Contact algorithms for the material point method in impact and penetration simulation

Contact algorithms for the material point method in impact and penetration simulation
复制标题

DOI:
10.1002/nme.2981
复制
发表时间:
2011-01
影响因子:
2.9
通讯作者:
P. Huang;Xiong Zhang;S. Ma;X. Huang
P. Huang;Xiong Zhang;S. Ma;X. Huang
中科院分区:
工程技术3区
文献类型:
--
作者:
P. Huang;Xiong Zhang;S. Ma;X. Huang

文献摘要

被引文献

相似文献

标准材料点法(MPM)固有的无滑动接触约束产生了更大的侵彻阻力。因此,标准的MPM不能很好地处理涉及撞击和侵彻的问题。为了克服这些不足,提出了两种MPM接触方法,并在我们的3D显式MPM程序MPM3D中实现了这两种方法。在MPM中,在每个时间步长开始时,重新定义的规则网格上可能不满足不可穿透条件,即使在上一个时间步长结束时已将其施加到变形网格上。在第一种接触方法中,体之间的不可穿透条件只施加在变形网格上,而在第二种接触方法中,它既施加在变形网格上,又施加在重新定义的规则网格上。此外,还提出了三种用于碰撞和侵彻模拟的方法,以确定在接触面处满足共线条件的面法向量。通过对两个弹性环的碰撞和球体滚动问题的建模,验证了接触算法的有效性,并将其应用于钢球侵彻和厚板穿孔的粒子失效模型模拟。在弹性环碰撞的模拟中,首次接触算法在总能量中引入了较大的扰动,而二次接触算法需要较大的时间步长才能得到稳定解。结果表明,这两种接触算法对球体滚动和弹丸侵彻等问题都有较好的处理效果。版权所有©2010 John Wiley&Sons,Ltd.
The inherent no‐slip contact constraint in the standard material point method (MPM) creates a greater penetration resistance. Therefore, the standard MPM was not able to treat the problems involving impact and penetration very well. To overcome these deficiencies, two contact methods for MPM are presented and implemented in our 3D explicit MPM code, MPM3D. In MPM, the impenetrability condition may not satisfied on the redefined regular grid at the beginning of each time step, even if it has been imposed on the deformed grid at the end of last time step. The impenetrability condition between bodies is only imposed on the deformed grid in the first contact method, while it is imposed both on the deformed grid and redefined regular grid in the second contact method. Furthermore, three methods are proposed for impact and penetration simulation to determine the surface normal vectors that satisfy the collinearity conditions at the contact surface. The contact algorithms are verified by modeling the collision of two elastic rings and sphere rolling problems, and then applied to the simulation of penetration of steel ball and perforation of thick plate with a particle failure model. In the simulation of elastic ring collision, the first contact algorithm introduces significant disturbance into the total energy, but the second contact algorithm can obtain the stable solution by using much larger time step. It seems that both contact algorithms give good results for other problems, such as the sphere rolling and the projectile penetration. Copyright © 2010 John Wiley & Sons, Ltd.