Geometry¶
Woo splits each contact into its geometrical features and the contact model.
The geometry is given by local coordinates (situated at the contact point and having the \(x\)-axis along the contact normal) and is also responsible for computing relative velocity of contacting particles in local coordinates. THis information is stored in woo.dem.L6Geom.
The geometry computation (performed by various woo.dem.CGeomFunctor subclasses) is split in two parts:
Algorithm for computing relative velocities (and other features) at the contact point, which is common for all particle shapes:
Intersection algorithms for various
shapes, such asspherewithfacet,ellipsoidwithwalland so on.
Additional topics dealing with contact geometry are described in the following sections:
Particle shapes¶
The following particle shapes are supported:
Multinodal shapes:
Truss(2 nodes),Facet(3 nodes);Membrane(same asFacetgeometrically, but adds deformability),woo.fem.Tetra(4 nodes; plus deformingwoo.fem.Tet4)Infinite axis-aligned shapes:
InfCylinder,Wall.
The following matrix shows which shapes can collide with each other:
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The g3g geometry is an algorithm used in Yade’s ScGeom and many other codes including PFC3D; it was only included for comparison purposes and is not to be used otherwise.
Tip
Report issues or inclarities to github.