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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.
-----------------------------------------------------------------------------*/
#ifndef __dynamicPointStructure_hpp__
#define __dynamicPointStructure_hpp__
#include "Time.hpp"
#include "pointFields.hpp"
#include "integration.hpp"
#include "uniquePtr.hpp"
#include "globalDamping.hpp"
namespace pFlow
{
class systemControl;
//class globalDamping;
class dynamicPointStructure
:
public pointStructure
{
private:
realx3PointField_D velocity_;
/// acceleration on device
realx3PointField_D acceleration_;
uniquePtr<integration> integrationPos_ = nullptr;
uniquePtr<integration> integrationVel_ = nullptr;
uniquePtr<globalDamping> velDamping_ = nullptr;
Timer velocityUpdateTimer_;
/// @brief integration method for velocity and position
word integrationMethod_;
public:
TypeInfo("dynamicPointStructure");
explicit dynamicPointStructure(systemControl& control, real maxBSphere);
dynamicPointStructure(const dynamicPointStructure& ps) = delete;
// - no move construct
dynamicPointStructure(dynamicPointStructure&&) = delete;
///
dynamicPointStructure& operator=(const dynamicPointStructure&) = delete;
// - no move assignment
dynamicPointStructure& operator=(dynamicPointStructure&&) = delete;
// - destructor
~dynamicPointStructure() override = default;
inline
const realx3PointField_D& velocity()const
{
return velocity_;
}
inline
realx3PointField_D& velocity()
{
return velocity_;
}
inline
const realx3PointField_D& acceleration()const
{
return acceleration_;
}
inline
realx3PointField_D& acceleration()
{
return acceleration_;
}
inline
real dampingFactor(const timeInfo& ti)const
{
if(velDamping_)
{
return velDamping_().dampingFactor(ti);
}
return 1.0;
}
/// 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;
bool afterIteration()override;
/// prediction step (if any), is called in beforeIteration
bool predict(real dt);
/// correction step, is called in iterate
bool correct(real dt);
};
}
#endif