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resolution_penalty_quadratic.hh
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resolution_penalty_quadratic.hh

/**
* @file contact_resolution_penalty_quadratic.hh
*
* @author Mohit Pundir <mohit.pundir@epfl.ch>
*
* @date creation: Sun Aug 02 2020
* @date last modification: Sun Aug 02 2020
*
* @brief Quadratic Penalty Resolution for Contact Mechanics Model
*
* @section LICENSE
*
* Copyright (©) 2010-2018 EPFL (Ecole Polytechnique Fédérale de Lausanne)
* Laboratory (LSMS - Laboratoire de Simulation en Mécanique des Solides)
*
* Akantu is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* Akantu is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
* A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more
* details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with Akantu. If not, see <http://www.gnu.org/licenses/>.
*
*/
/* -------------------------------------------------------------------------- */
#include "aka_common.hh"
#include "resolution_penalty.hh"
/* -------------------------------------------------------------------------- */
#ifndef __AKANTU_RESOLUTION_PENALTY_QUADRATIC_HH__
#define __AKANTU_RESOLUTION_PENALTY_QUADRATIC_HH__
namespace akantu {
class ResolutionPenaltyQuadratic : public ResolutionPenalty {
/* ------------------------------------------------------------------------ */
/* Constructors/Destructors */
/* ------------------------------------------------------------------------ */
private:
using Parent = ResolutionPenalty;
public:
ResolutionPenaltyQuadratic(ContactMechanicsModel & model, const ID & id = "");
~ResolutionPenaltyQuadratic() override = default;
/* ------------------------------------------------------------------------ */
/* Methods */
/* ------------------------------------------------------------------------ */
protected:
/// initialize the resolution
void initialize();
/* ------------------------------------------------------------------------ */
/* Methods for stiffness computation */
/* ------------------------------------------------------------------------ */
protected:
/// local computaion of stiffness matrix due to stick state
void computeStickModuli(const ContactElement &, Matrix<Real> &);
/// local computation of stiffness matrix due to slip state
void computeSlipModuli(const ContactElement &, Matrix<Real> &);
/* ------------------------------------------------------------------------ */
/* Methods for stiffness computation */
/* ------------------------------------------------------------------------ */
public:
/// local computation of tangent moduli due to normal traction
void computeNormalModuli(const ContactElement &, Matrix<Real> &) override;
/// local computation of tangent moduli due to tangential traction
void computeTangentialModuli(const ContactElement &, Matrix<Real> &) override;
/* ------------------------------------------------------------------------ */
/* Methods for force computation */
/* ------------------------------------------------------------------------ */
public:
/// local computation of normal force due to normal contact
void computeNormalForce(const ContactElement &, Vector<Real> &) override;
/// local computation of tangential force due to frictional traction
void computeTangentialForce(const ContactElement &, Vector<Real> &) override;
protected:
/// local computation of normal traction due to penetration
Real computeNormalTraction(Real &);
/// local computation of trial tangential traction due to friction
void computeTrialTangentialTraction(const ContactElement &, const Matrix<Real> &,
Vector<Real> &);
/// local computation of tangential traction due to stick
void computeStickTangentialTraction(const ContactElement &, Vector<Real> &,
Vector<Real> &);
/// local computation of tangential traction due to slip
void computeSlipTangentialTraction(const ContactElement &, const Matrix<Real> &,
Vector<Real> &, Vector<Real> &);
/// local computation of tangential traction due to friction
void computeTangentialTraction(const ContactElement &, const Matrix<Real> &,
Vector<Real> &);
public:
void beforeSolveStep() override;
void afterSolveStep(bool converged = true) override;
};
} // akantu
#endif /* __AKANTU_RESOLUTION_PENALTY_QUADRATIC_HH__ */

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