/*--------------------------------*- 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 dynamicMeshDict; } // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // // dynamicFvMesh staticFvMesh; // dynamicFvMesh immersedBoundarySolidBodyMotionFvMesh; dynamicFvMesh immersedBoundaryDynamicRefineSolidBodyMotionFvMesh; immersedBoundaryDynamicRefineSolidBodyMotionFvMeshCoeffs { // Immersed boundary controls motionFunctions ( ibCylinder { solidBodyMotionFunction linearOscillation; linearOscillationCoeffs { amplitude (0.5 0 0); period 2.5; } } ); // Dynamic mesh procedure controls // Refine every refineInterval step refineInterval 2; // Unrefine every unrefineInterval step unrefineInterval 2; // Separate refinement/unrefinement steps. In case this is switched on, // if both refinement and unrefinement should have been performed in a // single step, unrefinement is skipped. Switched off by default, meaning // that it should be safe to perform both at the same time separateUpdates false; // Refinement selection criteria refinementSelection { type immersedBoundaryRefinement; refinementDistance 0.08; unrefinementDistance 0.08; } // Polyhedral refinement engine controls active yes; // Maximum number of cells to allow (not strictly controlled) maxCells 20000; // Maximum refinement level maxRefinementLevel 2; // Number of buffer layers between refinement levels nRefinementBufferLayers 1; // Number of buffer layers for unrefinement in order to run away from the // region that is getting refined at the same time in order to avoid point // level inconsistencies nUnrefinementBufferLayers 3; // Whether to use edge based consistency check. Needed when one allows more // than 2 refinement levels (automatically switched on) edgeBasedConsistency true; } // ************************************************************************* //