// Transformation Matrix of Element Rotation - 3D // 6x6 private CMatrix Get_AMatr3D1() { /* // Angles SGCSAngles sAngles = Get_Angles(); // Matrix Members float flambda1 = (float)Math.Cos(sAngles.fAngleXx0); float flambda2 = (float)Math.Cos(sAngles.fAngleXy0); float flambda3 = (float)Math.Cos(sAngles.fAngleXz0); float fmu1 = (float)Math.Cos(sAngles.fAngleYx0); float fmu2 = (float)Math.Cos(sAngles.fAngleYy0); float fmu3 = (float)Math.Cos(sAngles.fAngleYz0); float fv1 = (float)Math.Cos(sAngles.fAngleZx0); float fv2 = (float)Math.Cos(sAngles.fAngleZy0); float fv3 = (float)Math.Cos(sAngles.fAngleZz0); */ CMatrix RPart = new CMatrix(3,3); RPart.m_fArrMembers = RPart.fTransMatrix(m_flength_X, m_flength_Y, m_flength_Z, FLength, m_frotation_angle, m_fC_GCS_Coord); float flambda1 = RPart.m_fArrMembers[0, 0]; float flambda2 = RPart.m_fArrMembers[1, 0]; float flambda3 = RPart.m_fArrMembers[2, 0]; float fmu1 = RPart.m_fArrMembers[0, 1]; float fmu2 = RPart.m_fArrMembers[1, 1]; float fmu3 = RPart.m_fArrMembers[2, 1]; float fv1 = RPart.m_fArrMembers[0, 2]; float fv2 = RPart.m_fArrMembers[1, 2]; float fv3 = RPart.m_fArrMembers[2, 2]; /* float[,] RPart = new float[3, 3] { { flambda1, fmu1, fv1 }, { flambda2, fmu2, fv2 }, { flambda3, fmu3, fv3 } }; */ CMatrix fM_output = new CMatrix(6); fM_output.m_fArrMembers = new float[6, 6] { { flambda1, fmu1, fv1, 0f, 0f, 0f }, { flambda2, fmu2, fv2, 0f, 0f, 0f }, { flambda3, fmu3, fv3, 0f, 0f, 0f }, { 0f, 0f, 0f, flambda1, fmu1, fv1 }, { 0f, 0f, 0f, flambda2, fmu2, fv2 }, { 0f, 0f, 0f, flambda3, fmu3, fv3 }, }; return fM_output; }
// Transformation Matrix of Element Rotation - 3D // 2x2 - 3x3 public float[,][,] Get_AMatr3D0() { /* // Angles SGCSAngles sAngles = Get_Angles(); // Matrix Members float flambda1 = (float)Math.Cos(sAngles.fAngleXx0); float flambda2 = (float)Math.Cos(sAngles.fAngleXy0); float flambda3 = (float)Math.Cos(sAngles.fAngleXz0); float fmu1 = (float)Math.Cos(sAngles.fAngleYx0); float fmu2 = (float)Math.Cos(sAngles.fAngleYy0); float fmu3 = (float)Math.Cos(sAngles.fAngleYz0); float fv1 = (float)Math.Cos(sAngles.fAngleZx0); float fv2 = (float)Math.Cos(sAngles.fAngleZy0); float fv3 = (float)Math.Cos(sAngles.fAngleZz0); */ CMatrix RPart = new CMatrix (3); RPart.m_fArrMembers = RPart.fTransMatrix(m_flength_X, m_flength_Y, m_flength_Z, FLength, m_frotation_angle, m_fC_GCS_Coord); /* float[,] RPart = new float[3, 3] { { flambda1, fmu1, fv1 }, { flambda2, fmu2, fv2 }, { flambda3, fmu3, fv3 } }; */ float[,] MZero = new float[3, 3] { { 0f, 0f, 0f }, { 0f, 0f, 0f }, { 0f, 0f, 0f } }; // Local Stiffeness Matrix return new float[2, 2][,] { { RPart.m_fArrMembers, MZero }, { MZero, RPart.m_fArrMembers } }; }