/usr/include/palabos/particles/visualParticleWrapper3D.h is in libplb-dev 1.5~r1+repack1-3.
This file is owned by root:root, with mode 0o644.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 | /* This file is part of the Palabos library.
*
* Copyright (C) 2011-2015 FlowKit Sarl
* Route d'Oron 2
* 1010 Lausanne, Switzerland
* E-mail contact: contact@flowkit.com
*
* The most recent release of Palabos can be downloaded at
* <http://www.palabos.org/>
*
* The library Palabos is free software: you can redistribute it and/or
* modify it under the terms of the GNU Affero General Public License as
* published by the Free Software Foundation, either version 3 of the
* License, or (at your option) any later version.
*
* The library 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 Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef VISUAL_PARTICLE_WRAPPER_3D_H
#define VISUAL_PARTICLE_WRAPPER_3D_H
#include "core/globalDefs.h"
#include "core/array.h"
#include "core/geometry3D.h"
#include "particles/visualParticleFunctional3D.h"
#include "offLattice/offLatticeBoundaryCondition3D.h"
#include "multiBlock/multiBlockLattice3D.h"
#include <memory>
namespace plb {
/// Create particles that contain the surface force.
/** Remember: a mesh is a non-parallel object, whereas particles are parallel
* objects. This function does not have parallel efficiency, because every
* processor needs to loop over the full mesh in order to create the parallel
* particles. If you already have the particles, use the version of
* computeSurfaceForce() that takes them as an argument, and you will get
* parallel efficiency.
**/
template<typename T, template<typename U> class Descriptor>
std::auto_ptr<MultiParticleField3D<DenseParticleField3D<T,Descriptor> > >
computeSurfaceForce (
TriangleBoundary3D<T>& boundary,
VoxelizedDomain3D<T>& voxelizedDomain,
MultiBlockLattice3D<T,Descriptor>& lattice, Box3D domain,
bool incompressibleModel, bool dynamicMesh=false );
/// Create particles that contain the surface force.
/** This version acts on the full domain of the lattice. **/
template<typename T, template<typename U> class Descriptor>
std::auto_ptr<MultiParticleField3D<DenseParticleField3D<T,Descriptor> > >
computeSurfaceForce (
TriangleBoundary3D<T>& boundary,
VoxelizedDomain3D<T>& voxelizedDomain,
MultiBlockLattice3D<T,Descriptor>& lattice,
bool incompressibleModel, bool dynamicMesh=false );
template<typename T, template<typename U> class Descriptor>
/// Create particles that contain the surface force.
/** This version supposes that you already possess a parallel representation
* of the wall in the form of particles. It's faster than the previous
* version of computeSurfaceForce().
**/
std::auto_ptr<MultiParticleField3D<DenseParticleField3D<T,Descriptor> > >
computeSurfaceForce (
TriangleBoundary3D<T>& boundary,
MultiParticleField3D<DenseParticleField3D<T,Descriptor> >& parallelWall,
VoxelizedDomain3D<T>& voxelizedDomain,
MultiBlockLattice3D<T,Descriptor>& lattice,
bool incompressibleModel, bool dynamicMesh=false );
/// Requirement: particles must be of type point-particle.
template<typename T, template<typename U> class Descriptor>
std::auto_ptr<MultiParticleField3D<DenseParticleField3D<T,Descriptor> > >
getParticlePosAndVelocity (
MultiParticleField3D<DenseParticleField3D<T,Descriptor> >& originalParticles );
template<typename T, template<typename U> class Descriptor>
void injectVisualScalarFieldParticles (
MultiScalarField3D<T>& scalarField,
MultiParticleField3D<DenseParticleField3D<T,Descriptor> >& particleField,
Box3D domain, Particle3D<T,Descriptor>* particleTemplate,
T mostUnlikely, T mostLikely, T probability = 1., plint numShotsPerCell = 1 );
template<typename T, template<typename U> class Descriptor>
std::auto_ptr<MultiParticleField3D<DenseParticleField3D<T,Descriptor> > >
injectVisualScalarFieldParticles (
MultiScalarField3D<T>& scalarField,
Box3D domain, Particle3D<T,Descriptor>* particleTemplate,
T mostUnlikely, T mostLikely, T probability = 1., plint numShotsPerCell = 1 );
template<typename T, template<typename U> class Descriptor, class ParticleFieldT>
void scalarFieldToParticles(MultiScalarField3D<T>& scalar, MultiParticleField3D<ParticleFieldT>& particleField, Box3D domain);
template<typename T, template<typename U> class Descriptor>
std::auto_ptr<MultiParticleField3D<DenseParticleField3D<T,Descriptor> > >
scalarFieldToSurface(TriangularSurfaceMesh<T>& mesh, MultiScalarField3D<T>& scalar, Box3D domain);
} // namespace plb
#endif // VISUAL_PARTICLE_WRAPPER_3D_H
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