--- trunk/OOPSE-4/src/math/Triangle.cpp 2008/12/05 16:20:39 3482 +++ trunk/OOPSE-4/src/math/Triangle.cpp 2009/05/13 22:27:29 3504 @@ -44,7 +44,7 @@ * * Created by Charles F. Vardeman II on 29 July 2008. * @author Charles F. Vardeman II - * @version $Id: Triangle.cpp,v 1.2 2008-12-05 16:20:38 chuckv Exp $ + * @version $Id: Triangle.cpp,v 1.3 2009-05-13 22:27:29 gezelter Exp $ * */ @@ -53,9 +53,10 @@ Triangle::Triangle() : HaveNormal_(false), HaveCentroi using namespace oopse; -Triangle::Triangle() : HaveNormal_(false), HaveCentroid_(false),HaveArea_(false), area_(0.0), normal_(V3Zero), - centroid_(V3Zero),facetVelocity_(V3Zero), mass_(0.0), - a_(V3Zero),b_(V3Zero),c_(V3Zero){ +Triangle::Triangle() : HaveNormal_(false), HaveCentroid_(false), + HaveArea_(false), area_(0.0), normal_(V3Zero), + centroid_(V3Zero), facetVelocity_(V3Zero), mass_(0.0), + a_(V3Zero), b_(V3Zero), c_(V3Zero){ } void Triangle::addVertices(Vector3d P1, Vector3d P2, Vector3d P3){ @@ -87,3 +88,45 @@ Vector3d Triangle::computeCentroid(){ centroid_ = (vertices_[0] + vertices_[1] + vertices_[2])/3.0; return centroid_; } + + +Mat3x3d Triangle::computeHydrodynamicTensor(RealType viscosity) { + + Vector3d u0 = -a_; + Vector3d v0 = centroid_ - vertices_[0]; + RealType s0 = 0.5*cross(u0,v0).length(); + + Vector3d u1 = -c_; + Vector3d v1 = centroid_ - vertices_[1]; + RealType s1 = 0.5*cross(u1,v1).length(); + + Vector3d u2 = b_; + Vector3d v2 = centroid_ - vertices_[2]; + RealType s2 = 0.5*cross(u2,v2).length(); + + Mat3x3d H; + H = hydro_tensor(centroid_,centroid_,vertices_[1],vertices_[0],s0,viscosity)+ + hydro_tensor(centroid_,centroid_,vertices_[1],vertices_[2],s1,viscosity)+ + hydro_tensor(centroid_,centroid_,vertices_[2],vertices_[0],s2,viscosity); + + return H.inverse(); +} + +Mat3x3d Triangle::hydro_tensor( + const Vector3d& ri, + const Vector3d& rj0, + const Vector3d& rj1, + const Vector3d& rj2, + RealType s, RealType viscosity){ + + Vector3d v2 = (rj0 + rj1 + rj2)/3.0; // sub-centroid + Vector3d dr = ri - v2; // real centroid to sub-centroid + RealType l2 = 1.0/dr.lengthSquare(); + + Mat3x3d G; + G = (SquareMatrix3::identity() + outProduct(dr,dr)*l2)*sqrt(l2); + + G *= 0.125/3.14159285358979; + G *= s/viscosity; + return G; +}