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ChargedBondedInteraction.h
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25 
26 #ifndef LINEARChargedInteraction_H
27 #define LINEARChargedInteraction_H
28 
30 #include "Math/Vector.h"
31 class BaseParticle;
34 
40 {
41 public:
57  virtual ~ChargedBondedInteraction();
61  void computeAdhesionForce();
65  void read(std::istream& is);
69  void write(std::ostream& os) const;
77  Mdouble getElasticEnergy() const;
82  const ChargedBondedSpecies* getSpecies() const;
86  std::string getBaseName() const;
87 
88 
89  //*********************************************************************************************************************
90  //******************************ADDING ADDITIONAL VARIABLES FOR BOND INTERACTIONS**************************************
91  //*********************************************************************************************************************
92 
96  void bond();
97  void unbond();
98 
99 private:
108  bool bonded_;
109 
110 };
111 #endif
void write(std::ostream &os) const
Interaction print function, which accepts an std::ostream as input.
ChargedBondedInteraction(BaseInteractable *P, BaseInteractable *I, Mdouble timeStamp)
Constructor.
std::string getBaseName() const
Returns the name of the interaction, see Interaction.h.
void read(std::istream &is)
Interaction read function, which accepts an std::istream as input.
ChargedBondedSpecies SpeciesType
Setting an alias name for ChargedBondedSpecies.
double Mdouble
Stores information about interactions between two interactable objects; often particles but could be ...
ChargedBondedSpecies contains the parameters used to describe a linear reversible short-range force...
Mdouble getElasticEnergy() const
Returns the amount of Elastic energy involved in an interaction. Basically used in case you want to w...
const ChargedBondedSpecies * getSpecies() const
A dynamic_cast of BaseSpecies pointer type to a pointer to an object of type ChargedBondedSpecies.
void bond()
A pair of functions which can be used to fix or unfix a pair of overlapping particles.
Defines the basic properties that a interactable object can have.
void computeAdhesionForce()
Computes the adhesive forces.
bool bonded_
A history parameter to store if the particles were in contact or not. Useful to compute adhesive forc...
virtual ~ChargedBondedInteraction()
Destructor.