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