femr2 wrote:Thanks. Feedback is always good.
You're welcome. This is very interesting work, and all the more interesting with the pretty packaging.
I may be wrong, but there may be a slight issue with interpretation...
I believe you're right about that part - at least!
For my model, none gets added to the 'bottom'...
I may have been misleading in some of my wording. I guess it depends on your definitions of 'added' and 'bottom' but please bear in mind that this is a problem in accretion, and geometrically, it occurs at the bottom of the collection of moving upper block/slabs I'll just call the block. The block grows in extent with each collision, and does so discretely, at the bottom. That's my definition of 'added' and 'bottom' and why I gave that impression. However, I didn't intend to give the impression that some displacement is added to the bottom of something that isn't there, rather the displacement is defined by where the bottom of something is. That something is the block.
For zero thickness, by implication, the impact is between the bottom of the descending mass and the 'bottom' of the impacted zero thickness floor.
Or, just the floor/story? After all, there's nothing but empty space in between. How's that different from impacting the 'top' of the next floor down, since the two are synonymous by definition in this context?
For thickness (z), the impact is between the bottom of the descending mass and the top of the impacted floor.
Yes, at it was in the prior case above, though trivially so. The position of the crush front is the bottom of the block, what else would it be? At the very moment before collision, the bottom of the block is where? About to touch the top of the impacted slab, as you point out. A moment later, when impact occurs, the bottom of the impacted floor
becomes the bottom of the block. This is the new, post-collision location of the crush front because the impacted floor has joined the block. It took no time to get there because nothing moved, it was already there.
For the methods you are using, this has the implication of a 'jump' in the lowest point of the descending mass after each impact, of distance (z).
Exactly. What would you propose as an alternative? I'm at a loss for choices.
I note in your code that you appear to be adding the additional distance, but in your conclusion interpretation seems a bit grey.
The code does indeed add two distance numbers together, but at issue is the notion of 'additional'. Sorry if you get this already and I'm beating a dead horse... If not, let me introduce some contrast.
Story height is
h, slab thickness is
z and distance between slabs is
h-z. The bottom of the upper block must fall though an initial height h-z to collide with the topmost slab below. Imagine two structures side by side, one z0=0 and the other z1=h/2. For convenience of visualization, the point-like floor locations of the z0 structure are aligned at the same elevations as the bottom of the floors in the z1 structure. The initial offset doesn't matter in the dynamics.
Anyway, both descend at freefall and reach a displacement of h/2 at the same time. z0 keeps freefalling, z1 has an impact. Now the bottom of the impacted slab,
which has not moved in an instantaneous collision, is the crush front. This is a discontinuous advance in the downward direction, exclusively, involving no motion. Omitting it would be an error, it's not adding something in from nowhere. Nothing bounces up afterward, either. Yes, the upper block is slowed in the impact but it's immediately in freefall again, with double the
effective displacement of the other block.
It should be easy to convince yourself that if the initial upper block mass is made MUCH greater than that of the individual impacted floors, the velocity reduction can be minimized away; i.e., the impacted floors do not slow the accreting upper block at all and each floor immediately assumes the current velocity of the block. In this case, the z1 collapse is complete in exactly the time it takes an object to freefall half the distance to the ground. The z0 structure, on the other hand, has a crush front halfway to ground. The rooflines, a fixed height above (height of upper block), are at the same elevation for both structures. Except z1 is done!
Both upper blocks experienced freefall over the same distance, sweeping up the floors like flies on a windshield. Except z1 gets quite a crusty buildup on the way, thick enough to stop it after it has gone only half the distance to the ground.
Quite a useful addition I think, as it cleanly highlights the potential 'error' in rate of descent calculations which use the roofline as the point of focus. (For those which imply that crush-down is valid or near reality at least. If your view is, like mine, that the visual evidence indicates early destruction of the 'cap', then this point is slightly moot.)
I favor early destruction of much of it, most of it before too much time has passed, and very top remnant staying somewhat together through most of the fall, but eventually falling off.
This is a very important point. Roofline measurements, even without tilt, do not tell the whole tale. I've taken a different approach to modeling this stuff but it should be somewhat complementary. One thing I run into a lot is simultaneous crush-up. See
here and tell me whether you think the difference in stretch is as big a deal as simultaneous crush-up!
...which would imply some error in the graphed lower positions.
Wouldn't be surprised, I'm not sweating the small details. Which graph - first, last or both?