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/*************************************************************************
* Copyright (C) 2008 by Jerome Duriez *
* jerome.duriez@hmg.inpg.fr *
* *
* This program is free software; it is licensed under the terms of the *
* GNU General Public License v2 or later. See file LICENSE for details. *
*************************************************************************/
#include "Disp2DPropLoadEngine.hpp"
#include <lib/base/Math.hpp>
#include <lib/high-precision/Constants.hpp>
#include <core/Scene.hpp>
#include <core/State.hpp>
#include <pkg/common/Box.hpp>
#include <boost/filesystem.hpp>
namespace yade { // Cannot have #include directive inside.
YADE_PLUGIN((Disp2DPropLoadEngine));
void Disp2DPropLoadEngine::postLoad(Disp2DPropLoadEngine&)
{
std::string outputFile = "DirSearch" + Key + "Yade";
ofile.open(outputFile.c_str(), std::ios::app);
if (!boost::filesystem::exists(outputFile.c_str()))
ofile << "theta (!angle in plane (gamma,-du) ) dtau (kPa) dsigma (kPa) dgamma (m) du (m) tau0 (kPa) sigma0 (kPa) d2W coordSs0 coordTot0 "
"coordSsF coordTotF (Yade)"
<< endl;
}
void Disp2DPropLoadEngine::action()
{
if (LOG) cerr << "debut applyCondi !!" << endl;
leftbox = Body::byId(id_boxleft);
rightbox = Body::byId(id_boxright);
frontbox = Body::byId(id_boxfront);
backbox = Body::byId(id_boxback);
topbox = Body::byId(id_topbox);
boxbas = Body::byId(id_boxbas);
if (firstIt) {
it_begin = scene->iter;
H0 = topbox->state->pos.y();
X0 = topbox->state->pos.x();
Vector3r F_sup = scene->forces.getForce(id_topbox);
Fn0 = F_sup.y();
Ft0 = F_sup.x();
Real OnlySsInt = 0 // the half number of real sphere-sphere (only) interactions, at the beginning of the perturbation
,
TotInt = 0 // the half number of all the real interactions, at the beginning of the perturbation
;
InteractionContainer::iterator ii = scene->interactions->begin();
InteractionContainer::iterator iiEnd = scene->interactions->end();
for (; ii != iiEnd; ++ii) {
if ((*ii)->isReal()) {
TotInt += 1;
const shared_ptr<Body>& b1 = Body::byId((*ii)->getId1());
const shared_ptr<Body>& b2 = Body::byId((*ii)->getId2());
if ((b1->isDynamic()) && (b2->isDynamic())) OnlySsInt += 1;
}
}
coordSs0 = OnlySsInt / 8590; // 8590 is the number of spheres in the CURRENT case
coordTot0 = TotInt / 8596; // 8596 is the number of bodies in the CURRENT case
firstIt = false;
}
if ((scene->iter - it_begin) < nbre_iter) {
letDisturb();
} else if ((scene->iter - it_begin) == nbre_iter) {
stopMovement();
string fileName = Key + "DR" + boost::lexical_cast<string>(nbre_iter) + "ItAtV_" + boost::lexical_cast<string>(v) + "done.xml";
// Omega::instance().saveSimulation ( fileName );
saveData();
}
}
void Disp2DPropLoadEngine::letDisturb()
{
const Real& dt = scene->dt;
dgamma = cos(theta * Mathr::PI / 180.0) * v * dt;
dh = sin(theta * Mathr::PI / 180.0) * v * dt;
Real Ysup = topbox->state->pos.y();
Real Ylat = leftbox->state->pos.y();
// Changes in vertical and horizontal position :
topbox->state->pos += Vector3r(dgamma, dh, 0);
leftbox->state->pos += Vector3r(dgamma / 2.0, dh / 2.0, 0);
rightbox->state->pos += Vector3r(dgamma / 2.0, dh / 2.0, 0);
Real Ysup_mod = topbox->state->pos.y();
Real Ylat_mod = leftbox->state->pos.y();
// with the corresponding velocities :
topbox->state->vel = Vector3r(dgamma / dt, dh / dt, 0);
leftbox->state->vel = Vector3r((dgamma / dt) / 2.0, dh / (2.0 * dt), 0);
rightbox->state->vel = Vector3r((dgamma / dt) / 2.0, dh / (2.0 * dt), 0);
// Then computation of the angle of the rotation to be done :
computeAlpha();
if (alpha == Mathr::PI / 2.0) // Case of the very beginning
{
dalpha = -atan(dgamma / (Ysup_mod - Ylat_mod));
} else {
Real A = (Ysup_mod - Ylat_mod) * 2.0 * tan(alpha) / (2.0 * (Ysup - Ylat) + dgamma * tan(alpha));
dalpha = atan((A - tan(alpha)) / (1.0 + A * tan(alpha)));
}
Quaternionr qcorr(AngleAxisr(dalpha, Vector3r::UnitZ()));
if (LOG) cout << "Quaternion associe a la rotation incrementale : " << qcorr.w() << " " << qcorr.x() << " " << qcorr.y() << " " << qcorr.z() << endl;
// On applique la rotation en changeant l'orientation des plaques, leurs vang et en affectant donc alpha
leftbox->state->ori = qcorr * leftbox->state->ori;
leftbox->state->angVel = Vector3r(0, 0, 1) * dalpha / dt;
rightbox->state->ori = qcorr * leftbox->state->ori;
rightbox->state->angVel = Vector3r(0, 0, 1) * dalpha / dt;
}
void Disp2DPropLoadEngine::computeAlpha()
{
Quaternionr orientationLeftBox, orientationRightBox;
orientationLeftBox = leftbox->state->ori;
orientationRightBox = rightbox->state->ori;
if (orientationLeftBox.matrix() != orientationRightBox.matrix()) {
cout << "WARNING !!! your lateral boxes have not the same orientation, you're not in the case of a box imagined for creating these engines"
<< endl;
}
AngleAxisr aa(orientationLeftBox);
alpha = Mathr::PI / 2.0
- aa.angle(); // right if the initial orientation of the body (on the beginning of the simulation) is q =(1,0,0,0) = FromAxisAngle((0,0,1),0)
}
void Disp2DPropLoadEngine::stopMovement()
{
// annulation de la vitesse de la plaque du haut
topbox->state->vel = Vector3r(0, 0, 0);
// de la plaque gauche
leftbox->state->vel = Vector3r(0, 0, 0);
leftbox->state->angVel = Vector3r(0, 0, 0);
// de la plaque droite
rightbox->state->vel = Vector3r(0, 0, 0);
rightbox->state->angVel = Vector3r(0, 0, 0);
}
void Disp2DPropLoadEngine::saveData()
{
Real Xleft = leftbox->state->pos.x() + (YADE_CAST<Box*>(leftbox->shape.get()))->extents.x();
Real Xright = rightbox->state->pos.x() - (YADE_CAST<Box*>(rightbox->shape.get()))->extents.x();
Real Zfront = frontbox->state->pos.z() - YADE_CAST<Box*>(frontbox->shape.get())->extents.z();
Real Zback = backbox->state->pos.z() + (YADE_CAST<Box*>(backbox->shape.get()))->extents.z();
Real Scontact = (Xright - Xleft) * (Zfront - Zback); // that's so the value of section at the middle of the height of the box
InteractionContainer::iterator ii = scene->interactions->begin();
InteractionContainer::iterator iiEnd = scene->interactions->end();
Real OnlySsInt = 0 // the half number of real sphere-sphere (only) interactions, at the end of the perturbation
,
TotInt = 0 // the half number of all the real interactions, at the end of the perturbation
;
for (; ii != iiEnd; ++ii) {
if ((*ii)->isReal()) {
TotInt += 1;
const shared_ptr<Body>& b1 = Body::byId((*ii)->getId1());
const shared_ptr<Body>& b2 = Body::byId((*ii)->getId2());
if ((b1->isDynamic()) && (b2->isDynamic())) OnlySsInt += 1;
}
}
Real coordSs = OnlySsInt / 8590, // 8590 is the number of spheres in the CURRENT case
coordTot = TotInt / 8596; // 8596 is the number of bodies in the CURRENT case
Vector3r F_sup = scene->forces.getForce(id_topbox);
// declaration of ‘dgamma’ shadows a member of ‘yade::Disp2DPropLoadEngine’ [-Werror=shadow]
Real dFn = F_sup.y() - Fn0 // OK pour le signe
,
dFt = (F_sup.x() - Ft0), du = -(topbox->state->pos.y() - H0) // OK pour le signe (>0 en compression)
,
dgamma2 = topbox->state->pos.x() - X0, SigN0 = (Fn0 / Scontact) / 1000 // en kPa, pour comparer à Fortran
,
Tau0 = -(Ft0 / Scontact) / 1000 // en kPa, pour comparer à Fortran, Ok pour le signe, cf p. Yade29
,
dSigN = (dFn / Scontact) / 1000 // Ok pour le signe
,
dTau = -(dFt / Scontact) / 1000 // Ok pour le signe, idem que Tau0
,
d2W = dSigN * du + dTau * dgamma2;
ofile << boost::lexical_cast<string>(theta) << " " << boost::lexical_cast<string>(dTau) << " " << boost::lexical_cast<string>(dSigN) << " "
<< boost::lexical_cast<string>(dgamma2) << " " << boost::lexical_cast<string>(du) << " " << boost::lexical_cast<string>(Tau0) << " "
<< boost::lexical_cast<string>(SigN0) << " " << boost::lexical_cast<string>(d2W) << " " << boost::lexical_cast<string>(coordSs0) << " "
<< boost::lexical_cast<string>(coordTot0) << " " << boost::lexical_cast<string>(coordSs) << " " << boost::lexical_cast<string>(coordTot) << endl;
}
} // namespace yade
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