Setting wallImpactDistance to 0 in InteractingKinematicParcel.

Adding initialisation of f in InteractingKinematicParcelIO.C.

Cosmetic tweak in Particle.
This commit is contained in:
graham
2009-09-04 21:24:47 +01:00
parent 2b91af1d8c
commit 3a6075a08c
3 changed files with 11 additions and 3 deletions

View File

@ -320,8 +320,9 @@ Foam::scalar Foam::Particle<ParticleType>::trackToFace
FatalErrorIn
(
"Particle::trackToFace(const vector&, TrackData&)"
)<< "addressing failure" << nl
<< abort(FatalError);
)
<< "addressing failure" << nl
<< abort(FatalError);
}
}
else
@ -380,6 +381,7 @@ Foam::scalar Foam::Particle<ParticleType>::trackToFace
p.hitPatch(patch, td);
}
}
}
}

View File

@ -330,7 +330,12 @@ Foam::InteractingKinematicParcel<ParcelType>::wallImpactDistance
const vector&
) const
{
return 0.5*d_;
// To make sure that the particles jump cyclic, wedge and
// processor patches in the correct location, this must be zero,
// or the calculation of lambda must be revised
return 0.0;
// return 0.5*d_;
}

View File

@ -58,6 +58,7 @@ Foam::InteractingKinematicParcel<ParcelType>::InteractingKinematicParcel
nParticle_(0.0),
d_(0.0),
U_(vector::zero),
f_(vector::zero),
rho_(0.0),
tTurb_(0.0),
UTurb_(vector::zero),