Exemple #1
0
        //private static int count = 0;

        //private static StreamWriter writer;

        /// <summary>
        /// Calculates the boundary value for an isolating slip wall according
        /// to the first variant described in VegtVen2002. The basic idea is to
        /// impose \f$ \vec{u} \cdot \vec{n} = 0\f$  (slip wall) by
        /// setting the edge momentum to
        /// \f$ \vec{m}^+ = \vec{m}^- - 2((\rho \vec{u})^- \cdot \vec{n})\vec{n}\f$
        /// which mimics a mirrored flow at the other side of the wall.
        /// </summary>
        public override StateVector GetBoundaryState(double time, Vector x, Vector normal, StateVector stateIn)
        {
            //Convection.OptimizedHLLCFlux.AdiabaticSlipWall.Start();
            Vector normalVector = normal;

            Debug.Assert(normal.Dim == stateIn.Dimension);
            int D = normal.Dim;

            StateVector stateOut;

            if (WallVelocities == null)
            {
                // VegtVen2002, page 14, second equation
                ilPSP.Vector mOut = stateIn.Momentum - 2.0 * (stateIn.Momentum * normalVector) * normalVector;
                stateOut = new StateVector(stateIn.Material, stateIn.Density, mOut, stateIn.Energy);
            }
            else
            {
                ilPSP.Vector uWall = new ilPSP.Vector(D);
                for (int d = 0; d < D; d++)
                {
                    uWall[d] = WallVelocities[d](x, time);
                }

                ilPSP.Vector uOut = stateIn.Velocity
                                    - 2.0 * ((stateIn.Velocity - uWall) * normalVector) * normalVector;
                stateOut = StateVector.FromPrimitiveQuantities(
                    stateIn.Material, stateIn.Density, uOut, stateIn.Pressure);
            }

            //Console.WriteLine(String.Format("{0}: \t x = ({1:0.0000}, {2:0.0000}) \t stateOut = ({3:0.0000}, {4:0.0000}, {5:0.0000}, {6:0.0000}) \t normal = ({7:0.0000}, {8:0.0000})", count, x.x, x.y, stateOut.Density, stateOut.Momentum.x, stateOut.Momentum.y, stateOut.Energy, normal.x, normal.y));
            //count++;

            //// StreamWriter
            //if (writer == null) {
            //    writer = new StreamWriter("QuadraturePoints.txt");
            //}

            //string resultLine;
            //resultLine = x.x + "\t" + x.y + "\t" + stateOut.Density + "\t" + stateOut.Momentum.x + "\t" + stateOut.Momentum.y + "\t" + stateOut.Energy + "\t" + normal.x + "\t" + normal.y;
            //writer.WriteLine(resultLine);
            //writer.Flush();

            //Convection.OptimizedHLLCFlux.AdiabaticSlipWall.Stop();
            return(stateOut);
        }
Exemple #2
0
        /// <summary>
        /// On a no-slip wall, all velocity (and thus momentum) components
        /// vanish. The density can be extrapolated and we can impose a fixed
        /// temperature by setting \f$ T^* = T^-\f$  which is equivalent
        /// to \f$ e^* = e^-\f$
        /// </summary>
        /// <param name="time">
        /// <see cref="BoundaryCondition.GetBoundaryState"/>
        /// </param>
        /// <param name="x">
        /// <see cref="BoundaryCondition.GetBoundaryState"/>
        /// </param>
        /// <param name="normal">
        /// <see cref="BoundaryCondition.GetBoundaryState"/>
        /// </param>
        /// <param name="stateIn">
        /// <see cref="BoundaryCondition.GetBoundaryState"/>
        /// </param>
        /// <returns>
        /// \f$ (\rho^-, 0[, 0[, 0]], \rho^- e^*)^T\f$  where
        /// \f$ e* = (\gamma - 1.0) T^*\f$
        /// </returns>
        public override StateVector GetBoundaryState(double time, Vector x, Vector normal, StateVector stateIn)
        {
            double gamma       = config.EquationOfState.HeatCapacityRatio;
            double innerEnergy = TemperatureFunction(x, time) / (gamma - 1.0);
            double MachScaling = gamma * config.MachNumber * config.MachNumber;

            Debug.Assert(stateIn.Dimension == normal.Dim);
            int D = normal.Dim;

            if (WallVelocities == null)
            {
                // Kinetic energy is zero at a no-slip boundary, we can omit it
                return(new StateVector(
                           stateIn.Material,
                           stateIn.Density,
                           new Vector(),
                           stateIn.Density * innerEnergy));
            }
            else
            {
                Vector velocity = new Vector(D);
                for (int d = 0; d < D; d++)
                {
                    velocity[d] = WallVelocities[d](x, time);
                }

#if DEBUG
                ilPSP.Vector n = new ilPSP.Vector(normal);
                if (Math.Abs(velocity * n) > 1e-10)
                {
                    throw new Exception(
                              "Wall velocity must be tangent to the wall");
                }
#endif

                // Kinetic energy is zero is solely determined by wall velocity
                return(new StateVector(
                           stateIn.Material,
                           stateIn.Density,
                           stateIn.Density * velocity,
                           stateIn.Density * (innerEnergy + 0.5 * MachScaling * velocity * velocity)));
            }
        }
Exemple #3
0
        /// <summary>
        /// Calculates the state at the boundary from the prescribed stagnation
        /// pressure and the prescribed stagnation temperature. The calculation
        /// follows FerzigerPeric2001 (p. 315ff). The flow is prescribed to be
        /// normal to the edge.
        /// </summary>
        /// <returns>
        /// \f$
        /// T^+ = T_t(x) \frac{p_t(x)}{p^-}^{\frac{1.0 - \gamma}{\gamma}}
        /// \f$
        /// \f$
        /// |\vec{u^+}| = \sqrt{\frac{2 T^+}{(\gamma - 1) \mathrm{Ma}_\infty^2} \left(\frac{T_t(x)}{T^+} -1\right)}
        /// \f$
        /// \f$ \rho^+ = \frac{p^- }{T^+}\f$
        /// \f$
        /// (\rho^+, -\rho^+ |\vec{u^+}| \vec{n}, \frac{p}{\kappa - 1} + \frac{rho^+ |\vec{u^+}|^2}{2})^T
        /// \f$
        /// </returns>
        public override StateVector GetBoundaryState(double time, Vector x, Vector normal, StateVector stateIn)
        {
            double gamma = config.EquationOfState.HeatCapacityRatio;
            double Mach  = config.MachNumber;

            ilPSP.Vector inwardNormal = new ilPSP.Vector(stateIn.Dimension);
            for (int i = 0; i < normal.Dim; i++)
            {
                inwardNormal[i] = -normal[i];
            }

            double p0 = TotalPressureFunction(x, time);
            double T0 = TotalTemperatureFunction(x, time);

            double p   = stateIn.Pressure;
            double T   = TotalTemperatureFunction(x, time) * Math.Pow(p0 / p, (1.0 - gamma) / gamma);
            double rho = p / T;

            double VelocitySquare = 2.0 * T / ((gamma - 1.0) * (Mach * Mach)) * (T0 / T - 1.0);
            Vector velocityOut    = Math.Sqrt(VelocitySquare) * inwardNormal;

            return(StateVector.FromPrimitiveQuantities(stateIn.Material, rho, velocityOut, p));
        }
Exemple #4
0
 public override double _DerivativeSource(ilPSP.Vector x, double[] Parameters, double[,] GradientU)
 {
     return(base._DerivativeSource(x, Parameters, GradientU) * scale);
 }