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/////////////////////////////////////////////////////////////
// //
// Copyright (c) 2003-2014 by The University of Queensland //
// Centre for Geoscience Computing //
// http://earth.uq.edu.au/centre-geoscience-computing //
// //
// Primary Business: Brisbane, Queensland, Australia //
// Licensed under the Open Software License version 3.0 //
// http://www.apache.org/licenses/LICENSE-2.0 //
// //
/////////////////////////////////////////////////////////////
#ifndef MODEL_EWALLINTERACTION_HPP
#define MODEL_EWALLINTERACTION_HPP
/*!
constructor for elastic interaction between particle & wall
\param p pointer to the particle
\param w pointer to the wall
\param k spring constant
\param iflag flag if the particle is in the inner part of the local NTable
*/
template <class T>
CElasticWallInteraction<T>::CElasticWallInteraction(T* p,CWall* w,double k,bool iflag):
AWallInteraction<T>(p,w,iflag)
{
double f=1.0;//this->m_p->getRad();;
// scale elastic param
if(!CParticle::getDo2dCalculations()){
// f*=this->m_p->getRad();
f*=3.141592654*this->m_p->getRad();
}
m_k=f*k;
}
/*!
calculate free elastic forces.
*/
template <class T>
void CElasticWallInteraction<T>::calcForces()
{
double dist=(this->m_p->getPos()-this->m_wall->getOrigin())*this->m_wall->getNormal();
// console.XDebug() << "pos, rad, dist: " << this->m_p->getPos() << " " << this->m_p->getRad() << " " << dist << "\n";
if(dist<this->m_p->getRad()){
Vec3 force=m_k*(this->m_p->getRad()-dist)*this->m_wall->getNormal();
Vec3 pos=this->m_p->getPos()-dist*this->m_wall->getNormal();
/* Vec3 disp = this->m_p->getPos()- this->m_p->getOldPos() ;
Vec3 x_d = Vec3(1.0,0.0,0.0);
Vec3 y_d = Vec3(0.0,1.0,0.0);
Vec3 fy_vert = -m_k*disp.Y()*y_d;
Vec3 fx_vert = -m_k*disp.X()*x_d;
force = force+ fx_vert + fy_vert ;*/
// friction wall
/*
Vec3 x_d = Vec3(1.0,0.0,0.0);
Vec3 y_d = Vec3(0.0,1.0,0.0);
Vec3 fx_vert, fy_vert ;
double miu = 1.0;
if ( this->m_p->getVel().X() >0.0) fx_vert = - miu*force.norm()*x_d;
else fx_vert = miu*force.norm()*x_d;
if ( this->m_p->getVel().Y() >0.0) fy_vert = - miu*force.norm()*y_d;
else fy_vert = miu*force.norm()*y_d;
force = force+ fx_vert + fy_vert ;
*/
this->m_p->applyForce(force,pos);
if(this->m_inner_flag) this->m_wall->addForce(-1.0*force);
}
}
/*!
calculate & return free elastic forces, don't apply them
*/
template <class T>
Vec3 CElasticWallInteraction<T>::getForce()
{
Vec3 force=Vec3(0.0,0.0,0.0);
double dist=(this->m_p->getPos()-this->m_wall->getOrigin())*this->m_wall->getNormal();
if(dist<this->m_p->getRad()){
force=m_k*(this->m_p->getRad()-dist)*this->m_wall->getNormal();
}
return -1.0*force;
}
/*!
Get stiffness of the interaction. Returns spring constant (m_k) if
interaction is in contact, 0.0 otherwise.
*/
template <class T>
double CElasticWallInteraction<T>::getStiffness()
{
double res=0.0;
double dist=(this->m_p->getPos()-this->m_wall->getOrigin())*this->m_wall->getNormal();
if(dist<this->m_p->getRad()){
res=m_k;
}
return res;
}
#endif
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