/* -------------------------------*- C++ -*--------------------------------- *\ 
|  phasicFlow File                                                            | 
|  copyright: www.cemf.ir                                                     | 
\* ------------------------------------------------------------------------- */ 
objectName interaction;
objectType dicrionary;
fileFormat  ASCII;
/*---------------------------------------------------------------------------*/
materials   (lightMat heavyMat wallMat);         // a list of materials names

densities              (1000 1500 2500);         // density of materials [kg/m3]  

contactListType       sortedContactList;

contactSearch
{
    method         NBS;                          // method for broad search 
    
   updateInterval   10;

   sizeRatio       1.1;

   cellExtent     0.55;

   adjustableBox   Yes;     
}

model
{
   contactForceModel  nonLinearLimited;

   rollingFrictionModel         normal;

   /*
      Property (lightMat-lightMat   lightMat-heavyMat    lightMat-wallMat
                                    heavyMat-heavyMat    heavyMat-wallMat
                                                         wallMat-wallMat);
   */

   Yeff (1.0e6 1.0e6 1.0e6  
               1.0e6 1.0e6
                     1.0e6);                     // Young modulus [Pa]

   Geff (0.8e6 0.8e6 0.8e6  
               0.8e6 0.8e6
                     0.8e6);                     // Shear modulus [Pa]   

   nu      (0.25 0.25 0.25  
                 0.25 0.25
                      0.25);                     // Poisson's ratio [-]

   en (0.97   0.97    0.85   
              0.97    0.85
                      1.00);                     // coefficient of normal restitution

   et         (1.0 1.0 1.0    
                   1.0 1.0
                       1.0);                     // coefficient of tangential restitution
 
   mu      (0.65 0.65 0.35   
                 0.65 0.35
                      0.35);                     // dynamic friction

   mur        (0.1 0.1 0.1    
                   0.1 0.1
                       0.1);                     // rolling friction     
}
