Bugfix: Use Sf normal rather than n in moving immersed boundary: they are not parallel due to Marooney maneouvre
This commit is contained in:
parent
8207c9cd62
commit
63bd3ed52b
1 changed files with 4 additions and 1 deletions
|
@ -189,7 +189,10 @@ void Foam::movingImmersedBoundaryVelocityFvPatchVectorField::updateCoeffs()
|
||||||
scalarField phip =
|
scalarField phip =
|
||||||
p.patchField<surfaceScalarField, scalar>(fvc::meshPhi(U));
|
p.patchField<surfaceScalarField, scalar>(fvc::meshPhi(U));
|
||||||
|
|
||||||
vectorField n = p.nf();
|
// Warning: cannot use patch normal but the real face normal
|
||||||
|
// THEY MAY NOT BE THE SAME! HJ, 28/Mar/2019
|
||||||
|
vectorField n = p.Sf()/(p.magSf());
|
||||||
|
|
||||||
const scalarField& magSf = p.magSf();
|
const scalarField& magSf = p.magSf();
|
||||||
scalarField Un = phip/(magSf + VSMALL);
|
scalarField Un = phip/(magSf + VSMALL);
|
||||||
|
|
||||||
|
|
Reference in a new issue