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https://github.com/PhasicFlow/phasicFlow.git
synced 2025-06-22 16:28:30 +00:00
Geometry folder is finalized
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@ -54,10 +54,14 @@ private:
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const property& wallProperty_;
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/// The name of motion component of each wall surface
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wordField_H motionComponentName_;
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wordField_H motionComponentName_{
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"motionComponentName",
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"motionComponentName"};
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/// Material name of each wall surface
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wordField_H materialName_;
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wordField_H materialName_{
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"materialName",
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"materialName"};
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/// Property id of each triangle in the set of wall surfaces
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uint32TriSurfaceField_D propertyId_;
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@ -81,12 +85,8 @@ private:
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bool createPropertyId();
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/// Initialize contact force to zero
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/*void zeroForce()
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{
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contactForceWall_.fill(zero3);
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}*/
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void zeroForce();
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public:
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/// Type info
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@ -122,10 +122,10 @@ public:
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const wordVector& propName);*/
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/// Destructor
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virtual ~geometry() = default;
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~geometry()override = default;
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/// Virtual constructor
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/*create_vCtor
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create_vCtor
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(
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geometry,
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systemControl,
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@ -134,7 +134,7 @@ public:
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const property& prop
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),
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(control, prop)
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);*/
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);
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/// Virtual constructor
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create_vCtor
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@ -152,48 +152,6 @@ public:
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);
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//- Methods
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/// Number of triangles in the set of surface walls
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inline
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auto numTriangles()const
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{
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return size();
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}
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/// Access to the points
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/*inline
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const auto& points()const
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{
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return triSurface_.points();
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}*/
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/// Access to the vertices
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/*inline
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const auto& vertices()const
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{
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return triSurface_.vertices();
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}*/
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/// Obtain an object for accessing triangles
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/*inline auto getTriangleAccessor()const
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{
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return triSurface_.getTriangleAccessor();
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}*/
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/// Surface
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inline
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auto& surface()
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{
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return static_cast<multiTriSurface&>(*this);
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}
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/// Surface
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inline
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const auto& surface()const
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{
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return static_cast<const multiTriSurface&>(*this);
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}
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inline
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const auto& motionComponentName()const
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{
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@ -201,91 +159,54 @@ public:
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}
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/// Access to contact force
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/*inline
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realx3TriSurfaceField_D& contactForceWall()
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inline
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auto& contactForceWall()
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{
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return contactForceWall_;
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}
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/// Access to contact force
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inline
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const realx3TriSurfaceField_D& contactForceWall() const
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const auto& contactForceWall() const
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{
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return contactForceWall_;
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}
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/// Property ide of triangles
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inline
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const auto& propertyId()const
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{
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return propertyId_;
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}
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/// Access to property
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inline const auto& wallProperty()const
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{
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return wallProperty_;
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}*/
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/// Owner repository
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/*inline
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const repository& owner()const
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{
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return geometryRepository_;
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}*/
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/// Owner repository
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/*inline
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repository& owner()
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{
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return geometryRepository_;
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}*/
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/// Path to the repository folder
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/*inline auto path()
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{
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return owner().path();
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}*/
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}
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/// The name of motion model
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/*virtual
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word motionModelTypeName()const = 0;*/
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virtual
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word motionModelTypeName()const = 0;
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/// Motion model index of triangles
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/*virtual
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const int8Vector_HD& triMotionIndex() const =0;
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virtual
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const uint32Field_D& triMotionIndex() const =0;
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/// Motion model index of points
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virtual
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const int8Vector_HD& pointMotionIndex()const = 0;
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/// Property ide of triangles
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const int8TriSurfaceField_D& propertyId() const
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{
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return propertyId_;
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}*/
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/// Operations before each iteration
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//bool beforeIteration() override;
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/// Operations after each iteration
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//bool afterIteration() override;
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const uint32Field_D& pointMotionIndex()const = 0;
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bool beforeIteration() override
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{
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notImplementedFunction;
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return true;
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}
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bool beforeIteration() override;
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/// 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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{
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notImplementedFunction;
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return true;
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}
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bool iterate() override;
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/// This is called in time loop, after iterate.
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bool afterIteration() override
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{
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notImplementedFunction;
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return true;
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}
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bool afterIteration() override;
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//- IO
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bool read(iIstream& is, const IOPattern& iop) override;
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@ -297,8 +218,10 @@ public:
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//- Static members
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/*static
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uniquePtr<geometry> create(systemControl& control, const property& prop);*/
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static
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uniquePtr<geometry> create(
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systemControl& control,
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const property& prop);
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static
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uniquePtr<geometry> create(
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