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Hey i was practicing evac + fds with the examples on github...i am working with fds 6.7.7 and evac 6.7.7. I followed all 3 steps and run the code but as soon i want to simulate emvc file smokeview its crashing. I can only simulate the fire model but in evacuation its crashing. This is the code i am working with, I have tried other examples as well but its the same issue everytime
FDS+Evac version: FDS 6.7.6, Evac 2.6.0 (GIT FDS6.7.6-336)
All material properties etc. are completely fabricated.
Two floor evacuation test case, the rooms have two doors.
See the FDS+Evac Guide, Chapter "Sample Input Files"
&HEAD CHID='evac_example2cA', TITLE='Test 2, evacuation drill mode' /
Full fire + evacuation calculation that has 3 steps:
Step A: EVACUATION_INITIALIZATION=.TRUE. => eff-file
Step B: EVACUATION_WRITE_FED=.TRUE. => fed-file
Step C: EVACUATION_MC_MODE=.TRUE. => read eff and fed
Evacuation "MC mode" calculation that has 2 steps:
Step A: EVACUATION_INITIALIZATION=.TRUE. => eff-file
Step C: EVACUATION_MC_MODE=.TRUE. => read eff
Fire mesh(es).
&MESH IJK=54,50,25, XB= -0.2,10.6, 0.0,10.0, 0.0,5.0 /
&MESH IJK=60,54,1, XB= -0.4,11.6, -0.4,10.4, 0.4,1.6, EVAC_Z_OFFSET=1.0,
EVACUATION=.TRUE., EVAC_HUMANS=.TRUE., ID='MainEvacGrid' /
&MESH IJK=54,54,1, XB= -0.4,10.4, -0.4,10.4, 3.0,4.2, EVAC_Z_OFFSET=1.0,
EVACUATION=.TRUE., EVAC_HUMANS=.TRUE., ID='MainEvacGrid2' /
&TIME T_END=200.0, DT=0.05 /
&MISC EVACUATION_ALL_STEPS=.TRUE. /
&DUMP SMOKE3D=.TRUE.,
NFRAMES=200,
DT_PART=0.5,
DT_HRR=1.0,
DT_SLCF=1.0,
DT_BNDF=5.0,
DT_PL3D=100.0,
DT_ISOF=5.0 /
&REAC ID = 'PROPANE',
FUEL = 'PROPANE',
SOOT_YIELD = 0.10,
CO_YIELD = 0.05, /
&SURF ID='BURNER', HRRPUA=1000., COLOR='RASPBERRY' /
&MATL ID = 'GYPSUM PLASTER'
FYI = 'Quintiere, Fire Behavior'
CONDUCTIVITY = 0.48
SPECIFIC_HEAT = 0.84
DENSITY = 1440. /
&SURF ID = 'WALL', DEFAULT=.TRUE.,
RGB = 100,100,100
MATL_ID = 'GYPSUM PLASTER'
THICKNESS = 0.012 /
Default material for evacuation meshes is INERT and its color
can not be changed esily in Smokeview. Thus, an evacuation
material is defined below, which has only color:
&SURF ID = 'EVAC_WALL', RGB= 200,0,200, EVAC_DEFAULT=.TRUE. / or COLOR
============= FIRE FDS GEOMETRY STARTS ================
&OBST XB= -0.20,10.20, -0.20, 10.20, 2.40, 2.60, SURF_ID='WALL' / floor
&HOLE XB= 2.20, 7.80, 2.20, 7.80, 2.39, 2.61 / floor hole
&OBST XB= 2.00, 8.00, 2.00, 2.20, 2.60, 3.60, SURF_ID='WALL' / balustrade
&OBST XB= 2.00, 8.00, 7.80, 8.00, 2.60, 3.60, SURF_ID='WALL' / balustrade
&OBST XB= 2.00, 2.20, 2.00, 8.00, 2.60, 3.60, SURF_ID='WALL' / balustrade
&OBST XB= 7.80, 8.00, 2.00, 8.00, 2.60, 3.60, SURF_ID='WALL' / balustrade
&OBST XB= 10.20,11.60, 4.20, 5.80, 2.40, 2.60, SURF_ID='WALL' / floor
&OBST XB= -0.20, 0.00, -0.20, 10.20, 0.00, 5.00, SURF_ID='WALL' /
&OBST XB= 10.00,10.20, -0.20, 10.20, 0.00, 5.00, SURF_ID='WALL' /
&OBST XB= -0.20,10.20, -0.20, 0.00, 0.00, 5.00, SURF_ID='WALL' /
&OBST XB= -0.20,10.20, 10.00, 10.20, 0.00, 5.00, SURF_ID='WALL' /
&OBST XB= 10.00,11.60, 4.20, 4.40, 0.00, 2.40, SURF_ID='WALL' / Right Corridor Wall
&OBST XB= 10.00,11.60, 5.60, 5.80, 0.00, 2.40, SURF_ID='WALL' / Right Corridor Wall
&HOLE XB= -0.21, 0.01, 4.39, 5.61, 0.00, 2.00 / Left Door
&HOLE XB= 9.99,10.21, 4.39, 5.61, 0.00, 2.00 / Right Door Hole to Corridor
The fire as an burner.
&OBST XB= 3.00, 4.00, 3.00, 4.00, 0.00, 0.60, SURF_ID='INERT' /
&VENT XB= 3.00, 4.00, 3.00, 4.00, 0.60, 0.60, SURF_ID='BURNER' /
&VENT XB=-0.2,-0.2, 4.4,5.6,0.0,2.0,SURF_ID='OPEN', COLOR='GREEN' /
&VENT XB=10.6,10.6, 4.4,5.6,0.0,2.0,SURF_ID='OPEN', COLOR='GREEN' /
============= FIRE FDS GEOMETRY ENDS ==================
============= EVAC GEOMETRY STARTS ====================
&HOLE XB= -0.21, 0.01, 7.39, 8.61, 2.60, 4.60, EVACUATION=.TRUE. / Left Door, 2nd floor
&HOLE XB= 9.99,10.21, 2.39, 3.61, 2.60, 4.60, EVACUATION=.TRUE. / Right Door, 2nd floor
An exit namelist defines an exit door. It should be a plane.
&EXIT ID='LeftExit', IOR=-1,
FYI= 'Comment line',
COLOR='YELLOW',
XYZ= 0.20, 5.00, 1.00,
XB= -0.20,-0.20, 4.40,5.60, 0.40,1.60 /
&EXIT ID='RightExit', IOR=+1,
FYI= 'Comment line',
COLOR='BLUE',
XYZ= 11.40, 5.00, 1.00,
XB= 11.60,11.60, 4.40,5.60, 0.40,1.60 /
Next is just a counter, i.e., it just produces a column in
the CHID_evac.csv file.
&EXIT ID='RightCounter', IOR=+1,
FYI= 'Comment line',
COUNT_ONLY=.TRUE.,
XB= 10.00,10.00, 4.40,5.60, 0.40,1.60 /
Second floor doors etc
&DOOR ID='LeftDoor2nd', IOR=-1,
FYI= 'Comment line',
COLOR='RED',
EXIT_SIGN=.TRUE.,
TO_NODE= 'LeftCorr',
XYZ= 0.2, 8.00, 3.6,
XB= -0.20,-0.20, 7.40,8.60, 3.0,4.2 /
&CORR ID='LeftCorr',
FYI='Comments',
MAX_HUMANS_INSIDE=20,
EFF_LENGTH= 8.5,
FAC_SPEED=0.7,
TO_NODE='LeftCorrExit' /
Note: The end point of the corridor is an exit. This kind of
a dummy exit should be defined as count_only=.true. exit.
This exit should not be considered in the door selection
algorithm and it should not have any flow field associated
with it.
&EXIT ID='LeftCorrExit',
FYI='A dummy exit, the end point to a corridor object',
IOR=-1,
SHOW=.FALSE., COUNT_ONLY=.TRUE.,
XB= -0.40,-0.40, 7.40,8.60, 0.40,1.60 /
&DOOR ID='RightDoor2nd', IOR=+1,
FYI= 'Comment line',
COLOR='GREEN',
EXIT_SIGN=.TRUE.,
TO_NODE= 'RightCorr',
XYZ= 9.8, 3.00, 3.6,
XB= 10.20,10.20, 2.40,3.60, 3.0,4.2 /
&CORR ID='RightCorr',
FYI='Comments',
MAX_HUMANS_INSIDE=20,
EFF_LENGTH= 8.5,
FAC_SPEED=0.7,
TO_NODE='RightEntry' /
&ENTR ID='RightEntry',
FYI='Comments',
IOR=-1,
XB=10.20,10.20, 1.00,2.20, 0.40,1.60 /
&HOLE XB= 9.99,10.21, 0.99,2.21, 0.00,2.00,
EVACUATION=.TRUE. / Left Door, 2nd
&OBST XB=10.20,10.40, 1.00,2.20, 0.40,1.60,
EVACUATION=.TRUE., RGB=30,150,20 / Left Door, 2nd
Evacuation calculation, human properties
Note: DENS_INIT and COLOR_METHOD are given only on one
PERS-line. If tehy are given on many PERS-lines then
the last values read in are used.
COLOR_METHOD: How Smokeview draws humans:
-1: (default) Default colors in Smokeview
0: The color given at the EVAC/ENTR-line
3: The color given at the PERS-line
4: The color of the target door
&PERS ID='Adult',
FYI='Male+Female diameter and velocity',
DEFAULT_PROPERTIES='Adult',
PRE_EVAC_DIST=1,PRE_LOW=5.0,PRE_HIGH=15.0,
DET_EVAC_DIST=1,DET_LOW=5.0,DET_HIGH=15.0,
TDET_SMOKE_DENS=0.1 ,
HUMAN_SMOKE_HEIGHT=1.60,
DENS_INIT= 4.0,
OUTPUT_SPEED=.TRUE.,
OUTPUT_FED=.TRUE.,
COLOR_METHOD=4, I_HERDING_TYPE=2, /
&PERS ID='Male',
FYI='Male diameter and velocity',
DEFAULT_PROPERTIES='Male',
PRE_EVAC_DIST=1,PRE_LOW=5.0,PRE_HIGH=15.0,
DET_EVAC_DIST=1,DET_LOW=5.0,DET_HIGH=15.0 /
&PERS ID='Female',
FYI='Female diameter and velocity',
DEFAULT_PROPERTIES='Female',
PRE_EVAC_DIST=1,PRE_LOW=5.0,PRE_HIGH=15.0,
DET_EVAC_DIST=1,DET_LOW=5.0,DET_HIGH=15.0 /
&PERS ID='Child',
FYI='Child diameter and velocity',
DEFAULT_PROPERTIES='Child',
PRE_EVAC_DIST=1,PRE_LOW=5.0,PRE_HIGH=15.0,
DET_EVAC_DIST=1,DET_LOW=5.00,DET_HIGH=15.0 /
&PERS ID='Elderly',
FYI='Elderly diameter and velocity',
DEFAULT_PROPERTIES='Elderly',
PRE_EVAC_DIST=1,PRE_LOW=5.0,PRE_HIGH=15.0,
DET_EVAC_DIST=1,DET_LOW=5.0,DET_HIGH=15.0 /
Initial positions of the humans
1st Floor:
These humans will go to the left exit, if it is not blocked by smoke.
&EVAC ID = 'HumanLeftDoorKnown',
NUMBER_INITIAL_PERSONS = 25,
XB = 1.0,9.0, 1.0,9.0, 0.4,1.6
AVATAR_COLOR = 'BLUE', AGENT_TYPE=2,
KNOWN_DOOR_NAMES = 'LeftExit',
KNOWN_DOOR_PROBS = 1.0,
PERS_ID = 'Male' /
These humans will go to the right exit, if it is not blocked by smoke.
&EVAC ID = 'HumanRightDoorKnown',
NUMBER_INITIAL_PERSONS = 25,
XB = 1.0,9.0, 1.0,9.0, 0.4,1.6
AVATAR_COLOR = 'RED', AGENT_TYPE=2,
KNOWN_DOOR_NAMES = 'RightExit',
KNOWN_DOOR_PROBS = 1.0,
PERS_ID = 'Female' /
If a human has many known doors (at this floor) then she will first try to
go to the nearest visible known exit door. If there are no visible known doors
around then she will try other known doors.
&EVAC ID = 'HumanBothDoorsKnown',
NUMBER_INITIAL_PERSONS = 25,
XB = 1.0,9.0, 1.0,9.0, 0.4,1.6
AVATAR_COLOR = 'GREEN', AGENT_TYPE=2,
KNOWN_DOOR_NAMES = 'LeftExit','RightExit',
KNOWN_DOOR_PROBS = 1.0,1.0,
PERS_ID = 'Child' /
If a human does not have a known door (at this floor) then she will try to
go to the nearest visible exit door. If there are no visible exit doors, then
she follows the given FLOW_FIELD_ID, if she is on that floor, otherwise she
will follow the flow field of the main evac mesh of the floor.
Note: exit door = (EXIT) or (DOOR with EXIT_SIGN=.TRUE.)
&EVAC ID = 'HumanNoDoorKnown',
NUMBER_INITIAL_PERSONS = 25,
XB = 1.0,9.0, 1.0,9.0, 0.4,1.6
AVATAR_COLOR = 'BLACK', AGENT_TYPE=2,
PERS_ID = 'Adult' /
2nd Floor:
All of these humans know the right door on the 2nd floor and the
right exit on the first floor. On the average, only 50 % know
the left door on the second floor and none knows the left exit
on the first floor.
&EVAC ID = 'Human2ndFloor',
NUMBER_INITIAL_PERSONS = 50,
XB = 0.5,9.5, 0.5,9.5, 3.0,4.2
AVATAR_COLOR = 'BLACK', AGENT_TYPE=2,
KNOWN_DOOR_NAMES = 'LeftDoor2nd','RightDoor2nd','RightExit',
KNOWN_DOOR_PROBS = 0.5,1.0,1.0,
PERS_ID = 'Adult' /
An evacuation hole, i.e., do not put humans here (an EVHO is to an EVAC what
a HOLE is for an OBST). By default an EVHO applies to all EVAC-lines.
EVAC_ID(optional): Only for humans from that EVAC-line
PERS_ID(optional): Only for those humans, whose PERS_ID matches
&EVHO ID = 'Evho_Fire',
FYI = 'Do not put humans close to the fire',
XB = 2.0,5.0, 2.0,5.0, 0.4,1.6 /
An evacuation hole, e.g., do not put humans on top of the opening
in the ceiling.
&EVHO ID = 'Evho_2ndFloor',
FYI = 'atrium space',
XB = 2.0,8.0, 2.0,8.0, 3.0,4.2 /
Fire calculation output.
&BNDF QUANTITY='WALL TEMPERATURE' /
&SLCF PBX=3.50, QUANTITY='TEMPERATURE' /
Next lines could be used to plot the evacuation flow fields:
SLCF PBZ = 1.000, QUANTITY = 'VELOCITY', VECTOR = .TRUE., EVACUATION=.TRUE. /
SLCF PBZ = 3.600, QUANTITY = 'VELOCITY', VECTOR = .TRUE., EVACUATION=.TRUE. /
&TAIL /