHOR_BOND_VEC;

// These are updated in `init_local_bond_vecs`.

// Generic bond geometry; real world values vary slightly from this. Initialized below.

// *const* substitute for `Tetrahedral`.
pub const TETRA_A: Vec3 = ANCHOR_BOND_VEC;
pub static mut TETRA_B: Vec3 = Vec3 {
    x: 0.,
    y: 0.,
    z: 0.,
};
pub static mut TETRA_C: Vec3 = Vec3 {
    x: 0.,
    y: 0.,
    z: 0.,
};
pub static mut TETRA_D: Vec3 = Vec3 {
    x: 0.,
    y: 0.,
    z: 0.,
};

pub const PLANAR3_A: Vec3 = ANCHOR_BOND_VEC;
pub static mut PLANAR3_B: Vec3 = Vec3 {
    x: 0.,
    y: 0.,
    z: 0.,
};
pub static mut PLANAR3_C: Vec3 = Vec3 {
    x: 0.,
    y: 0.,
    z: 0.,
};

pub const RING_BOND_IN: Vec3 = Vec3 {
    // The anchor vec
    x: 1.,
    y: 0.,
    z: 0.,
};

pub const WATER_BOND_H_A: Vec3 = ANCHOR_BOND_VEC;
pub static mut WATER_BOND_H_B: Vec3 = Vec3 {
    x: 0.,
    y: 0.,
    z: 0.,
};

pub static mut WATER_BOND_M: Vec3 = Vec3 {
    x: 0.,
    y: 0.,
    z: 0.,
};

// Formular for N-sided ring: TAU/2 - TAU/N
// 1.884955
// These ring bond out angles are for planar rings, with the input being the anchor vec.
pub static mut RING5_BOND_OUT: Vec3 = Vec3 {
    x: 0.,
    y: 0.,
    z: 0.,
};

// Other direction.
pub static mut RING5_BOND_OUT_B: Vec3 = Vec3 {
    x: 0.,
    y: 0.,
    z: 0.,
};

// 2.094395
pub static mut RING6_BOND_OUT: Vec3 = Vec3 {
    x: 0.,
    y: 0.,
    z: 0.,
};

// Other direction.
pub static mut RING6_BOND_OUT_B: Vec3 = Vec3 {
    x: 0.,
    y: 0.,
    z: 0.,
};

// H Dummy bonds, for semantic clarity. They're the same, but we need both in our forward-kinematics API.
pub const H_BOND_IN: Vec3 = Vec3 {
    x: 1.,
    y: 0.,
    z: 0.,
};
pub const H_BOND_OUT: Vec3 = Vec3 {
    x: 1.,
    y: 0.,
    z: 0.,
};

// todo: How should we handle O? Generally double-bonded to a C with no continued chain?
pub const O_BOND_IN: Vec3 = Vec3 {
    x: 1.,
    y: 0.,
    z: 0.,
};

// todo:  What should this be? Can it rotate freely??
// todo: Should it be a different fixed angle? Currently have it slightly greater than TAU/4, initialized
// todo below
pub static mut O_BOND_OUT: Vec3 = Vec3 {
    x: 0.,
    y: 0.,
    z: 0.,
};

/// 4 tetrahedral bonds. Eg Carbon.
pub struct Tetrahedral {
    pub bond_a: Vec3,
    pub bond_b: Vec3,
    pub bond_c: Vec3,
    pub bond_d: Vec3,
}

impl Default for Tetrahedral {
    fn default() -> Self {
        // Z is an arbitrary orthonormal vec to the anchor vec.
        let z = Vec3::new(0., 0., 1.);

        let r1 = z;
        let r2 = Quaternion::from_axis_angle(ANCHOR_BOND_VEC, TAU / 3.).rotate_vec(z);
        let r3 = Quaternion::from_axis_angle(ANCHOR_BOND_VEC, TAU * 2. / 3.).rotate_vec(z);

        Self {
            bond_a: ANCHOR_BOND_VEC,
            bond_b: Quaternion::from_axis_angle(r1, TETRA_ANGLE).rotate_vec(ANCHOR_BOND_VEC),
            bond_c: Quaternion::from_axis_angle(r2, TETRA_ANGLE).rotate_vec(ANCHOR_BOND_VEC),
            bond_d: Quaternion::from_axis_angle(r3, TETRA_ANGLE).rotate_vec(ANCHOR_BOND_VEC),
        }
    }
}

/// 3 roughly-planar bonds. Eg Nitrogen.
pub struct Planar3 {
    pub bond_a: Vec3,
    pub bond_b: Vec3,
    pub bond_c: Vec3,
}

impl Default for Planar3 {
    /// Equal spacing in a plane.
    fn default() -> Self {
        let z = Vec3::new(0., 0., 1.);

        Self {
            bond_a: ANCHOR_BOND_VEC,
            bond_b: Quaternion::from_axis_angle(z, TAU / 3.).rotate_vec(ANCHOR_BOND_VEC),
            bond_c: Quaternion::from_axis_angle(z, TAU * 2. / 3.).rotate_vec(ANCHOR_BOND_VEC),
        }
    }
}

/// Rotate a vector in 3d a given angle, given a rotation plane.
fn rotate_vec(start: Vec3, angle: f64, rot_plane_norm: Vec3) -> Vec3 {
    let rotation = Quaternion::from_axis_angle(rot_plane_norm, angle);
    rotation.rotate_vec(start)
}

/// Find the third bond by iterating over rotation axes, and using the one that provides
/// the closest match. For each rotation axis, we apply one bond angle as a constraint, and
/// attempt to minimize the second one.
/// The initial rotation plane norm is the plane used to find bond2 by rotating bond1 around it.
fn find_third_bond_vec(
    bond1: Vec3,
    bond2: Vec3,
    angle_1_3: f64,
    angle_2_3: f64,
    bond2_rot_plane_norm: Vec3,
) -> Vec3 {
    // The angle between bond 2 and 3 must be within this (radians) to find our result.
    const EPS: f64 = 0.01;
    // The number of rotation plane to try.
    const N_PLANES: usize = 120;

    let rot_plane_incr = TAU / N_PLANES as f64;

    let mut result = Vec3::new_zero();

    // Rotate vec1 along different rotation planes, starting with the one we used to find bond2.
    // This approximates the set of vectors orthonormal to the anchor vec (bond1)
    for i in 0..N_PLANES {
        let iterated_rot_plane_norm =
            rotate_vec(bond2_rot_plane_norm, rot_plane_incr * i as f64, bond1);

        // Rotate bond 1 around the angle between bond 1 and 3, along our iterated rotation angle.
        result = rotate_vec(bond1, angle_1_3, iterated_rot_plane_norm);

        // Measure the other constraint; the angle between bond 1 and our bond3 candidate.
        let angle_2_3_meas = (bond2.dot(result)).acos();

        // Compare the other constraint against the target; the bond 1-3 angle.
        if (angle_2_3_meas - angle_2_3).abs() < EPS {
            break;
        }
    }

    result
}

/// Calculate local bond vectors based on relative angles, and arbitrary constants.
/// The absolute bonds used are arbitrary; their positions relative to each other are
/// defined by the bond angles.
/// As an arbitrary convention, we'll make the first vector the one to the next atom
/// in the chain, and the second to the previous. The third is for C'oxygen, or Cα side chain.
pub fn init_local_bond_vecs() {
    // Calculate (arbitrary) vectors normal to the anchor vectors for each atom.
    // Find the second bond vector by rotating the first around this by the angle
    // between the two.
    // Given we're anchoring the initial vecs to a specific vector
    // ANCHOR_BOND_VEC = (1, 0, 0), we can
    // skip this and use a known orthonormal vec to it like 0, 1, 0.

    // let normal_cα = Vec3::new(0., 1., 0.).cross(CALPHA_CP_BOND);

    // We use this normal plane for all rotations if the bond are in plane. We use it for
    // the first rotation if not.
    let rot_plane_norm = Vec3::new(0., 0., 1.);

    // The first bond vectors are defined as the anchor vec. These are Calpha's CP bond, Cp's N bond,
    // and N's Calpha bond. They are also the generic geometry's `bond_a` for planar and tetrahedral.

    unsafe {
        // Store globals for generic geometric bond angles, to prevent repeated calculation.
        let tetra = Tetrahedral::default();
        // TETRA_A = tetra.bond_a; // const; anchor
        TETRA_B = tetra.bond_b;
        TETRA_C = tetra.bond_c;
        TETRA_D = tetra.bond_d;

        let planar3 = Planar3::default();
        // PLANAR3_A = planar3.bond_a; // const; anchor
        PLANAR3_B = planar3.bond_b;
        PLANAR3_C = planar3.bond_c;

        let z = Vec3::new(0., 0., 1.);
        let bond_angle_ring5 = TAU / 2. - TAU / 5.;
        let bond_angle_ring6 = TAU / 2. - TAU / 6.;
        let bond_angle_ho = TAU * 0.3;
        let bond_angle_water = θ_HOH_ANGLE;

        RING5_BOND_OUT =
            Quaternion::from_axis_angle(z, bond_angle_ring5).rotate_vec(ANCHOR_BOND_VEC);
        RING6_BOND_OUT =
            Quaternion::from_axis_angle(z, bond_angle_ring6).rotate_vec(ANCHOR_BOND_VEC);

        RING5_BOND_OUT_B =
            Quaternion::from_axis_angle(z, -bond_angle_ring5).rotate_vec(ANCHOR_BOND_VEC);
        RING6_BOND_OUT_B =
            Quaternion::from_axis_angle(z, -bond_angle_ring6).rotate_vec(ANCHOR_BOND_VEC);

        O_BOND_OUT = Quaternion::from_axis_angle(z, bond_angle_ho).rotate_vec(ANCHOR_BOND_VEC);

        WATER_BOND_H_B =
            Quaternion::from_axis_angle(z, bond_angle_water).rotate_vec(ANCHOR_BOND_VEC);
        WATER_BOND_M =
            Quaternion::from_axis_angle(z, bond_angle_water / 2.).rotate_vec(ANCHOR_BOND_VEC);

        // Find the second bond vectors. The initial anchor bonds (eg `CALPHA_CP_BOND`) are rotated
        // along the (underconstrained) normal plane above.
        CALPHA_N_BOND = rotate_vec(CALPHA_CP_BOND, BOND_ANGLE_CALPHA_CP_N, rot_plane_norm);
        CP_CALPHA_BOND = rotate_vec(CP_N_BOND, BOND_ANGLE_CP_N_CALPHA, rot_plane_norm);
        N_CP_BOND = rotate_vec(N_CALPHA_BOND, BOND_ANGLE_N_CALPHA_CP, rot_plane_norm);

        // todo: We don't have actual H measurements; using a dummy angle for now.
        // todo: Rather than assume it's in plane, we may need to apply the `find_third_bond_vec`
        // todo logic below to find H atom locations.
        N_H_BOND = rotate_vec(N_CALPHA_BOND, TAU * 2. / 3., rot_plane_norm);

        // todo: To find the 3rd (and later 4th, ie hydrogen-to-atom) bonds, we we
        // todo taking an iterative approach based on that above. Long-term, you should
        // todo be able to calculate one of 2 valid choices (for carbon).

        CALPHA_R_BOND = find_third_bond_vec(
            CALPHA_CP_BOND,
            CALPHA_N_BOND,
            BOND_ANGLE_CALPHA_CP_R,
            BOND_ANGLE_CALPHA_N_R,
            rot_plane_norm,
        );

        // println!("CALPHA_R_BOND {:?}", CALPHA_R_BOND);
        // println!("CALPHA_N_BOND {:?}", CALPHA_N_BOND);
        // println!("CALPHA_CP_BOND {:?}", CALPHA_CP_BOND);

        // Using generic tetrahedron geometry for now, since we don't have average measured angles.
        CALPHA_H_BOND = tetra.bond_d;

        CP_O_BOND = find_third_bond_vec(
            CP_N_BOND,
            CP_CALPHA_BOND,
            BOND_ANGLE_CP_N_O,
            BOND_ANGLE_CP_CALPHA_O,
            rot_plane_norm,
        );

        // todo: The other ones.

        // Find vectors from C' to O, and Cα to R, given the previous 2 bonds for each.
    }
}

/// Given two positions, find the third planar position. Uses the central_posit_0 distance
/// for the computed distances.
pub fn find_planar_posit(central: Vec3, posit_0: Vec3, posit_1: Vec3) -> Vec3 {
    let r = (posit_0 - central).magnitude();
    let u0 = (posit_0 - central).to_normalized();
    let u1 = (posit_1 - central).to_normalized();

    let mut dir = -(u0 + u1);
    if dir.magnitude_squared() < 1e-12 {
        let a = if u0.x.abs() < 0.9 {
            Vec3::new(1.0, 0.0, 0.0)
        } else {
            Vec3::new(0.0, 1.0, 0.0)
        };
        dir = (a - u0 * a.dot(u0)).to_normalized();
    } else {
        dir = dir.to_normalized();
    }
    central + dir * r
}

/// Given two satelite positions, find the third and fourth tetrahedral position. Uses the central, posit_0 distance
/// for the computed distances.
pub fn find_tetra_posits(central: Vec3, posit_0: Vec3, posit_1: Vec3) -> (Vec3, Vec3) {
    let r = (posit_0 - central).magnitude();
    let u0 = (posit_0 - central).to_normalized();
    let mut u1p = posit_1 - central;

    if u1p.magnitude_squared() < 1e-24 {
        let a = if u0.x.abs() < 0.9 {
            Vec3::new(1.0, 0.0, 0.0)
        } else {
            Vec3::new(0.0, 1.0, 0.0)
        };
        u1p = (a - u0 * a.dot(u0)).to_normalized();
    } else {
        u1p = (u1p - u0 * u1p.dot(u0)).to_normalized();
    }
    let u2p = u0.cross(u1p);

    let s = (1.0f64 / 3.0).sqrt();
    let v0 = Vec3::new(s, s, s);
    let v1 = Vec3::new(s, -s, -s);
    let v2 = Vec3::new(-s, s, -s);
    let v3 = Vec3::new(-s, -s, s);

    let asrc = v0.to_normalized();
    let bsrc = (v1 - asrc * v1.dot(asrc)).to_normalized();
    let csrc = asrc.cross(bsrc);

    let adst = u0;
    let bdst = u1p;
    let cdst = u2p;

    let m = |v: Vec3| -> Vec3 {
        let x = v.dot(asrc);
        let y = v.dot(bsrc);
        let z = v.dot(csrc);
        adst * x + bdst * y + cdst * z
    };

    let u2 = m(v2).to_normalized();
    let u3 = m(v3).to_normalized();
    (central + u2 * r, central + u3 * r)
}

/// Given 3 satellite atoms, find the 4th, in tetrahedral config.
pub fn find_tetra_posit_final(central: Vec3, sat_0: Vec3, sat_1: Vec3, sat_2: Vec3) -> Vec3 {
    let r = (sat_0 - central).magnitude();
    let u0 = (sat_0 - central).to_normalized();
    let mut u1p = sat_1 - central;

    if u1p.magnitude_squared() < 1e-24 {
        let a = if u0.x.abs() < 0.9 {
            Vec3::new(1.0, 0.0, 0.0)
        } else {
            Vec3::new(0.0, 1.0, 0.0)
        };
        u1p = (a - u0 * a.dot(u0)).to_normalized();
    } else {
        u1p = (u1p - u0 * u1p.dot(u0)).to_normalized();
    }
    let u2p = u0.cross(u1p);

    let s = (1.0f64 / 3.0).sqrt();
    let v0 = Vec3::new(s, s, s);
    let v1 = Vec3::new(s, -s, -s);
    let v2 = Vec3::new(-s, s, -s);
    let v3 = Vec3::new(-s, -s, s);

    let asrc = v0.to_normalized();
    let bsrc = (v1 - asrc * v1.dot(asrc)).to_normalized();
    let csrc = asrc.cross(bsrc);

    let adst = u0;
    let bdst = u1p;
    let cdst = u2p;

    let m = |v: Vec3| -> Vec3 {
        let x = v.dot(asrc);
        let y = v.dot(bsrc);
        let z = v.dot(csrc);
        adst * x + bdst * y + cdst * z
    };

    let cand2 = m(v2).to_normalized();
    let cand3 = m(v3).to_normalized();

    let dir2 = sat_2 - central;
    if dir2.magnitude_squared() < 1e-24 {
        // Degenerate: pick either completion deterministically
        return central + cand2 * r;
    }

    let u_given = dir2.to_normalized();
    // If posit_2 matches cand2 better, return cand3; otherwise return cand2.
    let choose_cand3 = u_given.dot(cand2) > u_given.dot(cand3);
    let u_missing = if choose_cand3 { cand3 } else { cand2 };
    central + u_missing * r
}