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EmptyAdhesiveInteraction Class Reference

In case one doesn't want to have an adhesive (short range non contact) interaction between the interactables (particles or walls), the following class can be used. See Interaction.h, where one can set the Adhesive interaction to EmptyAdhesiveInteraction. More...

#include <EmptyAdhesiveInteraction.h>

+ Inheritance diagram for EmptyAdhesiveInteraction:

Public Types

typedef EmptyAdhesiveSpecies SpeciesType
 An alias name for EmptyAdhesiveSpecies data type. More...
 

Public Member Functions

 EmptyAdhesiveInteraction (BaseInteractable *P, BaseInteractable *I, Mdouble timeStamp)
 Constructor. More...
 
 EmptyAdhesiveInteraction (const EmptyAdhesiveInteraction &p)
 copy constructor. More...
 
virtual ~EmptyAdhesiveInteraction ()
 Destructor. More...
 
void computeAdhesionForce ()
 Computes nothing as it is an Empty Adhesive interaction. More...
 
void read (std::istream &is)
 Interaction read function, which accepts an std::istream as input. More...
 
void write (std::ostream &os) const
 Interaction print function, which accepts an std::ostream as input. More...
 
Mdouble getElasticEnergy () const
 Returns the amount of Elastic energy involved in an interaction. Basically used in case you want to write the elastic energy into an output file. More...
 
const EmptyAdhesiveSpeciesgetSpecies () const
 A dynamic_cast of BaseSpecies pointer type to a pointer to an object of type EmptyAdhesiveSpecies. More...
 
std::string getBaseName () const
 Returns the name of the interaction, see Interaction.h. More...
 
- Public Member Functions inherited from BaseInteraction
 BaseInteraction (BaseInteractable *P, BaseInteractable *I, Mdouble timeStamp)
 A constructor takes the BaseInteractable objects which are interacting (come into contact) and time the interaction starts. More...
 
 BaseInteraction (const BaseInteraction &p)
 Copy constructor. More...
 
virtual ~BaseInteraction ()
 The default destructor. More...
 
virtual void computeForce ()
 Virtual function that contains the force law between the two objects interacting. More...
 
void writeToFStat (std::ostream &os) const
 Writes forces data to the FStat file. More...
 
virtual std::string getName () const
 Virtual function which allows interactions to be named. More...
 
void setDistance (Mdouble distance)
 Sets the interaction distance between the two interacting objects. More...
 
void setNormal (Vec3D normal)
 Sets the normal vector between the two interacting objects. More...
 
void setOverlap (Mdouble overlap)
 Set the overlap between the two interacting object. More...
 
void setContactPoint (Vec3D contactPoint)
 Set the location of the contact point between the two interacting objects. More...
 
void setTimeStamp (Mdouble timeStamp)
 Updates the time step of the interacting. Note, timesteps used to find completed interactions. More...
 
void setSpecies (BaseSpecies *species)
 Set the Species of the interaction; note this can either be a Species or MixedSpecies. More...
 
void setP (BaseInteractable *P)
 Sets the first object involved in the interaction (normally a particle). More...
 
void setI (BaseInteractable *I)
 Sets the second object involved in the interaction (often particle or wall). More...
 
void setHandler (InteractionHandler *handler)
 Sets the pointer to the interaction hander which is storing this interaction. More...
 
InteractionHandlergetHandler () const
 Gets a point to the interaction handlers to which this interaction belongs. More...
 
const Vec3DgetForce () const
 Gets the current force (vector) between the two interacting objects. More...
 
const Vec3DgetTorque () const
 Gets the current torque (vector) between the two interacting objects. More...
 
const Vec3DgetNormal () const
 Gets the normal vector between the two interacting objects. More...
 
const Vec3DgetContactPoint () const
 Gets constant reference to contact point (vector). More...
 
Mdouble getOverlap () const
 Returns a Mdouble with the current overlap between the two interacting objects. More...
 
void removeFromHandler ()
 Removes this interaction from its interaction hander. More...
 
void copySwitchPointer (const BaseInteractable *original, BaseInteractable *ghost) const
 This copies the interactions of the original particle and replaces the original with the ghost copy. More...
 
void gatherContactStatistics ()
 
BaseInteractablegetP ()
 Returns a pointer to first object involved in the interaction (normally a particle). More...
 
BaseInteractablegetI ()
 
const BaseInteractablegetP () const
 
const BaseInteractablegetI () const
 Returns a constant pointer to the second object involved in the interaction. More...
 
Mdouble getTimeStamp () const
 Returns an Mdouble which is the time stamp of the interaction. More...
 
virtual void integrate (Mdouble timeStep)
 integrates variables of the interaction which need to be integrate e.g. the tangential overlap. More...
 
virtual Mdouble getTangentialOverlap () const
 get the length of the current tangential overlap More...
 
Mdouble getDistance () const
 Returns an Mdouble which is the norm (length) of distance vector. More...
 
const Vec3DgetRelativeVelocity () const
 Returns a constant reference to a vector of relative velocity. More...
 
Mdouble getNormalRelativeVelocity () const
 Returns a double which is the norm (length) of the relative velocity vector. More...
 
Mdouble getAbsoluteNormalForce () const
 Returns the absolute value of the norm (length) of the Normal force vector. More...
 
virtual BaseInteractioncopy () const =0
 Makes a copy of the interaction and returns a pointer to the copy. More...
 
virtual void rotateHistory (Matrix3D &rotationMatrix)
 When periodic particles are used, some interactions need certain history properties rotated (e.g. tangential springs). This is the function for that. More...
 
- Public Member Functions inherited from BaseObject
 BaseObject ()
 Default constructor. More...
 
 BaseObject (const BaseObject &p)
 Copy constructor, copies all the objects BaseObject contains. More...
 
virtual ~BaseObject ()
 virtual destructor More...
 
virtual void moveInHandler (const unsigned int index)
 Except that it is virtual, it does the same thing as setIndex() does. More...
 
void setIndex (const unsigned int index)
 Allows one to assign an index to an object in the handler/container. More...
 
void setId (const unsigned int id)
 Assigns a unique identifier to each object in the handler (container) which remains constant even after the object is deleted from the container/handler. More...
 
unsigned int getIndex () const
 Returns the index of the object in the handler. More...
 
unsigned int getId () const
 Returns the unique identifier of any particular object. More...
 

Additional Inherited Members

- Protected Member Functions inherited from BaseInteraction
virtual const Vec3D getTangentialForce () const
 
Mdouble getEffectiveRadius () const
 Returns a Mdouble to the effective radius of the interaction. (Not corrected for the overlap) More...
 
Mdouble getEffectiveCorrectedRadius ()
 Returns a Mdouble to the effective radius corrected for the overlaps of the particles. More...
 
void addForce (Vec3D force)
 add an force increment to the total force. More...
 
void addTorque (Vec3D torque)
 
void setForce (Vec3D force)
 set total force (this is used by the normal force, tangential forces are added use addForce) More...
 
void setTorque (Vec3D torque)
 set the total force (this is used by the normal force, tangential torques are added use addTorque) More...
 
void setRelativeVelocity (Vec3D relativeVelocity)
 set the relative velocity of the current of the interactions. More...
 
void setNormalRelativeVelocity (Mdouble normalRelativeVelocit)
 set the normal component of the relative velocity. More...
 
void setAbsoluteNormalForce (Mdouble absoluteNormalForce)
 the absolute values of the norm (length) of the normal force More...
 
const BaseSpeciesgetBaseSpecies () const
 Return a constant point to BaseSpecies of the interaction. More...
 
virtual void reverseHistory ()
 When periodic particles some interaction need certain history properties reversing. This is the function for that. More...
 

Detailed Description

In case one doesn't want to have an adhesive (short range non contact) interaction between the interactables (particles or walls), the following class can be used. See Interaction.h, where one can set the Adhesive interaction to EmptyAdhesiveInteraction.

Definition at line 40 of file EmptyAdhesiveInteraction.h.

Member Typedef Documentation

An alias name for EmptyAdhesiveSpecies data type.

Definition at line 46 of file EmptyAdhesiveInteraction.h.

Constructor & Destructor Documentation

EmptyAdhesiveInteraction::EmptyAdhesiveInteraction ( BaseInteractable P,
BaseInteractable I,
Mdouble  timeStamp 
)

Constructor.

Parameters
[in]P
[in]I
[in]timeStamp

Definition at line 39 of file EmptyAdhesiveInteraction.cc.

40  : BaseInteraction(P, I, timeStamp)
41 {
42 #ifdef DEBUG_CONSTRUCTOR
43  std::cout<<"EmptyAdhesiveInteraction::EmptyAdhesiveInteraction() finished"<<std::endl;
44 #endif
45 }
BaseInteraction(BaseInteractable *P, BaseInteractable *I, Mdouble timeStamp)
A constructor takes the BaseInteractable objects which are interacting (come into contact) and time t...
EmptyAdhesiveInteraction::EmptyAdhesiveInteraction ( const EmptyAdhesiveInteraction p)

copy constructor.

Parameters
[in]P

Definition at line 49 of file EmptyAdhesiveInteraction.cc.

50  : BaseInteraction(p)
51 {
52 #ifdef DEBUG_CONSTRUCTOR
53  std::cout<<"EmptyAdhesiveInteraction::EmptyAdhesiveInteraction(const EmptyAdhesiveInteraction &p finished"<<std::endl;
54 #endif
55 }
BaseInteraction(BaseInteractable *P, BaseInteractable *I, Mdouble timeStamp)
A constructor takes the BaseInteractable objects which are interacting (come into contact) and time t...
EmptyAdhesiveInteraction::~EmptyAdhesiveInteraction ( )
virtual

Destructor.

Definition at line 59 of file EmptyAdhesiveInteraction.cc.

60 {
61 #ifdef DEBUG_DESTRUCTOR
62  std::cout<<"EmptyAdhesiveInteraction::~EmptyAdhesiveInteraction() finished"<<std::endl;
63 #endif
64 }

Member Function Documentation

void EmptyAdhesiveInteraction::computeAdhesionForce ( )

Computes nothing as it is an Empty Adhesive interaction.

Definition at line 78 of file EmptyAdhesiveInteraction.cc.

79 {}
std::string EmptyAdhesiveInteraction::getBaseName ( ) const

Returns the name of the interaction, see Interaction.h.

Returns
std::string

Definition at line 97 of file EmptyAdhesiveInteraction.cc.

98 {
99  return "";
100 }
Mdouble EmptyAdhesiveInteraction::getElasticEnergy ( ) const
virtual

Returns the amount of Elastic energy involved in an interaction. Basically used in case you want to write the elastic energy into an output file.

Returns
Mdouble

Reimplemented from BaseInteraction.

Definition at line 83 of file EmptyAdhesiveInteraction.cc.

84 {
85  return 0.0;
86 }
const EmptyAdhesiveSpecies * EmptyAdhesiveInteraction::getSpecies ( ) const

A dynamic_cast of BaseSpecies pointer type to a pointer to an object of type EmptyAdhesiveSpecies.

Returns
const EmptyAdhesiveSpecies*

Definition at line 90 of file EmptyAdhesiveInteraction.cc.

References BaseInteraction::getBaseSpecies().

91 {
92  return dynamic_cast<const EmptyAdhesiveSpecies *>(getBaseSpecies());
93 }
EmptyAdhesiveSpecies is used to create a force law without a short-range adhesive force...
const BaseSpecies * getBaseSpecies() const
Return a constant point to BaseSpecies of the interaction.
void EmptyAdhesiveInteraction::read ( std::istream &  is)
virtual

Interaction read function, which accepts an std::istream as input.

Parameters
[in,out]is

Reimplemented from BaseInteraction.

Definition at line 73 of file EmptyAdhesiveInteraction.cc.

74 {}
void EmptyAdhesiveInteraction::write ( std::ostream &  os) const
virtual

Interaction print function, which accepts an std::ostream as input.

Parameters
[in,out]os

Reimplemented from BaseInteraction.

Definition at line 68 of file EmptyAdhesiveInteraction.cc.

69 {}

The documentation for this class was generated from the following files: