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436c9f8791
IMO the term "vanguard" expresses better what these classes are supposed to do: level the ground for the cavalry. Normally this simply means to create and distribute a grid object, but it can become quite a bit more complicated, as exemplified by the vanguard classes of ebos..
164 lines
5.8 KiB
C++
164 lines
5.8 KiB
C++
// -*- mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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// vi: set et ts=4 sw=4 sts=4:
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/*
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This file is part of the Open Porous Media project (OPM).
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OPM is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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OPM is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OPM. If not, see <http://www.gnu.org/licenses/>.
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Consult the COPYING file in the top-level source directory of this
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module for the precise wording of the license and the list of
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copyright holders.
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*/
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/**
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* \file
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*
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* \copydoc Ewoms::EclEquilInitializer
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*/
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#ifndef EWOMS_ECL_EQUIL_INITIALIZER_HH
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#define EWOMS_ECL_EQUIL_INITIALIZER_HH
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#include "equil/initstateequil.hh"
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#include <ewoms/common/propertysystem.hh>
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#include <opm/material/fluidstates/BlackOilFluidState.hpp>
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#include <opm/material/fluidmatrixinteractions/EclMaterialLawManager.hpp>
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#include <vector>
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namespace Ewoms {
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namespace Properties {
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NEW_PROP_TAG(Simulator);
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NEW_PROP_TAG(FluidSystem);
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NEW_PROP_TAG(GridView);
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NEW_PROP_TAG(Scalar);
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NEW_PROP_TAG(MaterialLaw);
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}
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/*!
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* \ingroup EclBlackOilSimulator
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*
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* \brief Computes the initial condition based on the EQUIL keyword from ECL.
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*
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* So far, it uses the "initStateEquil()" function from opm-core. Since this method is
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* very much glued into the opm-core data structures, it should be reimplemented in the
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* medium to long term for some significant memory savings and less significant
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* performance improvements.
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*/
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template <class TypeTag>
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class EclEquilInitializer
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{
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typedef typename GET_PROP_TYPE(TypeTag, Simulator) Simulator;
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typedef typename GET_PROP_TYPE(TypeTag, FluidSystem) FluidSystem;
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typedef typename GET_PROP_TYPE(TypeTag, GridView) GridView;
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typedef typename GET_PROP_TYPE(TypeTag, Scalar) Scalar;
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typedef typename GET_PROP_TYPE(TypeTag, MaterialLaw) MaterialLaw;
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typedef Opm::BlackOilFluidState<Scalar,
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FluidSystem,
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/*enableTemperature=*/true> ScalarFluidState;
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enum { numPhases = FluidSystem::numPhases };
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enum { oilPhaseIdx = FluidSystem::oilPhaseIdx };
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enum { gasPhaseIdx = FluidSystem::gasPhaseIdx };
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enum { waterPhaseIdx = FluidSystem::waterPhaseIdx };
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enum { numComponents = FluidSystem::numComponents };
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enum { oilCompIdx = FluidSystem::oilCompIdx };
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enum { gasCompIdx = FluidSystem::gasCompIdx };
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enum { waterCompIdx = FluidSystem::waterCompIdx };
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enum { dimWorld = GridView::dimensionworld };
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public:
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template <class EclMaterialLawManager>
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EclEquilInitializer(const Simulator& simulator,
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EclMaterialLawManager& materialLawManager)
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: simulator_(simulator)
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{
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const auto& vanguard = simulator.vanguard();
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unsigned numElems = vanguard.grid().size(0);
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unsigned numCartesianElems = vanguard.cartesianSize();
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typedef typename GET_PROP_TYPE(TypeTag, FluidSystem) FluidSystem;
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EQUIL::DeckDependent::InitialStateComputer<TypeTag> initialState(materialLawManager,
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vanguard.eclState(),
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vanguard.grid(),
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simulator.problem().gravity()[dimWorld - 1]);
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// copy the result into the array of initial fluid states
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initialFluidStates_.resize(numCartesianElems);
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for (unsigned int elemIdx = 0; elemIdx < numElems; ++elemIdx) {
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unsigned cartesianElemIdx = vanguard.cartesianIndex(elemIdx);
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auto& fluidState = initialFluidStates_[cartesianElemIdx];
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// get the PVT region index of the current element
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unsigned regionIdx = simulator_.problem().pvtRegionIndex(elemIdx);
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fluidState.setPvtRegionIndex(regionIdx);
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// set the phase saturations
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for (unsigned phaseIdx = 0; phaseIdx < numPhases; ++phaseIdx) {
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if (FluidSystem::phaseIsActive(phaseIdx))
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fluidState.setSaturation(phaseIdx, initialState.saturation()[phaseIdx][elemIdx]);
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else
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fluidState.setSaturation(phaseIdx, 0.0);
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}
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if (FluidSystem::enableDissolvedGas())
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fluidState.setRs(initialState.rs()[elemIdx]);
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else
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fluidState.setRs(0.0);
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if (FluidSystem::enableVaporizedOil())
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fluidState.setRv(initialState.rv()[elemIdx]);
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else
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fluidState.setRv(0.0);
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// set the temperature
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// TODO Get the temperature from the initialState
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Scalar T = FluidSystem::surfaceTemperature;
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fluidState.setTemperature(T);
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// set the phase pressures.
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for (unsigned phaseIdx = 0; phaseIdx < numPhases; ++phaseIdx)
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fluidState.setPressure(phaseIdx, initialState.press()[phaseIdx][elemIdx]);
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}
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}
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/*!
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* \brief Return the initial thermodynamic state which should be used as the initial
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* condition.
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*
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* This is supposed to correspond to hydrostatic conditions.
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*/
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const ScalarFluidState& initialFluidState(unsigned elemIdx) const
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{
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const auto& vanguard = simulator_.vanguard();
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unsigned cartesianElemIdx = vanguard.cartesianIndex(elemIdx);
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return initialFluidStates_[cartesianElemIdx];
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}
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protected:
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const Simulator& simulator_;
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std::vector<ScalarFluidState> initialFluidStates_;
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};
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} // namespace Ewoms
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#endif
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