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#include "Tenseur3.h"
#include "RegularTriangulation.h"
namespace yade {
namespace CGT {
void NORMALIZE(CVector& v) { v = v * (1.0 / sqrt(pow(v[0], 2) + pow(v[1], 2) + pow(v[2], 2))); }
Real Tens::Norme2()
{
Real N = 0;
for (int i = 1; i <= 3; i++)
for (int j = 1; j <= 3; j++)
N += pow(operator()(i, j), 2);
return N;
}
Real Tens::Norme() { return sqrt(this->Norme2()); }
Real Tens::Trace() { return this->operator()(1, 1) + this->operator()(2, 2) + this->operator()(3, 3); }
CVector operator*(Tens& tens, CVector& vect)
{
const auto result = CVector(
tens(1, 1) * vect.x() + tens(1, 2) * vect.y() + tens(1, 3) * vect.z(),
tens(2, 1) * vect.x() + tens(2, 2) * vect.y() + tens(2, 3) * vect.z(),
tens(3, 1) * vect.x() + tens(3, 2) * vect.y() + tens(3, 3) * vect.z());
return result;
}
Tenseur3::Tenseur3(const Tenseur3& source) { T = source.T; }
Tenseur3::Tenseur3(Real a11, Real a12, Real a13, Real a21, Real a22, Real a23, Real a31, Real a32, Real a33)
{
T(0, 0) = a11;
T(0, 1) = a12;
T(0, 2) = a13;
T(1, 0) = a21;
T(1, 1) = a22;
T(1, 2) = a23;
T(2, 0) = a31;
T(2, 1) = a32;
T(2, 2) = a33;
}
Tenseur3& Tenseur3::operator=(const Tenseur3& source)
{
if (&source != this) { T = source.T; }
return *this;
}
Tenseur3& Tenseur3::operator/=(Real d)
{
if (d != 0) { T /= d; }
return *this;
}
Tenseur3& Tenseur3::operator+=(const Tenseur3& source)
{
T += source.T;
return *this;
}
Real Tenseur3::operator()(int i, int j) const
{
if (i >= 1 && i <= 3 && j >= 1 && j <= 3) {
return T(i - 1, j - 1);
} else {
throw logic_error("Tensor indexes are out of bounds!");
}
}
Real& Tenseur3::operator()(int i, int j)
{
if (i >= 1 && i <= 3 && j >= 1 && j <= 3) {
return T(i - 1, j - 1);
} else {
throw logic_error("Tensor indexes are out of bounds!");
}
}
void Tenseur3::reset() { T.setZero(); }
/////////// Classe Tenseur_sym3 ////////////
Tenseur_sym3::Tenseur_sym3(const Tenseur_sym3& source) { T = source.T; }
Tenseur_sym3::Tenseur_sym3(const Tenseur3& source)
{
for (int i = 1; i <= 3; i++) {
T[i - 1] = source(i, i);
for (int j = 3; j > i; j--)
T[i + j] = (source(i, j) + source(j, i)) * 0.5;
}
}
Tenseur_sym3::Tenseur_sym3(Real a11, Real a22, Real a33, Real a12, Real a13, Real a23)
{
T[0] = a11;
T[1] = a22;
T[2] = a33;
T[3] = a12;
T[4] = a13;
T[5] = a23;
}
Tenseur_sym3& Tenseur_sym3::operator=(const Tenseur_sym3& source)
{
if (&source != this) { T = source.T; }
return *this;
}
Tenseur_sym3& Tenseur_sym3::operator/=(Real d)
{
if (d != 0) { T /= d; }
return *this;
}
Real Tenseur_sym3::operator()(int i, int j) const
{
if (i == j) return T[i - 1];
else
return T[i + j];
}
Real& Tenseur_sym3::operator()(int i, int j)
{
if (i == j) return T[i - 1];
else
return T[i + j];
}
Tenseur_sym3 Tenseur_sym3::Deviatoric() const //retourne la partie d�viatoire
{
Tenseur_sym3 temp(*this);
Real spheric = temp.Trace() / 3;
temp(1, 1) -= spheric;
temp(2, 2) -= spheric;
temp(3, 3) -= spheric;
return temp;
}
void Tenseur_sym3::reset() { T.setZero(); }
void Somme(Tenseur3& result, CVector& v1, CVector& v2)
{
result(1, 1) += v1.x() * v2.x();
result(1, 2) += v1.x() * v2.y();
result(1, 3) += v1.x() * v2.z();
result(2, 1) += v1.y() * v2.x();
result(2, 2) += v1.y() * v2.y();
result(2, 3) += v1.y() * v2.z();
result(3, 1) += v1.z() * v2.x();
result(3, 2) += v1.z() * v2.y();
result(3, 3) += v1.z() * v2.z();
}
// Fonctions d'�criture
std::ostream& operator<<(std::ostream& os, const Tenseur3& T)
{
for (int j = 1; j < 4; j++) {
for (int i = 1; i < 4; i++) {
os << T(j, i) << " ";
}
os << std::endl;
}
return os;
}
std::ostream& operator<<(std::ostream& os, const Tenseur_sym3& T)
{
for (int j = 1; j < 4; j++) {
for (int i = 1; i < 4; i++) {
os << T(j, i) << " ";
}
os << std::endl;
}
return os;
}
} // namespace CGT
} // namespace yade
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