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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. 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.
Terminology:
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Preliminaries-2
Color Identification
Vertices and Edges are colored according to the highest order entity to which they are connected. The coloring scheme is:
Undo/Redo:
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.
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Coordinate system
Cartesian, Cylindrical and Spherical systems
"Active" coordinate system is default in all forms Grid creation with "snapping" of vertices -Recommended for simple geometries only Creation of rulers
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Move/Copy
Operations:
Rotate:
Vector
Angle
Reflect:
Scale:
Vector
Options:
Connected geometry can also be Moved Mesh and/or Zone types can be copied linked or unlinked
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is used in:
Rotate and Reflect (in Move/Copy) Sweep and Revolve (in Face/Volume Create) Coordinate system axis Two existing vertices An existing Edge Two points defined by coordinates Screen View
Methods:
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Align
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
3 +
1 +
1 + + 2
Translation 3 + ++
Rotation +
Plane alignment +
+ 2
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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 One Face
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Disconnect (Real)
Vertices, Edges and Faces can be disconnected The operation recreates duplicate entities and reconnects upper topology Several options exists
One Edge
Two Edges
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Delete
Deletes Faces Does NOT delete Lower Geometry: Edges and Vertices
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Volume is deleted. Faces, Edges and Vertices are not deleted. Any of the six faces can be deleted
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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
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Geometry Creation
Add, Grid Snap, etc. Line, Arc, Ellipse, Fillet, B-spline, etc. Wire Frame, Sweep, Net, etc. Wire Frame, Sweep, Face Stitch, etc.
Rectangle, Circle, Ellipse Brick, Cylinder, Sphere, etc. Unite, Subtract, Intersect Split
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Cartesian, cylindrical and spherical coordinate systems Also available in virtual geometry If the intention is to split the edge, the Edge-Split form should be used instead Useful to create edges on surface for a virtual split Not frequently used Vertex is not connected to either edge Split edge with vertex for connectivity
On edge
On face
In volumes
At edge-edge intersections
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ICEM Input
npc nc x1 y1 z1 x2 y2 z2 : xn yn zn
Where:
n = npc* nc npc nc xi yi zi
is the total number of points is the number of points per curve is the number of curves are real or integer vertex coordinates
Vertex Data
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Arc,
Circle
Three vertices on the edge Using Center and End-points Using Radius and Start/End Angles (Arc Only)
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+ End Angle
Conic Arc
+ End Vertex +
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Edge 1
+ +
Radius
Edge 2
NURBS
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Select one or more vertices to rotate Specify Angle Axis is defined using Vector Definition Panel Input Height for Spiral creation
Limited to single edge and face Direction defined in Vector Definition Panel
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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
co-planar edges
real face
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+ + + ++ +++ +
+ +
Polygon
++ +++
Vertex rows
Skin
+++ + +++ +
+++ + +++ +
Net
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
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Rigid sweep
Path Edge
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Path
Fluent Inc. 12/28/2012
Face Primitives
Face Primitives
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If a few faces are missing, GAMBIT automatically finds the missing faces ten connected faces one volume
Available in virtual geometry Order of picking not essential Voids not allowed
Using a face, a revolving vector and an angle Use edges or vectors for definition of the axis of revolution
axis of
revolution
Fluent Inc. 12/28/2012
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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
36 connected edges
one volume
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Rigid sweep
Edge translated along sweep path without being rotated Angle edge makes with sweep path is maintained as edge swept along path Sweep path start tangent vector perpendicular to a face normal Rigid Perpendicular Draft: Angle=0 Perpendicular Twist: Angle = 60
Path Face
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Face Path
Fluent Inc. 12/28/2012
Volume Primitives-1
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)
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Volume Primitives-2
Pyramid
Corresponding to input of cylinder and frustum Number of sides 9 different preset directions (three in each axis)
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The order of picking is not important (except for labeling) Retain - keeps copies of the entities Unite Faces
A+B
Unite Volumes
A B A+B
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The order of picking is important Retain - keeps copies of entities Subtract Faces
A- B
B-A
Multiple entities can be entered in second list box.
Subtract Volumes
A B A-B A B B-A
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The order of picking is not important (except for labeling) Retain - keeps copies of entities. All entities must intersect each other. Intersect Faces
Intersect Volumes
A B
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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. Split an edge into two or more edges Resulting edges are, by default, connected. Edges can be split with:
Edge Split
Must already be created Bi-directional option results in both edges being split at point(s) of intersection.
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"Target Object"
The order of picking is important Faces do not need to be coplanar example: coplanar face splits
Split A with B Two Faces Split B with A Three Faces Bidirectional split
"Tool"
"Tool" entities are, by default, deleted after split is performed Retain option prevents Tool entities from being deleted. By default, resulting objects are connected.
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"Target" Object
Volume/Volume splits
A
B Split A with B two volumes B Split B with A two volumes A
"Tool"
Volume/Face splits
The appropriate operation to use can depend upon final geometry required.
Subtract
Split
Cut-away shows that both annular and core regions can be meshed. Flow/Heat Transfer possible in both regions
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)
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The appropriate operation to use can depend upon the need to create additional surfaces for:
Unite
BiDirectional Split
Unite
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
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Unite A with B
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Volume Blends
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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