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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 //
// //
/////////////////////////////////////////////////////////////
//----------------------------------------------
// CViscWallIG functions
//----------------------------------------------
#include "Foundation/console.h"
template<class T>
CViscWallIG<T>::CViscWallIG(TML_Comm* comm):AWallInteractionGroup<T>(comm)
{
}
/*!
Constructor for wall interaction group with viscous drag
\param comm the communicator
\param wallp a pointer to the wall
\param param the interaction parameters
*/
template<class T>
CViscWallIG<T>::CViscWallIG(TML_Comm* comm,CWall* wallp,const CVWallIGP* I)
:AWallInteractionGroup<T>(comm)
{
console.XDebug() << "making CViscWallIG pos \n";
m_k=I->getSpringConst();
this->m_wall=wallp;
m_tag=I->getTag();
m_nu=I->getNu();
this->m_inner_count=0;
}
template<class T>
void CViscWallIG<T>::calcForces()
{
console.XDebug() << "calculating " << m_visc_interactions.size() << " viscous wall forces\n" ;
console.XDebug() << "calculating " << m_elastic_interactions.size() << " elastic wall forces\n" ;
for(
typename vector<CViscWallInteraction<T> >::iterator it=m_visc_interactions.begin();
it!=m_visc_interactions.end();
it++
){
it->calcForces();
}
for(
typename vector<CElasticWallInteraction<T> >::iterator it=m_elastic_interactions.begin();
it!=m_elastic_interactions.end();
it++
){
it->calcForces();
}
}
/*!
Set velocity of the wall. Only sets m_vel of the wall, doesn't affect position updates.
\param V the velocity
*/
template<class T>
void CViscWallIG<T>::setVelocity(const Vec3& V)
{
this->m_wall->setVel(V);
}
/*!
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 CViscWallIG<T>::applyForce(const Vec3& F)
{
// calculate local K
double K=this->m_inner_count*m_k;
// get global K
double K_global=this->m_comm->sum_all(K);
int it=0;
double d;
Vec3 O_f=F.unit(); // direction of the applied force
do{
// calculate local F
Vec3 F_local=Vec3(0.0,0.0,0.0);
// viscous interactions
for (
typename vector<CViscWallInteraction<T> >::iterator iter=m_visc_interactions.begin();
iter != m_visc_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
}
}
// elastic interactions
for (
typename vector<CElasticWallInteraction<T> >::iterator iter=m_elastic_interactions.begin();
iter != m_elastic_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;
// move the wall
this->m_wall->moveBy(d*O_f);
it++;
} while((it<10)&&(fabs(d)>10e-6)); // check for convergence
}
/*!
Update interactions from an existing parallel particle array
\param PPA a pointer to the particle array
*/
template<class T>
void CViscWallIG<T>::Update(ParallelParticleArray<T>* PPA)
{
console.XDebug() << "CViscWallIG::Update()\n" ;
// -- bonded interactions --
// empty particle list first
m_visc_interactions.erase(m_visc_interactions.begin(),m_visc_interactions.end());
this->m_inner_count=0;
// 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_tag){// if tagged -> apply viscous drag, i.e. add to viscous interaction
bool iflag=PPA->isInInner((*iter)->getPos());
m_visc_interactions.push_back(CViscWallInteraction<T>(*iter,this->m_wall,m_nu,iflag));
this->m_inner_count+=(iflag ? 1 : 0);
}
}
// -- elastic interactions --
// empty particle list first
m_elastic_interactions.erase(m_elastic_interactions.begin(),m_elastic_interactions.end());
// build new particle list
for(typename ParallelParticleArray<T>::ParticleListIterator iter=plh->begin();
iter!=plh->end();
iter++){ // always add to elastic group, even if in viscous
bool iflag=PPA->isInInner((*iter)->getPos());
m_elastic_interactions.push_back(CElasticWallInteraction<T>(*iter,this->m_wall,m_k,iflag));
this->m_inner_count+=(iflag ? 1 : 0);
}
console.XDebug() << "end CViscWallIG::Update()\n";
}
template<class T>
ostream& operator<<(ostream& ost,const CViscWallIG<T>& IG)
{
ost << "CViscWallIG" << endl << flush;
ost << *(IG.m_wall) << endl << flush;
return ost;
}
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