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LinearViscoelasticInteraction.cc
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25 
26 
29 #include "BaseInteractable.h"
30 #include "InteractionHandler.h"
31 #include <iomanip>
32 #include <fstream>
39  : BaseInteraction(P, I, timeStamp)
40 {
41 #ifdef DEBUG_CONSTRUCTOR
42  std::cout<<"LinearViscoelasticInteraction::LinearViscoelasticInteraction() finished"<<std::endl;
43 #endif
44 }
49  : BaseInteraction(p)
50 {
51 #ifdef DEBUG_CONSTRUCTOR
52  std::cout<<"LinearViscoelasticInteraction::LinearViscoelasticInteraction(const LinearViscoelasticInteraction& p) finished"<<std::endl;
53 #endif
54 }
55 
57 {
58 #ifdef DEBUG_DESTRUCTOR
59  std::cout<<"LinearViscoelasticInteraction::~LinearViscoelasticInteraction() finished"<<std::endl;
60 #endif
61 }
62 
67 void LinearViscoelasticInteraction::write(std::ostream& os) const
68 {
70 }
76 {
78 }
83 {
84  return "LinearViscoelastic";
85 }
90 {
91  // Compute the relative velocity vector of particle P w.r.t. I
92  setRelativeVelocity(getP()->getVelocityAtContact(getContactPoint()) - getI()->getVelocityAtContact(getContactPoint()));
93  // Compute the projection of vrel onto the normal (can be negative)
95 
96  if (getOverlap() > 0) //if contact forces
97  {
99 
100  Mdouble normalForce = species->getStiffness() * getOverlap() - species->getDissipation() * getNormalRelativeVelocity();
101  setAbsoluteNormalForce(std::abs(normalForce)); //used for further corce calculations;
102  setForce(getNormal() * normalForce);
103  setTorque(Vec3D(0.0, 0.0, 0.0));
104  }
105  else
106  {
108  setForce(Vec3D(0.0, 0.0, 0.0));
109  setTorque(Vec3D(0.0, 0.0, 0.0));
110  }
111 }
116 {
117  if (getOverlap() > 0)
118  return 0.5 * (getSpecies()->getStiffness() * mathsFunc::square(getOverlap()));
119  else
120  return 0.0;
121 }
126 {
128  return dynamic_cast<const LinearViscoelasticNormalSpecies*>(getBaseSpecies());
129 }
130 
132  return adhesiveForce*adhesiveForce/(2.0*getSpecies()->getStiffness());
133 }
void write(std::ostream &os) const
Interaction write function, which accepts an std::ostream as input.
Mdouble getStiffness() const
Allows the spring constant to be accessed.
Mdouble getDissipation() const
Allows the normal dissipation to be accessed.
const Vec3D & getRelativeVelocity() const
Returns a constant reference to a vector of relative velocity.
virtual ~LinearViscoelasticInteraction()
Destructor.
double Mdouble
void setRelativeVelocity(Vec3D relativeVelocity)
set the relative velocity of the current of the interactions.
void computeNormalForce()
Creates a copy of an object of this class. (Deep copy)
void setForce(Vec3D force)
set total force (this is used by the normal force, tangential forces are added use addForce) ...
static Mdouble dot(const Vec3D &a, const Vec3D &b)
Calculates the dot product of two Vec3D: .
Definition: Vector.cc:167
void setNormalRelativeVelocity(Mdouble normalRelativeVelocit)
set the normal component of the relative velocity.
T square(T val)
squares a number
Definition: ExtendedMath.h:91
Mdouble getElasticEnergyAtEquilibrium(Mdouble adhesiveForce) const
Stores information about interactions between two interactable objects; often particles but could be ...
Enables one to compute normal forces in case of a linear visco-elastic interaction.
const Vec3D & getContactPoint() const
Gets constant reference to contact point (vector).
Mdouble getNormalRelativeVelocity() const
Returns a double which is the norm (length) of the relative velocity vector.
LinearViscoelasticInteraction(BaseInteractable *P, BaseInteractable *I, Mdouble timeStamp)
Constructor.
LinearViscoelasticNormalSpecies contains the parameters used to describe a linear elastic-dissipative...
const LinearViscoelasticNormalSpecies * getSpecies() const
Returns a const pointer of type LinearViscoelasticNormalSpecies*.
const BaseSpecies * getBaseSpecies() const
Return a constant point to BaseSpecies of the interaction.
const Vec3D & getNormal() const
Gets the normal vector between the two interacting objects.
void setTorque(Vec3D torque)
set the total force (this is used by the normal force, tangential torques are added use addTorque) ...
Mdouble getOverlap() const
Returns a Mdouble with the current overlap between the two interacting objects.
void setAbsoluteNormalForce(Mdouble absoluteNormalForce)
the absolute values of the norm (length) of the normal force
BaseInteractable * getI()
virtual void read(std::istream &is)
Interaction read function, which accepts an std::istream as input.
std::string getBaseName() const
Returns the type/name of interaction (linear visco-elastic interaction).
Defines the basic properties that a interactable object can have.
BaseInteractable * getP()
Returns a pointer to first object involved in the interaction (normally a particle).
Mdouble getElasticEnergy() const
Returns the amount of energy stored in the spring due to head on collision.
Implementation of a 3D vector (by Vitaliy).
Definition: Vector.h:45
virtual void write(std::ostream &os) const
Interaction print function, which accepts an std::ostream as input.
void read(std::istream &is)
Interaction read function, which accepts an std::istream as input.