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Creating Geometry in GAMBIT

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I re-formatted Thierry's presentation using our UGM template ... Preliminaries-1 Objective: Create and mesh the fluid region for flow problems and solid regions for ... – PowerPoint PPT presentation

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Title: Creating Geometry in GAMBIT


1
Creating Geometry in GAMBIT
2
Preliminaries-1
  • Objective
  • Create and mesh the fluid region for flow
    problems and solid regions for heat transfer (and
    structural analysis for Fidap Users).
  • Typically accomplished by constructing and
    working with lower order entity objects and
    volume primitives.
  • Terminology
  • Vertex - a point
  • Edge - a curve that is defined by at least 1
    vertex (in the case of 1 vertex, the edge forms a
    loop)
  • Face - a surface (not necessarily planar) bounded
    by at least 1 edge (except for sphere and torus)
  • Volume - a geometric solid (as in a solids
    model), also can be thought of as an "air tight"
    set of bounding faces.

Lowest order entity
Highest order entity
3
Preliminaries-2
  • Color Identification
  • Vertices and Edges are colored according to the
    highest order entity to which they are connected.
  • The coloring scheme is
  • Vertex (white)
  • Edge (yellow)
  • Face (light blue)
  • Volume (green)
  • Undo/Redo
  • 10 levels of undo by default.
  • Undoes geometry, meshing, and zoning commands.
  • Description window provides command to be undone
    when mouse is passed over undo button.
  • Left click to execute visible button operation.
  • Right click to access options.

4
General Operations Coordinate System
  • Coordinate system
  • Cartesian, Cylindrical and Spherical systems
  • Using Offset/Angle or Vertices for
    location/orientation
  • "Active" coordinate system is default in all
    forms
  • Grid creation with "snapping" of vertices
  • -Recommended for simple geometries only
  • Creation of rulers

5
General Operations Move/Copy
  • Move/Copy
  • Operations
  • Translate (inputs are Ds)
  • Reflect
  • Rotate
  • Scale

Plane normal to vector
  • Options
  • Connected geometry can also be Moved
  • Mesh and/or Zone types can be copied linked or
    unlinked

6
General Operations Vector Definition Form
  • Vector Definition form
  • is used in
  • Rotate and Reflect (in Move/Copy)
  • Sweep and Revolve (in Face/Volume Create)
  • Methods
  • Coordinate system axis
  • Two existing vertices
  • An existing Edge
  • Two points defined by coordinates
  • Screen View
  • Magnitude option allows size of vector to be
    defined.

7
General Operations Align
  • Align
  • Align is an alternative to

    Move - translate (rotate).
  • It uses vertices on the start and

    final position to move the object
  • Method of increased alignment
  • with the use of vertex-pairs
  • Connected geometry can be included

Rotation
Plane alignment
Translation
1
1


3
3








2
2
8
General Operations Connect
  • Connect (Real)
  • Vertices, Edges and Faces can be connected
  • The operation eliminates all duplicate entities
    and reconnects upper topology
  • Only entities within the ACIS tolerance will be
    connected
  • Existing mesh will be preserved

Copy Translate
Connect Edges
One Edge
Two Edges
One Face
9
General Operations Disconnect
  • Disconnect (Real)
  • Vertices, Edges and Faces can be disconnected
  • The operation recreates duplicate entities and
    reconnects upper topology
  • Several options exists

Disconnect
Edge Vertices
Two Edges
One Edge
10
General Operations Delete
  • Delete
  • Select Lower Geometry (default)
  • Deletes Faces
  • Deletes Lower Geometry Edges and Vertices
  • Deselect Lower Geometry
  • Deletes Faces
  • Does NOT delete Lower Geometry Edges and Vertices

11
Example Deleting Entities that belong to higher
order Entities
Incorrect Attempt to delete Face (of a Volume)
The selected face can NOT be deleted because it
is connected to a volume.
Volume is deleted. Faces, Edges and Vertices are
not deleted. Any of the six faces can be deleted
Correct Delete Volume (deselect Lower Geometry)
12
General Operations Misc.
  • Summarize/Query/Total
  • Summary of vertex coordinates,lower topology,
    mesh information, element/node labels, etc.
  • Checks for valid ACIS geometry
  • Query useful to associate geometrical objects
    with object names
  • Get total number of Entities
  • Modify Color/Label
  • Modify entity colors
  • Change entity label

13
Geometry Creation
  • ACIS - geometry engine ("kernel")
  • Provides tools for bottom-up creation by
  • Vertex Add, Grid Snap, etc.
  • Edge Line, Arc, Ellipse, Fillet, B-spline, etc.
  • Face Wire Frame, Sweep, Net, etc.
  • Volume Wire Frame, Sweep, Face Stitch, etc.
  • Provides tools for top-down creation by
  • Face Primitives Rectangle, Circle, Ellipse
  • Volume Primitives Brick, Cylinder, Sphere, etc.
  • Volume/Face Booleans Unite, Subtract, Intersect
  • Volume/Face Decompose Split
  • Geometry creation typically involves use of all
    tools.

14
"Bottom Up" Vertex Creation-1
  • Real Vertex creation
  • By coordinates
  • Cartesian, cylindrical and spherical coordinate
    systems
  • Also available in virtual geometry
  • On edge
  • If the intention is to split the edge, the
    Edge-Split form should be used instead
  • On face
  • Useful to create edges on surface for a virtual
    split
  • In volumes
  • Not frequently used
  • At edge-edge intersections
  • Vertex is not connected to either edge
  • Split edge with vertex for connectivity

15
"Bottom Up" Vertex Creation-2
  • Import point data, File?
  • File format
  • ICEM Input
  • Vertex Data
  • Format is similar, curve information is not needed

npc nc x1 y1 z1 x2 y2 z2 xn yn zn
Where n npc nc is the total number of
points npc is the number of points per
curve nc is the number of curves xi yi zi are
real or integer vertex coordinates
16
"Bottom Up" Edge Creation-1
  • Real Edge creation
  • Straight line
  • Multiple edges can be created by selecting
    multiple vertices.
  • Arc, Circle
  • Face create counterparts available
  • Creation Methods
  • Three vertices on the edge
  • Using Center and End-points
  • Using Radius and Start/End Angles (Arc Only)

17
"Bottom Up" Edge Creation-2
  • Real Edge creation
  • Elliptical Arc
  • Created by three vertices
  • Conic Arc
  • Created by three vertices

Start Angle
Major Vertex


End Angle
Center Vertex

On Edge Vertex
Shoulder Vertex

Start Vertex


End Vertex
18
"Bottom Up" Edge Creation-3
  • Real Edge creation
  • Fillet Arc
  • Creates a fillet out of a corner
  • NURBS
  • Third-order by default
  • Use tolerance for the approximate option


Edge 1
Radius


Edge 2
19
"Bottom Up" Edge Creation-4
  • Real Edge creation
  • Revolve Vertex
  • Select one or more vertices to rotate
  • Specify Angle
  • Axis is defined using Vector Definition Panel
  • Input Height for Spiral creation
  • Project Edge on Surface
  • Limited to single edgeand face
  • Direction defined inVector DefinitionPanel

20
"Bottom Up" Face Creation-1
  • Real Face creation
  • Wire Frame
  • Creates real and virtual faces
  • All edges have to be connected into one loop
  • Number of edges and order of picking are not
    important
  • If all edges are co-planar creation is always
    successful
  • For non-coplanar edges
  • The number of edges has to be 3 or 4
  • Edges cannot have the same tangent at the
    connecting vertex


create real face
by wire frame
real face
co-planar edges
21
"Bottom Up" Face Creation-2
  • Real Face creation
  • Parallelogram
  • defined by three vertices
  • Polygon
  • Selection order is important.
  • 5 or more vertices must be coplanar.
  • Vertex rows
  • Tolerance input
  • Skin
  • Topologically parallel edges
  • Edges have to be picked in order
  • Both ends of all edges can coincide
  • Net
  • Topologically intersecting edges

22
"Bottom Up" Face Creation with Revolve
  • Real Face creation
  • Revolve (With or without mesh)
  • Using an edge, an angle and a revolving vector
  • Use vectors for definition of the axis of
    revolution
  • Basic edge can coincide with axis

axis of revolution
23
"Bottom Up" Face Creation with Sweep
  • Real Face Creation Sweep (with or without mesh)
  • Rigid sweep
  • Edge translated along sweep path without being
    rotated
  • Perpendicular sweep Draft and Twist option
  • Angle edge makes with sweep path is maintained as
    edge swept along path
  • Be careful not to create degenerate faces
  • Sweep path start tangent vector parallel to edge
    tangent

Perpendicular Draft Angle - 30, 0, 30
Perpendicular Draft Angle0
Perpendicular Twist Angle 120
Rigid
Rigid
Edge
Path
Path
Edge
24
Face Primitives
  • Face Primitives
  • Dimensions and Plane/Direction must be specified
  • Rectangles
  • Circles
  • Ellipses

25
"Bottom Up" Volume Creation-1
  • Real Volume creation
  • Stitch
  • Create volumes out of connected faces
  • If a few faces are missing, GAMBIT automatically
    finds the missing faces
  • Available in virtual geometry
  • Order of picking not essential
  • Voids not allowed
  • Revolve (With or without mesh)
  • Using a face, a revolving vector and an angle
  • Use edges or vectors for definition of the axis
    of revolution

one volume
ten connected faces
axis of revolution
26
"Bottom Up" Volume Creation-2
  • Real Volume creation
  • Wire Frame
  • Create volumes from connected curves
  • Number of edges and order of picking is not
    important
  • Voids and seamless volumes and faces cannot be
    created
  • Same limitation as face wire frame creation, for
    each face

one volume
36 connected edges
27
"Bottom Up" Volume Creation with Sweep
  • Real Volume Creation Sweep (with or without
    mesh)
  • Rigid sweep
  • Edge translated along sweep path without being
    rotated
  • Perpendicular sweep Draft and Twist option
  • Angle edge makes with sweep path is maintained as
    edge swept along path
  • Be careful not to create degenerate volumes
  • Sweep path start tangent vector perpendicular to
    a face normal

Perpendicular Twist Angle 60
Perpendicular Draft Angle0
Rigid
Path
Face
Face
Path
28
Volume Primitives-1
  • Real Volume Primitives
  • Brick
  • Width (X), Depth (Y) and Height (Z)
  • The Width (X) value is used for Y and Z if no
    other input is given.
  • 10 different preset positions (each octant plus
    center)
  • Cylinder and Frustum
  • Height and two cross-sectional radii (3rd radius
    for frustum)
  • The Radius 1 value is used for remaining radii if
    no other radius input is given.
  • 9 different preset directions (three in each
    axis)

29
Volume Primitives-2
  • Real Volume Primitives
  • Prism and Pyramid
  • Corresponding to input of cylinder and frustum
  • Number of sides
  • 9 different preset directions (three in each
    axis)
  • Sphere - only one radius
  • Torus
  • Major and cross-sectional radii
  • Three axis locations

30
Boolean Operations Unite
  • Real Face/Volume Boolean Unites
  • The order of picking is not important (except for
    labeling)
  • Retain - keeps copies of the entities
  • Unite Faces
  • All faces must be coplanar or havematching
    tangents.
  • Unite Volumes

A
A B
B
A
B
A B
31
Boolean Operations Subtract
  • Real Face/Volume Boolean Subtract
  • The order of picking is important
  • Retain - keeps copies of entities
  • Subtract Faces
  • All faces have to be coplanar
  • Subtract Volumes

A
B
A - B
B - A
Multiple entities can be entered in second list
box.
A
A
B
B
A - B
B - A
32
Boolean Operations Intersection
  • Real Face/Volume Boolean Intersect
  • The order of picking is not important (except for
    labeling)
  • Retain - keeps copies of entities.
  • All entities must intersect each other.
  • Intersect Faces
  • All faces have to be coplanar
  • Intersect Volumes

A
B
33
Geometry Splitting- Edges
  • The Split Operation Employs the intersection of
    two geometric entities to divide one or both
    objects into two or more pieces.
  • Useful for decomposing complicated geometries
    into smaller, simpler ones.
  • Edge Split
  • Split an edge into two or more edges
  • Resulting edges are, by default, connected.
  • Edges can be split with
  • Point - specify U Value between 0 and 1 where
    edge will be split.
  • Use 0.5 to split edge in half.
  • Vertex - must already be created.
  • Edge
  • Must already be created
  • Bi-directional option results in both edges
    being split at point(s) of intersection.

34
Geometry Splitting- Faces
"Target Object"
  • Real Face Boolean Split
  • The order of picking is important
  • Faces do not need to be coplanar
  • example coplanar face splits
  • In general, for all splits (edges, faces,
    volumes)
  • "Tool" entities are, by default, deleted after
    split is performed
  • Retain option prevents Tool entities from being
    deleted.
  • By default, resulting objects are connected.

Split A with B
"Tool"
Two Faces
Split B with A
Three Faces
Bidirectional split
35
Geometry Splitting- Volumes
  • Real Volume Boolean Split
  • The order of picking is important
  • Volume/Volume splits

"Target" Object
Split A with B
"Tool"
two volumes
Split B with A
two volumes
  • Volume/Face splits

Bidirectional Split
two volumes
three volumes
36
Split vs. Subtract
  • The appropriate operation to use can depend upon
    final geometry required.
  • Subtract
  • Cut-away shows one volume results
  • Cannot mesh core region
  • Flow/Heat Transfer in annular region only
  • Split
  • Two connected volumes result
  • Cut-away shows that both annular and core
    regions can be meshed.
  • Flow/Heat Transfer possible in both regions
  • Subtract Retain "Tool" (inner cylinder)
  • Two disconnected volumes result, appears same as
    split
  • Duplicate faces appear at interface
  • Non-conformal mesh can result
  • Useful for multiple reference frame problem
    (Fluent)

Start with two disconnected cylinders
37
Bidirectional Split vs. Unite
  • The appropriate operation to use can depend upon
    the need to create additional surfaces for
  • defining boundary conditions
  • controlling meshing distribution

Unite
  • Unite
  • One volume results
  • Cut-away shows no interior faces

BiDirectional Split
Start with twodisconnected cylinders
  • Bidirectional split
  • Three connected volumes result
  • Cut-away shows multiple interior faces which can
    be used to
  • define internal boundaries
  • help control mesh distribution in volume
  • Total represented volume is the same

38
Boolean Characteristics Imprinting
  • Uniting Connected Volumes Results in Imprinting

Volume.1
A
C
B
Unite A with B
Volume.2 face contains an imprint of the cylinder
A and C are connected cubes, B is a cylinder
inside both
39
Volume Blends
  • Real Volume Blends
  • Blend - create fillet/rounded edges
  • Pick a volume
  • Pick the edges that need a blend and
    specify radius
  • Pick vertex (if needed) and specify radius
    using the Setback option
  • Bulge option is not recommended for
    hexahedral meshing

Bulge option
Setback option
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