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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 //
// //
/////////////////////////////////////////////////////////////
//----------------------------------------------
// CEWallInteractionGroup functions
//----------------------------------------------
#include "Foundation/console.h"
#include <iostream>
template<class T>
CEWallInteractionGroup<T>::CEWallInteractionGroup(TML_Comm* comm):AWallInteractionGroup<T>(comm)
{}
/*!
Constructor for elastic wall interaction group
\param comm the communicator
\param wallp a pointer to the wall
\param param the interaction parameters
*/
template<class T>
CEWallInteractionGroup<T>::CEWallInteractionGroup(TML_Comm* comm,CWall* wallp,const CEWallIGP* I)
:AWallInteractionGroup<T>(comm)
{
console.XDebug() << "making CEWallInteractionGroup \n";
m_k=I->getSpringConst();
this->m_wall=wallp;
}
template<class T>
void CEWallInteractionGroup<T>::calcForces()
{
console.XDebug() << "calculating " << m_interactions.size() << " elastic wall forces\n" ;
for(
typename vector<CElasticWallInteraction<T> >::iterator it=m_interactions.begin();
it != m_interactions.end();
it++
){
it->calcForces();
}
}
template<class T>
void CEWallInteractionGroup<T>::Update(ParallelParticleArray<T>* PPA)
{
console.XDebug() << "CEWallInteractionGroup::Update()\n" ;
console.XDebug()
<< "CEWallInteractionGroup::Update: wall origin = " << this->m_wall->getOrigin()
<< ", wall normal = " << this->m_wall->getNormal() << "\n" ;
double k_local=0.0;
// empty particle list first
m_interactions.erase(m_interactions.begin(),m_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++){
bool iflag=PPA->isInInner((*iter)->getPos());
m_interactions.push_back(CElasticWallInteraction<T>(*iter,this->m_wall,m_k,iflag));
this->m_inner_count+=(iflag ? 1 : 0);
if(iflag){
if(!CParticle::getDo2dCalculations()){
k_local+=m_k*((*iter)->getRad()); // update local K
} else {
k_local+=m_k;
}
}
}
// get global K
m_k_global=this->m_comm->sum_all(k_local);
console.XDebug() << "end CEWallInteractionGroup::Update()\n";
}
/*!
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
\warning Forces not perpendicular to the wall make no sense here, but this is not checked!
*/
template<class T>
void CEWallInteractionGroup<T>::applyForce(const Vec3& F)
{
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);
for (
typename vector<CElasticWallInteraction<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)/m_k_global;
// move the wall
this->m_wall->moveBy(d*O_f);
it++;
} while((it<10)&&(fabs(d)>10e-6)); // check for convergence
}
template<class T>
ostream& operator<<(ostream& ost,const CEWallInteractionGroup<T>& IG)
{
ost << "CEWallInteractionGroup" << endl << flush;
ost << *(IG.m_wall) << endl << flush;
return ost;
}
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