Files
phasicFlow/src/Interaction/sphereInteraction/sphereInteraction/triWall.hpp
Hamidreza Norouzi 818106a34a Boundary conditions are created and tested.
- exit and periodic, follows the previous commit.
2024-04-04 12:31:19 -07:00

109 lines
2.4 KiB
C++

/*------------------------------- 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 __triWall_hpp__
#define __triWall_hpp__
#include "types.hpp"
namespace pFlow::sphTriInteraction
{
struct triWall
{
realx3 n_;
real offset_;
INLINE_FUNCTION_H
triWall(const realx3& p1, const realx3& p2, const realx3& p3)
{
if(!makeWall(p1,p2,p3, n_, offset_))
{
fatalErrorInFunction<<
"bad input for the wall.\n";
fatalExit;
}
}
INLINE_FUNCTION_HD
triWall(bool, const realx3& p1, const realx3& p2, const realx3& p3)
{
makeWall(p1,p2,p3,n_,offset_);
}
INLINE_FUNCTION_HD
triWall(const realx3x3& tri)
{
makeWall(tri.x_, tri.y_, tri.z_, n_, offset_);
}
INLINE_FUNCTION_HD
triWall(const triWall&) = default;
INLINE_FUNCTION_HD
triWall& operator=(const triWall&) = default;
INLINE_FUNCTION_HD
triWall(triWall&&) = default;
INLINE_FUNCTION_HD
triWall& operator=(triWall&&) = default;
INLINE_FUNCTION_HD
~triWall()=default;
INLINE_FUNCTION_HD
real normalDistFromWall(const realx3 &p) const
{
return dot(n_, p) + offset_;
}
INLINE_FUNCTION_HD
realx3 nearestPointOnWall(const realx3 &p) const
{
real t = -(dot(n_, p) + offset_);
return realx3(n_.x_*t + p.x_, n_.y_*t + p.y_, n_.z_*t + p.z_);
}
INLINE_FUNCTION_HD static
bool makeWall(
const realx3& p1,
const realx3& p2,
const realx3& p3,
realx3& n, real& offset)
{
n = cross(p2 - p1, p3 - p1);
real len = length(n);
if (len < 0.00000000001) return false;
n /= len;
offset = -dot(n, p1);
return true;
}
};
}
#endif