AxisymmetricIntersectionOfWalls Class Reference

Use AxisymmetricIntersectionOfWalls to Screw Screw::read Screw::read Screw::read define axisymmetric walls, such as cylinders, cones, etc. More...

#include <AxisymmetricIntersectionOfWalls.h>

+ Inheritance diagram for AxisymmetricIntersectionOfWalls:

Public Member Functions

 AxisymmetricIntersectionOfWalls ()
 Default constructor. More...
 
 AxisymmetricIntersectionOfWalls (const AxisymmetricIntersectionOfWalls &p)
 Copy constructor. More...
 
 AxisymmetricIntersectionOfWalls (Vec3D position, Vec3D normal, std::vector< normalAndPosition > walls, const ParticleSpecies *species)
 Constructor setting values. More...
 
 ~AxisymmetricIntersectionOfWalls () override
 Destructor. More...
 
AxisymmetricIntersectionOfWallsoperator= (const AxisymmetricIntersectionOfWalls &other)
 Copy assignment operator. More...
 
AxisymmetricIntersectionOfWallscopy () const final
 Wall copy method. It calls the copy constructor of this Wall, useful for polymorphism. More...
 
bool getDistanceAndNormal (const BaseParticle &P, Mdouble &distance, Vec3D &normal_return) const final
 Computes the distance from the wall for a given BaseParticle and returns true if there is a collision. If there is a collision, also return the normal vector. More...
 
void read (std::istream &is) final
 reads wall More...
 
void write (std::ostream &os) const final
 outputs wall More...
 
std::string getName () const final
 Returns the name of the object. More...
 
void setAxis (Vec3D a)
 
void convertLimits (Vec3D &min, Vec3D &max) const
 
void writeVTK (VTKContainer &vtk) const override
 
- Public Member Functions inherited from IntersectionOfWalls
 IntersectionOfWalls ()
 Default constructor. More...
 
 IntersectionOfWalls (const IntersectionOfWalls &other)
 Copy constructor. More...
 
 IntersectionOfWalls (const std::vector< normalAndPosition > &walls, const ParticleSpecies *species)
 Constructor setting values. More...
 
 ~IntersectionOfWalls () override
 Destructor. More...
 
IntersectionOfWallsoperator= (const IntersectionOfWalls &other)
 
IntersectionOfWallscopy () const override
 Wall copy method. It calls the copy constructor of this Wall, useful for polymorphism. More...
 
void clear ()
 Removes all parts of the walls. More...
 
void setSpecies (const ParticleSpecies *species)
 sets species of subwalls as well More...
 
void setHandler (WallHandler *wallHandler) override
 A function which sets the WallHandler for this BaseWall. More...
 
unsigned int getNumberOfObjects ()
 Returns the number of objects. More...
 
void addObject (Vec3D normal, Vec3D point)
 Adds a wall to the set of infinite walls, given a normal vector pointing into the wall (i.e. out of the simulation domain), going through the point, so that normal*x=normal*point. More...
 
void addObject (Quaternion orientation, Vec3D position)
 
void add3PointObject (Vec3D PointA, Vec3D PointB, Vec3D PointC)
 
void setPointsAndLines (unsigned int n)
 
void addTetraSTL (Vec3D PointA, Vec3D PointB, Vec3D PointC, Vec3D WallNormal, Mdouble Thickness, int wallidentifier)
 constructs a tetrahedron for an STL file input More...
 
void addTetra (const Vec3D &PointA, const Vec3D &PointB, const Vec3D &PointC, Mdouble &Thickness)
 constructs a tetrahedron from 3 input coordinates More...
 
void addPlate (const Vec3D &PointA, const Vec3D &PointB, const Vec3D &PointC, const Vec3D &WallNormal, const Mdouble &Thickness, int wallidentifier)
 
MERCURYDPM_DEPRECATED void addObject (Vec3D normal, Mdouble position)
 Adds a wall to the set of finite walls, given an normal vector pointing into the wall (i.e. out of the flow domain), to give a plane defined by normal*x=position. More...
 
void createOpenPrism (std::vector< Vec3D > points, Vec3D prismAxis)
 Creates an open prism which is a polygon between the points, except the first and last point, and extends infinitely in the PrismAxis direction. Note that if you view from inside of your geometry, the shape formed by points has to be convex, otherwise it will not create the wall correctly. More...
 
void createPrism (std::vector< Vec3D > points, Vec3D prismAxis)
 Creates an open prism which is a polygon between the points and extends infinitely in the PrismAxis direction. Note that if you view from inside of your geometry, the shape formed by points has to be convex, otherwise it will not create the wall correctly. More...
 
void createOpenPrism (std::vector< Vec3D > points)
 Creates an open prism which is a polygon between the points, except the first and last point, and extends infinitely in the direction perpendicular to the first and second wall. Note that if you view from inside of your geometry, the shape formed by points has to be convex, otherwise it will not create the wall correctly. More...
 
void createPrism (std::vector< Vec3D > points)
 Creates an open prism which is a polygon between the points and extends infinitely in the direction perpendicular to the first and second wall. Note that if you view from inside of your geometry, the shape formed by points has to be convex, otherwise it will not create the wall correctly. More...
 
bool getDistanceAndNormal (const BaseParticle &p, Mdouble &distance, Vec3D &normal_return) const override
 Compute the distance from the wall for a given BaseParticle and return if there is a collision. If there is a collision, also return the normal vector. More...
 
bool getDistanceAndNormal (const Vec3D &position, Mdouble wallInteractionRadius, Mdouble &distance, Vec3D &normal_return) const
 Compute the distance from the wall for a given BaseParticle and return if there is an interaction. If there is an interaction, also return the normal vector. More...
 
void read (std::istream &is) override
 Move the IntersectionOfWalls to a new position, which is a Vec3D from the old position. More...
 
void write (std::ostream &os) const override
 Writes an IntersectionOfWalls to an output stream, for example a restart file. More...
 
std::string getName () const override
 Returns the name of the object, here the string "IntersectionOfWalls". More...
 
void writeVTK (VTKContainer &vtk) const override
 
- Public Member Functions inherited from BaseWall
 BaseWall ()
 Default constructor. More...
 
 BaseWall (const BaseWall &w)
 Copy constructor. More...
 
 ~BaseWall () override
 Default destructor. More...
 
virtual bool getDistanceNormalOverlap (const BaseParticle &P, Mdouble &distance, Vec3D &normal_return, Mdouble &overlap) const
 
virtual bool getDistanceNormalOverlapSuperquadric (const SuperQuadricParticle &p, Mdouble &distance, Vec3D &normal_return, Mdouble &overlap) const
 
virtual Vec3D getFurthestPointSuperQuadric (const Vec3D &normalBodyFixed, const Vec3D &axes, Mdouble eps1, Mdouble eps2) const
 
WallHandlergetHandler () const
 A function which returns the WallHandler that handles this BaseWall. More...
 
void setIndSpecies (unsigned int indSpecies) override
 Define the species of this wall using the index of the species in the SpeciesHandler in this DPMBase. More...
 
void setSpecies (const ParticleSpecies *species)
 Defines the species of the current wall. More...
 
bool isFixed () const override
 
void setForceControl (Vec3D forceGoal, Vec3D gainFactor, Vec3D baseVelocity={0, 0, 0})
 Slowly adjusts the force on a wall towards a specified goal, by adjusting (prescribing) the velocity of the wall. More...
 
virtual bool isLocal (Vec3D &min, Vec3D &max) const
 
bool getLinePlaneIntersect (Vec3D &intersect, const Vec3D &p0, const Vec3D &p1, const Vec3D &n, const Vec3D &p)
 
bool isInsideWallVTK (const Vec3D &point, const Vec3D &normal, const Vec3D &position) const
 
void projectOntoWallVTK (Vec3D &point0, const Vec3D &point1, const Vec3D &normal, const Vec3D &position) const
 
void intersectVTK (std::vector< Vec3D > &points, Vec3D normal, Vec3D position) const
 
virtual BaseInteractiongetInteractionWithSuperQuad (SuperQuadricParticle *p, unsigned timeStamp, InteractionHandler *interactionHandler)
 
void getVTK (std::vector< Vec3D > &points, std::vector< std::vector< double >> &triangleStrips)
 
const Vec3D getAxis () const
 
BaseInteractiongetInteractionWith (BaseParticle *p, unsigned timeStamp, InteractionHandler *interactionHandler) override
 Returns the interaction between this wall and a given particle, nullptr if there is no interaction. More...
 
virtual void actionsOnRestart ()
 No implementation but can be overidden in its derived classes. More...
 
virtual void actionsAfterParticleGhostUpdate ()
 No implementation but can be overidden in its derived classes. More...
 
virtual void handleParticleAddition (unsigned int id, BaseParticle *p)
 Handles the addition of particles to the particleHandler. More...
 
virtual void handleParticleRemoval (unsigned int id)
 Handles the addition of particles to the particleHandler. More...
 
virtual void checkInteractions (InteractionHandler *interactionHandler, unsigned int timeStamp)
 Check if all interactions are valid. More...
 
bool getVTKVisibility () const
 
void setVTKVisibility (bool vtkVisibility)
 
void addRenderedWall (BaseWall *w)
 
BaseWallgetRenderedWall (size_t i) const
 
std::vector< BaseWall * > getRenderedWalls () const
 
void removeRenderedWalls ()
 
void renderWall (VTKContainer &vtk)
 
void addParticlesAtWall (unsigned numElements=50)
 
void setVelocityControl (Vec3D forceGoal, Vec3D gainFactor, Vec3D baseVelocity)
 
virtual void writeWallDetailsVTK (VTKData &data) const
 
virtual void computeWear ()
 
- Public Member Functions inherited from BaseInteractable
 BaseInteractable ()
 Default BaseInteractable constructor. More...
 
 BaseInteractable (const BaseInteractable &p)
 Copy constructor. More...
 
 ~BaseInteractable () override
 Destructor, it simply destructs the BaseInteractable and all the objects it contains. More...
 
unsigned int getIndSpecies () const
 Returns the index of the species associated with the interactable object. More...
 
const ParticleSpeciesgetSpecies () const
 Returns a pointer to the species of this BaseInteractable. More...
 
void setSpecies (const ParticleSpecies *species)
 Sets the species of this BaseInteractable. More...
 
const Vec3DgetForce () const
 Returns the force on this BaseInteractable. More...
 
const Vec3DgetTorque () const
 Returns the torque on this BaseInteractable. More...
 
void setForce (const Vec3D &force)
 Sets the force on this BaseInteractable. More...
 
void setTorque (const Vec3D &torque)
 Sets the torque on this BaseInteractable. More...
 
void addForce (const Vec3D &addForce)
 Adds an amount to the force on this BaseInteractable. More...
 
void addTorque (const Vec3D &addTorque)
 Adds an amount to the torque on this BaseInteractable. More...
 
virtual void resetForceTorque (int numberOfOMPthreads)
 
void sumForceTorqueOMP ()
 
const Vec3DgetPosition () const
 Returns the position of this BaseInteractable. More...
 
const QuaterniongetOrientation () const
 Returns the orientation of this BaseInteractable. More...
 
virtual void setPosition (const Vec3D &position)
 Sets the position of this BaseInteractable. More...
 
void setOrientationViaNormal (Vec3D normal)
 Sets the orientation of this BaseInteractable by defining the vector that results from the rotation of the (1,0,0) vector. More...
 
void setOrientationViaEuler (Vec3D eulerAngle)
 Sets the orientation of this BaseInteractable by defining the euler angles. More...
 
virtual void setOrientation (const Quaternion &orientation)
 Sets the orientation of this BaseInteractable. More...
 
virtual void move (const Vec3D &move)
 Moves this BaseInteractable by adding an amount to the position. More...
 
virtual void rotate (const Vec3D &angularVelocityDt)
 Rotates this BaseInteractable. More...
 
const std::vector< BaseInteraction * > & getInteractions () const
 Returns a list of interactions which belong to this interactable. More...
 
void addInteraction (BaseInteraction *I)
 Adds an interaction to this BaseInteractable. More...
 
bool removeInteraction (BaseInteraction *I)
 Removes an interaction from this BaseInteractable. More...
 
void copyInteractionsForPeriodicParticles (const BaseInteractable &p)
 Copies interactions to this BaseInteractable whenever a periodic copy made. More...
 
void setVelocity (const Vec3D &velocity)
 set the velocity of the BaseInteractable. More...
 
void setAngularVelocity (const Vec3D &angularVelocity)
 set the angular velocity of the BaseInteractble. More...
 
void addVelocity (const Vec3D &velocity)
 adds an increment to the velocity. More...
 
void addAngularVelocity (const Vec3D &angularVelocity)
 add an increment to the angular velocity. More...
 
virtual const Vec3DgetVelocity () const
 Returns the velocity of this interactable. More...
 
virtual const Vec3DgetAngularVelocity () const
 Returns the angular velocity of this interactable. More...
 
void setPrescribedPosition (const std::function< Vec3D(double)> &prescribedPosition)
 Allows the position of an infinite mass interactable to be prescribed. More...
 
void applyPrescribedPosition (double time)
 Computes the position from the user defined prescribed position function. More...
 
void setPrescribedVelocity (const std::function< Vec3D(double)> &prescribedVelocity)
 Allows the velocity of an infinite mass interactable to be prescribed. More...
 
void applyPrescribedVelocity (double time)
 Computes the velocity from the user defined prescribed velocity function. More...
 
void setPrescribedOrientation (const std::function< Quaternion(double)> &prescribedOrientation)
 Allows the orientation of the infinite mass interactbale to be prescribed. More...
 
void applyPrescribedOrientation (double time)
 Computes the orientation from the user defined prescribed orientation function. More...
 
void setPrescribedAngularVelocity (const std::function< Vec3D(double)> &prescribedAngularVelocity)
 Allows the angular velocity of the infinite mass interactable to be prescribed. More...
 
void applyPrescribedAngularVelocity (double time)
 Computes the angular velocity from the user defined prescribed angular velocity. More...
 
virtual const Vec3D getVelocityAtContact (const Vec3D &contact) const
 Returns the velocity at the contact point, use by many force laws. More...
 
void integrateBeforeForceComputation (double time, double timeStep)
 This is part of integrate routine for objects with infinite mass. More...
 
void integrateAfterForceComputation (double time, double timeStep)
 This is part of the integration routine for objects with infinite mass. More...
 
virtual Mdouble getInvMass () const
 
virtual Mdouble getCurvature (const Vec3D &labFixedCoordinates) const
 
virtual bool isFaceContact (const Vec3D &normal) 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

- Static Public Member Functions inherited from BaseWall
static void addToVTK (const std::vector< Vec3D > &points, VTKContainer &vtk)
 Takes the points provided and adds a triangle strip connecting these points to the vtk container. More...
 
- Protected Attributes inherited from IntersectionOfWalls
std::vector< InfiniteWallwallObjects_
 The wall "segments"/directions that together make up the finite wall. More...
 
std::vector< Vec3DC_
 A vector that stores the intersection point of three different InfiniteWall. More...
 

Detailed Description

Use AxisymmetricIntersectionOfWalls to Screw Screw::read Screw::read Screw::read define axisymmetric walls, such as cylinders, cones, etc.

An AxisymmetricIntersectionOfWalls is equivalent to an IntersectionOfWalls where the Cartesian coordinate system (x,y,z) is replaced by a cylindrical coordinate system \((\hat{r},\theta,\hat{z})\). The origin and orientation of the cylindrical coordinate system is defined by the position and orientation of the wall, respectively.

In other words, a particle touches an AxisymmetricIntersectionOfWalls, if it touches the IntersectionOfWalls object in the \((r,\theta,z)\) coordinate system.

Thus, you need to define:

  • the position p of the wall, which is also the origin of the cylindrical coordinate system
  • the orientation o of the wall, which is the \(\hat{z}\) direction of the cylindrical coordinate system
  • a set of walls in the \((\hat{r},\theta,\hat{z})\) coordinate system, defined by a normal n and position p. Only axisymmetric objects can be defined, thus the \(\theta \) value of the normals has to be zero.

Example 1

Say you want to define a cylindrical wall as in the left image below. If you define the origin and orientation of the cylindrical coordinate system as *(0,0,0)* and *(0,0,1)*, respectively, then the cylinder is a rectangle in the cylindrical coordinate system. Thus, you need to intersect three walls, with normals and position as indicated in the right figure below.

A cylindric wall that repels particles

The following code defines such a cylinder:

w.setSpecies(species);
w.setPosition(Vec3D(0,0,0));
//arguments of addObject are normal and position of the intersected walls
w.addObject(Vec3D(-1,0,0), Vec3D(1,0,0)); //Cylindric wall
w.addObject(Vec3D(0,0,1), Vec3D(.5,0,-1)); //Bottom wall
w.addObject(Vec3D(0,0,-1), Vec3D(.5,0,1)); //Top wall
wallHandler.copyAndAddObject(w);
Use AxisymmetricIntersectionOfWalls to Screw Screw::read Screw::read Screw::read define axisymmetric ...
Definition: AxisymmetricIntersectionOfWalls.h:126
virtual void setOrientation(const Quaternion &orientation)
Sets the orientation of this BaseInteractable.
Definition: BaseInteractable.h:260
virtual void setPosition(const Vec3D &position)
Sets the position of this BaseInteractable.
Definition: BaseInteractable.h:239
void addObject(Vec3D normal, Vec3D point)
Adds a wall to the set of infinite walls, given a normal vector pointing into the wall (i....
Definition: IntersectionOfWalls.cc:138
void setSpecies(const ParticleSpecies *species)
sets species of subwalls as well
Definition: IntersectionOfWalls.cc:72
Definition: Vector.h:51

Example 2

Note, one can also define a cylindric casing that can be filled with particles, see image below.

A cylindric casing that can be filled with particles

In this case, you don't have to intersect the walls; instead you need to create three separate walls. A sample code:

w.setSpecies(species);
w.setPosition(Vec3D(0,0,0));
w.addObject(Vec3D(1,0,0), Vec3D(1,0,0)); //Cylindric wall
wallHandler.copyAndAddObject(w);
w1.set(Vec3D(0,0,-1), Vec3D(0,0,-1)); //Bottom wall
wallHandler.copyAndAddObject(w1);
w1.set(Vec3D(0,0,1), Vec3D(0,0,1)); //Top wall
wallHandler.copyAndAddObject(w1);
A infinite wall fills the half-space {point: (position_-point)*normal_<=0}.
Definition: InfiniteWall.h:48
void set(Vec3D normal, Vec3D point)
Defines a standard wall, given an outward normal vector s.t. normal*x=normal*point for all x of the w...
Definition: InfiniteWall.cc:118

Example 3

Say you want a cylindrical casing with an outflow at the base. In this case, you need to define three walls:

  • The outer cylinder of radius R, height H
  • The flat top wall
  • A bottom wall which is a outer cylinder of radius r<R, with a flat top wall at z=0
A cylindric casing that can be filled with particles

This can be done as follows:

double R = 2;
double H = 1;
double r = 1;
w.setSpecies(species);
w.setPosition(Vec3D(0,0,0));
//normal and position of the outer shell in cylindrical coordinates
w.addObject(Vec3D(1,0,0), Vec3D(R,0,0));
wallHandler.copyAndAddObject(w);
w1.set(Vec3D(0,0,1), Vec3D(0,0,H)); //Top wall
w0.setSpecies(species);
w0.setPosition(Vec3D(0,0,0));
w0.setOrientation(Vec3D(0,0,1));
// bottom wall is an intersection of two walls, an outer cylinder of radius r and a flat top wall at z=0
w0.addObject(Vec3D(1,0,0), Vec3D(r,0,0));
w0.addObject(Vec3D(0,0,1), Vec3D(r,0,0));
wallHandler.copyAndAddObject(w0);
@ R
Definition: StatisticsVector.h:42

For a demonstration on how to use this class, see Flow through a 3D hourglass/silo.

Constructor & Destructor Documentation

◆ AxisymmetricIntersectionOfWalls() [1/3]

AxisymmetricIntersectionOfWalls::AxisymmetricIntersectionOfWalls ( )

Default constructor.

32 {
33  logger(DEBUG, "AxisymmetricIntersectionOfWalls() finished");
34 }
Logger< MERCURYDPM_LOGLEVEL > logger("MercuryKernel")
Definition of different loggers with certain modules. A user can define its own custom logger here.
@ DEBUG

References DEBUG, and logger.

Referenced by copy().

◆ AxisymmetricIntersectionOfWalls() [2/3]

AxisymmetricIntersectionOfWalls::AxisymmetricIntersectionOfWalls ( const AxisymmetricIntersectionOfWalls other)

Copy constructor.

Parameters
[in]otherThe AxisymmetricIntersectionOfWalls that must be copied.
40  : IntersectionOfWalls(other)
41 {
42  logger(DEBUG, "AxisymmetricIntersectionOfWalls(const AxisymmetricIntersectionOfWalls &p) finished");
43 }
IntersectionOfWalls()
Default constructor.
Definition: IntersectionOfWalls.cc:33

References DEBUG, and logger.

◆ AxisymmetricIntersectionOfWalls() [3/3]

AxisymmetricIntersectionOfWalls::AxisymmetricIntersectionOfWalls ( Vec3D  position,
Vec3D  normal,
std::vector< normalAndPosition walls,
const ParticleSpecies species 
)

Constructor setting values.

48  : IntersectionOfWalls(walls, species)
49 {
50  setPosition(position);
51  setOrientationViaNormal(orientation);
52 }
void setOrientationViaNormal(Vec3D normal)
Sets the orientation of this BaseInteractable by defining the vector that results from the rotation o...
Definition: BaseInteractable.cc:199

References BaseInteractable::setOrientationViaNormal(), and BaseInteractable::setPosition().

◆ ~AxisymmetricIntersectionOfWalls()

AxisymmetricIntersectionOfWalls::~AxisymmetricIntersectionOfWalls ( )
override

Destructor.

55 {
56  logger(DEBUG, "~AxisymmetricIntersectionOfWalls() finished.");
57 }

References DEBUG, and logger.

Member Function Documentation

◆ convertLimits()

void AxisymmetricIntersectionOfWalls::convertLimits ( Vec3D min,
Vec3D max 
) const

converts XYZ limits into RZ limits, to properly limit the VTK plotting area.

158 {
160  Vec3D rMin = min - getPosition();
161  q.rotateBack(rMin); //set min/max initial values to values of first corner point
162  Vec3D rMax = max - getPosition();
163  q.rotateBack(rMax); //set min/max initial values to values of first corner point
164 
165  Mdouble r = std::sqrt(std::max(rMax.Y * rMax.Y + rMax.Z * rMax.Z, rMin.Y * rMin.Y + rMin.Z * rMin.Z));
166  max = Vec3D(r, 0.001, std::max(rMin.X,rMax.X));
167  min = Vec3D(0, 0, std::min(rMin.X,rMax.X));
168  //std::cout << "r=" << r << std::endl;
169 }
double Mdouble
Definition: GeneralDefine.h:34
const Quaternion & getOrientation() const
Returns the orientation of this BaseInteractable.
Definition: BaseInteractable.h:230
const Vec3D & getPosition() const
Returns the position of this BaseInteractable.
Definition: BaseInteractable.h:218
This class contains the 4 components of a quaternion and the standard operators and functions needed ...
Definition: Quaternion.h:63
void rotateBack(Vec3D &position) const
Definition: Quaternion.cc:610
Mdouble Y
Definition: Vector.h:66
Mdouble Z
Definition: Vector.h:66
Mdouble X
the vector components
Definition: Vector.h:66

References BaseInteractable::getOrientation(), BaseInteractable::getPosition(), Quaternion::rotateBack(), Vec3D::X, Vec3D::Y, and Vec3D::Z.

Referenced by writeVTK().

◆ copy()

AxisymmetricIntersectionOfWalls * AxisymmetricIntersectionOfWalls::copy ( ) const
finalvirtual

Wall copy method. It calls the copy constructor of this Wall, useful for polymorphism.

Returns
pointer to a IntersectionOfWalls object allocated using new.

Implements BaseWall.

79 {
80  return new AxisymmetricIntersectionOfWalls(*this);
81 }
AxisymmetricIntersectionOfWalls()
Default constructor.
Definition: AxisymmetricIntersectionOfWalls.cc:31

References AxisymmetricIntersectionOfWalls().

Referenced by operator=().

◆ getDistanceAndNormal()

bool AxisymmetricIntersectionOfWalls::getDistanceAndNormal ( const BaseParticle p,
Mdouble distance,
Vec3D normalReturn 
) const
finalvirtual

Computes the distance from the wall for a given BaseParticle and returns true if there is a collision. If there is a collision, also return the normal vector.

First, the particle is translated by the vector position_, then the distance normal and tangential to the orientation is computed. This normal and tangential direction is interpreted as the x and z coordinate. With the particle shifted into the XZ plane, the distance and normal is computed, as if the AxisymmetricIntersectionOfWalls would be a simple IntersectionOfWalls. Finally, the object and the normal is rotated back to the original position.

See also AxisymmetricIntersectionOfWalls for details.

Todo:
check, maybe orientation has to be normalized differently for axisymmetric walls (or axis needs to be normalized)

Implements BaseWall.

95 {
96  //transform to axisymmetric coordinates
97  //move the coordinate system to the axis origin, so pOrigin=(xhat,yhat,zhat)
98  Vec3D pOrigin = p.getPosition() - getPosition();
100  Vec3D axis = getOrientation().getAxis();
101  Mdouble a = Vec3D::dot(pOrigin, axis);
102  //Vec3D(r,a) is the projection into the radial-axial plane
103  Vec3D radialDirection = pOrigin - a * axis;
104  Mdouble r = radialDirection.getLength();
105  Vec3D normal;
106  //determine wall distance, normal and contact in axissymmetric coordinates
107  //and transform from axisymmetric coordinates
108  if (!IntersectionOfWalls::getDistanceAndNormal(Vec3D(r, 0, a), p.getWallInteractionRadius(this), distance, normal))
109  {
110  //if not in contact
111  return false;
112  }
113  else
114  {
115  //if in contact
116  if (r != 0)
117  radialDirection /= r;
118  else //in this case the tangential vector is irrelevant
119  logger(WARN, "Warning: Particle % is exactly on the symmetry axis of wall %", p.getIndex(), getIndex());
120  normalReturn = normal.Z * axis + normal.X * radialDirection;
121  //logger.assert_debug(normalReturn.Y==0,"Error");
122  return true;
123  }
124 }
@ WARN
unsigned int getIndex() const
Returns the index of the object in the handler.
Definition: BaseObject.h:118
Mdouble getWallInteractionRadius(const BaseWall *wall) const
returns the radius plus the interactionDistance
Definition: BaseParticle.h:386
bool getDistanceAndNormal(const BaseParticle &p, Mdouble &distance, Vec3D &normal_return) const override
Compute the distance from the wall for a given BaseParticle and return if there is a collision....
Definition: IntersectionOfWalls.cc:532
Vec3D getAxis() const
Converts the quaternions into a normal vector by rotating the vector x=(1,0,0); see See Wiki for deta...
Definition: Quaternion.cc:501
static Mdouble getLength(const Vec3D &a)
Calculates the length of a Vec3D: .
Definition: Vector.cc:331
static Mdouble dot(const Vec3D &a, const Vec3D &b)
Calculates the dot product of two Vec3D: .
Definition: Vector.cc:76

References Vec3D::dot(), Quaternion::getAxis(), IntersectionOfWalls::getDistanceAndNormal(), BaseObject::getIndex(), Vec3D::getLength(), BaseInteractable::getOrientation(), BaseInteractable::getPosition(), BaseParticle::getWallInteractionRadius(), logger, WARN, Vec3D::X, and Vec3D::Z.

◆ getName()

std::string AxisymmetricIntersectionOfWalls::getName ( ) const
finalvirtual

Returns the name of the object.

Returns
The string "AxisymmetricIntersectionOfWalls".

Implements BaseObject.

148 {
149  return "AxisymmetricIntersectionOfWalls";
150 }

◆ operator=()

AxisymmetricIntersectionOfWalls & AxisymmetricIntersectionOfWalls::operator= ( const AxisymmetricIntersectionOfWalls other)

Copy assignment operator.

Parameters
[in]otherThe AxisymmetricIntersectionOfWalls that must be copied.
64 {
65  if (this == &other)
66  {
67  return *this;
68  }
69  else
70  {
71  return *(other.copy());
72  }
73 }
AxisymmetricIntersectionOfWalls * copy() const final
Wall copy method. It calls the copy constructor of this Wall, useful for polymorphism.
Definition: AxisymmetricIntersectionOfWalls.cc:78

References copy().

◆ read()

void AxisymmetricIntersectionOfWalls::read ( std::istream &  is)
finalvirtual

reads wall

Parameters
[in]isThe input stream from which the AxisymmetricIntersectionOfWalls is read, usually a restart file.

Reimplemented from BaseInteractable.

131 {
133 }
void read(std::istream &is) override
Move the IntersectionOfWalls to a new position, which is a Vec3D from the old position.
Definition: IntersectionOfWalls.cc:746

References IntersectionOfWalls::read().

◆ setAxis()

◆ write()

void AxisymmetricIntersectionOfWalls::write ( std::ostream &  os) const
finalvirtual

outputs wall

Parameters
[in]osThe output stream where the AxisymmetricIntersectionOfWalls must be written to, usually a restart file.

Reimplemented from BaseInteractable.

140 {
142 }
void write(std::ostream &os) const override
Writes an IntersectionOfWalls to an output stream, for example a restart file.
Definition: IntersectionOfWalls.cc:776

References IntersectionOfWalls::write().

◆ writeVTK()

void AxisymmetricIntersectionOfWalls::writeVTK ( VTKContainer vtk) const
overridevirtual

adds extra information to the points and triangleStrips vectors needed to plot the wall in vtk format

Parameters
pointsCoordinates of the vertices of the triangulated surfaces (in the VTK file this is called POINTS)
triangleStripsIndices of three vertices forming one triangulated surface (in the VTK file this is called CELL)
Bug:
once the quaternions are implemented, we can orient these walls properly

Reimplemented from BaseWall.

172 {
173  for (auto wall = wallObjects_.begin(); wall != wallObjects_.end(); wall++)
174  {
175  //plot each of the intersecting walls
176  std::vector<Vec3D> myPoints;
177 
178  //first create a slice of non-rotated wall in the xz plane, 0<y<1
179  Vec3D min = getHandler()->getDPMBase()->getMin();
180  Vec3D max = getHandler()->getDPMBase()->getMax();
181  convertLimits(min, max);
182 
183  //create the basic slice for the first wall using the InfiniteWall routine
184  wall->createVTK(myPoints, min, max);
185 
186  //create intersections with the other walls, similar to the IntersectionOfWalls routine
187  for (auto other = wallObjects_.begin(); other != wallObjects_.end(); other++)
188  {
189  if (other != wall)
190  {
191  intersectVTK(myPoints, -other->getNormal(), other->getPosition());
192  }
193  }
194 
195  //only keep the y=0 values
196  std::vector<Vec3D> rzVec;
197  for (auto& p: myPoints)
198  {
199  if (p.Y == 0)
200  {
201  rzVec.push_back(p);
202  }
203  }
204  if (rzVec.empty())
205  return;
206 
207  //create points on the unit circle
208  unsigned nr = 180;
209  struct XY
210  {
211  double X;
212  double Y;
213  };
214  std::vector<XY> xyVec;
215  for (unsigned ir = 0; ir < nr; ir++)
216  {
217  Mdouble angle = 2.0 * constants::pi * ir / nr;
218  xyVec.push_back({cos(angle), sin(angle)});
219  }
220 
221  //now create rings of points on the axisym. shape
223  unsigned long nPoints = vtk.points.size();
224  Vec3D p;
225  //Vec3D o = getOrientation().getAxis();
226  for (auto rz : rzVec)
227  {
228  for (auto xy : xyVec)
229  {
230  p = Vec3D(rz.Z, rz.X * xy.X, rz.X * xy.Y);
231  getOrientation().rotate(p);
232  p += getPosition();
233  vtk.points.push_back(p);
234  }
235  }
236 
237  //finally create the connectivity matri to plot shell-like triangle strips.
238  unsigned long nz = rzVec.size();
239  for (unsigned iz = 0; iz < nz - 1; iz++)
240  {
241  std::vector<double> cell;
242  cell.reserve(2 * nr + 2);
243  for (unsigned ir = 0; ir < nr; ir++)
244  {
245  cell.push_back(nPoints + ir + iz * nr);
246  cell.push_back(nPoints + ir + (iz + 1) * nr);
247  }
248  cell.push_back(nPoints + iz * nr);
249  cell.push_back(nPoints + (iz + 1) * nr);
250  vtk.triangleStrips.push_back(cell);
251  }
252  }
253 
254 }
@ XY
Definition: StatisticsVector.h:42
@ Y
Definition: StatisticsVector.h:42
@ X
Definition: StatisticsVector.h:42
void convertLimits(Vec3D &min, Vec3D &max) const
Definition: AxisymmetricIntersectionOfWalls.cc:157
DPMBase * getDPMBase()
Gets the problem that is solved using this handler.
Definition: BaseHandler.h:725
void intersectVTK(std::vector< Vec3D > &points, Vec3D normal, Vec3D position) const
Definition: BaseWall.cc:241
WallHandler * getHandler() const
A function which returns the WallHandler that handles this BaseWall.
Definition: BaseWall.cc:134
Vec3D getMax() const
Definition: DPMBase.h:670
Vec3D getMin() const
Definition: DPMBase.h:664
std::vector< InfiniteWall > wallObjects_
The wall "segments"/directions that together make up the finite wall.
Definition: IntersectionOfWalls.h:219
void rotate(Vec3D &position) const
Definition: Quaternion.cc:563
const Mdouble pi
Definition: ExtendedMath.h:45
Mdouble cos(Mdouble x)
Definition: ExtendedMath.cc:64
Mdouble sin(Mdouble x)
Definition: ExtendedMath.cc:44
std::vector< std::vector< double > > triangleStrips
Definition: BaseWall.h:40
std::vector< Vec3D > points
Definition: BaseWall.h:39

References convertLimits(), mathsFunc::cos(), BaseHandler< T >::getDPMBase(), BaseWall::getHandler(), DPMBase::getMax(), DPMBase::getMin(), BaseInteractable::getOrientation(), BaseInteractable::getPosition(), BaseWall::intersectVTK(), constants::pi, VTKContainer::points, Quaternion::rotate(), mathsFunc::sin(), VTKContainer::triangleStrips, IntersectionOfWalls::wallObjects_, X, XY, and Y.


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