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// 2016 © Jan Stránský <jan.stransky@fsv.cvut.cz>
#include "MortarMat.hpp"
namespace yade { // Cannot have #include directive inside.
YADE_PLUGIN((MortarMat)(Ip2_MortarMat_MortarMat_MortarPhys)(MortarPhys)(Law2_ScGeom_MortarPhys_Lourenco))
CREATE_LOGGER(Ip2_MortarMat_MortarMat_MortarPhys);
void Ip2_MortarMat_MortarMat_MortarPhys::go(
const shared_ptr<Material>& material1, const shared_ptr<Material>& material2, const shared_ptr<Interaction>& interaction)
{
if (interaction->phys) return;
if (scene->iter >= cohesiveThresholdIter) { LOG_ERROR("MortarMat not implemented for non-cohesive contacts"); }
shared_ptr<MortarPhys> phys(new MortarPhys());
interaction->phys = phys;
MortarMat* mat1 = YADE_CAST<MortarMat*>(material1.get());
MortarMat* mat2 = YADE_CAST<MortarMat*>(material2.get());
GenericSpheresContact* geom = YADE_CAST<GenericSpheresContact*>(interaction->geom.get());
if (mat1->id >= 0 && mat1->id == mat2->id) {
#define _CPATTR(a) phys->a = mat1->a
_CPATTR(tensileStrength);
_CPATTR(compressiveStrength);
_CPATTR(cohesion);
_CPATTR(ellAspect);
_CPATTR(neverDamage);
#undef _CPATTR
phys->tangensOfFrictionAngle = math::tan(mat1->frictionAngle);
} else {
// averaging over both materials
#define _MINATTR(a) phys->a = math::min(mat1->a, mat2->a)
#define _AVGATTR(a) phys->a = .5 * (mat1->a + mat2->a)
_MINATTR(tensileStrength);
_MINATTR(compressiveStrength);
_MINATTR(cohesion);
_AVGATTR(ellAspect);
#undef _AVGATTR
#undef _MINATTR
phys->neverDamage = mat1->neverDamage || mat2->neverDamage;
phys->tangensOfFrictionAngle = math::tan(.5 * (mat1->frictionAngle + mat2->frictionAngle));
}
//
const Real& r1 = geom->refR1;
const Real& r2 = geom->refR2;
Real minRad = r1 <= 0 ? r2 : r2 <= 0 ? r1 : math::min(r1, r2);
phys->crossSection = math::pow(minRad, 2);
const Real& E1 = mat1->young;
const Real& E2 = mat2->young;
const Real& n1 = mat1->poisson;
const Real& n2 = mat2->poisson;
phys->kn = 2 * E1 * r1 * E2 * r2 / (E1 * r1 + E2 * r2);
phys->ks = 2 * E1 * r1 * n1 * E2 * r2 * n2 / (E1 * r1 * n1 + E2 * r2 * n2);
}
CREATE_LOGGER(MortarPhys);
MortarPhys::~MortarPhys() {};
bool MortarPhys::failureCondition(Real sigmaN2, Real sigmaT2)
// declaration of ‘sigmaT’ shadows a member of ‘yade::MortarPhys’ [-Werror=shadow]
// declaration of ‘sigmaN’ shadows a member of ‘yade::MortarPhys’ [-Werror=shadow]
{
bool cond1 = sigmaN2 - tensileStrength > 0;
bool cond2 = sigmaT2 + sigmaN2 * tangensOfFrictionAngle - cohesion > 0;
bool cond3 = math::pow(sigmaN2, 2) + math::pow(ellAspect * sigmaT2, 2) - math::pow(compressiveStrength, 2) > 0;
return cond1 || cond2 || cond3;
}
/********************** Law2_ScGeom_MortarPhys_Lourenco ****************************/
CREATE_LOGGER(Law2_ScGeom_MortarPhys_Lourenco);
bool Law2_ScGeom_MortarPhys_Lourenco::go(shared_ptr<IGeom>& iGeom, shared_ptr<IPhys>& iPhys, Interaction* interaction)
{
ScGeom* geom = static_cast<ScGeom*>(iGeom.get());
MortarPhys* phys = static_cast<MortarPhys*>(iPhys.get());
Body::id_t id1 = interaction->getId1();
Body::id_t id2 = interaction->getId2();
const shared_ptr<Body> b1 = Body::byId(id1, scene);
const shared_ptr<Body> b2 = Body::byId(id2, scene);
/* shorthands */
const Real& crossSection(phys->crossSection);
Real& sigmaN(phys->sigmaN);
Vector3r& sigmaT(phys->sigmaT);
Real& kn(phys->kn);
Real& ks(phys->ks);
Vector3r& normalForce(phys->normalForce);
Vector3r& shearForce(phys->shearForce);
/* constitutive law */
normalForce = kn * geom->penetrationDepth * geom->normal;
geom->rotate(shearForce);
shearForce -= ks * geom->shearIncrement();
sigmaN = -normalForce.dot(geom->normal) / crossSection;
sigmaT = -shearForce / crossSection;
if (!phys->neverDamage && phys->failureCondition(sigmaN, sigmaT.norm())) { return false; }
State* s1 = b1->state.get();
State* s2 = b2->state.get();
Vector3r f = -normalForce - shearForce;
if (!scene->isPeriodic) {
applyForceAtContactPoint(f, geom->contactPoint, id1, s1->se3.position, id2, s2->se3.position);
} else {
scene->forces.addForce(id1, f);
scene->forces.addForce(id2, -f);
scene->forces.addTorque(id1, (geom->radius1 - .5 * (geom->penetrationDepth)) * geom->normal.cross(f));
scene->forces.addTorque(id2, (geom->radius2 - .5 * (geom->penetrationDepth)) * geom->normal.cross(f));
}
return true;
}
} // namespace yade
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