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ENH: tutorial cvMeshDict: updated with comment
This commit is contained in:
@ -10,12 +10,6 @@ FoamFile
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{
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version 2.0;
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format ascii;
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root "";
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case "";
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instance "";
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local "";
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class dictionary;
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object cvMeshDict;
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}
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@ -23,6 +17,31 @@ FoamFile
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// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //
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/*
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Control dictionary for cvMesh - polyhedral mesh generator.
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cvMesh phases:
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1. fill volume with initial points (initialPoints subdictionary). An option
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is to reread from previous set of points.
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2. internal point motion (motionControl subdictionary)
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3. every once in a while add point duplets/triplets to conform to
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surfaces and features (surfaceConformation subdictionary)
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4. back to 2
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5. construct polyMesh.
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- filter (polyMeshFiltering subdictionary)
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- check (meshQualityControls subdictionary) and undo filtering
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See also cvControls.H in the conformalVoronoiMesh library
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*/
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// Important:
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// ----------
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// Any scalar with a name <name>Coeff specifies a value that will be implemented
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@ -39,75 +58,105 @@ FoamFile
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geometry
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{
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// Internal shape
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coneAndSphere.obj
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coneAndSphere_clean_orient.obj
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{
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name coneAndSphere;
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type triSurfaceMesh;
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tolerance 0.00001;
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}
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// // Internal shape
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// coneAndSphere
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// {
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// type searchableSurfaceWithGaps;
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// surface coneAndSphere.obj;
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// gap 0.001;
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// }
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// Bounds of domain
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domain.stl
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// Outside of domain
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domain_clean_orient.stl
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{
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name domain;
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type triSurfaceMesh;
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}
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}
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// Controls for conforming to the surfaces.
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surfaceConformation
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{
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// Point that is inside wanted part of geometry.
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// A point inside surfaces that is inside mesh.
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locationInMesh (0 -0.5 0);
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// Balance this between
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// How far apart are point-duplets generated. Balance this between
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// - very low distance: little chance of interference from other
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// surfaces
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// - largish distance: less non-orthogonality in final cell
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// (circumcentre far away from centroid)
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pointPairDistanceCoeff 0.1;
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// Mixed feature edges - both inside and outside edges. Recreated
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// by inserting triplets of points to recreate a single edge. Done for
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// all edges emanating from point. triplets of points get inserted
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// mixedFeaturePointPPDistanceCoeff distance away from feature point.
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mixedFeaturePointPPDistanceCoeff 5.0;
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// Distance to a feature point within which surface and edge
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// conformation points are excluded - fraction of the local target
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// cell size
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featurePointExclusionDistanceCoeff 0.4;
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// Distance to an existing feature edge conformation location
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// within which other edge conformation location are excluded -
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// fraction of the local target cell size
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featureEdgeExclusionDistanceCoeff 0.2;
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// Optimisation: do not check for surface intersection (of dual edges)
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// for points near to surface.
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surfaceSearchDistanceCoeff 2.5;
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// Maximum allowable protrusion through the surface before
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// conformation points are added - fraction of the local target
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// cell size. These small protusions are (hopefully) done by mesh filtering
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// instead.
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maxSurfaceProtrusionCoeff 0.1;
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// If feature edge with large angle (so more than 125 degrees) introduce
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// additional points to create two half angled cells (= mitering).
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maxQuadAngle 125;
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// Frequency to redo surface conformation (expensive).
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surfaceConformationRebuildFrequency 10;
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// Initial and intermediate controls
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coarseConformationControls
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{
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// Initial conformation
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initial
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{
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// We've got a point poking through the surface. Don't do any
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// surface conformation if near feature edge (since feature edge
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// conformation should have priority)
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// distance to search for near feature edges
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edgeSearchDistCoeff 1.1;
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// Proximity to a feature edge where a surface hit is
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// not created, only the edge conformation is created
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// - fraction of the local target cell size. Coarse
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// conformation, initial protrusion tests.
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surfacePtReplaceDistCoeff 0.5;
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}
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// Same for iterations
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iteration
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{
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edgeSearchDistCoeff 1.25;
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surfacePtReplaceDistCoeff 0.7;
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}
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// Stop either at maxIterations or if the number of surface pokes
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// is very small (iterationToInitialHitRatioLimit * initial number)
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// Note: perhaps iterationToInitialHitRatioLimit should be absolute
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// count?
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maxIterations 15;
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iterationToInitialHitRatioLimit 0.001;
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}
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// Final (at endTime) controls
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fineConformationControls
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{
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initial
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@ -127,45 +176,49 @@ surfaceConformation
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iterationToInitialHitRatioLimit 0.001;
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}
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// Geometry to mesh to
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geometryToConformTo
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{
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coneAndSphere
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{
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featureMethod extendedFeatureEdgeMesh;
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extendedFeatureEdgeMesh "coneAndSphere.extendedFeatureEdgeMesh";
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extendedFeatureEdgeMesh "coneAndSphere_clean_orient.extendedFeatureEdgeMesh";
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}
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domain.stl
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domain
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{
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featureMethod extendedFeatureEdgeMesh;
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extendedFeatureEdgeMesh "domain.extendedFeatureEdgeMesh";
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extendedFeatureEdgeMesh "domain_clean_orient.extendedFeatureEdgeMesh";
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}
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}
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additionalFeatures {}
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}
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// Controls for seeding initial points and general control of the target
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// cell size (used everywhere)
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initialPoints
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{
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// Do not place point closer than minimumSurfaceDistanceCoeff
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// to the surface. Is fraction of local target cell size (see below)
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minimumSurfaceDistanceCoeff 0.55;
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initialPointsMethod autoDensity;
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// initialPointsMethod uniformGrid;
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// initialPointsMethod bodyCentredCubic;
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// initialPointsMethod pointFile;
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initialPointsMethod autoDensity;
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// initialPointsMethod uniformGrid;
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// initialPointsMethod bodyCentredCubic;
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// initialPointsMethod pointFile;
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// Take boundbox of all geometry. Samples with this box. If too much
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// samples (due to target cell size) in box split box.
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// Take boundbox of all geometry. Sample with this box. If too much
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// samples in box (due to target cell size) split box.
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autoDensityDetails
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{
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// Number of refinement levels. Needs to be enough to pick up features
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// due to size ratio.
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minLevels 2;
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// Split box if ratio of min to max size larger than maxSizeRatio
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// Initial number of refinement levels. Needs to be enough to pick
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// up features due to size ratio. If not enough it will take longer
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// to determine point seeding.
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minLevels 4;
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// Split box if ratio of min to max cell size larger than maxSizeRatio
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maxSizeRatio 5.0;
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// Per box sample 3x3x3 internally
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sampleResolution 3;
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@ -175,6 +228,7 @@ initialPoints
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uniformGridDetails
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{
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// Absolute cell size.
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initialCellSize 0.0015;
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randomiseInitialGrid yes;
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randomPerturbationCoeff 0.02;
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@ -189,13 +243,25 @@ initialPoints
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pointFileDetails
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{
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// Reads points from file. Still rejects points that are too
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// close to the surface (minimumSurfaceDistanceCoeff) or on the
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// wrong side of the surfaces.
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pointFile "constant/internalDelaunayVertices";
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}
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}
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// Control size of voronoi cells i.e. distance between points. This
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// determines the target cell size which is used everywhere.
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// It determines the cell size given a location. It then uses all
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// the rules
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// - defaultCellSize
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// - cellSizeControlGeometry
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// to determine target cell size. Rule with highest priority wins. If same
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// priority smallest cell size wins.
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motionControl
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{
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// Absolute cell size of back ground mesh. This is the maximum cell size.
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defaultCellSize 0.1;
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// Assign a priority to all requests for cell sizes, the highest overrules.
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@ -205,7 +271,11 @@ motionControl
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{
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}
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relaxationModel adaptiveLinear;
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// Underrelaxation for point motion. Simulated annealing: starts off at 1
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// and lowers to 0 (at simulation endTime) to converge points.
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// adaptiveLinear is preferred choice.
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// Points move by e.g. 10% of tet size.
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relaxationModel adaptiveLinear; //rampHoldFall
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adaptiveLinearCoeffs
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{
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@ -213,28 +283,57 @@ motionControl
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relaxationEnd 0.0;
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}
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// Output lots and lots of .obj files
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objOutput no;
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// Timing and memory usage.
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timeChecks yes;
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// Number of rays in plane parallel to nearest surface. Used to detect
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// next closest surfaces. Used to work out alignment (three vectors)
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// to surface.
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// Note that only the initial points (from the seeding) calculate this
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// information so if these are not fine enough the alignment will
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// not be correct. (any points added during the running will lookup
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// this information from the nearest initial point since it is
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// expensive)
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alignmentSearchSpokes 36;
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// For each delaunay edge (between two vertices, becomes
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// the Voronoi face normal) snap to the alignment direction if within
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// alignmentAcceptanceAngle. Slightly > 45 is a good choice - prevents
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// flipping.
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alignmentAcceptanceAngle 48;
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// How often to rebuild the alignment info (expensive)
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sizeAndAlignmentRebuildFrequency 20;
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// When to insert points. Not advisable change to
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// these settings.
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pointInsertionCriteria
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{
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// If edge larger than 1.75 target cell size
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// (so tets too large/stretched) insert point
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cellCentreDistCoeff 1.75;
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// Do not insert point if voronoi face (on edge) very small.
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faceAreaRatioCoeff 0.0025;
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// Insert point only if edge closely aligned to local alignment
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// direction.
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acceptanceAngle 21.5;
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}
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// Opposite: remove point if mesh too compressed. Do not change these
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// settings.
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pointRemovalCriteria
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{
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cellCentreDistCoeff 0.65;
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}
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// How to determine the point motion. All edges got some direction.
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// Sum all edge contributions to determine point motion. Weigh by
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// face area so motion is preferentially determined by large faces
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// (or more importantly ignore contribution from small faces).
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// Do not change these settings.
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faceAreaWeightModel piecewiseLinearRamp;
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piecewiseLinearRampCoeffs
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@ -245,34 +344,95 @@ motionControl
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}
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// After simulation, when converting to polyMesh, filter out small faces/edges.
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// Do not change. See cvControls.H
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polyMeshFiltering
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{
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// Upper limit on the size of faces to be filtered.
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// fraction of the local target cell size
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filterSizeCoeff 0.2;
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mergeClosenessCoeff 1e-4;
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// Upper limit on how close two dual vertices can be before
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// being merged, fraction of the local target cell size
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mergeClosenessCoeff 1e-9;
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// To not filter: set maxNonOrtho to 1 (so check fails) and then
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// set continueFilteringOnBadInitialPolyMesh to false.
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continueFilteringOnBadInitialPolyMesh true;
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// When a face is "bad", what fraction should the filterSizeCoeff be
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// reduced by. Recursive, so for a filterCount value of fC, the
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// filterSizeCoeff is reduced by pow(filterErrorReductionCoeff, fC)
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filterErrorReductionCoeff 0.5;
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// Maximum number of filterCount applications before a face
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// is not attempted to be filtered
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filterCountSkipThreshold 4;
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// Maximum number of permissible iterations of the face collapse
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// algorithm. The value to choose will be related the maximum number
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// of points on a face that is to be collapsed and how many faces
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// around it need to be collapsed.
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maxCollapseIterations 25;
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// Maximum number of times an to allow an equal faceSet to be
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// returned from the face quality assessment before stopping iterations
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// to break an infinitie loop.
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maxConsecutiveEqualFaceSets 5;
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// Remove little steps (almost perp to surface) by collapsing face.
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surfaceStepFaceAngle 80;
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// Do not collapse face to edge if should become edges
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edgeCollapseGuardFraction 0.3;
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// Only collapse face to point if high aspect ratio
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maxCollapseFaceToPointSideLengthCoeff 0.35;
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}
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// Generic mesh quality settings. At any undoable phase these determine
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// where to undo. Same as in snappyHexMeshDict
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meshQualityControls
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{
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//- Maximum non-orthogonality allowed. Set to 180 to disable.
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maxNonOrtho 65;
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//- Max skewness allowed. Set to <0 to disable.
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maxBoundarySkewness 50;
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maxInternalSkewness 10;
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//- Max concaveness allowed. Is angle (in degrees) below which concavity
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// is allowed. 0 is straight face, <0 would be convex face.
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// Set to 180 to disable.
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maxConcave 80;
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//- Minimum quality of the tet formed by the
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// variable base point minimum decomposition triangles and
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// the cell centre (so not face-centre decomposition).
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// This has to be a positive number for tracking
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// to work. Set to very negative number (e.g. -1E30) to
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// disable.
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// <0 = inside out tet,
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// 0 = flat tet
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// 1 = regular tet
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minTetQuality 1e-30;
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minVol 0;
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//- Minimum absolute face area. Set to <0 to disable.
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minArea -1;
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minTwist 0.02;
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//- Minimum face twist. Set to <-1 to disable. dot product of face normal
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//- and face centre triangles normal
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minTwist 0.001;
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//- minimum normalised cell determinant
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//- 1 = hex, <= 0 = folded or flattened illegal cell
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minDeterminant 0.001;
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//- minFaceWeight (0 -> 0.5)
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minFaceWeight 0.02;
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//- minVolRatio (0 -> 1)
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minVolRatio 0.01;
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//must be >0 for Fluent compatibility
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minTriangleTwist -1;
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}
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