BondedInteraction Class Reference

#include <BondedInteraction.h>

+ Inheritance diagram for BondedInteraction:

Public Types

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

Public Member Functions

 BondedInteraction (BaseInteractable *P, BaseInteractable *I, unsigned timeStamp)
 Constructor. More...
 
 BondedInteraction (const BondedInteraction &p)
 Copy constructor. More...
 
 BondedInteraction ()
 
 ~BondedInteraction () override
 Destructor. More...
 
void computeAdhesionForce ()
 Computes the Adhesive force. More...
 
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 print function, which accepts an std::ostream as input. More...
 
const BondedSpeciesgetSpecies () const
 Returns a pointer to the adhesive force species BondedSpecies. More...
 
std::string getBaseName () const
 Returns the name of the interaction, see Interaction.h. More...
 
Mdouble getElasticEnergy () const override
 Returns the elastic energy stored in the adhesive spring. More...
 
bool getBonded () const
 Get function. More...
 
bool isBonded () const override
 
void setBonded (bool bonded)
 Set function. More...
 
void bond ()
 
void bondInPlace ()
 
void unbond ()
 
Mdouble getBondForce () const
 Simple access function to return the force of the bond. 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. It removes this interactions from the objects that were interacting, and writes the time to a file when needed. 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 read (std::istream &is) override
 Interaction read function, which accepts an std::istream as input. More...
 
void write (std::ostream &os) const override
 Interaction print function, which accepts an std::ostream as input. 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 getOverlapVolume () const
 Returns the overlap volume between 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...
 
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...
 
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 addForce (Vec3D force)
 add an force increment to the total force. More...
 
void addTorque (Vec3D torque)
 add a torque increment to the total torque. More...
 
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...
 
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 ()
 
- 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
 

Private Attributes

bool bonded_
 A history parameter to store if the particles were in contact or not. Useful to compute adhesive forces. More...
 
Mdouble bondForce_
 This stores the extra force created by the bond. 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 getEffectiveMass () const
 Returns a Mdouble to the effective radius of the interaction. (Not corrected for the overlap) 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...
 

Member Typedef Documentation

◆ SpeciesType

An alias name for BondedSpecies data type.

Constructor & Destructor Documentation

◆ BondedInteraction() [1/3]

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

Constructor.

Parameters
[in]P
[in]I
[in]timeStamp
18  : BaseInteraction(P, I, timeStamp)
19 {
20  bonded_ = false;
21  bondForce_ = 0;
22 #ifdef DEBUG_CONSTRUCTOR
23  std::cout<<"BondedInteraction::BondedInteraction() finished"<<std::endl;
24 #endif
25 }
BaseInteraction()
Definition: BaseInteraction.cc:43
Mdouble bondForce_
This stores the extra force created by the bond.
Definition: BondedInteraction.h:122
bool bonded_
A history parameter to store if the particles were in contact or not. Useful to compute adhesive forc...
Definition: BondedInteraction.h:117
#define I
Definition: main.h:127
double P
Uniform pressure.
Definition: TwenteMeshGluing.cpp:77

References bonded_, and bondForce_.

◆ BondedInteraction() [2/3]

BondedInteraction::BondedInteraction ( const BondedInteraction p)

Copy constructor.

Parameters
[in]p
Todo:
tw check if the parameters are valid when inserting the species into the handler
32 {
34  bonded_ = p.bonded_;
35  bondForce_ = p.bondForce_;
36 #ifdef DEBUG_CONSTRUCTOR
37  std::cout<<"BondedInteraction::BondedInteraction(const BondedInteraction &p finished"<<std::endl;
38 #endif
39 }
float * p
Definition: Tutorial_Map_using.cpp:9

References bonded_, bondForce_, and p.

◆ BondedInteraction() [3/3]

BondedInteraction::BondedInteraction ( )
Todo:
MX: add to MPI
42 {
43 #ifdef MERCURYDPM_USE_MPI
44  logger(FATAL,"ChargedBondedInteractions are currently not implemented in parallel MercuryDPM");
45 #endif
46 }
Logger< MERCURYDPM_LOGLEVEL > logger("MercuryKernel")
Definition of different loggers with certain modules. A user can define its own custom logger here.
@ FATAL

References FATAL, and logger.

◆ ~BondedInteraction()

BondedInteraction::~BondedInteraction ( )
override

Destructor.

52 {
53 #ifdef DEBUG_DESTRUCTOR
54  std::cout<<"BondedInteraction::~BondedInteraction() finished"<<std::endl;
55 #endif
56 }

Member Function Documentation

◆ bond()

void BondedInteraction::bond ( )

This access function create a bond between the particles with the stength of the maximum bondForce

132 {
134  bonded_ = true;
135 }
const BondedSpecies * getSpecies() const
Returns a pointer to the adhesive force species BondedSpecies.
Definition: BondedInteraction.cc:93
Mdouble getBondForceMax() const
Allows bondForceMax_ to be accessed.
Definition: BondedSpecies.cc:109

References bonded_, bondForce_, BondedSpecies::getBondForceMax(), and getSpecies().

◆ bondInPlace()

void BondedInteraction::bondInPlace ( )

This access function create a bond between the particles with the stength of the current force. So the current distance should be come the equilibrum distance.

Bug:
Make have to things about dispative forces
138 {
140  bonded_ = true;
141 }
const Vec3D & getForce() const
Gets the current force (vector) between the two interacting objects.
Definition: BaseInteraction.h:189
static Mdouble getLength(const Vec3D &a)
Calculates the length of a Vec3D: .
Definition: Vector.cc:350

References bonded_, bondForce_, BaseInteraction::getForce(), and Vec3D::getLength().

◆ computeAdhesionForce()

void BondedInteraction::computeAdhesionForce ( )

Computes the Adhesive force.

Uses the most basic adhesion contact model.

81 {
82  if (bonded_ && getOverlap() >= 0)
83  {
84  const BondedSpecies* species = getSpecies();
87  }
88 }
const Vec3D & getNormal() const
Gets the normal vector between the two interacting objects.
Definition: BaseInteraction.h:205
void addForce(Vec3D force)
add an force increment to the total force.
Definition: BaseInteraction.cc:587
Mdouble getNormalRelativeVelocity() const
Returns a double which is the norm (length) of the relative velocity vector.
Definition: BaseInteraction.cc:565
Mdouble getOverlap() const
Returns a Mdouble with the current overlap between the two interacting objects.
Definition: BaseInteraction.h:219
Mdouble getBondForce() const
Simple access function to return the force of the bond.
Definition: BondedInteraction.h:108
BondedSpecies contains the parameters used to describe a linear irreversible short-range force.
Definition: BondedSpecies.h:18
Mdouble getBondDissipation() const
Allows the spring constant to be accessed.
Definition: BondedSpecies.cc:81

References BaseInteraction::addForce(), bonded_, BondedSpecies::getBondDissipation(), getBondForce(), BaseInteraction::getNormal(), BaseInteraction::getNormalRelativeVelocity(), BaseInteraction::getOverlap(), and getSpecies().

◆ getBaseName()

std::string BondedInteraction::getBaseName ( ) const

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

Returns
std::string
103 {
104  return "Bonded";
105 }

◆ getBonded()

bool BondedInteraction::getBonded ( ) const

Get function.

Todo:
replace by isBonded
121 {
122  return bonded_;
123 }

References bonded_.

◆ getBondForce()

Mdouble BondedInteraction::getBondForce ( ) const
inline

Simple access function to return the force of the bond.

108  {
109  return bondForce_;
110  }

References bondForce_.

Referenced by computeAdhesionForce(), and getElasticEnergy().

◆ getElasticEnergy()

Mdouble BondedInteraction::getElasticEnergy ( ) const
overridevirtual

Returns the elastic energy stored in the adhesive spring.

Elastic (=potential) energy is defined as the energy gained by separating two interactables. As it costs energy to separate adhesive interactables, the elastic energy is negative.

Returns
the elastic energy stored in the adhesive spring.

Reimplemented from BaseInteraction.

113 {
114  if (!bonded_)
115  return 0.0;
116  else
117  return -getBondForce() * getOverlap();
118 }

References bonded_, getBondForce(), and BaseInteraction::getOverlap().

◆ getSpecies()

const BondedSpecies * BondedInteraction::getSpecies ( ) const

Returns a pointer to the adhesive force species BondedSpecies.

Returns
const pointer of BondedSpecies*
94 {
95  return static_cast<const BondedSpecies*>(getBaseSpecies()->getAdhesiveForce());
96 ;
97 }
const BaseSpecies * getBaseSpecies() const
Return a constant point to BaseSpecies of the interaction.
Definition: BaseInteraction.cc:663
BaseAdhesiveForce * getAdhesiveForce() const
Definition: BaseSpecies.h:131

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

Referenced by bond(), and computeAdhesionForce().

◆ isBonded()

bool BondedInteraction::isBonded ( ) const
inlineoverridevirtual

Reimplemented from BaseInteraction.

82  {
83  return bonded_;
84  };

References bonded_.

◆ read()

void BondedInteraction::read ( std::istream &  is)
overridevirtual

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

Parameters
[in,out]is

Implements BaseObject.

71 {
72  std::string dummy;
73  is >> dummy >> bonded_;
74  is >> dummy >> bondForce_;
75 }
std::string string(const unsigned &i)
Definition: oomph_definitions.cc:286

References bonded_, bondForce_, and oomph::Global_string_for_annotation::string().

◆ setBonded()

void BondedInteraction::setBonded ( bool  bonded)

Set function.

126 {
127  bonded_ = bonded;
128 }

References bonded_.

◆ unbond()

void BondedInteraction::unbond ( )
144 {
145  bonded_ = false;
146 }

References bonded_.

◆ write()

void BondedInteraction::write ( std::ostream &  os) const
overridevirtual

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

Parameters
[in,out]os

Implements BaseObject.

62 {
63  os << " bonded " << bonded_;
64  os << " bondForce " << bondForce_;
65 }

References bonded_, and bondForce_.

Member Data Documentation

◆ bonded_

bool BondedInteraction::bonded_
private

A history parameter to store if the particles were in contact or not. Useful to compute adhesive forces.

Referenced by bond(), BondedInteraction(), bondInPlace(), computeAdhesionForce(), getBonded(), getElasticEnergy(), isBonded(), read(), setBonded(), unbond(), and write().

◆ bondForce_

Mdouble BondedInteraction::bondForce_
private

This stores the extra force created by the bond.

Referenced by bond(), BondedInteraction(), bondInPlace(), getBondForce(), read(), and write().


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