COMPONENT_PIPE

Mesh commands

*COMPONENT_PIPE
"Optional title"
coid, pid, N${}_1$, N${}_2$, N${}_3$, csysid, $\alpha_c$, $\alpha_0$
$x_1$, $y_1$, $z_1$, $x_2$, $y_2$, $z_2$, $R_1$, $R_2$
$R_3$, $R_4$

Parameter definition

Variable
Description
coid
Component ID
pid
Part ID
N${}_1$
Number of elements in axial direction
N${}_2$
Number of elements in circumferential direction
N${}_3$
Number of elements in thickness direction
csysid
Local coordinate system ID
default: global coordinates are used
$\alpha_c$
Angle in circumferential direction
default: $360^\circ$ (full pipe)
$\alpha_0$
Start angle (only used if $\alpha_c \lt 360^\circ$)
$x_1$, $y_1$, $z_1$
Face center coordinate 1
$x_2$, $y_2$, $z_2$
Face center coordinate 2
$R_1$
First radius at $\mathbf{x}_1$
$R_2$
Second radius at $\mathbf{x}_1$
$R_3$
First radius at $\mathbf{x}_2$
default: $R_3$=$R_1$
$R_4$
Second radius at $\mathbf{x}_2$
default: $R_4$=$R_2$

Description

This command is used to define a pipe with part ID pid. Note that the smaller of $R_1$, $R_2$ (and $R_3$, $R_4$) is automatically taken as the inner radius. The assignment of radii requires initialization of the engine, meaning that preview is necessary to see the true representation of the model.

Example

Define pipe component

Definition of a pipe with component ID 8 and part ID 40.

*COMPONENT_PIPE "straight pipe" 8, 40, 5, 12, 1 0.0, 0.0, 0.0, 0.3, 0.0, 0.0, 0.05, 0.07
Simple straight pipe.
Simple straight pipe.
Define a tapered pipe component

Definition of a tapered pipe (half symmetry model) with component ID 1 and part ID 1.

*COMPONENT_PIPE "tapered pipe" 1, 1, 5, 10, 2, 0, 180.0 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.4, 0.5 0.5, 0.6
Tapered pipe.
Tapered pipe.
Axi-symmetric blunt projectile impact

Definition of a blunt projectile impacting a circular plate. This is a complete input deck. Note that the projectile and the target are defined as pipes with zero inner radius.

*PARAMETER # plate thickness t = 0.02 # plate radius R = 0.1 # projectile length Lp = 0.04 # projectile radius Rp = 0.01 # impact velocity v0 = 400.0 *TIME 1.0e-4 *COMPONENT_PIPE 1, 1, 20, 1, 100, 0, 10.0 0.0, 0.0, 0.0001, 0.0, 0.0, [%t], 0.0, [%R] *COMPONENT_PIPE 2, 2, 40, 1, 10, 0, 10.0 0.0, 0.0, [1.01*%t], 0.0, 0.0, [1.01*%t+%Lp], 0.0, [%Rp] *CHANGE_P-ORDER ALL, 0, 3, 1 *GEOMETRY_PIPE 1 0.0, 0.0, -0.01, 0.0, 0.0, [2*%t], [2*%Rp] *MAT_METAL 1, 7800.0, 210.0e9, 0.3, 1 1 *MAT_METAL 2, 7800.0, 210.0e9, 0.3 2 *CURVE 1 0.0, 600.0e6 1.0, 1000.0e6 *CURVE 2 0.0, 1500.0e6 1.0, 10000.0e6 *PROP_DAMAGE_CL 1, 2 6.0e8 *PART "plate" 1, 1, 0, 0, 0, 0, 8.0 "projectile" 2, 2, 0, 0, 0, 0, 8.0 *CONTACT ALL, 0, ALL, 0, 0.1, -1.0e15 1 *BC_SYMMETRY 0, 1, 2 *COORDINATE_SYSTEM_FIXED 1, 0.042347, 0.00746695, 0.00799992 *COORDINATE_SYSTEM_FIXED 2, 0.0430003, 4.36654e-8, 0.00899993 *INITIAL_VELOCITY P, 2, 0.0, 0.0, [-%v0] *END
Blunt projectile impact.
Blunt projectile impact.