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C++ parcelType::U方法代码示例

本文整理汇总了C++中typenamecloudtype::parcelType::U方法的典型用法代码示例。如果您正苦于以下问题:C++ parcelType::U方法的具体用法?C++ parcelType::U怎么用?C++ parcelType::U使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在typenamecloudtype::parcelType的用法示例。


在下文中一共展示了parcelType::U方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: cbrt

void Foam::PairSpringSliderDashpot<CloudType>::evaluatePair
(
    typename CloudType::parcelType& pA,
    typename CloudType::parcelType& pB
) const
{
    vector r_AB = (pA.position() - pB.position());

    scalar dAEff = pA.d();

    if (useEquivalentSize_)
    {
        dAEff *= cbrt(pA.nParticle()*volumeFactor_);
    }

    scalar dBEff = pB.d();

    if (useEquivalentSize_)
    {
        dBEff *= cbrt(pB.nParticle()*volumeFactor_);
    }

    scalar r_AB_mag = mag(r_AB);

    scalar normalOverlapMag = 0.5*(dAEff + dBEff) - r_AB_mag;

    if (normalOverlapMag > 0)
    {
        //Particles in collision

        vector rHat_AB = r_AB/(r_AB_mag + VSMALL);

        vector U_AB = pA.U() - pB.U();

        // Effective radius
        scalar R = 0.5*dAEff*dBEff/(dAEff + dBEff);

        // Effective mass
        scalar M = pA.mass()*pB.mass()/(pA.mass() + pB.mass());

        scalar kN = (4.0/3.0)*sqrt(R)*Estar_;

        scalar etaN = alpha_*sqrt(M*kN)*pow025(normalOverlapMag);

        // Normal force
        vector fN_AB =
            rHat_AB
           *(kN*pow(normalOverlapMag, b_) - etaN*(U_AB & rHat_AB));

        // Cohesion force
        if (cohesion_)
        {
            fN_AB +=
                -cohesionEnergyDensity_
                *overlapArea(dAEff/2.0, dBEff/2.0, r_AB_mag)
                *rHat_AB;
        }

        pA.f() += fN_AB;
        pB.f() += -fN_AB;

        vector USlip_AB =
            U_AB - (U_AB & rHat_AB)*rHat_AB
          + (pA.omega() ^ (dAEff/2*-rHat_AB))
          - (pB.omega() ^ (dBEff/2*rHat_AB));

        scalar deltaT = this->owner().mesh().time().deltaTValue();

        vector& tangentialOverlap_AB =
            pA.collisionRecords().matchPairRecord
            (
                pB.origProc(),
                pB.origId()
            ).collisionData();

        vector& tangentialOverlap_BA =
            pB.collisionRecords().matchPairRecord
            (
                pA.origProc(),
                pA.origId()
            ).collisionData();

        vector deltaTangentialOverlap_AB = USlip_AB*deltaT;

        tangentialOverlap_AB += deltaTangentialOverlap_AB;
        tangentialOverlap_BA += -deltaTangentialOverlap_AB;

        scalar tangentialOverlapMag = mag(tangentialOverlap_AB);

        if (tangentialOverlapMag > VSMALL)
        {
            scalar kT = 8.0*sqrt(R*normalOverlapMag)*Gstar_;

            scalar etaT = etaN;

            // Tangential force
            vector fT_AB;

            if (kT*tangentialOverlapMag > mu_*mag(fN_AB))
            {
//.........这里部分代码省略.........
开发者ID:daphilips,项目名称:philipsFOAM,代码行数:101,代码来源:PairSpringSliderDashpot.C

示例2: mag

void Foam::MaxwellianThermal<CloudType>::correct
(
    typename CloudType::parcelType& p,
    const wallPolyPatch& wpp
)
{
    vector& U = p.U();

    scalar& Ei = p.Ei();

    label typeId = p.typeId();

    label wppIndex = wpp.index();

    label wppLocalFace = wpp.whichFace(p.face());

    vector nw = p.normal();
    nw /= mag(nw);

    // Normal velocity magnitude
    scalar U_dot_nw = U & nw;

    // Wall tangential velocity (flow direction)
    vector Ut = U - U_dot_nw*nw;

    CloudType& cloud(this->owner());

    Random& rndGen(cloud.rndGen());

    while (mag(Ut) < SMALL)
    {
        // If the incident velocity is parallel to the face normal, no
        // tangential direction can be chosen.  Add a perturbation to the
        // incoming velocity and recalculate.

        U = vector
        (
            U.x()*(0.8 + 0.2*rndGen.scalar01()),
            U.y()*(0.8 + 0.2*rndGen.scalar01()),
            U.z()*(0.8 + 0.2*rndGen.scalar01())
        );

        U_dot_nw = U & nw;

        Ut = U - U_dot_nw*nw;
    }

    // Wall tangential unit vector
    vector tw1 = Ut/mag(Ut);

    // Other tangential unit vector
    vector tw2 = nw^tw1;

    scalar T = cloud.boundaryT().boundaryField()[wppIndex][wppLocalFace];

    scalar mass = cloud.constProps(typeId).mass();

    scalar iDof = cloud.constProps(typeId).internalDegreesOfFreedom();

    U =
        sqrt(physicoChemical::k.value()*T/mass)
       *(
            rndGen.GaussNormal()*tw1
          + rndGen.GaussNormal()*tw2
          - sqrt(-2.0*log(max(1 - rndGen.scalar01(), VSMALL)))*nw
        );

    U += cloud.boundaryU().boundaryField()[wppIndex][wppLocalFace];

    Ei = cloud.equipartitionInternalEnergy(T, iDof);
}
开发者ID:000861,项目名称:OpenFOAM-2.1.x,代码行数:71,代码来源:MaxwellianThermal.C

示例3: cloud

void Foam::MixedDiffuseSpecular<CloudType>::correct
(
    typename CloudType::parcelType& p
)
{
    vector& U = p.U();

    scalar& Ei = p.Ei();

    label typeId = p.typeId();

    const label wppIndex = p.patch();

    const polyPatch& wpp = p.mesh().boundaryMesh()[wppIndex];

    label wppLocalFace = wpp.whichFace(p.face());

    const vector nw = p.normal();

    // Normal velocity magnitude
    scalar U_dot_nw = U & nw;

    CloudType& cloud(this->owner());

    Random& rndGen(cloud.rndGen());

    if (diffuseFraction_ > rndGen.scalar01())
    {
        // Diffuse reflection

        // Wall tangential velocity (flow direction)
        vector Ut = U - U_dot_nw*nw;

        while (mag(Ut) < small)
        {
            // If the incident velocity is parallel to the face normal, no
            // tangential direction can be chosen.  Add a perturbation to the
            // incoming velocity and recalculate.

            U = vector
            (
                U.x()*(0.8 + 0.2*rndGen.scalar01()),
                U.y()*(0.8 + 0.2*rndGen.scalar01()),
                U.z()*(0.8 + 0.2*rndGen.scalar01())
            );

            U_dot_nw = U & nw;

            Ut = U - U_dot_nw*nw;
        }

        // Wall tangential unit vector
        vector tw1 = Ut/mag(Ut);

        // Other tangential unit vector
        vector tw2 = nw^tw1;

        scalar T = cloud.boundaryT().boundaryField()[wppIndex][wppLocalFace];

        scalar mass = cloud.constProps(typeId).mass();

        direction iDof = cloud.constProps(typeId).internalDegreesOfFreedom();

        U =
            sqrt(physicoChemical::k.value()*T/mass)
           *(
                rndGen.scalarNormal()*tw1
              + rndGen.scalarNormal()*tw2
              - sqrt(-2.0*log(max(1 - rndGen.scalar01(), vSmall)))*nw
            );

        U += cloud.boundaryU().boundaryField()[wppIndex][wppLocalFace];

        Ei = cloud.equipartitionInternalEnergy(T, iDof);
    }
    else
    {
        // Specular reflection

        if (U_dot_nw > 0.0)
        {
            U -= 2.0*U_dot_nw*nw;
        }
    }

}
开发者ID:OpenFOAM,项目名称:OpenFOAM-dev,代码行数:86,代码来源:MixedDiffuseSpecular.C

示例4: max

void Foam::WallLocalSpringSliderDashpot<CloudType>::evaluateWall
(
    typename CloudType::parcelType& p,
    const point& site,
    const WallSiteData<vector>& data,
    scalar pREff
) const
{
    // wall patch index
    label wPI = patchMap_[data.patchIndex()];

    // data for this patch
    scalar Estar = Estar_[wPI];
    scalar Gstar = Gstar_[wPI];
    scalar alpha = alpha_[wPI];
    scalar b = b_[wPI];
    scalar mu = mu_[wPI];

    vector r_PW = p.position() - site;

    vector U_PW = p.U() - data.wallData();

    scalar normalOverlapMag = max(pREff - mag(r_PW), 0.0);

    vector rHat_PW = r_PW/(mag(r_PW) + VSMALL);

    scalar kN = (4.0/3.0)*sqrt(pREff)*Estar;

    scalar etaN = alpha*sqrt(p.mass()*kN)*pow025(normalOverlapMag);

    vector fN_PW =
        rHat_PW
       *(kN*pow(normalOverlapMag, b) - etaN*(U_PW & rHat_PW));

    p.f() += fN_PW;

    vector USlip_PW =
        U_PW - (U_PW & rHat_PW)*rHat_PW
      + (p.omega() ^ (pREff*-rHat_PW));

    scalar deltaT = this->owner().mesh().time().deltaTValue();

    vector& tangentialOverlap_PW =
        p.collisionRecords().matchWallRecord(-r_PW, pREff).collisionData();

    tangentialOverlap_PW += USlip_PW*deltaT;

    scalar tangentialOverlapMag = mag(tangentialOverlap_PW);

    if (tangentialOverlapMag > VSMALL)
    {
        scalar kT = 8.0*sqrt(pREff*normalOverlapMag)*Gstar;

        scalar etaT = etaN;

        // Tangential force
        vector fT_PW;

        if (kT*tangentialOverlapMag > mu*mag(fN_PW))
        {
            // Tangential force greater than sliding friction,
            // particle slips

            fT_PW = -mu*mag(fN_PW)*USlip_PW/mag(USlip_PW);

            tangentialOverlap_PW = vector::zero;
        }
        else
        {
            fT_PW =
                -kT*tangentialOverlapMag
               *tangentialOverlap_PW/tangentialOverlapMag
              - etaT*USlip_PW;
        }

        p.f() += fT_PW;

        p.torque() += (pREff*-rHat_PW) ^ fT_PW;
    }
}
开发者ID:daphilips,项目名称:philipsFOAM,代码行数:80,代码来源:WallLocalSpringSliderDashpot.C

示例5: cloud

void Foam::LarsenBorgnakkeVariableHardSphere<CloudType>::collide
(
    typename CloudType::parcelType& pP,
    typename CloudType::parcelType& pQ
)
{
    CloudType& cloud(this->owner());

    label typeIdP = pP.typeId();
    label typeIdQ = pQ.typeId();
    vector& UP = pP.U();
    vector& UQ = pQ.U();
    scalar& EiP = pP.Ei();
    scalar& EiQ = pQ.Ei();

    Random& rndGen(cloud.rndGen());

    scalar inverseCollisionNumber = 1/relaxationCollisionNumber_;

    // Larsen Borgnakke internal energy redistribution part.  Using the serial
    // application of the LB method, as per the INELRS subroutine in Bird's
    // DSMC0R.FOR

    scalar preCollisionEiP = EiP;
    scalar preCollisionEiQ = EiQ;

    direction iDofP = cloud.constProps(typeIdP).internalDegreesOfFreedom();
    direction iDofQ = cloud.constProps(typeIdQ).internalDegreesOfFreedom();

    scalar omegaPQ =
        0.5
       *(
            cloud.constProps(typeIdP).omega()
          + cloud.constProps(typeIdQ).omega()
        );

    scalar mP = cloud.constProps(typeIdP).mass();
    scalar mQ = cloud.constProps(typeIdQ).mass();
    scalar mR = mP*mQ/(mP + mQ);
    vector Ucm = (mP*UP + mQ*UQ)/(mP + mQ);
    scalar cRsqr = magSqr(UP - UQ);
    scalar availableEnergy = 0.5*mR*cRsqr;
    scalar ChiB = 2.5 - omegaPQ;

    if (iDofP > 0)
    {
        if (inverseCollisionNumber > rndGen.scalar01())
        {
            availableEnergy += preCollisionEiP;

            if (iDofP == 2)
            {
                scalar energyRatio = 1.0 - pow(rndGen.scalar01(), (1.0/ChiB));
                EiP = energyRatio*availableEnergy;
            }
            else
            {
                scalar ChiA = 0.5*iDofP;
                EiP = energyRatio(ChiA, ChiB)*availableEnergy;
            }

            availableEnergy -= EiP;
        }
    }

    if (iDofQ > 0)
    {
        if (inverseCollisionNumber > rndGen.scalar01())
        {
            availableEnergy += preCollisionEiQ;

            if (iDofQ == 2)
            {
                scalar energyRatio = 1.0 - pow(rndGen.scalar01(), (1.0/ChiB));
                EiQ = energyRatio*availableEnergy;
            }
            else
            {
                scalar ChiA = 0.5*iDofQ;
                EiQ = energyRatio(ChiA, ChiB)*availableEnergy;
            }

            availableEnergy -= EiQ;
        }
    }

    // Rescale the translational energy
    scalar cR = sqrt(2.0*availableEnergy/mR);

    // Variable Hard Sphere collision part
    scalar cosTheta = 2.0*rndGen.scalar01() - 1.0;
    scalar sinTheta = sqrt(1.0 - cosTheta*cosTheta);
    scalar phi = twoPi*rndGen.scalar01();

    vector postCollisionRelU =
        cR
       *vector
        (
            cosTheta,
            sinTheta*cos(phi),
//.........这里部分代码省略.........
开发者ID:BarisCumhur,项目名称:OpenFOAM-dev,代码行数:101,代码来源:LarsenBorgnakkeVariableHardSphere.C

示例6: switch

bool Foam::StandardWallInteraction<CloudType>::correct
(
    typename CloudType::parcelType& p,
    const polyPatch& pp,
    bool& keepParticle,
    const scalar trackFraction,
    const tetIndices& tetIs
)
{
    vector& U = p.U();

    bool& active = p.active();

    if (isA<wallPolyPatch>(pp))
    {
        switch (interactionType_)
        {
            case PatchInteractionModel<CloudType>::itEscape:
            {
                scalar dm = p.mass()*p.nParticle();

                keepParticle = false;
                active = false;
                U = vector::zero;
                nEscape_++;
                massEscape_ += dm;
                break;
            }
            case PatchInteractionModel<CloudType>::itStick:
            {
                keepParticle = true;
                active = false;
                U = vector::zero;
                nStick_++;
                break;
            }
            case PatchInteractionModel<CloudType>::itRebound:
            {
                keepParticle = true;
                active = true;

                vector nw;
                vector Up;

                this->owner().patchData(p, pp, trackFraction, tetIs, nw, Up);

                // Calculate motion relative to patch velocity
                U -= Up;

                scalar Un = U & nw;
                vector Ut = U - Un*nw;

                if (Un > 0)
                {
                    U -= (1.0 + e_)*Un*nw;
                }

                U -= mu_*Ut;

                // Return velocity to global space
                U += Up;

                break;
            }
            default:
            {
                FatalErrorIn
                (
                    "bool StandardWallInteraction<CloudType>::correct"
                    "("
                        "typename CloudType::parcelType&, "
                        "const polyPatch&, "
                        "bool& keepParticle, "
                        "const scalar, "
                        "const tetIndices&"
                    ") const"
                )   << "Unknown interaction type "
                    << this->interactionTypeToWord(interactionType_)
                    << "(" << interactionType_ << ")" << endl
                    << abort(FatalError);
            }
        }

        return true;
    }

    return false;
}
开发者ID:ashishvinayak,项目名称:fireFoam-2.4.x,代码行数:88,代码来源:StandardWallInteraction.C

示例7: switch

bool Foam::LocalInteraction<CloudType>::correct
(
    typename CloudType::parcelType& p,
    const polyPatch& pp,
    bool& keepParticle,
    const scalar trackFraction,
    const tetIndices& tetIs
)
{
    label patchI = patchData_.applyToPatch(pp.index());

    if (patchI >= 0)
    {
        vector& U = p.U();
        bool& active = p.active();

        typename PatchInteractionModel<CloudType>::interactionType it =
            this->wordToInteractionType
            (
                patchData_[patchI].interactionTypeName()
            );

        switch (it)
        {
            case PatchInteractionModel<CloudType>::itEscape:
            {
                scalar dm = p.mass()*p.nParticle();

                keepParticle = false;
                active = false;
                U = vector::zero;
                nEscape_[patchI]++;
                massEscape_[patchI] += dm;
                if (writeFields_)
                {
                    label pI = pp.index();
                    label fI = pp.whichFace(p.face());
                    massEscape().boundaryField()[pI][fI] += dm;
                }
                break;
            }
            case PatchInteractionModel<CloudType>::itStick:
            {
                scalar dm = p.mass()*p.nParticle();

                keepParticle = true;
                active = false;
                U = vector::zero;
                nStick_[patchI]++;
                massStick_[patchI] += dm;
                if (writeFields_)
                {
                    label pI = pp.index();
                    label fI = pp.whichFace(p.face());
                    massStick().boundaryField()[pI][fI] += dm;
                }
                break;
            }
            case PatchInteractionModel<CloudType>::itRebound:
            {
                keepParticle = true;
                active = true;

                vector nw;
                vector Up;

                this->owner().patchData(p, pp, trackFraction, tetIs, nw, Up);

                // Calculate motion relative to patch velocity
                U -= Up;

                scalar Un = U & nw;
                vector Ut = U - Un*nw;

                if (Un > 0)
                {
                    U -= (1.0 + patchData_[patchI].e())*Un*nw;
                }

                U -= patchData_[patchI].mu()*Ut;

                // Return velocity to global space
                U += Up;

                break;
            }
            default:
            {
                FatalErrorIn
                (
                    "bool LocalInteraction<CloudType>::correct"
                    "("
                        "typename CloudType::parcelType&, "
                        "const polyPatch&, "
                        "bool&, "
                        "const scalar, "
                        "const tetIndices&"
                    ") const"
                )   << "Unknown interaction type "
                    << patchData_[patchI].interactionTypeName()
//.........这里部分代码省略.........
开发者ID:Washino,项目名称:WM_PROJECT_USER_DIR,代码行数:101,代码来源:LocalInteraction.C


注:本文中的typenamecloudtype::parcelType::U方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。