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Creating Geometry in GAMBIT. Preliminaries-1. Objective: Create and mesh the fluid region for flow problems and solid regions for heat transfer (and structrual analysis for Fidap Users).
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Preliminaries-1 • Objective: • Create and mesh the fluid region for flow problems and solid regions for heat transfer (and structrual 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 (in the case of 1 edge, the edge forms a loop) • Volume - a geometric solid (as in a solids model), also can be thought of as an “air tight” set of bounding faces.
Preliminaries-2 • Identification: • Standalone entities assume following color scheme: Vertex (white), Edge (yellow), Face (light blue), Volume (green), Group (dark green) • When an entity is connected, it is taking the highest (dimensionally) entity color • 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.
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
Vector (x,y,z) Angle Vector 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 can be copied linked or unlinked
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.
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 Translation Rotation Plane alignment 1 1 + + 3 3 + + + + + + + + 2 2
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
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
General Operations: Delete • Delete • Default deletes geometry and lower geometry. • Option to keep lower geometry (e.g., delete face but save edges)
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
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.
“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
“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
“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)
“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 +
“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
“Bottom Up”: Edge Creation-4 • Real Edge creation Revolve Vertex • Select one or more vertices to rotate • Specify Angle • Axis is defined using Vector DefinitionPanel Project Edge on Surface • Limited to single edgeand face • Direction defined inVector DefinitionPanel
“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
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + “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 not coincide Net • Topologically intersecting edges
“Bottom Up”: Face Creation with Revolve • Real Face creation Revolve • 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
30 deg “Bottom Up”: Face Creation with Sweep • Real Face creation Sweep • Rigid option • The driving Edge/vector can be anywhere in the domain • Perpendicular option • The driving edge/vector has to start in the “plane” of the curve or face edge path Draft Twist edge edge path path
Face Primitives • Face Primitives • Dimensions and Plane/Direction must be specified Rectangles Circles Ellipses
“Bottom Up”: Volume Creation-1 • Real Volume creation Stitch • Create volumes out of connected faces • Available in virtual geometry • Order of picking not essential • Voids not allowed Revolve • 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
“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
“Bottom Up”: Volume Creation with Sweep • Real Volume creation Sweep • Rigid option • The driving edge/vector can be anywhere in the domain • Perpendicular option • The driving edge/vector has to start in the “plane” of the curve or face face path Draft Twist face path face path
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)
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
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
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
A B 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
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.
A A A B B B Geometry Splitting- Volumes “Target” Object • Real Volume Boolean Split • The order of picking is important • Volume/Volume splits Split A with B “Tool” two volumes Split B with A two volumes • Volume/Face splits Bidirectional Split two volumes three volumes
Split A with B Two Faces Split B with A 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 • The Bidirectional Face split is not yet supported. • 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. “Tool”
Split vs. Subtract Start with two disconnected cylinders • 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)
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
Split/Boolean Characteristics: Imprinting • Special cases • For Unite or Bidirectional Split • Any other enclosed connected volume will get a bidirectional split • Special for volume or face split • GAMBIT will split the volume using all connected internal faces/volumes, even though only one was picked A + B Unite A with B B will make an “imprint” on C C B C A A and C connected, B separate two connected faces Split Volume with one Face two volumes one volume
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