file
```C++
positionParticles
{
- method positionOrdered; // ordered positioning
- maxNumberOfParticles 40000; // maximum number of particles in the simulation
- mortonSorting Yes; // perform initial sorting based on morton code?
+ method ordered; // other options: random and empty
- box // box for positioning particles
+ orderedInfo
{
- min (-0.08 -0.08 0.015); // lower corner point of the box
+ diameter 0.004; // minimum space between centers of particles
+ numPoints 30000; // number of particles in the simulation
+ axisOrder (z y x); // axis order for filling the space with particles
+ }
+
+ regionType box; // other options: cylinder and sphere
+
+ boxInfo // box for positioning particles
+ {
+ min (-0.08 -0.08 0.015); // lower corner point of the box
+
max ( 0.08 0.08 0.098); // upper corner point of the box
- }
-
- positionOrderedInfo
- {
- diameter 0.004; // minimum space between centers of particles
- numPoints 30000; // number of particles in the simulation
- axisOrder (z y x); // axis order for filling the space with particles
- }
+ }
}
```
-In dictionary `setFields`, dictionary `defaultValue` defines the initial value for particle fields (here, `velocity`, `acceleration`, `rotVelocity`, and `shapeName`). Note that `shapeName` field should be consistent with the name of shape that you later set for shapes (here one shape with name `sphere1`).
+In the `setFields` dictionary, the `defaultValue` dictionary defines the initial value for particle fields (here `velocity`, `acceleration`, `rotVelocity` and `shapeName`). Note that the `shapeName` field should match the name of the shape that you will later set for shapes (here a shape named `sphere1`).
in
settings/particlesDict file
@@ -55,10 +58,10 @@ setFields
{
defaultValue
{
- velocity realx3 (0 0 0); // linear velocity (m/s)
- acceleration realx3 (0 0 0); // linear acceleration (m/s2)
- rotVelocity realx3 (0 0 0); // rotational velocity (rad/s)
- shapeName word sphere1; // name of the particle shape
+ velocity realx3 (0 0 0); // linear velocity (m/s)
+ acceleration realx3 (0 0 0); // linear acceleration (m/s2)
+ rotVelocity realx3 (0 0 0); // rotational velocity (rad/s)
+ shapeName word sphere1; // name of the particle shape
}
selectors
{}
@@ -70,6 +73,7 @@ Enter the following command in the terminal to create the particles and store th
`> particlesPhasicFlow`
### Creating geometry
+
In file `settings/geometryDict` , you can provide information for creating geometry. Each simulation should have a `motionModel` that defines a model for moving the surfaces in the simulation. `rotatingAxisMotion` model defines a fixed axis which rotates around itself. The dictionary `rotAxis` defines an motion component with `p1` and `p2` as the end points of the axis and `omega` as the rotation speed in rad/s. You can define more than one motion component in a simulation.
@@ -77,21 +81,21 @@ in settings/geometryDict file
```C++
-motionModel rotatingAxisMotion;
+motionModel rotatingAxis;
.
.
.
-rotatingAxisMotionInfo
+rotatingAxisInfo
{
rotAxis
{
p1 (0.0 0.0 0.0); // first point for the axis of rotation
p2 (0.0 0.0 1.0); // second point for the axis of rotation
- omega 1.214; // rotation speed (rad/s)
+ omega 1.214; // rotation speed (rad/s)
}
}
```
-In the dictionary `surfaces` you can define all the surfaces (walls) in the simulation. Two main options are available: built-in geometries in PhasicFlow, and providing surfaces with stl file. Here we use built-in geometries. In `cylinder` dictionary, a cylindrical shell with end radii, `radius1` and `radius2`, axis end points `p1` and `p2`, `material` name `prop1`, `motion` component `rotAxis` is defined. `resolution` sets number of division for the cylinder shell. `wall1` and `wall2` define two plane walls at two ends of cylindrical shell with coplanar corner points `p1`, `p2`, `p3`, and `p4`, `material` name `prop1` and `motion` component `rotAxis`.
+The `surfaces` dictionary allows you to define all surfaces (walls) in the simulation. There are two main options: built-in geometries in PhasicFlow and providing surfaces with stl file. Here we will use built-in geometries. In the `cylinder` dictionary a cylindrical shell with end radii `radius1` and `radius2`, axis end points `p1` and `p2`, material name `prop1`, motion component `rotAxis` is defined. `resolution` sets the resolution of the cylinder hull. wall1` and `wall2` define two plane walls at two ends of the cylindrical shell with coplanar vertices `p1`, `p2`, `p3` and `p4`, `material` name `prop1` and `motion` component `rotAxis`.
in
settings/geometryDict file
@@ -138,7 +142,8 @@ Enter the following command in the terminal to create the geometry and store it
`> geometryPhasicFlow`
### Defining properties and interactions
-In the file `caseSetup/interaction` , you find properties of materials. `materials` defines a list of material names in the simulation and `densities` sets the corresponding density of each material name. model dictionary defines the interaction model for particle-particle and particle-wall interactions. `contactForceModel` selects the model for mechanical contacts (here nonlinear model with limited tangential displacement) and `rollingFrictionModel` selects the model for calculating rolling friction. Other required prosperities should be defined in this dictionary.
+
+The `caseSetup/interaction' file contains material properties. `materials` defines a list of material names in the simulation and `densities` sets the corresponding density of each material name. model dictionary defines the interaction model for particle-particle and particle-wall interactions. ContactForceModel selects the model for mechanical contacts (here nonlinear model with limited tangential displacement) and `rollingFrictionModel` selects the model for the calculation of rolling friction. Other required properties should be defined in this dictionary.
in
caseSetup/interaction file
@@ -165,7 +170,7 @@ model
}
```
-Dictionary `contactSearch` sets the methods for particle-particle and particle-wall contact search. `method` specifies the algorithm for finding neighbor list for particle-particle contacts and `wallMapping` shows how particles are mapped onto walls for finding neighbor list for particle-wall contacts. `updateFrequency` sets the frequency for updating neighbor list and `sizeRatio` sets the size of enlarged cells (with respect to particle diameter) for finding neighbor list. Larger `sizeRatio` include more particles in the neighbor list and you require to update it less frequent.
+Dictionary `contactSearch` sets the methods for particle-particle and particle-wall contact search. method' specifies the algorithm for finding the neighbor list for particle-particle contacts and `wallMapping' specifies how particles are mapped to walls for finding the neighbor list for particle-wall contacts. `updateFrequency` specifies the frequency for updating the neighbor list and `sizeRatio` specifies the size of enlarged cells (with respect to particle diameter) for neighbor list search. Larger `sizeRatio` includes more particles in the neighbor list and you need to update it less frequently.
in caseSetup/interaction file
@@ -174,22 +179,17 @@ in caseSetup/interaction file
```C++
contactSearch
{
- method NBS; // method for broad search particle-particle
- wallMapping cellsSimple; // method for broad search particle-wall
+ method NBS; // method for broad search particle-particle
+
+ updateInterval 10;
- NBSInfo
- {
- updateFrequency 20; // each 20 timesteps, update neighbor list
- sizeRatio 1.1; // bounding box size to particle diameter (max)
- }
+ sizeRatio 1.1;
- cellsSimpleInfo
- {
- updateFrequency 20; // each 20 timesteps, update neighbor list
- cellExtent 0.7; // bounding box for particle-wall search (> 0.5)
- }
+ cellExtent 0.55;
+ adjustableBox Yes;
}
+
```
In the file `caseSetup/sphereShape`, you can define a list of `names` for shapes (`shapeName` in particle field), a list of diameters for shapes and their `properties` names.