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lagrangian: Removed duplicate hit-processor handling
This commit is contained in:
committed by
Andrew Heather
parent
b8440c4232
commit
d0f39f96c4
@ -65,14 +65,6 @@ bool Foam::DSMCParcel<ParcelType>::move
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const scalar f = 1 - p.stepFraction();
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p.trackToAndHitFace(f*trackTime*Utracking, f, cloud, td);
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if (p.onBoundaryFace() && td.keepParticle)
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{
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if (isA<processorPolyPatch>(pbMesh[p.patch()]))
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{
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td.switchProcessor = true;
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}
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}
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}
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return td.keepParticle;
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@ -336,14 +336,6 @@ bool Foam::KinematicParcel<ParcelType>::move
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{
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p.hitFace(s, cloud, ttd);
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}
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if (p.onBoundaryFace() && ttd.keepParticle)
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{
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if (isA<processorPolyPatch>(pbMesh[p.patch()]))
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{
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ttd.switchProcessor = true;
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}
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}
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}
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return ttd.keepParticle;
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@ -82,14 +82,6 @@ bool Foam::solidParticle::move
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scalar Dc = (24.0*nuc/d_)*ReFunc*(3.0/4.0)*(rhoc/(d_*rhop));
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U_ = (U_ + dt*(Dc*Uc + (1.0 - rhoc/rhop)*td.g()))/(1.0 + dt*Dc);
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if (onBoundaryFace() && td.keepParticle)
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{
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if (isA<processorPolyPatch>(pbMesh[patch()]))
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{
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td.switchProcessor = true;
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}
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}
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}
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return td.keepParticle;
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