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# Problem Definition # Problem Definition
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: The problem is to simulate a rotating drum with the diameter **0.24 m**, the length **0.1 m** and **6** Baffles, rotating at **15 rpm**. This drum is filled with **20000** Particles.The timestep for integration is **0.00001 s**. There are 2 types of Particles in this drum each are beining inserted during simulation to fill the drum.
* **12500** Particles with **4 mm** diameter * **12500** Particles with **4 mm** diameter, at the rate of 12500 particles/s for 1 sec.
* **7500** Particles with **5mm** diameter * **7500** Particles with **5mm** diameter, at the rate of 7500 particles/s for 1 sec.
<html> <html>
<body> <body>
<img src="https://github.com/PhasicFlow/phasicFlow/blob/media/media/MixedparticlesRDB.png", width: 400px> <div align="center"><b>
a view of the drum while rotating
</div></b>
<div align="center">
<img src="https://github.com/PhasicFlow/phasicFlow/blob/media/media/MixedparticlesRDB.png", width=800px>
</div>
</body> </body>
</html> </html>
## Setting up the Case # 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`. As it has been explained in the previous cases, the simulation case setup is based on text-based scripts. Here, the simulation case setup are sotred in three folders: `caseSetup`, `setting` and `stl` (see the above folders).
## Defining small and large particles
Then in the `caseSetup/sphereShape` the diameter and the material name of the particles are defined. Two sizes are defined: 4 and 5 mm.
```C++
// names of shapes
names (smallSphere largeSphere);
// diameter of shapes (m)
diameters (0.004 0.005);
// material names for shapes
materials (lightMat heavyMat);
```
## Particle Insertion ## 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. 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, information for the volume of the space throught which particles are being inserted. The insertion phase in the simulation is performed between times 0 and 1 seconds.
An example for the Right Layer Region of insertion of Particles is shown below. For example, for the insertion region for inserting light particles is shown below.
<div align="center">
in <b>caseSetup/particleInsertion</b> file
</div>
```C++ ```C++
// Right Layer Region // Right Layer Region
layerrightregion layerrightregion
@ -40,18 +63,15 @@ layerrightregion
} }
} }
``` ```
Then in the `sphereShape` the diameter and the material of our Particles are defined. ## Interaction between particles and walls
```C++ In `caseSetup/interaction` file, material names and properties and interaction parameters are defined: interaction between the particles and the shell of rotating drum. Since we are defining 3 materials for simulation, the interaction matrix is 3x3, while we are only required to enter upper-triangle elements (interactions are symetric).
// names of shapes
names (lightSphere heavySphere);
// diameter of shapes (m)
diameters (0.004 0.005);
// material names for shapes
materials (lightMat heavyMat);
```
In this Case we have two types of Particle with 4mm and 5mm diameters.
At the end of `caseSetup`, the interaction between the particles and the Shell of Rotating Drum is defined. You can see the Coefficients of the Interactions between the particles and shell of Rotating Drum in `interaction`. Because we have 3 kind of interactions between these Particles and the Drum, we need to define a 3*3 Matrix.
```C++ ```C++
// a list of materials names
materials (lightMat heavyMat wallMat);
// density of materials [kg/m3]
densities (1000 1500 2500);
/* /*
Property (lightMat-lightMat lightMat-heavyMat lightMat-wallMat Property (lightMat-lightMat lightMat-heavyMat lightMat-wallMat
heavyMat-heavyMat heavyMat-wallMat heavyMat-heavyMat heavyMat-wallMat
@ -88,30 +108,63 @@ At the end of `caseSetup`, the interaction between the particles and the Shell o
``` ```
## Settings ## Settings
### Geometry ### 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. In the `settings/geometryDict` file, the geometry and axis of rotation is defined for the drum. The geometry is composed of a body, front and rear ends.
For example the codes for the rear cylinder is brought below.
```C++ ```C++
/*This is a Cylinder Wall at the rear of cylinder */ surfaces
CylinderRear1
{ {
// type of the wall body
type cylinderWall; {
// first point for the axis of rotation // type of the wall
p1 (-0.1974 0.2269 -0.001); type stlWall;
// second point for the axis of rotation // file name in stl folder
p2 (-0.1974 0.2269 0.0); file Body.stl;
// Radius of p1 // material name of this wall
radius1 0.0001; material wallMat;
// Radius of p2 // motion component name
radius2 0.12; motion rotAxis;
// material name of the wall }
material wallMat; /* This is a Cylinder Wall at the rear of cylinder */
// motion component name rearEnd
motion rotAxis; {
// 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;
}
/* This a cylinder Wall at the front of Cylinder */
frontEnd
{
// type of the wall
type cylinderWall;
// first point for the axis of rotation
p1 (-0.1974 0.2269 0.0989);
// second point for the axis of rotation
p2 (-0.1974 0.2269 0.0990);
// 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 ### 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. In this part of `geometryDict` the information of rotating axis and speed of rotation are defined. The start of rotation is at 2 s. The first 2 seconds of simulation is for allowing particles to settle donw in the drum.
```C++ ```C++
rotatingAxisMotionInfo rotatingAxisMotionInfo
{ {
@ -130,9 +183,10 @@ rotatingAxisMotionInfo
} }
} }
``` ```
## Starting Simulation ## Performing Simulation
To start Simulation we have to create our Particles at first. To perform simulations, enter the following commands one after another in the terminal.
Enter `>particlesPhasicFlow` command to create the initial fields for particles.
Enter `>geometryPhasicFlow` command to create the Geometry. Enter `$ particlesPhasicFlow` command to create the initial fields for particles.
At last, enter `>sphereGranFlow` command to start the simulation. Enter `$ geometryPhasicFlow` command to create the Geometry.
After finishing the simulation, you can use `>pFlowtoVTK` to convert the results into vtk format storred in ./VTK folder. 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.