Removable Mesh - Is there a way to remove a generated 2D mesh?

Asked by Kahlil Fredrick Cui on 2018-03-05

Greetings!

I am simulating a granular collapse, with an ensemble of particles held on one side by a fixed wall and by a mesh on the other side. I want to remove the mesh after some time to let the particles fall. I checked the available functions for mesh motion but I could not find a suitable solution.

Any input is highly appreciated!

Thank you!

P.S. Due to system I am simulating I cannot use the translateMeshBy.

Question information

Language:
English Edit question
Status:
Solved
For:
ESyS-Particle Edit question
Assignee:
No assignee Edit question
Solved by:
Dion Weatherley
Solved:
2018-03-05
Last query:
2018-03-05
Last reply:
2018-03-05
Best Dion Weatherley (d-weatherley) said : #1

Hi Kahlil,

There is currently no specific command to remove a mesh during a simulation. There are two options available:

1) sim.moveSingleMeshNodeBy(..):
http://esys.geocomp.uq.edu.au/esys-particle_python_doc/current/pythonapi/html/esys.lsm.LsmPy.LsmMpi-class.html#moveSingleMeshNodeBy

As the name suggests, you can move individual nodes of the mesh by a prescribed displacement vector. Perhaps you can "fold" the mesh out of the way to simulate your granular collapse?

2) sim.translateMeshBy(..):
http://esys.geocomp.uq.edu.au/esys-particle_python_doc/current/pythonapi/html/esys.lsm.LsmPy.LsmMpi-class.html#translateMeshBy

(although you have said this is not an option for your system). By the way, I'm interested to know why translateMeshBy(..) won't work for you.

Cheers,

Dion

Hello Dion,

Before I was able to make a very simple wall remover based on the wallRunnable code which operated on an infinite wall. However this won't work if my bottom wall is made up of bonded particles. It will create a gap. So instead I made a floating mesh which serves a gate that I would want to disappear at will (similar to a wall whose normal is set to zero after some time) and release another set of particles behind it .

As to why I cant use translateMeshBy() is because my whole system will be submerged in fluid. So moving the mesh will disturb the surrounding fluid.

But anyways, I understand that the limitations are borne by my system so I'll try to work around it. If you may have any other idea, it would be extremely helpful to me. Thank you very much!

Thanks Dion Weatherley, that solved my question.