/* -------------------------------*- C++ -*--------------------------------- *\ 
|  phasicFlow File                                                            | 
|  copyright: www.cemf.ir                                                     | 
\* ------------------------------------------------------------------------- */ 
objectName interaction;
objectType dicrionary;
fileFormat  ASCII;
/*---------------------------------------------------------------------------*/
materials   (lightMat heavyMat wallMat);         // a list of materials names

densities            (1000 1500.0 2500);         // density of materials [kg/m3]

contactListType       sortedContactList;

contactSearch
{
   method         NBS;                           // method for broad search particle-particle
   
   updateInterval 10;

   sizeRatio      1.1;

   cellExtent     0.55;

   adjustableBox  No;
} 

model
{
   contactForceModel nonLinearLimited;

   rollingFrictionModel        normal;

   /*

   Property (lightMat-lightMat   lightMat-heavyMat    lightMat-wallMat
                                 heavyMat-heavyMat    heavyMat-wallMat
                                                      wallMat-wallMat  );
   */

   Yeff (1.0e6 1.0e6 1.0e6                       // Young modulus [Pa]
               1.0e6 1.0e6
                     1.0e6);
   
   Geff (0.8e6 0.8e6 0.8e6                       // Shear modulus [Pa]
               0.8e6 0.8e6
                     0.8e6);

   nu    (0.25 0.25  0.25                        // Poisson's ratio [-]
               0.25  0.25
                     0.25);

   en (0.97  0.97    0.85                        // coefficient of normal restitution
             0.97    0.85
                     1.00);

   et (1.0   1.0  1.0                            // coefficient of tangential restitution 
             1.0  1.0
                  1.0);

   mu (0.65   0.65 0.35                          // dynamic friction 
              0.65 0.35
                   0.35);

   mur (0.1  0.1 0.1                             // rolling friction 
             0.1 0.1
                 0.1);       
}



