tshearmodel=2 contact model back to contactLinear - sphere - GPU-based 3D discrete element method algorithm with optional fluid coupling
(HTM) git clone git://src.adamsgaard.dk/sphere
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---
(DIR) commit 8e0723ad50d9b9b4b8bad4e0cfcd9a430b618d05
(DIR) parent 311f3ff535f144286dbbb0411056ba1271836c16
(HTM) Author: Anders Damsgaard <adc@geo.au.dk>
Date: Thu, 6 Sep 2012 08:43:08 +0200
shearmodel=2 contact model back to contactLinear
Diffstat:
M src/contactsearch.cuh | 14 +++++++-------
1 file changed, 7 insertions(+), 7 deletions(-)
---
(DIR) diff --git a/src/contactsearch.cuh b/src/contactsearch.cuh
t@@ -411,9 +411,9 @@ __global__ void interact(unsigned int* dev_gridParticleIndex, // Input: Unsorted
Float delta_n, x_ab_length, radius_b;
Float3 x_ab;
Float4 x_b, distmod;
- //Float4 vel_a = dev_vel_sorted[idx_a];
- //Float4 angvel4_a = dev_angvel_sorted[idx_a];
- //Float3 angvel_a = MAKE_FLOAT3(angvel4_a.x, angvel4_a.y, angvel4_a.z);
+ Float4 vel_a = dev_vel_sorted[idx_a];
+ Float4 angvel4_a = dev_angvel_sorted[idx_a];
+ Float3 angvel_a = MAKE_FLOAT3(angvel4_a.x, angvel4_a.y, angvel4_a.z);
// Loop over all possible contacts, and remove contacts
// that no longer are valid (delta_n > 0.0)
t@@ -439,14 +439,14 @@ __global__ void interact(unsigned int* dev_gridParticleIndex, // Input: Unsorted
// Process collision if the particles are overlapping
if (delta_n < 0.0f) {
- contactLinearViscous(&F, &T, &es_dot, &p,
+ /*contactLinearViscous(&F, &T, &es_dot, &p,
idx_a_orig, idx_b_orig,
dev_vel,
dev_angvel,
radius_a, radius_b,
x_ab, x_ab_length,
- delta_n, devC_kappa);
- /*contactLinear(&F, &T, &es_dot, &p,
+ delta_n, devC_kappa);*/
+ contactLinear(&F, &T, &es_dot, &p,
idx_a_orig,
idx_b_orig,
vel_a,
t@@ -456,7 +456,7 @@ __global__ void interact(unsigned int* dev_gridParticleIndex, // Input: Unsorted
radius_a, radius_b,
x_ab, x_ab_length,
delta_n, dev_delta_t,
- mempos);*/
+ mempos);
} else {
__syncthreads();
// Remove this contact (there is no particle with index=np)