Update Tote Blender ReadMe

# Tote Blender ReadMe
* ASCII file format explanation.
* Code blocks were fixed.
* Particles number were changed from 20000 to 24000.
This commit is contained in:
Omid Khosravi 2023-04-20 11:35:38 +04:30
parent 61f5288e18
commit 1771704270
1 changed files with 188 additions and 110 deletions

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@ -1,6 +1,6 @@
# Problem Definition
The problem is to simulate a double pedestal tote blender with the diameter **0.03 m** and **0.1 m** respectively, the length **0.3 m**, rotating at **28 rpm**. This blender is filled with **20000** Particles. The timestep for integration is **0.00001 s**. There is one type of Particle in this blender that are being inserted during simulation to fill the blender.
* **20000** particles with **4 mm** diameter, at the rate of 20000 particles/s for 1 sec. َAfter settling particles, this blender starts to rotate at t=**1s**.
The problem is to simulate a double pedestal tote blender with the diameter **0.03 m** and **0.1 m** respectively, the length **0.3 m**, rotating at **28 rpm**. This blender is filled with **24000** Particles. The timestep for integration is **0.00001 s**. There is one type of Particle in this blender that are being inserted during simulation to fill the blender.
* **24000** particles with **5 mm** diameter, at the rate of 24000 particles/s for 1 sec. َAfter settling particles, this blender starts to rotate at t=**1s**. For better and faster performace in simulations where the number of particles is very large, the format of the files is saved as **ASCII**.
<html>
<body>
@ -19,12 +19,14 @@ As it has been explained in the previous cases, the simulation case setup is bas
## Defining particles
Then in the `caseSetup/sphereShape` the diameter and the material name of the particles are defined.
```C++
// names of shapes
// name of shapes
names (sphere1);
// diameter of shapes (m)
diameters (0.004);
// material names for shapes
materials (prop1);
diameters (0.005);
// material name for shapes
materials (solidProperty);
```
## Particle Insertion
In this case we have a region for ordering particles. These particles are placed in this blender. For example the script for the inserted particles is shown below.
@ -37,38 +39,46 @@ in <b>caseSetup/particleInsertion</b> file
// positions particles
positionParticles
{
// ordered positioning
method positionOrdered;
// maximum number of particles in the simulation
maxNumberOfParticles 40000;
// perform initial sorting based on morton code?
mortonSorting Yes;
// cylinder for positioning particles
// ordered positioning
method positionOrdered;
// maximum number of particles in the simulation
maxNumberOfParticles 25001;
// perform initial sorting based on morton code?
mortonSorting Yes;
// cylinder for positioning particles
cylinder
{
// Coordinates of top cylinderRegion (m,m,m)
p1 (0.05 0.0 0.12);
p2 (0.05 0.0 0.22);
// radius of cylinder
radius 0.066;
// Coordinates of top cylinderRegion (m,m,m)
p1 (0.0 0.0 0.09);
p2 (0.0 0.0 0.21);
// radius of cylinder
radius 0.09;
}
positionOrderedInfo
{
// minimum space between centers of particles
diameter 0.003;
// number of particles in the simulation
numPoints 20000;
// axis order for filling the space with particles
axisOrder (z y x);
// minimum space between centers of particles
diameter 0.005;
// number of particles in the simulation
numPoints 24000;
// axis order for filling the space with particles
axisOrder (x y z);
}
}
```
## Interaction between particles
In `caseSetup/interaction` file, material names and properties and interaction parameters are defined: interaction between the particles of rotating drum. Since we are defining 1 material for simulation, the interaction matrix is 1x1 (interactions are symetric).
In `caseSetup/interaction` file, material names and properties and interaction parameters are defined: interaction between the particles of Tote Blender. Since we are defining 1 material for simulation, the interaction matrix is 1x1 (interactions are symetric).
```C++
// a list of materials names
materials (prop1);
materials (solidProperty);
// density of materials [kg/m3]
densities (1000.0);
@ -76,164 +86,229 @@ contactListType sortedContactList;
model
{
contactForceModel nonLinearNonLimited;
rollingFrictionModel normal;
contactForceModel nonLinearNonLimited;
rollingFrictionModel normal;
/*
Property (prop1-prop1);
Property (solidProperty-solidProperty);
*/
// Young modulus [Pa]
// Young modulus [Pa]
Yeff (1.0e6);
// Shear modulus [Pa]
// Shear modulus [Pa]
Geff (0.8e6);
// Poisson's ratio [-]
// Poisson's ratio [-]
nu (0.25);
// coefficient of normal restitution
// coefficient of normal restitution
en (0.7);
// coefficient of tangential restitution
// coefficient of tangential restitution
et (1.0);
// dynamic friction
// dynamic friction
mu (0.3);
// rolling friction
mur (0.1);
// rolling friction
mur (0.1);
}
```
## Settings
### Geometry
In the `settings/geometryDict` file, the geometry and axis of rotation is defined for the drum. The geometry is composed of a cylinder inlet and outlet, cone shell top and down, a cylinder shell and enter and exit Gate.
In the `settings/geometryDict` file, the geometry and axis of rotation is defined for the blender. The geometry is composed of a cylinder inlet and outlet, cone shell top and down, a cylinder shell and enter and exit Gate.
```C++
surfaces
{
topGate
topGate
{
// type of wall
// type of wall
type cylinderWall;
// begin point of cylinder axis
p1 (0.0 0.0 0.299);
// end point of cylinder axis
p2 (0.0 0.0 0.3);
// radius at p1
// begin point of cylinder axis
p1 (0.0 0.0 0.3);
// end point of cylinder axis
p2 (0.0 0.0 0.301);
// radius at p1
radius1 0.03;
// radius at p2
// radius at p2
radius2 0.0001;
// material of wall
// material of wall
material solidProperty;
// motion component name
// motion component name
motion axisOfRotation;
}
topCylinder
{
// type of the wall
// type of the wall
type cylinderWall;
// begin point of cylinder axis
// begin point of cylinder axis
p1 (0.0 0.0 0.28);
// end point of cylinder axis
// end point of cylinder axis
p2 (0.0 0.0 0.3);
// radius at p1
// radius at p1
radius1 0.03;
// radius at p2
// radius at p2
radius2 0.03;
// number of divisions
// number of divisions
resolution 36;
// material name of this wall
material prop1;
// motion component name
// material name of this wall
material solidProperty;
// motion component name
motion axisOfRotation;
}
coneShelltop
{
// type of the wall
{
// type of the wall
type cylinderWall;
// begin point of cylinder axis
// begin point of cylinder axis
p1 (0.0 0.0 0.2);
// end point of cylinder axis
// end point of cylinder axis
p2 (0.0 0.0 0.28);
// radius at p1
// radius at p1
radius1 0.1;
// radius at p2
// radius at p2
radius2 0.03;
// number of divisions
// number of divisions
resolution 36;
// material name of this wall
material prop1;
// motion component name
// material name of this wall
material solidProperty;
// motion component name
motion axisOfRotation;
}
cylinderShell
{
// type of the wall
// type of the wall
type cylinderWall;
// begin point of cylinder axis
// begin point of cylinder axis
p1 (0.0 0.0 0.1);
// end point of cylinder axis
// end point of cylinder axis
p2 (0.0 0.0 0.2);
// radius at p1
// radius at p1
radius1 0.1;
// radius at p2
// radius at p2
radius2 0.1;
// number of divisions
// number of divisions
resolution 36;
// material name of this wall
material prop1;
// motion component name
// material name of this wall
material solidProperty;
// motion component name
motion axisOfRotation;
}
coneShelldown
{
// type of the wall
// type of the wall
type cylinderWall;
// begin point of cylinder axis
// begin point of cylinder axis
p1 (0.0 0.0 0.02);
// end point of cylinder axis
// end point of cylinder axis
p2 (0.0 0.0 0.1);
// radius at p1
// radius at p1
radius1 0.03;
// radius at p2
// radius at p2
radius2 0.1;
// number of divisions
// number of divisions
resolution 36;
// material name of this wall
material prop1;
// motion component name
// material name of this wall
material solidProperty;
// motion component name
motion axisOfRotation;
}
/*
This is a plane wall at the exit of silo
*/
bottomCylinder
bottomCylinder
{
// type of the wall
// type of the wall
type cylinderWall;
// begin point of cylinder axis
// begin point of cylinder axis
p1 (0.0 0.0 0.0);
// end point of cylinder axis
// end point of cylinder axis
p2 (0.0 0.0 0.02);
// radius at p1
// radius at p1
radius1 0.03;
// radius at p2
// radius at p2
radius2 0.03;
// number of divisions
// number of divisions
resolution 36;
// material name of this wall
material prop1;
// motion component name
// material name of this wall
material solidProperty;
// motion component name
motion axisOfRotation;
}
exitGate
{
type planeWall;
p1 (-0.05 -0.05 0);
p2 (-0.05 0.05 0);
p3 ( 0.05 0.05 0);
p4 (0.05 -0.05 0);
material prop1;
motion axisOfRotation;
// type of the wall
type cylinderWall;
// begin point of cylinder axis
p1 (0.0 0.0 -0.001);
// end point of cylinder axis
p2 (0.0 0.0 0.0);
// radius at p1
radius1 0.03;
// radius at p2
radius2 0.0001;
// number of divisions
resolution 36;
// material name of this wall
material solidProperty;
// motion component name
motion axisOfRotation;
}
}
@ -247,11 +322,14 @@ rotatingAxisMotionInfo
axisOfRotation
{
p1 (-0.1 0.0 0.15); // first point for the axis of rotation
p2 (0.1 0.0 0.15); // second point for the axis of rotation
p2 ( 0.1 0.0 0.15); // second point for the axis of rotation
omega 1.5708; // rotation speed ==> 15 rad/s
// Start time of Geometry Rotating (s)
startTime 1;
// End time of Geometry Rotating (s)
// Start time of Geometry Rotating (s)
startTime 0.5;
// End time of Geometry Rotating (s)
endTime 9.5;
}
}