layeredSiloFilling is updated.
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@ -6,11 +6,11 @@ objectName interaction;
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objectType dicrionary;
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fileFormat ASCII;
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/*---------------------------------------------------------------------------*/
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materials (lightMat heavyMat wallMat); // a list of materials names
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materials (lightMat heavyMat wallMat); // a list of materials names
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densities (1000 1500.0 2500); // density of materials [kg/m3]
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densities (1000 1500.0 2500); // density of materials [kg/m3]
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contactListType sortedContactList;
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contactListType sortedContactList;
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contactSearch
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{
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@ -29,39 +29,40 @@ model
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{
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contactForceModel nonLinearLimited;
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rollingFrictionModel normal;
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rollingFrictionModel normal;
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/*
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Property (lightMat-lightMat lightMat-heavyMat lightMat-wallMat
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heavyMat-heavyMat heavyMat-wallMat
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wallMat-wallMat );
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wallMat-wallMat );
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*/
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Yeff (1.0e6 1.0e6 1.0e6 // Young modulus [Pa]
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Yeff (1.0e6 1.0e6 1.0e6 // Young modulus [Pa]
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1.0e6 1.0e6
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1.0e6);
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Geff (0.8e6 0.8e6 0.8e6 // Shear modulus [Pa]
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Geff (0.8e6 0.8e6 0.8e6 // Shear modulus [Pa]
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0.8e6 0.8e6
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0.8e6);
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nu (0.25 0.25 0.25 // Poisson's ratio [-]
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nu (0.25 0.25 0.25 // Poisson's ratio [-]
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0.25 0.25
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0.25);
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en (0.97 0.97 0.85 // coefficient of normal restitution
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en (0.97 0.97 0.85 // coefficient of normal restitution
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0.97 0.85
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1.00);
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et (1.0 1.0 1.0 // coefficient of tangential restitution
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et (1.0 1.0 1.0 // coefficient of tangential restitution
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1.0 1.0
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1.0);
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mu (0.65 0.65 0.35 // dynamic friction
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mu (0.65 0.65 0.35 // dynamic friction
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0.65 0.35
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0.35);
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mur (0.1 0.1 0.1 // rolling friction
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mur (0.1 0.1 0.1 // rolling friction
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0.1 0.1
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0.1);
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}
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@ -6,9 +6,9 @@ objectName particleInsertion;
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objectType dicrionary;
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fileFormat ASCII;
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/*---------------------------------------------------------------------------*/
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active Yes; // is insertion active -> yes or no
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active Yes; // is insertion active -> yes or no
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checkForCollision No; // is checked -> yes or no
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checkForCollision No; // is checked -> yes or no
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/*
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one layers of particles are packed
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@ -6,7 +6,7 @@ objectName domainDict;
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objectType dictionary;
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fileFormat ASCII;
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/*---------------------------------------------------------------------------*/
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globalBox // Simulation domain: every particles that goes outside this domain will be deleted
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globalBox // Simulation domain: every particles that goes outside this domain will be deleted
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{
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min (-0.11 -0.11 -0.11);
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@ -16,44 +16,49 @@ globalBox // Simulation domain: every particles that goes out
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boundaries
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{
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// Determines how often (how many iterations) do you want to
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// rebuild the list of particles in the neighbor list
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// of all boundaries in the simulation domain
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neighborListUpdateInterval 30;
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// Determines how often do you want to update the new changes in the boundary
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updateInterval 10;
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// The distance from the boundary plane within which particles are marked to be in the boundary list
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neighborLength 0.004;
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left
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{
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type exit; // other options: periodict, reflective
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type exit; // other options: periodict, reflective
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}
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right
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{
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type exit; // other options: periodict, reflective
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type exit; // other options: periodict, reflective
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}
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bottom
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{
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type exit; // other options: periodict, reflective
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type exit; // other options: periodict, reflective
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}
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top
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{
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type exit; // other options: periodict, reflective
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type exit; // other options: periodict, reflective
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}
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rear
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{
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type exit; // other options: periodict, reflective
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type exit; // other options: periodict, reflective
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}
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front
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{
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type exit; // other options: periodict, reflective
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type exit; // other options: periodict, reflective
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}
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}
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@ -6,7 +6,7 @@ objectName geometryDict;
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objectType dictionary;
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fileFormat ASCII;
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/*---------------------------------------------------------------------------*/
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motionModel stationary; // motion model can be rotatingAxis or stationary or vibrating
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motionModel stationary; // motion model can be rotatingAxis or stationary or vibrating
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stationaryInfo
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{
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@ -17,36 +17,36 @@ surfaces
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{
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cylinderShell
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{
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type cylinderWall; // other options: cuboidWall and planeWall
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type cylinderWall; // other options: cuboidWall and planeWall
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p1 (0.0 0.0 0.0); // begin point of cylinder axis
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p1 (0.0 0.0 0.0); // begin point of cylinder axis
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p2 (0.0 0.0 0.4); // end point of cylinder axis
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p2 (0.0 0.0 0.4); // end point of cylinder axis
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radius1 0.1; // radius at p1
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radius1 0.1; // radius at p1
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radius2 0.1; // radius at p2
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radius2 0.1; // radius at p2
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resolution 36; // number of divisions
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resolution 36; // number of divisions
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material wallMat; // material name of this wall
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material wallMat; // material name of this wall
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}
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coneShell
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{
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type cylinderWall; // other options: cuboidWall and planeWall
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type cylinderWall; // other options: cuboidWall and planeWall
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p1 (0.0 0.0 -0.1); // begin point of cylinder axis
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p1 (0.0 0.0 -0.1); // begin point of cylinder axis
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p2 (0.0 0.0 0.0); // end point of cylinder axis
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p2 (0.0 0.0 0.0); // end point of cylinder axis
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radius1 0.02; // radius at p1
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radius1 0.02; // radius at p1
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radius2 0.1; // radius at p2
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radius2 0.1; // radius at p2
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resolution 36; // number of divisions
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resolution 36; // number of divisions
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material wallMat; // material name of this wall
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material wallMat; // material name of this wall
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}
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/*
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@ -55,17 +55,17 @@ surfaces
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exitGate
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{
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type planeWall; // other options: cuboidWall and cylinderWall
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type planeWall; // other options: cuboidWall and cylinderWall
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p1 (-0.02 -0.02 -0.1); // first point of the wall
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p1 (-0.02 -0.02 -0.1); // first point of the wall
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p2 ( 0.02 -0.02 -0.1); // second point of the wall
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p2 ( 0.02 -0.02 -0.1); // second point of the wall
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p3 ( 0.02 0.02 -0.1); // third point of the wall
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p3 ( 0.02 0.02 -0.1); // third point of the wall
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p4 (-0.02 0.02 -0.1); // fourth point of the wall
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p4 (-0.02 0.02 -0.1); // fourth point of the wall
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material wallMat; // material name of the wall
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material wallMat; // material name of the wall
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}
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}
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@ -9,37 +9,39 @@ fileFormat ASCII;
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setFields
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{
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/*
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Default value for fields defined for particles
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Default value for fields defined for particles
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These fields should always be defined for simulations with
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spherical particles.
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*/
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defaultValue
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{
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velocity realx3 (0 0 0); // linear velocity (m/s)
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velocity realx3 (0 0 0); // linear velocity (m/s)
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acceleration realx3 (0 0 0); // linear acceleration (m/s2)
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acceleration realx3 (0 0 0); // linear acceleration (m/s2)
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rVelocity realx3 (0 0 0); // rotational velocity (rad/s)
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rVelocity realx3 (0 0 0); // rotational velocity (rad/s)
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shapeName word lightSphere; // name of the particle shape
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shapeName word lightSphere; // name of the particle shape
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}
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selectors
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{}
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}
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positionParticles // positions particles
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positionParticles // positions particles
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{
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method empty; // other options: ordered and random
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method empty; // other options: ordered and random
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regionType box; // other options: cylinder and sphere
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regionType box; // other options: cylinder and sphere
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boxInfo // box region for positioning particles
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boxInfo // box region for positioning particles
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{
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min (-0.08 -0.08 0.015); // lower corner point of the box
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min (-0.08 -0.08 0.015); // lower corner point of the box
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max ( 0.08 0.08 0.098); // upper corner point of the box
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max ( 0.08 0.08 0.098); // upper corner point of the box
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}
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}
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@ -8,22 +8,26 @@ fileFormat ASCII;
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/*---------------------------------------------------------------------------*/
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run layerdSiloFilling;
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dt 0.00001; // time step for integration (s)
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dt 0.00001; // time step for integration (s)
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startTime 0.0; // start time for simulation
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startTime 0.0; // start time for simulation
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endTime 5.0; // end time for simulation
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endTime 5.0; // end time for simulation
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saveInterval 0.05; // time interval for saving the simulation
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saveInterval 0.05; // time interval for saving the simulation
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timePrecision 6; // maximum number of digits for time folder
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timePrecision 6; // maximum number of digits for time folder
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g (0 0 -9.8); // gravity vector (m/s2)
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g (0 0 -9.8); // gravity vector (m/s2)
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// save data objects that are not automatically saved on disk.
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// overrides the default behavior
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includeObjects (diameter);
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includeObjects (diameter);
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// exclude unnecessary data from saving on disk
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excludeObjects (rVelocity.dy1 pStructPosition.dy1 pStructVelocity.dy1);
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integrationMethod AdamsBashforth2; // integration method
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