correction for readme.md on rotating drumBFL

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The problem is to simulate a Rotating Drum with **6** Baffles with the diameter **0.24m** and the length **0.1m** rotating at **15 rad/s**. This Rotating Drum is filled with **20000** Particles.The timestep for integration is **0.00001 s**. There are 2 types of Particles in this Rotating Drum:
* **12500** Particles with **4 mm** diameter
* **7500** Particles with **5mm** diameter
## Setting up the Case
As it has been explained in the previous Cases, these Tutorials are based on text-based scripts. There are three parts in this case to study `caseSetup`, `setting` and `stl`.
## Particle Insertion
In this case we have two region for inserting our particles. In the both region we define rate of Insertion, start and end time of Insertion, coordinates of Insertion and radius of Insertion.
An example for the Right Layer Region of insertion of Particles is shown below.
```
```C++
// Right Layer Region
layerrightregion
layerrightregion
{
// type of insertion region
type cylinderRegion;
@ -29,9 +30,11 @@ An example for the Right Layer Region of insertion of Particles is shown below.
p1 (-0.15 0.24 0.05);
// radius of cylinder (m)
radius 0.035;
}
}
```
Then in the `sphereShape` the diameter and the material of our Particles are defined.
```
```C++
// names of shapes
names (lightSphere heavySphere);
// diameter of shapes (m)
@ -45,51 +48,49 @@ At the end of `caseSetup`, the interaction between the particles and the Shell o
### Geometry
In the Settings folder the Specifications of our Rotating Drum and the information of rotating axis are brought. In this case we use two solid cylinders to keep our rotating drum isolated. This is to prevent particles, from being thrown out.
For example the codes for the rear cylinder is brought below.
```
```C++
/*This is a Cylinder Wall at the rear of cylinder */
CylinderRear1
{
// type of the wall
type cylinderWall;
// first point for the axis of rotation
p1 (-0.1974 0.2269 -0.001);
// second point for the axis of rotation
p2 (-0.1974 0.2269 0.0);
// Radius of p1
radius1 0.0001;
// Radius of p2
radius2 0.12;
// material name of the wall
material wallMat;
// motion component name
motion rotAxis;
}
CylinderRear1
{
// type of the wall
type cylinderWall;
// first point for the axis of rotation
p1 (-0.1974 0.2269 -0.001);
// second point for the axis of rotation
p2 (-0.1974 0.2269 0.0);
// Radius of p1
radius1 0.0001;
// Radius of p2
radius2 0.12;
// material name of the wall
material wallMat;
// motion component name
motion rotAxis;
}
```
### Rotating Axis Info
In this part of `geometryDict` the information of `rotating axis` and `velocity` of this Rotating Drum is defined. Also in purpose to settle down Particles after they were inserted we use a `startTime` and `endTime` function. This shows the start time of rotation.
```
```C++
rotatingAxisMotionInfo
{
rotAxis
{
// first point for the axis of rotation
p1 (-0.1974 0.2269 0);
// second point for the axis of rotation
p2 (-0.1974 0.2269 0.1);
// rotation speed (rad/s) => 15 rpm
omega 2.38733;
// Start time of Geometry Rotating
startTime 2;
// End time of Geometry Rotating
endTime 9.5;
}
rotAxis
{
// first point for the axis of rotation
p1 (-0.1974 0.2269 0);
// second point for the axis of rotation
p2 (-0.1974 0.2269 0.1);
// rotation speed (rad/s) => 15 rpm
omega 2.38733;
// Start time of Geometry Rotating
startTime 2;
// End time of Geometry Rotating
endTime 9.5;
}
}
```
## Starting Simulation
To start Simulation we have to create our Particles at first.
Using `>particlesPhasicFlow` will create our Particles.
Using `>geometryPhasicFlow` will create our Geometry.
At last using `>sphereGranFlow` will starting the Simulation.
After finishing the Simulation Close the Terminal and use `>pFlowtoVTK`.
Enter `>particlesPhasicFlow` command to create the initial fields for particles.
Enter `>geometryPhasicFlow` command to create the Geometry.
At last, enter `>sphereGranFlow` command to start the simulation.
After finishing the simulation, you can use `>pFlowtoVTK` to convert the results into vtk format storred in ./VTK folder.