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ASDShellQ4CorotationalTransformation. More...
#include <ASDShellQ4CorotationalTransformation.h>
Public Member Functions | |
virtual ASDShellQ4Transformation * | getCopy (void) const |
virtual bool | isLinear () const |
virtual void | revertToStart (void) |
virtual void | setDomain (Domain *domain, const ID &node_ids) |
virtual void | revertToLastCommit () |
virtual void | commit () |
virtual void | update (const VectorType &globalDisplacements) |
virtual ASDShellQ4LocalCoordinateSystem | createLocalCoordinateSystem (const VectorType &globalDisplacements) const |
virtual void | calculateLocalDisplacements (const ASDShellQ4LocalCoordinateSystem &LCS, const VectorType &globalDisplacements, VectorType &localDisplacements) |
virtual void | transformToGlobal (const ASDShellQ4LocalCoordinateSystem &LCS, const VectorType &globalDisplacements, const VectorType &localDisplacements, MatrixType &LHS, VectorType &RHS, bool LHSrequired) |
virtual void | transformToGlobal (const ASDShellQ4LocalCoordinateSystem &LCS, MatrixType &LHS, VectorType &RHS, bool LHSrequired) |
virtual int | internalDataSize () const |
virtual Vector | getInternalData (void) const |
Return the data needed to recreate the object. | |
virtual void | setInternalData (const VectorType &v) |
Restore the object from its internal data. | |
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virtual ASDShellQ4Transformation * | create () const |
virtual ASDShellQ4LocalCoordinateSystem | createReferenceCoordinateSystem () const |
virtual void | computeGlobalDisplacements (VectorType &globalDisplacements) const |
virtual const MatrixType & | computeTransformationMatrix (const ASDShellQ4LocalCoordinateSystem &LCS) const |
const NodeContainerType & | getNodes () const |
NodeContainerType & | getNodes () |
Additional Inherited Members | |
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typedef ASDVector3< double > | Vector3Type |
typedef ASDQuaternion< double > | QuaternionType |
typedef Vector | VectorType |
typedef Matrix | MatrixType |
typedef std::array< Node *, 4 > | NodeContainerType |
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Vector | m_U0 = Vector(24) |
NodeContainerType | m_nodes = { {nullptr, nullptr, nullptr, nullptr} } |
ASDShellQ4CorotationalTransformation.
This class represents a corotational (nonlinear) coordinate transformation that can be used by any element whose geometry is a QUAD 4 in 3D space, with 6 D.O.F.s per node. Its main aim is to: 1) Create the local coordinate system 2) Transform the incoming global displacements in local coordinate system removing rigid body displacements and rotations. 3) Transform the outgoing matrices and vectors in global coordinate system with rigid body displacements and rotations.
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