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LinearViscoelasticInteraction.cc
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25 
26 
29 #include "Species/BaseSpecies.h"
30 #include "BaseInteractable.h"
31 #include "InteractionHandler.h"
32 #include <iomanip>
33 #include <fstream>
34 
41  unsigned timeStamp)
42  : BaseInteraction(P, I, timeStamp)
43 {
44 #ifdef DEBUG_CONSTRUCTOR
45  std::cout<<"LinearViscoelasticInteraction::LinearViscoelasticInteraction() finished"<<std::endl;
46 #endif
47 }
48 
49 //used for mpi
51  : BaseInteraction()
52 {
53 #ifdef DEBUG_CONSTRUCTOR
54  std::cout<<"LinearViscoelasticInteraction::LinearViscoelasticInteraction() finished"<<std::endl;
55 #endif
56 }
57 
62  : BaseInteraction(p)
63 {
64 #ifdef DEBUG_CONSTRUCTOR
65  std::cout<<"LinearViscoelasticInteraction::LinearViscoelasticInteraction(const LinearViscoelasticInteraction& p) finished"<<std::endl;
66 #endif
67 }
68 
70 {
71 #ifdef DEBUG_DESTRUCTOR
72  std::cout<<"LinearViscoelasticInteraction::~LinearViscoelasticInteraction() finished"<<std::endl;
73 #endif
74 }
75 
80 void LinearViscoelasticInteraction::write(std::ostream& os) const
81 {
83 }
84 
90 {
92 }
93 
98 {
99  return "LinearViscoelastic";
100 }
101 
106 {
107  // Compute the relative velocity vector of particle P w.r.t. I
109  getP()->getVelocityAtContact(getContactPoint()) - getI()->getVelocityAtContact(getContactPoint()));
110  // Compute the projection of vrel onto the normal (can be negative)
112 
113  if (getOverlap() > 0) //if contact forces
114  {
115  const LinearViscoelasticNormalSpecies* species = getSpecies();
116 
117  Mdouble normalForce =
118  species->getStiffness() * getOverlap() - species->getDissipation() * getNormalRelativeVelocity();
119  if (species->getConstantRestitution()) normalForce *= 2.0*getEffectiveMass();
120  setAbsoluteNormalForce(std::abs(normalForce)); //used for further corce calculations;
121  setForce(getNormal() * normalForce);
122  setTorque(Vec3D(0.0, 0.0, 0.0));
123  }
124  else
125  {
127  setForce(Vec3D(0.0, 0.0, 0.0));
128  setTorque(Vec3D(0.0, 0.0, 0.0));
129  }
130 }
131 
136 {
137  if (getOverlap() > 0){
138  Mdouble energy =0.5 * (getSpecies()->getStiffness() * mathsFunc::square(getOverlap()));
140  return energy;
141  } else
142  return 0.0;
143 }
144 
149 {
151  return static_cast<const LinearViscoelasticNormalSpecies*>(getBaseSpecies()->getNormalForce());
152 }
153 
154 
156 {
157  double equilibriumOverlap = adhesiveForce / getSpecies()->getStiffness();
158  return 0.5 * adhesiveForce * equilibriumOverlap;
159 }
bool getConstantRestitution() const
void read(std::istream &is) override
Interaction read function, which accepts an std::istream as input.
double Mdouble
Definition: GeneralDefine.h:34
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.
void setRelativeVelocity(Vec3D relativeVelocity)
set the relative velocity of the current of the interactions.
BaseNormalForce * getNormalForce() const
Definition: BaseSpecies.h:148
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) ...
const Vec3D & getContactPoint() const
Gets constant reference to contact point (vector).
BaseInteractable * getI()
Returns a pointer to the second object involved in the interaction (often a wall or a particle)...
static Mdouble dot(const Vec3D &a, const Vec3D &b)
Calculates the dot product of two Vec3D: .
Definition: Vector.cc:76
void setNormalRelativeVelocity(Mdouble normalRelativeVelocit)
set the normal component of the relative velocity.
Stores information about interactions between two interactable objects; often particles but could be ...
const Vec3D & getNormal() const
Gets the normal vector between the two interacting objects.
Enables one to compute normal forces in case of a linear visco-elastic interaction.
BaseInteractable * getP()
Returns a pointer to first object involved in the interaction (normally a particle).
Mdouble getNormalRelativeVelocity() const
Returns a double which is the norm (length) of the relative velocity vector.
LinearViscoelasticNormalSpecies contains the parameters used to describe a linear elastic-dissipative...
const LinearViscoelasticNormalSpecies * getSpecies() const
Returns a const pointer of type LinearViscoelasticNormalSpecies*.
void write(std::ostream &os) const override
Interaction write function, which accepts an std::ostream as input.
const BaseSpecies * getBaseSpecies() const
Return a constant point to BaseSpecies of the interaction.
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
void read(std::istream &is) override
Interaction read function, which accepts an std::istream as input.
~LinearViscoelasticInteraction() override
Destructor.
std::string getBaseName() const
Returns the type/name of interaction (linear visco-elastic interaction).
Mdouble getElasticEnergyAtEquilibrium(Mdouble adhesiveForce) const override
Defines the basic properties that a interactable object can have.
Definition: Vector.h:49
T square(const T val)
squares a number
Definition: ExtendedMath.h:104
void write(std::ostream &os) const override
Interaction print function, which accepts an std::ostream as input.
Mdouble getElasticEnergy() const override
Returns the amount of energy stored in the spring due to head on collision.
Mdouble getEffectiveMass() const
Returns a Mdouble to the effective radius of the interaction. (Not corrected for the overlap) ...