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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 //
// //
/////////////////////////////////////////////////////////////
//----------------------------------------------
// CSoftBWallInteractionGroup functions
//----------------------------------------------
#include "Foundation/console.h"
template<class T>
CSoftBWallInteractionGroup<T>::CSoftBWallInteractionGroup(TML_Comm* comm):AWallInteractionGroup<T>(comm)
{}
/*!
Constructor for bonded wall interaction group with direction dependend elasticity
\param comm the communicator
\param wallp a pointer to the wall
\param param the interaction parameters
*/
template<class T>
CSoftBWallInteractionGroup<T>::CSoftBWallInteractionGroup(TML_Comm* comm,CWall* wallp, const CSoftBWallIGP* I)
: AWallInteractionGroup<T>(comm)
{
console.XDebug() << "making CSoftBWallInteractionGroup \n";
m_normalK=I->getNormalK();
m_shearK=I->getShearK();
this->m_wall=wallp;
m_tag=I->getTag();
m_mask=I->getMask();
m_scaling=I->getScaling();
// console.XDebug() << "kx, ky, kz: " << m_kx << ","<< m_ky << ","<< m_kz << "\n";
}
template<class T>
void CSoftBWallInteractionGroup<T>::calcForces()
{
console.XDebug() << "calculating " << m_interactions.size() << " soft bonded wall forces\n" ;
for(
typename vector<CSoftBondedWallInteraction<T> >::iterator it=m_interactions.begin();
it != m_interactions.end();
it++
){
it->calcForces();
}
}
/*!
Apply a given force to the wall. Only forces in the direction of the given force are
considered, free movement is assumed in perpendicular directions.
\param F the force
*/
template<class T>
void CSoftBWallInteractionGroup<T>::applyForce(const Vec3& F)
{
console.XDebug() << "CSoftBWallInteractionGroup<T>::applyForce: F = " << F << "\n";
// calculate local K
double K=0.0;
for (
typename vector<CSoftBondedWallInteraction<T> >::iterator it=m_interactions.begin();
it!=m_interactions.end();
it++){
if(it->isInner()){
K+=it->getStiffness();
console.XDebug() << "CSoftBWallInteractionGroup<T>::applyForce: K = " << K << "\n";
}
}
// get global K
double K_global=this->m_comm->sum_all(K);
console.XDebug() << "CSoftBWallInteractionGroup<T>::applyForce: K_global = " << K_global << "\n";
int it=0;
double d;
Vec3 O_f=F.unit(); // direction of the applied force
console.XDebug() << "CSoftBWallInteractionGroup<T>::applyForce: unitF = " << O_f << "\n";
do{
// calculate local F
Vec3 F_local=Vec3(0.0,0.0,0.0);
// bonded itneractions
for(
typename vector<CSoftBondedWallInteraction<T> >::iterator iter=m_interactions.begin();
iter!=m_interactions.end();
iter++
){
if(iter->isInner()){
Vec3 f_i=iter->getForce();
F_local+=(f_i*O_f)*O_f; // add component of f_i in O_f direction
}
}
// get global F
// by component (hack - fix later,i.e. sum_all for Vec3)
double fgx=this->m_comm->sum_all(F_local.X());
double fgy=this->m_comm->sum_all(F_local.Y());
double fgz=this->m_comm->sum_all(F_local.Z());
Vec3 F_global=Vec3(fgx,fgy,fgz);
// calc necessary wall movement
d=((F+F_global)*O_f)/K_global;
console.XDebug()
<< "CBWallInteractionGroup<T>::applyForce: iteration " << it << ", d = " << fabs(d) << "\n";
// move the wall
console.XDebug()
<< "CBWallInteractionGroup<T>::applyForce: moving wall by " << d*O_f << "\n";
this->m_wall->moveBy(d*O_f);
it++;
} while((it<10)&&(fabs(d)>10e-6)); // check for convergence
console.XDebug()
<< "CBWallInteractionGroup<T>::applyForce: d = " << fabs(d)
<< ", num iterations = " << it << "\n";
}
template<class T>
void CSoftBWallInteractionGroup<T>::Update(ParallelParticleArray<T>* PPA)
{
console.XDebug() << "CSoftBWallInteractionGroup::Update()\n" ;
// empty particle list first
m_interactions.erase(m_interactions.begin(),m_interactions.end());
// build new particle list
typename ParallelParticleArray<T>::ParticleListHandle plh=
PPA->getParticlesAtPlane(this->m_wall->getOrigin(),this->m_wall->getNormal());
for(typename ParallelParticleArray<T>::ParticleListIterator iter=plh->begin();
iter!=plh->end();
iter++){
if(((*iter)->getTag() & m_mask) ==(m_tag & m_mask)){
bool iflag=PPA->isInInner((*iter)->getPos());
m_interactions.push_back(CSoftBondedWallInteraction<T>(*iter,this->m_wall,m_normalK,m_shearK,m_scaling,iflag));
}
}
console.XDebug() << "end CSoftBWallInteractionGroup::Update()\n";
}
template<class T>
ostream& operator<<(ostream& ost,const CSoftBWallInteractionGroup<T>& IG)
{
ost << "CBWallInteractionGroup" << endl << flush;
ost << *(IG.m_wall) << endl << flush;
return ost;
}
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