phasicFlow/src/Particles/dynamicPointStructure/dynamicPointStructure.hpp

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/*------------------------------- phasicFlow ---------------------------------
O C enter of
O O E ngineering and
O O M ultiscale modeling of
OOOOOOO F luid flow
------------------------------------------------------------------------------
Copyright (C): www.cemf.ir
email: hamid.r.norouzi AT gmail.com
------------------------------------------------------------------------------
Licence:
This file is part of phasicFlow code. It is a free software for simulating
granular and multiphase flows. You can redistribute it and/or modify it under
the terms of GNU General Public License v3 or any other later versions.
phasicFlow is distributed to help others in their research in the field of
granular and multiphase flows, but WITHOUT ANY WARRANTY; without even the
implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-----------------------------------------------------------------------------*/
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#ifndef __dynamicPointStructure_hpp__
#define __dynamicPointStructure_hpp__
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#include "Time.hpp"
#include "pointFields.hpp"
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#include "integration.hpp"
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#include "uniquePtr.hpp"
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namespace pFlow
{
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class systemControl;
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class dynamicPointStructure
:
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public pointStructure
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{
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private:
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realx3PointField_D velocity_;
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uniquePtr<integration> integrationPos_ = nullptr;
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uniquePtr<integration> integrationVel_ = nullptr;
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/// @brief integration method for velocity and position
word integrationMethod_;
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public:
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TypeInfo("dynamicPointStructure");
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dynamicPointStructure(systemControl& control);
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dynamicPointStructure(const dynamicPointStructure& ps) = delete;
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// - no move construct
dynamicPointStructure(dynamicPointStructure&&) = delete;
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///
dynamicPointStructure& operator=(const dynamicPointStructure&) = delete;
// - no move assignment
dynamicPointStructure& operator=(dynamicPointStructure&&) = delete;
// - destructor
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~dynamicPointStructure() override = default;
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inline
const realx3PointField_D& velocity()const
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{
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return velocity_;
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}
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inline
realx3PointField_D& velocity()
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{
return velocity_;
}
/// In the time loop before iterate
//bool beforeIteration() override;
/// @brief This is called in time loop. Perform the main calculations
/// when the component should evolve along time.
//bool iterate() override;
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bool predict(real dt, realx3PointField_D& acceleration);
bool correct(real dt, realx3PointField_D& acceleration);
};
}
#endif