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calculate 2d beam element stiffness matrix
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d0a42e2927
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70
src/bin/two_d.rs
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70
src/bin/two_d.rs
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use fea::two_d::beam_elements::*;
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use fea::two_d::*;
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fn main() {
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let student_id_last_digit = 9 as f32;
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let d = student_id_last_digit / 100.0;
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let r = d/2.0;
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let e = 210e9;
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let p = (25.0 - student_id_last_digit)*1000.0;
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let theta = 30.0_f32.to_radians();
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let l = 2.0/theta.cos();
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let p1 = Point{
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id: 1,
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pos: Vector(0.0, 0.0),
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bc: BoundaryCondition::Fixed,
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beams: vec![],
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};
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let p2 = Point {
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id: 2,
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pos: Vector(0.0, l * theta.sin()),
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bc: BoundaryCondition::Force(Vector(0.0, 1000.0)),
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beams: vec![],
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};
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let l_e3 = 2.0/theta.sin();
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println!("l_e3 {l_e3}");
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let p3 = Point {
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id: 3,
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pos: Vector(0.0, (l * theta.sin()) + (l_e3 * theta.cos())),
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bc: BoundaryCondition::Fixed,
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beams: vec![],
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};
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let p4 = Point {
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id: 4,
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pos: Vector(l * theta.cos(), l * theta.sin()),
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bc: BoundaryCondition::Force(Vector::from_mag_angle(p, 45_f32.to_radians())),
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beams: vec![]
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};
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let mut w = World::from(vec![p1, p2, p3, p4]);
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w.link(1,4, NewBeam {
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cross_section: CrossSection::Circular(r),
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material: fea::Material {
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yield_stress: 95e6,
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youngs_modulus: e,
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}
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}).unwrap();
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w.link(2,4, NewBeam {
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cross_section: CrossSection::Circular(r),
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material: fea::Material {
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yield_stress: 95e6,
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youngs_modulus: e,
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}
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}).unwrap();
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w.link(3,4, NewBeam {
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cross_section: CrossSection::Circular(r),
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material: fea::Material {
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yield_stress: 95e6,
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youngs_modulus: e,
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}
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}).unwrap();
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println!("{:?}", w);
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println!("{:?}", w.stiffness_matrix().unwrap());
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}
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7
src/lib.rs
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7
src/lib.rs
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pub mod two_d;
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#[derive(Debug)]
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pub struct Material {
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pub youngs_modulus: f32,
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pub yield_stress: f32,
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}
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14
src/two_d.rs
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14
src/two_d.rs
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pub mod beam_elements;
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#[derive(Debug)]
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pub struct Vector(pub f32, pub f32);
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impl Vector {
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pub fn distance(&self, other: &Self) -> f32 {
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((self.0 - other.0).powi(2) + (self.1 - other.1).powi(2)).sqrt()
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}
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pub fn from_mag_angle(magnitude: f32, angle: f32) -> Self {
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Self (magnitude * angle.cos(), magnitude * angle.sin())
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}
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}
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25
src/two_d/beam_elements.rs
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25
src/two_d/beam_elements.rs
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mod beam;
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mod cross_section;
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mod world;
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pub use beam::*;
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pub use cross_section::*;
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pub use world::*;
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use super::Vector;
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use crate::Material;
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#[derive(Debug)]
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pub struct Point {
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pub id: usize,
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pub pos: Vector,
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pub bc: BoundaryCondition,
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pub beams: Vec<usize>,
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}
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#[derive(Debug)]
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pub enum BoundaryCondition {
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Free,
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Fixed,
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Force(Vector),
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}
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68
src/two_d/beam_elements/beam.rs
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68
src/two_d/beam_elements/beam.rs
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use super::*;
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#[derive(Debug)]
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pub struct Beam{
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pub id: usize,
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pub points: (usize, usize),
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pub material: Material,
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pub cross_section: CrossSection,
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}
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pub struct NewBeam {
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pub material: Material,
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pub cross_section: CrossSection,
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}
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impl Beam {
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pub fn new(p1: usize, p2: usize, props: NewBeam) -> Beam {
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let b = Beam {
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id: 0,
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points: (p1, p2),
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material: props.material,
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cross_section: props.cross_section,
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};
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return b;
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}
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fn get_points<'a>(&self, world: &'a World) -> (&'a Point, &'a Point) {
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let p1 = world.points.get(&self.points.0).unwrap();
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let p2 = world.points.get(&self.points.1).unwrap();
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(p1, p2)
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}
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pub fn stiffness(&self, world: &World) -> f32 {
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let s = self.cross_section.area() * self.material.youngs_modulus / self.length(world);
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println!("{:?} {}", self, s);
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s
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}
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pub fn length(&self, world: &World) -> f32 {
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let (p1, p2) = self.get_points(world);
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let l = p1.pos.distance(&p2.pos);
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println!("{:?} {}", self, l);
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l
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}
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pub fn angle(&self, world: &World) -> f32 {
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let (p1, p2) = self.get_points(world);
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let dx = p1.pos.0 - p2.pos.0;
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let dy = p1.pos.1 - p2.pos.1;
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(dy/dx).atan()
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}
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pub fn other_point(&self, p: usize) -> usize {
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if p == self.points.0{
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return self.points.1;
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} else {
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return self.points.0;
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}
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}
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}
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21
src/two_d/beam_elements/cross_section.rs
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21
src/two_d/beam_elements/cross_section.rs
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use std::f32::consts::PI;
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#[derive(Debug)]
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pub enum CrossSection {
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Area(f32),
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Circular(f32),
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Rectangular(f32, f32),
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}
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impl CrossSection {
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pub fn area(&self) -> f32 {
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let a = match self {
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Self::Area(a) => *a,
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Self::Circular(r) => PI * r.powi(2),
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Self::Rectangular(l1, l2) => l1 * l2,
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};
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println!("{:?} {}", self, a);
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a
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}
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}
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97
src/two_d/beam_elements/world.rs
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97
src/two_d/beam_elements/world.rs
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use super::*;
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use ndarray::prelude::*;
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use std::collections::HashMap;
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#[derive(Debug)]
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pub struct World {
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pub points: HashMap<usize, Point>,
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pub beams: HashMap<usize, Beam>,
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}
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impl World {
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pub fn stiffness_matrix(&self) -> Result<Array<f32, Ix2>, String> {
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let dof = self.points.len() * 2;
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let mut a: Vec<f32> = vec![0.0; dof.pow(2)];
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// set up forces exerted by displacements of other beams
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for (_point_id, point) in &self.points {
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for beam_id in &point.beams {
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let beam = self.beams.get(beam_id).unwrap();
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let stiffness = beam.stiffness(self);
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let other_point = self.points.get(&beam.other_point(point.id)).unwrap();
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let ax = 2*(point.id-1);
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let ay = ax + 1;
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let bx = 2*(other_point.id-1);
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let by = bx + 1;
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let angle = beam.angle(self);
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println!("point: {} to point {} beam: {} beam_angle: {}", _point_id, other_point.id, beam.id, beam.angle(self).to_degrees());
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let c2 = angle.cos().powi(2);
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let s2 = angle.sin().powi(2);
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let cs = angle.cos() * angle.sin();
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// F_AX += K_AB * c2 * (U_AX)
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a[ax*dof + ax] += stiffness * c2;
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// F_AX += K_AB * cs * U_AY
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a[ax*dof + ay] += stiffness * cs;
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// F_AY += K_AB * cs * U_AX
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a[ay*dof + ax] += stiffness * cs;
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// F_AY += K_AB * s^2 * U_AY
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a[ay*dof + ay] += stiffness * s2;
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// F_AX += K_AB -c^2 U_BX
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a[ax*dof + bx] += stiffness * -c2;
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// F_AX += K_AB -cs U_BY
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a[ax*dof + by] += stiffness * -cs;
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// F_AY += K_AB -cs U_BX
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a[ay*dof + bx] += stiffness * -cs;
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// F_AY += K_AB -s^2 U_BY
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a[ay*dof + by] += stiffness * -s2;
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}
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}
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match Array2::from_shape_vec((dof, dof), a) {
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Ok(arr) => Ok(arr),
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Err(e) => Err(e.to_string()),
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}
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}
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pub fn link(&mut self, id1: usize, id2: usize, new_beam: NewBeam) -> Result<(), &str>{
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let b_id = self.beams.len();
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let p1 = match self.points.get_mut(&id1) {
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Some(point) => point,
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None => return Err("Point with id1 not found"),
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};
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p1.beams.push(b_id);
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let p1_id = p1.id;
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let p2 = match self.points.get_mut(&id2) {
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Some(point) => point,
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None => return Err("Point with id1 not found"),
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};
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let p2_id = p2.id;
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p2.beams.push(b_id);
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let mut b = Beam::new(p1_id, p2_id, new_beam);
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b.id = b_id;
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self.beams.insert(b_id, b);
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Ok(())
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}
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}
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impl From<Vec<Point>> for World {
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/// Create a world from a list of points.
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/// Expects each point to have a unique ID.
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/// If this is not the case, then some points will be overriden.
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fn from(points: Vec<Point>) -> World {
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let mut points = points;
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let mut w = World { points: HashMap::new(), beams: HashMap::new() };
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while let Some(point) = points.pop() {
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w.points.insert(point.id, point);
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}
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w
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}
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}
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