to include 2 material parameters, i.e., grain size and the length of burgers vector used in GIA model
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@ -43,6 +43,9 @@ real(pReal), dimension(:) , allocatable :: material_h0
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real(pReal), dimension(:) , allocatable :: material_s_sat
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real(pReal), dimension(:) , allocatable :: material_s_sat
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real(pReal), dimension(:) , allocatable :: material_w0
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real(pReal), dimension(:) , allocatable :: material_w0
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real(pReal), dimension(:,:) , allocatable :: material_SlipIntCoeff
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real(pReal), dimension(:,:) , allocatable :: material_SlipIntCoeff
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!* GIA material parameters
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real(pReal), dimension(:) , allocatable :: material_GrainSize
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real(pReal), dimension(:) , allocatable :: material_bg
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!************************************
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!************************************
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!* Definition of texture properties *
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!* Definition of texture properties *
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@ -298,6 +301,10 @@ do while(.true.)
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do i=1,2
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do i=1,2
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material_SlipIntCoeff(i,section)=IO_floatValue(line,positions,i+1)
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material_SlipIntCoeff(i,section)=IO_floatValue(line,positions,i+1)
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enddo
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enddo
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case ('grain_size')
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material_GrainSize(section)=IO_floatValue(line,positions,2)
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case ('burgers')
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material_bg(section)=IO_floatValue(line,positions,2)
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end select
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end select
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endif
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endif
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endif
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endif
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@ -448,6 +455,8 @@ allocate(material_h0(material_maxN)) ; material_h0=0.0_pReal
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allocate(material_s_sat(material_maxN)) ; material_s_sat=0.0_pReal
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allocate(material_s_sat(material_maxN)) ; material_s_sat=0.0_pReal
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allocate(material_w0(material_maxN)) ; material_w0=0.0_pReal
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allocate(material_w0(material_maxN)) ; material_w0=0.0_pReal
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allocate(material_SlipIntCoeff(maxval(crystal_SlipIntType),material_maxN)) ; material_SlipIntCoeff=0.0_pReal
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allocate(material_SlipIntCoeff(maxval(crystal_SlipIntType),material_maxN)) ; material_SlipIntCoeff=0.0_pReal
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allocate(material_GrainSize(material_maxN)) ; material_GrainSize=0.0_pReal
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allocate(material_bg(material_maxN)) ; material_bg=0.0_pReal
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allocate(texture_ODFfile(texture_maxN)) ; texture_ODFfile=''
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allocate(texture_ODFfile(texture_maxN)) ; texture_ODFfile=''
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allocate(texture_Ngrains(texture_maxN)) ; texture_Ngrains=0_pInt
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allocate(texture_Ngrains(texture_maxN)) ; texture_Ngrains=0_pInt
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allocate(texture_symmetry(texture_maxN)) ; texture_symmetry=''
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allocate(texture_symmetry(texture_maxN)) ; texture_symmetry=''
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