1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89
|
/*--------------------------------*- C++ -*----------------------------------*\
| ========= | |
| \\ / F ield | OpenFOAM: The Open Source CFD Toolbox |
| \\ / O peration | Version: 4.x |
| \\ / A nd | Web: www.OpenFOAM.org |
| \\/ M anipulation | |
\*---------------------------------------------------------------------------*/
FoamFile
{
version 2.0;
format ascii;
class dictionary;
object collapseDict;
}
// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //
// If on, after collapsing check the quality of the mesh. If bad faces are
// generated then redo the collapsing with stricter filtering.
controlMeshQuality off;
collapseEdgesCoeffs
{
// Edges shorter than this absolute value will be merged
minimumEdgeLength 0.0011;
// The maximum angle between two edges that share a point attached to
// no other edges
maximumMergeAngle 30;
}
//collapseFacesCoeffs
//{
// // The initial face length factor
// initialFaceLengthFactor 0.5;
//
// // If the face can't be collapsed to an edge, and it has a span less than
// // the target face length multiplied by this coefficient, collapse it
// // to a point.
// maxCollapseFaceToPointSideLengthCoeff 0.3;
//
// // Allow early collapse of edges to a point
// allowEarlyCollapseToPoint on;
//
// // Fraction to premultiply maxCollapseFaceToPointSideLengthCoeff by if
// // allowEarlyCollapseToPoint is enabled
// allowEarlyCollapseCoeff 0.2;
//
// // Defining how close to the midpoint (M) of the projected
// // vertices line a projected vertex (X) can be before making this
// // an invalid edge collapse
// //
// // X---X-g----------------M----X-----------g----X--X
// //
// // Only allow a collapse if all projected vertices are outwith
// // guardFraction (g) of the distance form the face centre to the
// // furthest vertex in the considered direction
// guardFraction 0.1;
//}
//
//
//controlMeshQualityCoeffs
//{
// // Name of the dictionary that has the mesh quality coefficients used
// // by motionSmoother::checkMesh
// #include "meshQualityDict";
//
// // The amount that minimumEdgeLength will be reduced by for each
// // edge if that edge's collapse generates a poor quality face
// edgeReductionFactor 0.5;
//
// // The amount that initialFaceLengthFactor will be reduced by for each
// // face if its collapse generates a poor quality face
// faceReductionFactor $initialFaceLengthFactor;
//
// // Maximum number of smoothing iterations for the reductionFactors
// maximumSmoothingIterations 2;
//
// // Maximum number of outer iterations is mesh quality checking is enabled
// maximumIterations 10;
//
// // Maximum number of iterations deletion of a point can cause a bad face
// // to be constructed before it is forced to not be deleted
// maxPointErrorCount 5;
//}
// ************************************************************************* //
|