- drum_material_propertiesMaterial property names for the drums
C++ Type:std::vector<MaterialPropertyName>
Unit:(no unit assumed)
Controllable:No
Description:Material property names for the drums
- rotation_angle_functorsThe rotation angle as functor values. A functor is any of the following: a variable, a functor material property, a function, a postprocessor or a number.
C++ Type:std::vector<MooseFunctorName>
Unit:(no unit assumed)
Controllable:No
Description:The rotation angle as functor values. A functor is any of the following: a variable, a functor material property, a function, a postprocessor or a number.
- rotation_centersThe centers of the rotation
C++ Type:std::vector<libMesh::Point>
Controllable:No
Description:The centers of the rotation
- segment_anglesThe covering angles in degree of all segments that sum to 360. ... Order by starting segment in a counter-clock-wise direction with respect to the rotation axis. ... All rotation centers share the same segment angles.
C++ Type:std::vector<double>
Unit:(no unit assumed)
Controllable:No
Description:The covering angles in degree of all segments that sum to 360. ... Order by starting segment in a counter-clock-wise direction with respect to the rotation axis. ... All rotation centers share the same segment angles.
- segment_material_propertiesMaterial properties for all the rotation segments corresponding to drum material properties
C++ Type:std::vector<std::vector<MaterialPropertyName>>
Unit:(no unit assumed)
Controllable:No
Description:Material properties for all the rotation segments corresponding to drum material properties
ControlDrumMaterial
Evaluate a material property based on the material properties of all segments of a rotating drum.
Description
ControlDrumMaterial supports evaluations of a material property based on the current rotation position(s) of the control drum(s). The material operates on a mesh subdomain representing control drums(s). There could be multiple control drums in this material indicated by their rotation centers in "rotation_centers". The code can automatically recogonize which drum that an mesh element belongs to based on the distances between the element and the rotation centers. The drum that an mesh element belongs to has the minimum distance between its rotation center and the average of element vertices. The control drums may have multiple segements rotation-wise in "segment_angles", although all drums must have the same number of segments. Values in "segment_angles" must sum to 360 degree to cover the entire rotation range. The rotation positions of all drums, or more precisely the rotation angle of the starting edge of the first segment, are specified by functors in "rotation_angle_functors" and "rotation_angle_offsets". The size of "rotation_angle_functors" can be equal to the number of rotating components or one when all components share the same function. However, the size of "rotation_angle_offsets" must be equal to the number of rotating components.
The drum rotation position is typically specified with a function or a postprocessor as a functor. A function that has spatial dependency should not be used.
Users can let several components share the same rotation angle function with or without different angle offsets to lock the rotation of these components together.
The code also allows users to choose the rotation axis with "rotation_axis". Only z or -z are allowed for a two-dimensional mesh. The rotation follows the right-thumb rule, i.e. z represents counter-clock-wise rotation while -z is for clock-wise rotation.
Multiple material properties, whose name is specified with "drum_material_properties", are evaluated from coupled material properties of all segments whose names are listed in a two-dimensional parameter "segment_material_properties". The leading size of "segment_material_properties" must be equal to the number of property names in "drum_material_properties". When the code visits a quadrature point in an element, it first determines which drum the element belongs to. Then it evaluates the angle between the line connecting the quadrature point and the rotation center and the base coordinate axis (x when "rotation_axis" is equal to for example). Then, it determines which segment this quadrature point belongs to based on the angle, the current rotation position by "rotation_angle_functors" and "rotation_angle_offsets". Finally, it assigns the drum material properties with the corresponding segment material properties in "segment_material_properties".
The material requires that material properties of all segments are available on all quadrature points in its mesh subdomain although only one of them is chosen for the drum material property at a particular quadrature point. There could be situations in which quadrature points within a single element belongs to different segments. Material property values are different on the quadrature points. The integration of the material property on the element divided by element volume is an approximation of the volume homogenized property. These typically do not introduce significant discretization errors for thermal conduction, but does require some special treatment for neutroncs often known as decusping.
The material only evaluates the material property according to the rotation position. It does not consider the physics due to the component rotation during transient. A convection term with component rotation speed needs to be introduced for completeness, but this physics can often be neglected in modeling efforts.
Input Parameters
- blockThe list of blocks (ids or names) that this object will be applied
C++ Type:std::vector<SubdomainName>
Controllable:No
Description:The list of blocks (ids or names) that this object will be applied
- boundaryThe list of boundaries (ids or names) from the mesh where this object applies
C++ Type:std::vector<BoundaryName>
Controllable:No
Description:The list of boundaries (ids or names) from the mesh where this object applies
- computeTrueWhen false, MOOSE will not call compute methods on this material. The user must call computeProperties() after retrieving the MaterialBase via MaterialBasePropertyInterface::getMaterialBase(). Non-computed MaterialBases are not sorted for dependencies.
Default:True
C++ Type:bool
Controllable:No
Description:When false, MOOSE will not call compute methods on this material. The user must call computeProperties() after retrieving the MaterialBase via MaterialBasePropertyInterface::getMaterialBase(). Non-computed MaterialBases are not sorted for dependencies.
- constant_onNONEWhen ELEMENT, MOOSE will only call computeQpProperties() for the 0th quadrature point, and then copy that value to the other qps.When SUBDOMAIN, MOOSE will only call computeQpProperties() for the 0th quadrature point, and then copy that value to the other qps. Evaluations on element qps will be skipped
Default:NONE
C++ Type:MooseEnum
Controllable:No
Description:When ELEMENT, MOOSE will only call computeQpProperties() for the 0th quadrature point, and then copy that value to the other qps.When SUBDOMAIN, MOOSE will only call computeQpProperties() for the 0th quadrature point, and then copy that value to the other qps. Evaluations on element qps will be skipped
- declare_suffixAn optional suffix parameter that can be appended to any declared properties. The suffix will be prepended with a '_' character.
C++ Type:MaterialPropertyName
Unit:(no unit assumed)
Controllable:No
Description:An optional suffix parameter that can be appended to any declared properties. The suffix will be prepended with a '_' character.
- rotation_angle_offsetsOffsets of rotation angles corresponding to rotation centers
C++ Type:std::vector<double>
Unit:(no unit assumed)
Controllable:No
Description:Offsets of rotation angles corresponding to rotation centers
- rotation_axiszThe rotation axis
Default:z
C++ Type:MooseEnum
Controllable:No
Description:The rotation axis
Optional Parameters
- control_tagsAdds user-defined labels for accessing object parameters via control logic.
C++ Type:std::vector<std::string>
Controllable:No
Description:Adds user-defined labels for accessing object parameters via control logic.
- enableTrueSet the enabled status of the MooseObject.
Default:True
C++ Type:bool
Controllable:Yes
Description:Set the enabled status of the MooseObject.
- implicitTrueDetermines whether this object is calculated using an implicit or explicit form
Default:True
C++ Type:bool
Controllable:No
Description:Determines whether this object is calculated using an implicit or explicit form
- search_methodnearest_node_connected_sidesChoice of search algorithm. All options begin by finding the nearest node in the primary boundary to a query point in the secondary boundary. In the default nearest_node_connected_sides algorithm, primary boundary elements are searched iff that nearest node is one of their nodes. This is fast to determine via a pregenerated node-to-elem map and is robust on conforming meshes. In the optional all_proximate_sides algorithm, primary boundary elements are searched iff they touch that nearest node, even if they are not topologically connected to it. This is more CPU-intensive but is necessary for robustness on any boundary surfaces which has disconnections (such as Flex IGA meshes) or non-conformity (such as hanging nodes in adaptively h-refined meshes).
Default:nearest_node_connected_sides
C++ Type:MooseEnum
Controllable:No
Description:Choice of search algorithm. All options begin by finding the nearest node in the primary boundary to a query point in the secondary boundary. In the default nearest_node_connected_sides algorithm, primary boundary elements are searched iff that nearest node is one of their nodes. This is fast to determine via a pregenerated node-to-elem map and is robust on conforming meshes. In the optional all_proximate_sides algorithm, primary boundary elements are searched iff they touch that nearest node, even if they are not topologically connected to it. This is more CPU-intensive but is necessary for robustness on any boundary surfaces which has disconnections (such as Flex IGA meshes) or non-conformity (such as hanging nodes in adaptively h-refined meshes).
- seed0The seed for the master random number generator
Default:0
C++ Type:unsigned int
Controllable:No
Description:The seed for the master random number generator
- use_displaced_meshFalseWhether or not this object should use the displaced mesh for computation. Note that in the case this is true but no displacements are provided in the Mesh block the undisplaced mesh will still be used.
Default:False
C++ Type:bool
Controllable:No
Description:Whether or not this object should use the displaced mesh for computation. Note that in the case this is true but no displacements are provided in the Mesh block the undisplaced mesh will still be used.
Advanced Parameters
- output_propertiesList of material properties, from this material, to output (outputs must also be defined to an output type)
C++ Type:std::vector<std::string>
Controllable:No
Description:List of material properties, from this material, to output (outputs must also be defined to an output type)
- outputsnone Vector of output names where you would like to restrict the output of variables(s) associated with this object
Default:none
C++ Type:std::vector<OutputName>
Controllable:No
Description:Vector of output names where you would like to restrict the output of variables(s) associated with this object
Outputs Parameters
- prop_getter_suffixAn optional suffix parameter that can be appended to any attempt to retrieve/get material properties. The suffix will be prepended with a '_' character.
C++ Type:MaterialPropertyName
Unit:(no unit assumed)
Controllable:No
Description:An optional suffix parameter that can be appended to any attempt to retrieve/get material properties. The suffix will be prepended with a '_' character.
- use_interpolated_stateFalseFor the old and older state use projected material properties interpolated at the quadrature points. To set up projection use the ProjectedStatefulMaterialStorageAction.
Default:False
C++ Type:bool
Controllable:No
Description:For the old and older state use projected material properties interpolated at the quadrature points. To set up projection use the ProjectedStatefulMaterialStorageAction.