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35 return rotate(p, *
this, dt);
122 res.
x_ = (lp1.
x_*(v2 + w2) - (nv.
x_*(lp1.
y_*nv.
y_ + lp1.
z_*nv.
z_ - nv.
x_*p[i].
x_ - nv.
y_*p[i].
y_ - nv.
z_*p[i].
z_)))*(1 - cos_tet) +
128 res.
y_ = (lp1.
y_*(u2 + w2) - (nv.
y_*(lp1.
x_*nv.
x_ + lp1.
z_*nv.
z_ - nv.
x_*p[i].
x_ - nv.
y_*p[i].
y_ - nv.
z_*p[i].
z_)))*(1 - cos_tet) +
133 res.
z_ = (lp1.
z_*(u2 + v2) - (nv.
z_*(lp1.
x_*nv.
x_ + lp1.
y_*nv.
y_ - nv.
x_*p[i].
x_ - nv.
y_*p[i].
y_ - nv.
z_*p[i].
z_)))*(1 - cos_tet) +
160 res.
x_ = (lp1.
x_*(v2 + w2) - (nv.
x_*(lp1.
y_*nv.
y_ + lp1.
z_*nv.
z_ - nv.
x_*p[i].
x_ - nv.
y_*p[i].
y_ - nv.
z_*p[i].
z_)))*(1 - cos_tet) +
166 res.
y_ = (lp1.
y_*(u2 + w2) - (nv.
y_*(lp1.
x_*nv.
x_ + lp1.
z_*nv.
z_ - nv.
x_*p[i].
x_ - nv.
y_*p[i].
y_ - nv.
z_*p[i].
z_)))*(1 - cos_tet) +
171 res.
z_ = (lp1.
z_*(u2 + v2) - (nv.
z_*(lp1.
x_*nv.
x_ + lp1.
y_*nv.
y_ - nv.
x_*p[i].
x_ - nv.
y_*p[i].
y_ - nv.
z_*p[i].
z_)))*(1 - cos_tet) +
Vector< T, Allocator > cos(const Vector< T, Allocator > &v)
INLINE_FUNCTION_HD T & y()
access component
INLINE_FUNCTION_HD triple< T > cross(const triple< T > &v1, const triple< T > &v2)
INLINE_FUNCTION_HD realx3 projectPoint(const realx3 &p) const
real omega_
rotation speed
An axis which rotates around itself at specified speed.
INLINE_FUNCTION_HD realx3 linVelocityPoint(const realx3 &p) const
Linear tangential velocity at point p.
INLINE_FUNCTION_HD realx3 transferPoint(const realx3 p, real dt) const
INLINE_FUNCTION_HD bool inTimeRange(real t) const
INLINE_FUNCTION_HD bool inTimeRange() const
INLINE_FUNCTION_HD real omega() const
Return omega.
INLINE_FUNCTION_HD T & z()
access component
Vector< T, Allocator > sin(const Vector< T, Allocator > &v)
INLINE_FUNCTION_HD realx3 point1() const
INLINE_FUNCTION_HD T & x()
access component
#define INLINE_FUNCTION_HD
INLINE_FUNCTION_HD realx3 unitVector() const
INLINE_FUNCTION_HD realx3 rotate(const realx3 &p, const line &ln, real theta)