mirror of
https://github.com/PhasicFlow/phasicFlow.git
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135 lines
3.0 KiB
C++
135 lines
3.0 KiB
C++
/*------------------------------- phasicFlow ---------------------------------
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O C enter of
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O O E ngineering and
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O O M ultiscale modeling of
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OOOOOOO F luid flow
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------------------------------------------------------------------------------
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Copyright (C): www.cemf.ir
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email: hamid.r.norouzi AT gmail.com
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------------------------------------------------------------------------------
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Licence:
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This file is part of phasicFlow code. It is a free software for simulating
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granular and multiphase flows. You can redistribute it and/or modify it under
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the terms of GNU General Public License v3 or any other later versions.
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phasicFlow is distributed to help others in their research in the field of
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granular and multiphase flows, but WITHOUT ANY WARRANTY; without even the
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implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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-----------------------------------------------------------------------------*/
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#ifndef __dynamicPointStructure_hpp__
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#define __dynamicPointStructure_hpp__
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#include "Time.hpp"
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#include "pointFields.hpp"
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#include "integration.hpp"
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#include "uniquePtr.hpp"
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#include "globalDamping.hpp"
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namespace pFlow
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{
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class systemControl;
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//class globalDamping;
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class dynamicPointStructure
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:
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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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/// acceleration on device
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realx3PointField_D acceleration_;
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uniquePtr<integration> integrationPos_ = nullptr;
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uniquePtr<integration> integrationVel_ = nullptr;
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uniquePtr<globalDamping> velDamping_ = nullptr;
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Timer velocityUpdateTimer_;
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/// @brief integration method for velocity and position
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word integrationMethod_;
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public:
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TypeInfo("dynamicPointStructure");
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explicit dynamicPointStructure(systemControl& control, real maxBSphere);
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dynamicPointStructure(const dynamicPointStructure& ps) = delete;
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// - no move construct
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dynamicPointStructure(dynamicPointStructure&&) = delete;
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///
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dynamicPointStructure& operator=(const dynamicPointStructure&) = delete;
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// - no move assignment
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dynamicPointStructure& operator=(dynamicPointStructure&&) = delete;
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// - destructor
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~dynamicPointStructure() override = default;
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inline
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const realx3PointField_D& velocity()const
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{
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return velocity_;
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}
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inline
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realx3PointField_D& velocity()
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{
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return velocity_;
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}
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inline
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const realx3PointField_D& acceleration()const
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{
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return acceleration_;
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}
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inline
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realx3PointField_D& acceleration()
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{
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return acceleration_;
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}
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inline
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real dampingFactor(const timeInfo& ti)const
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{
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if(velDamping_)
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{
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return velDamping_().dampingFactor(ti);
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}
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return 1.0;
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}
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/// In the time loop before iterate
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bool beforeIteration() override;
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/// @brief This is called in time loop. Perform the main calculations
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/// when the component should evolve along time.
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bool iterate() override;
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bool afterIteration()override;
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/// prediction step (if any), is called in beforeIteration
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bool predict(real dt);
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/// correction step, is called in iterate
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bool correct(real dt);
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};
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}
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#endif
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