void Foam::SprayCloud<CloudType>::checkParcelProperties
(
    parcelType& parcel,
    const scalar lagrangianDt,
    const bool fullyDescribed
)
{
    CloudType::checkParcelProperties(parcel, lagrangianDt, fullyDescribed);

    // store the injection position and initial drop size
    parcel.position0() = parcel.position();
    parcel.d0() = parcel.d();

    parcel.y() = breakup().y0();
    parcel.yDot() = breakup().yDot0();

    parcel.liquidCore() = atomization().initLiquidCore();
}
Example #2
0
void Foam::KinematicCloud<CloudType>::patchData
(
    const parcelType& p,
    const polyPatch& pp,
    const scalar trackFraction,
    const tetIndices& tetIs,
    vector& nw,
    vector& Up
) const
{
    label patchi = pp.index();
    label patchFacei = pp.whichFace(p.face());

    vector n = tetIs.faceTri(mesh_).normal();
    n /= mag(n);

    vector U = U_.boundaryField()[patchi][patchFacei];

    // Unless the face is rotating, the required normal is n;
    nw = n;

    if (!mesh_.moving())
    {
        // Only wall patches may have a non-zero wall velocity from
        // the velocity field when the mesh is not moving.

        if (isA<wallPolyPatch>(pp))
        {
            Up = U;
        }
        else
        {
            Up = Zero;
        }
    }
    else
    {
        vector U00 = U_.oldTime().boundaryField()[patchi][patchFacei];

        vector n00 = tetIs.oldFaceTri(mesh_).normal();

        // Difference in normal over timestep
        vector dn = Zero;

        if (mag(n00) > SMALL)
        {
            // If the old normal is zero (for example in layer
            // addition) then use the current normal, meaning that the
            // motion can only be translational, and dn remains zero,
            // otherwise, calculate dn:

            n00 /= mag(n00);

            dn = n - n00;
        }

        // Total fraction through the timestep of the motion,
        // including stepFraction before the current tracking step
        // and the current trackFraction
        // i.e.
        // let s = stepFraction, t = trackFraction
        // Motion of x in time:
        // |-----------------|---------|---------|
        // x00               x0        xi        x
        //
        // where xi is the correct value of x at the required
        // tracking instant.
        //
        // x0 = x00 + s*(x - x00) = s*x + (1 - s)*x00
        //
        // i.e. the motion covered by previous tracking portions
        // within this timestep, and
        //
        // xi = x0 + t*(x - x0)
        //    = t*x + (1 - t)*x0
        //    = t*x + (1 - t)*(s*x + (1 - s)*x00)
        //    = (s + t - s*t)*x + (1 - (s + t - s*t))*x00
        //
        // let m = (s + t - s*t)
        //
        // xi = m*x + (1 - m)*x00 = x00 + m*(x - x00);
        //
        // In the same form as before.

        scalar m =
            p.stepFraction()
          + trackFraction
          - (p.stepFraction()*trackFraction);

        // When the mesh is moving, the velocity field on wall patches
        // will contain the velocity associated with the motion of the
        // mesh, in which case it is interpolated in time using m.
        // For other patches the face velocity will need to be
        // reconstructed from the face centre motion.

        const vector& Cf = mesh_.faceCentres()[p.face()];

        vector Cf00 = mesh_.faces()[p.face()].centre(mesh_.oldPoints());

        if (isA<wallPolyPatch>(pp))
        {
            Up = U00 + m*(U - U00);
        }
        else
        {
            Up = (Cf - Cf00)/mesh_.time().deltaTValue();
        }

        if (mag(dn) > SMALL)
        {
            // Rotational motion, nw requires interpolation and a
            // rotational velocity around face centre correction to Up
            // is required.

            nw = n00 + m*dn;

            // Cf at tracking instant
            vector Cfi = Cf00 + m*(Cf - Cf00);

            // Normal vector cross product
            vector omega = (n00 ^ n);

            scalar magOmega = mag(omega);

            // magOmega = sin(angle between unit normals)
            // Normalise omega vector by magOmega, then multiply by
            // angle/dt to give the correct angular velocity vector.
            omega *= Foam::asin(magOmega)/(magOmega*mesh_.time().deltaTValue());

            // Project position onto face and calculate this position
            // relative to the face centre.
            vector facePos =
                p.position()
              - ((p.position() - Cfi) & nw)*nw
              - Cfi;

            Up += (omega ^ facePos);
        }

        // No further action is required if the motion is
        // translational only, nw and Up have already been set.
    }
}