reworked damage. cleaned up homogenisation. removed VI stuff and using projection instead
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@ -262,7 +262,10 @@ subroutine damage_gradient_microstructure(Tstar_v, Fe, ipc, ip, el)
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math_Mandel6to33, &
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math_Mandel6to33, &
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math_mul33x33, &
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math_mul33x33, &
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math_transpose33, &
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math_transpose33, &
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math_trace33, &
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math_I3
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math_I3
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use lattice, only: &
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lattice_surfaceEnergy33
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implicit none
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implicit none
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integer(pInt), intent(in) :: &
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integer(pInt), intent(in) :: &
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@ -284,8 +287,8 @@ subroutine damage_gradient_microstructure(Tstar_v, Fe, ipc, ip, el)
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damage = damageState(phase)%state(3,constituent)*damageState(phase)%state(3,constituent)
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damage = damageState(phase)%state(3,constituent)*damageState(phase)%state(3,constituent)
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damageState(phase)%state(2,constituent) = &
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damageState(phase)%state(2,constituent) = &
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0.5_pReal*sum(math_Mandel6to33(Tstar_v/damage)*(math_mul33x33(math_transpose33(Fe),Fe)-math_I3)) - &
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(0.5_pReal*sum(math_Mandel6to33(Tstar_v/damage)*(math_mul33x33(math_transpose33(Fe),Fe)-math_I3)) - &
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0.5_pReal*damageState(phase)%state(1,constituent)
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0.5_pReal*damageState(phase)%state(1,constituent))/math_trace33(lattice_surfaceEnergy33(1:3,1:3,phase))/3.0_pReal
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end subroutine damage_gradient_microstructure
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end subroutine damage_gradient_microstructure
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