/*--------------------------------*- C++ -*----------------------------------*\ | ========= | | | \\ / F ield | foam-extend: Open Source CFD | | \\ / O peration | Version: 4.1 | | \\ / A nd | Web: http://www.foam-extend.org | | \\/ M anipulation | | \*---------------------------------------------------------------------------*/ FoamFile { version 2.0; format ascii; class dictionary; object blockMeshDict; } // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // // General macros to create 2D/extruded-2D meshes //define(calc, [esyscmd(echo $1 | bc | tr -d \\n)]) // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // convertToMeters 1; // HUB AND SHROUD RADIUS // Hub radius (m) // Shroud radius (m) // GUIDE VANE REGION GEOMETRY AND MESH PROPERTIES // Guide vane inlet axial length (m) // Guide vane axial length (m) // Guide vane outlet axial length (m) // Number of guide vanes per 360 degrees (integer!) // Number of cells in radial direction at guide vane // Number of cells in tangential direction between guide vanes // Number of cells in axial direction at guide vane inlet // Number of cells in axial direction between guide vanes // Number of cells in axial direction at guide vane outlet // RUNNER REGION GEOMETRY AND MESH PROPERTIES // Runner inlet axial length (m) // Runner axial length (m) // Runner outlet axial length (m) // Number of runner blades per 360 degrees (integer!) // Number of cells in radial direction in runner // Number of cells in tangential direction between runner blades // Number of cells in axial direction at runner inlet // Number of cells in axial direction between runner blades // Number of cells in axial direction at runner outlet // DRAFT TUBE REGION GEOMETRY AND MESH PROPERTIES // "Draft tube" axial length (m) // Number of sections per 360 degrees (integer!) // Number of cells in radial direction in "draft tube" // Number of cells in tangential direction in "draft tube" // Number of cells in axial direction in "draft tube" // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // // TANGENTIAL PITCHES (RADIANS) // Guide vane region // Runner region // Draft tube region // TANGENTIAL SHIFTS BETWEEN AXIAL LEVELS (BOTTOM-UP) // Tangential shift from level DT0 to DT1 // Runner region // Tangential shift from level RU0 to RU1 // Tangential shift from level RU1 to RU2 // Tangential shift from level RU2 to RU3 // Guide vane region // Tangential shift from level GV0 to GV1 // Tangential shift from level GV1 to GV2 // Tangential shift from level GV2 to GV3 // AXIAL/TANGENTIAL BASE POINTS FOR EACH LEVEL (BOTTOM-UP): // (CENTER OF RUNNER SET TO THETA=0, Z=0) // Draft tube: //Center runner // Straight draft tube! //Center runner // Runner: //Center runner //Center runner // Guide vane: //Center runner //Center runner vertices //(radial [m], tangential [radians], axial [m]) ( //Guide vane hub: (0.05 -0.0691150383 0.07) // Vertex GV0lb = 0 (0.05 -0.00628318530000001 0.07) // Vertex GV0rb = 1 (0.05 -0.062831853 0.09) // Vertex GV1lb = 2 (0.05 0 0.09) // Vertex GV1rb = 3 (0.05 -0.0314159265 0.19) // Vertex GV2lb = 4 (0.05 0.0314159265 0.19) // Vertex GV2rb = 5 (0.05 -0.0314159265 0.29) // Vertex GV3lb = 6 (0.05 0.0314159265 0.29) // Vertex GV3rb = 7 //Guide vane shroud: (0.1 -0.0691150383 0.07) // Vertex GV0lt = 8 (0.1 -0.00628318530000001 0.07) // Vertex GV0rt = 9 (0.1 -0.062831853 0.09) // Vertex GV1lt = 10 (0.1 0 0.09) // Vertex GV1rt = 11 (0.1 -0.0314159265 0.19) // Vertex GV2lt = 12 (0.1 0.0314159265 0.19) // Vertex GV2rt = 13 (0.1 -0.0314159265 0.29) // Vertex GV3lt = 14 (0.1 0.0314159265 0.29) // Vertex GV3rt = 15 //Runner hub: (0.05 -0.0062831853 -0.07) // Vertex RU0lb = 16 (0.05 0.0565486677 -0.07) // Vertex RU0rb = 17 (0.05 -0.0125663706 -0.05) // Vertex RU1lb = 18 (0.05 0.0502654824 -0.05) // Vertex RU1rb = 19 (0.05 -0.062831853 0.05) // Vertex RU2lb = 20 (0.05 0 0.05) // Vertex RU2rb = 21 (0.05 -0.0691150383 0.07) // Vertex RU3lb = 22 (0.05 -0.00628318530000001 0.07) // Vertex RU3rb = 23 //Runner shroud: (0.1 -0.0062831853 -0.07) // Vertex RU0lt = 24 (0.1 0.0565486677 -0.07) // Vertex RU0rt = 25 (0.1 -0.0125663706 -0.05) // Vertex RU1lt = 26 (0.1 0.0502654824 -0.05) // Vertex RU1rt = 27 (0.1 -0.062831853 0.05) // Vertex RU2lt = 28 (0.1 0 0.05) // Vertex RU2rt = 29 (0.1 -0.0691150383 0.07) // Vertex RU3lt = 30 (0.1 -0.00628318530000001 0.07) // Vertex RU3rt = 31 //Draft tube hub: (0.05 -0.0062831853 -0.14) // Vertex DT0lb = 32 (0.05 0.0565486677 -0.14) // Vertex DT0rb = 33 (0.05 -0.0062831853 -0.07) // Vertex DT1lb = 34 (0.05 0.0565486677 -0.07) // Vertex DT1rb = 35 //Draft tube shroud: (0.1 -0.0062831853 -0.14) // Vertex DT0lt = 36 (0.1 0.0565486677 -0.14) // Vertex DT0rt = 37 (0.1 -0.0062831853 -0.07) // Vertex DT1lt = 38 (0.1 0.0565486677 -0.07) // Vertex DT1rt = 39 ); blocks ( //Guide vane: hex (0 1 3 2 8 9 11 10) (10 2 10) simpleGrading (1 1 1) hex (2 3 5 4 10 11 13 12) (10 10 10) simpleGrading (1 1 1) hex (4 5 7 6 12 13 15 14) (10 10 10) simpleGrading (1 1 1) //Runner: hex (16 17 19 18 24 25 27 26) rotor (10 2 10) simpleGrading (1 1 1) hex (18 19 21 20 26 27 29 28) rotor (10 10 10) simpleGrading (1 1 1) hex (20 21 23 22 28 29 31 30) rotor (10 2 10) simpleGrading (1 1 1) //Draft tube: hex (32 33 35 34 36 37 39 38) (10 7 10) simpleGrading (1 1 1) ); edges // Inappropriate with arc due to coordinate conversion ( //Runner spline 26 28 ( (0.1 -0.04523893416 0) ) spline 18 20 ( (0.05 -0.04523893416 0) ) spline 27 29 ( (0.1 0.0125663706 0) ) spline 19 21 ( (0.05 0.0125663706 0) ) //Guide vane spline 10 12 ( (0.1 -0.039269908125 0.14) ) spline 2 4 ( (0.05 -0.039269908125 0.14) ) spline 11 13 ( (0.1 0.020420352225 0.14) ) spline 3 5 ( (0.05 0.020420352225 0.14) ) ); boundary ( GVINLET { type patch; faces ( (7 6 14 15) ); } GVOUTLET { type ggi; shadowPatch RUINLET; zone GVOUTLETZone; bridgeOverlap false; faces ( (0 1 9 8) ); } GVCYCLIC { type cyclic; featureCos 0.9; //MUST specify transformation since cyclic is not flat. //Set global debugSwitch cyclic to 1 to check that it is correct! transform rotational; rotationAxis (0 0 1); rotationCentre (0 0 0); rotationAngle -72; //Degrees from second half to first half //Face numbering must be same on both halfs/sides. The numbering //is determined by the block definition, not by the faces list //below. Just make sure that each face definition is according //to the rule "clockwise when looking from inside the block". faces ( //First half, left side: (2 0 8 10) (6 4 12 14) //Second half, right side: (1 3 11 9) (5 7 15 13) ); } GVBLADE { type wall; faces ( (4 2 10 12) (3 5 13 11) ); } GVHUB { type wall; faces ( (0 2 3 1) (2 4 5 3) (4 6 7 5) ); } GVSHROUD { type wall; faces ( (8 9 11 10) (10 11 13 12) (12 13 15 14) ); } RUINLET { type ggi; shadowPatch GVOUTLET; zone RUINLETZone; bridgeOverlap false; faces ( (23 22 30 31) ); } RUOUTLET { type ggi; shadowPatch DTINLET; zone RUOUTLETZone; bridgeOverlap false; faces ( (16 17 25 24) ); } RUCYCLIC1 { type cyclicGgi; shadowPatch RUCYCLIC2; zone RUCYCLIC1Zone; bridgeOverlap false; rotationAxis (0 0 1); rotationAngle 72; separationOffset (0 0 0); faces ( (18 16 24 26) (22 20 28 30) ); } RUCYCLIC2 { type cyclicGgi; shadowPatch RUCYCLIC1; zone RUCYCLIC2Zone; bridgeOverlap false; rotationAxis (0 0 1); rotationAngle -72; separationOffset (0 0 0); faces ( (17 19 27 25) (21 23 31 29) ); } RUBLADE { type wall; faces ( (20 18 26 28) (19 21 29 27) ); } RUHUB { type wall; faces ( (16 18 19 17) (18 20 21 19) (20 22 23 21) ); } RUSHROUD { type wall; faces ( (24 25 27 26) (26 27 29 28) (28 29 31 30) ); } DTINLET { type ggi; shadowPatch RUOUTLET; zone DTINLETZone; bridgeOverlap false; faces ( (35 34 38 39) ); } DTOUTLET { type patch; faces ( (32 33 37 36) ); } DTCYCLIC1 { type cyclicGgi; shadowPatch DTCYCLIC2; zone DTCYCLIC1Zone; bridgeOverlap false; rotationAxis (0 0 1); rotationAngle 72; separationOffset (0 0 0); faces ( (34 32 36 38) ); } DTCYCLIC2 { type cyclicGgi; shadowPatch DTCYCLIC1; zone DTCYCLIC2Zone; bridgeOverlap false; rotationAxis (0 0 1); rotationAngle -72; separationOffset (0 0 0); faces ( (33 35 39 37) ); } DTHUB { type wall; faces ( (32 34 35 33) ); } DTSHROUD { type wall; faces ( (36 37 39 38) ); } ); // ************************************************************************* //