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EmptyFrictionInteraction Class Reference

In case one wants to have a frictionless interaction between the interactables (particles or walls), the following class can be used. See Interaction.h, where one can set the FrictionalForceInteraction to EmptyFrictionInteraction. More...

#include <EmptyFrictionInteraction.h>

+ Inheritance diagram for EmptyFrictionInteraction:

Public Types

typedef EmptyFrictionSpecies SpeciesType
 An alias name for EmptyFrictionSpecies. More...
 

Public Member Functions

 EmptyFrictionInteraction (BaseInteractable *P, BaseInteractable *I, unsigned timeStamp)
 Constructor. More...
 
 EmptyFrictionInteraction ()
 
 EmptyFrictionInteraction (const EmptyFrictionInteraction &p)
 Copy constructor. More...
 
 ~EmptyFrictionInteraction () override
 Destructor. More...
 
void computeFrictionForce ()
 Computes nothing, it is an empty function. More...
 
void computeFrictionInteraction ()
 
void read (std::istream &is) override
 Interaction read function, which accepts an std::istream as input. More...
 
void write (std::ostream &os) const override
 Interaction write function, which accepts an std::ostream as input. More...
 
Mdouble getElasticEnergy () const override
 Returns zero as it is an frictionless interaction. More...
 
const EmptyFrictionSpeciesgetSpecies () const
 Returns a const pointer of type EmptyFrictionSpecies*. More...
 
std::string getBaseName () const
 Returns interaction name/type. More...
 
void integrate (Mdouble timeStep) override
 Does nothing as there is no force. More...
 
Mdouble getTangentialOverlap () const override
 Returns zero overlap. More...
 
const Vec3D getTangentialForce () const override
 Returns zero tangential force. More...
 
- Public Member Functions inherited from BaseInteraction
 BaseInteraction (BaseInteractable *P, BaseInteractable *I, unsigned timeStamp)
 A constructor takes the BaseInteractable objects which are interacting (come into contact) and time the interaction starts. More...
 
 BaseInteraction ()
 
 BaseInteraction (const BaseInteraction &p)
 Copy constructor. More...
 
 ~BaseInteraction () override
 The destructor. More...
 
virtual void actionsOnErase ()
 If an interaction needs to do something before it gets erased, add it here. E.g. Liquid bridges rupture at the end of their lifetime, and the liquid bridge volume has to be redistributed. The reason this action is not done in the destructor is that this action should not be taken when erasing ghost interactions. More...
 
virtual void computeForce ()
 Virtual function that contains the force law between the two objects interacting. More...
 
void writeToFStat (std::ostream &os, Mdouble time) const
 Writes forces data to the FStat file. More...
 
std::string getName () const override
 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 (unsigned timeStamp)
 Updates the time step of the interacting. Note, time steps used to find completed interactions. More...
 
void setSpecies (const 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 importP (BaseInteractable *P)
 Sets the first object involved in the interaction (normally a particle). More...
 
void importI (BaseInteractable *I)
 Sets the second object involved in the interaction (often particle or wall). More...
 
Vec3D getIP () const
 
Vec3D getIC () const
 
Vec3D getCP () const
 
void setLagrangeMultiplier (Mdouble multiplier)
 
Mdouble getLagrangeMultiplier ()
 
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...
 
Mdouble getContactRadius () const
 Returns a Mdouble with the current contact 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 ()
 Returns a pointer to the second object involved in the interaction (often a wall or a particle). More...
 
const BaseInteractablegetP () const
 Returns a constant pointer to the first object involved in the interaction. More...
 
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...
 
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...
 
void setFStatData (std::fstream &fstat, BaseParticle *P, BaseWall *I)
 
void setFStatData (std::fstream &fstat, BaseParticle *P, BaseParticle *I)
 
unsigned int getMultiContactIdentifier () const
 
void setMultiContactIdentifier (unsigned int multiContactIdentifier_)
 
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...
 
virtual void actionsAfterTimeStep ()
 
virtual unsigned getNumberOfFieldsVTK () const
 
virtual std::string getTypeVTK (unsigned i) const
 
virtual std::string getNameVTK (unsigned i) const
 
virtual std::vector< MdoublegetFieldVTK (unsigned i) const
 
void setForce (Vec3D force)
 set total force (this is used by the normal force, tangential forces are added use addForce) More...
 
const BaseSpeciesgetBaseSpecies () const
 Return a constant point to BaseSpecies of the interaction. More...
 
virtual void createMPIType ()
 
virtual void * createMPIInteractionDataArray (unsigned int numberOfInteractions) const
 
virtual void deleteMPIInteractionDataArray (void *dataArray)
 
virtual void getMPIInteraction (void *historyDataArray, unsigned int index) const
 copies the history interactions into the data array More...
 
virtual void getInteractionDetails (void *interactionDataArray, unsigned int index, unsigned int &identificationP, unsigned int &identificationI, bool &isWallInteraction, unsigned &timeStamp)
 
virtual void setMPIInteraction (void *interactionDataArray, unsigned int index, bool resetPointers)
 
void setBasicMPIInteractionValues (int P, int I, unsigned timeStamp, Vec3D force, Vec3D torque, bool isWallInteraction, bool resetPointers)
 
void setIdentificationP (unsigned int identification)
 
void setIdentificationI (int identification)
 
void setWallInteraction (bool flag)
 
unsigned int getIdentificationP ()
 
int getIdentificationI ()
 
bool isWallInteraction ()
 
virtual bool isBonded () const
 
- Public Member Functions inherited from BaseObject
 BaseObject ()=default
 Default constructor. More...
 
 BaseObject (const BaseObject &p)=default
 Copy constructor, copies all the objects BaseObject contains. More...
 
virtual ~BaseObject ()=default
 virtual destructor More...
 
virtual void moveInHandler (unsigned int index)
 Except that it is virtual, it does the same thing as setIndex() does. More...
 
void setIndex (unsigned int index)
 Allows one to assign an index to an object in the handler/container. More...
 
void setId (unsigned long 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...
 
void setGroupId (unsigned groupId)
 
unsigned getGroupId () const
 

Additional Inherited Members

- Protected Member Functions inherited from BaseInteraction
Mdouble getEffectiveRadius () const
 Returns a Mdouble to the effective radius of the interaction. (Not corrected for the overlap) More...
 
Mdouble getEffectiveMass () const
 Returns a Mdouble to the effective radius of the interaction. (Not corrected for the overlap) More...
 
void addForce (Vec3D force)
 add an force increment to the total force. More...
 
void addTorque (Vec3D torque)
 
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...
 
virtual Mdouble getElasticEnergyAtEquilibrium (Mdouble adhesiveForce) const
 
virtual void reverseHistory ()
 When periodic particles some interaction need certain history properties reversing. This is the function for that. More...
 
void writeInteraction (std::ostream &os, bool created) const
 Writes information about a interaction to the interaction file. More...
 

Detailed Description

In case one wants to have a frictionless interaction between the interactables (particles or walls), the following class can be used. See Interaction.h, where one can set the FrictionalForceInteraction to EmptyFrictionInteraction.

All the member functions are just dummy methods which basically do nothing but define a interface.

Definition at line 45 of file EmptyFrictionInteraction.h.

Member Typedef Documentation

Constructor & Destructor Documentation

EmptyFrictionInteraction::EmptyFrictionInteraction ( BaseInteractable P,
BaseInteractable I,
unsigned  timeStamp 
)

Constructor.

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

Definition at line 39 of file EmptyFrictionInteraction.cc.

40  : BaseInteraction(P, I, timeStamp)
41 {
42 #ifdef DEBUG_CONSTRUCTOR
43  std::cout<<"EmptyFrictionInteraction::EmptyFrictionInteraction() finished"<<std::endl;
44 #endif
45 }
EmptyFrictionInteraction::EmptyFrictionInteraction ( )

Definition at line 48 of file EmptyFrictionInteraction.cc.

49  : BaseInteraction()
50 {
51 #ifdef DEBUG_CONSTRUCTOR
52  std::cout<<"EmptyFrictionInteraction::EmptyFrictionInteraction() finished"<<std::endl;
53 #endif
54 }
EmptyFrictionInteraction::EmptyFrictionInteraction ( const EmptyFrictionInteraction p)

Copy constructor.

Parameters
[in]p

Definition at line 59 of file EmptyFrictionInteraction.cc.

60  : BaseInteraction(p)
61 {
62 #ifdef DEBUG_CONSTRUCTOR
63  std::cout<<"EmptyFrictionInteraction::EmptyFrictionInteraction(const EmptyFrictionInteraction &p finished"<<std::endl;
64 #endif
65 }
EmptyFrictionInteraction::~EmptyFrictionInteraction ( )
override

Destructor.

Definition at line 70 of file EmptyFrictionInteraction.cc.

71 {
72 #ifdef DEBUG_DESTRUCTOR
73  std::cout<<"EmptyFrictionInteraction::~EmptyFrictionInteraction() finished"<<std::endl;
74 #endif
75 }

Member Function Documentation

void EmptyFrictionInteraction::computeFrictionForce ( )

Computes nothing, it is an empty function.

Definition at line 92 of file EmptyFrictionInteraction.cc.

93 {}
void EmptyFrictionInteraction::computeFrictionInteraction ( )

Definition at line 95 of file EmptyFrictionInteraction.cc.

96 {}
std::string EmptyFrictionInteraction::getBaseName ( ) const

Returns interaction name/type.

Returns
std::string

Definition at line 140 of file EmptyFrictionInteraction.cc.

141 {
142  return "";
143 }
Mdouble EmptyFrictionInteraction::getElasticEnergy ( ) const
overridevirtual

Returns zero as it is an frictionless interaction.

Returns
Mdouble

Reimplemented from BaseInteraction.

Definition at line 107 of file EmptyFrictionInteraction.cc.

108 {
109  return 0.0;
110 }
const EmptyFrictionSpecies * EmptyFrictionInteraction::getSpecies ( ) const

Returns a const pointer of type EmptyFrictionSpecies*.

Returns
const EmptyFrictionSpecies*

Definition at line 131 of file EmptyFrictionInteraction.cc.

References BaseInteraction::getBaseSpecies(), and BaseSpecies::getFrictionForce().

132 {
133  return static_cast<const EmptyFrictionSpecies*>(getBaseSpecies()->getFrictionForce());
134 ;
135 }
EmptyFrictionSpecies is used to create a force law without frictional forces.
BaseFrictionForce * getFrictionForce() const
Definition: BaseSpecies.h:150
const BaseSpecies * getBaseSpecies() const
Return a constant point to BaseSpecies of the interaction.
const Vec3D EmptyFrictionInteraction::getTangentialForce ( ) const
overridevirtual

Returns zero tangential force.

Returns
const Vec3D

Reimplemented from BaseInteraction.

Definition at line 123 of file EmptyFrictionInteraction.cc.

124 {
125  return Vec3D(0.0, 0.0, 0.0);
126 }
Definition: Vector.h:49
Mdouble EmptyFrictionInteraction::getTangentialOverlap ( ) const
overridevirtual

Returns zero overlap.

Returns
Mdouble

Reimplemented from BaseInteraction.

Definition at line 115 of file EmptyFrictionInteraction.cc.

116 {
117  return 0.0;
118 }
void EmptyFrictionInteraction::integrate ( Mdouble timeStep  UNUSED)
overridevirtual

Does nothing as there is no force.

Parameters
[in]timeStep

Reimplemented from BaseInteraction.

Definition at line 101 of file EmptyFrictionInteraction.cc.

102 {}
void EmptyFrictionInteraction::read ( std::istream &  is)
overridevirtual

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

Parameters
[in,out]is

Reimplemented from BaseInteraction.

Definition at line 86 of file EmptyFrictionInteraction.cc.

87 {}
void EmptyFrictionInteraction::write ( std::ostream &  os) const
overridevirtual

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

Parameters
[in,out]os

Reimplemented from BaseInteraction.

Definition at line 80 of file EmptyFrictionInteraction.cc.

81 {}

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