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/////////////////////////////////////////////////////////////
// //
// Copyright (c) 2003-2011 by The University of Queensland //
// Earth Systems Science Computational Centre (ESSCC) //
// http://www.uq.edu.au/esscc //
// //
// Primary Business: Brisbane, Queensland, Australia //
// Licensed under the Open Software License version 3.0 //
// http://www.opensource.org/licenses/osl-3.0.php //
// //
/////////////////////////////////////////////////////////////
#include "Corner.h"
/*!
constructor
\param pos the position of the corner
\param id the node id
\param tag the node tag
*/
Corner::Corner(const Vec3& pos,int id, int tag)
{
m_p=pos;
m_old_pos=m_p;
m_id=id;
m_tag=tag;
}
/*!
add Edge to corner
\param edge a pointer to the edge
*/
void Corner::addEdge(Edge* edge)
{
m_edges.push_back(edge);
}
/*!
add Triangle to Corner
\param triangle a pointer to the triangle
*/
void Corner::addTriangle(Triangle* triangle)
{
m_triangles.push_back(triangle);
}
void Corner::applyForce(const Vec3 &f)
{
if (m_triangles.size() > 0)
{
const Vec3 portionF = f*(1.0/m_triangles.size());
for (
std::vector<Triangle *>::iterator it = m_triangles.begin();
it != m_triangles.end();
++it
){
(*it)->applyForce(portionF);
}
}
}
/*!
get distance between corner and point
\param p the point
*/
double Corner::sep(const Vec3& p) const
{
return (m_p-p).norm();
}
/*!
check if the contact between a particle at a point and the
corner is valid or if there is a contact between the particle
and any of the adjacent edges or triangles
\param p the center of the particle
*/
bool Corner::isValidContact(const Vec3& p) const
{
bool res=true;
// check vs. Triangles
vector<Triangle*>::const_iterator titer=m_triangles.begin();
while((titer!=m_triangles.end())&&(res)){
res=!((*titer)->dist(p).first);
titer++;
}
// if no contact with triangle, check vs. Edges
if(res){
vector<Edge*>::const_iterator eiter=m_edges.begin();
while((eiter!=m_edges.end())&&(res)){
res=!((*eiter)->dist(p).first);
eiter++;
}
}
return res;
}
/*!
get the unit direction vector between a point and the corner
\param p the point
*/
Vec3 Corner::getDirectionFromPoint(const Vec3& p) const
{
return (p-m_p).unit();
}
/*!
move the corner
\param d the displacement
*/
void Corner::move(const Vec3& d)
{
m_p+=d;
}
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