// -*- C++ -*-

// ************************************************************************* //

#include "fieldTransfer"

massflow
{
    ${__surfaceFieldValue}

    regionType      surface;
    name            plane1;

    operation       areaNormalIntegrate;

    fields          ( rhoU );
}

areaAverage
{
    ${__surfaceFieldValue}

    regionType      surface;
    name            plane1;

    operation       weightedAreaAverage;
    weightField     rhoU;
    fields          ( p pTotal );
}

areaIntegrate
{
    ${__surfaceFieldValue}

    regionType      surface;
    name            plane1;

    operation       weightedAreaIntegrate;
    weightField     rhoU;
    fields          ( T );
}

// Inflow uniformity
UI1
{
    ${__surfaceFieldValue}

    regionType      surface;
    name            plane1;

    operation       uniformity;
    fields          ( U T );
}


// Uniformity after the bend
UI2
{
    ${__surfaceFieldValue}

    regionType      surface;
    name            plane2;

    operation       uniformity;
    fields          ( U T );
}


// Uniformity on sampled surface
UI3
{
    ${__surfaceFieldValue}

    regionType      surface;
    name            plane3;

    operation       uniformity;
    fields          ( U T );
}


// Inflow uniformity, but use a scalar field for weighting
// Since this field is quite uniform, there should be no difference
T_UI1
{
    ${__surfaceFieldValue}

    regionType      surface;
    name            plane1;

    operation       weightedUniformity;
    weightField     T;
    fields          ( U );
}


// rhoU-weighted uniformity, including weighting U too (weird but possible)
rhoU_UI1
{
    ${__surfaceFieldValue}

    regionType      surface;
    name            plane1;

    operation       weightedUniformity;
    weightField     rhoU;
    fields          ( p rho U rhoU );
}


// rhoU-weighted uniformity
rhoU_UI2
{
    ${__surfaceFieldValue}

    regionType      surface;
    name            plane2;

    operation       weightedUniformity;
    weightField     rhoU;
    fields          ( p rho U rhoU );
}


// ************************************************************************* //
