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Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003

Creating Geometry in GAMBIT

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Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003

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:

Lowest order entity

Highest order entity

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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:

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.
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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

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General Operations: Move/Copy

Move/Copy

Operations:

Translate: (inputs are Ds)


(x,y,z)

Rotate:
Vector

Angle

Reflect:

Scale:

Plane normal to vector

Vector

Options:

Connected geometry can also be Moved Mesh and/or Zone types can be copied linked or unlinked
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General Operations: Vector Definition Form

Vector Definition form

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:

Magnitude option allows size of vector to be defined.

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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

3 +

1 +

1 + + 2

Translation 3 + ++

Rotation +

Plane alignment +

+ 2

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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 One Face

Connect Edges Two Edges One Edge

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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

One Edge

Two Edges

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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

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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.

Correct: Delete Volume (deselect Lower Geometry)

Volume is deleted. Faces, Edges and Vertices are not deleted. Any of the six faces can be deleted
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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

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Geometry Creation

ACIS - geometry engine ("kernel")

Provides tools for bottom-up creation by:


Vertex: Edge: Face: Volume:

Add, Grid Snap, etc. Line, Arc, Ellipse, Fillet, B-spline, etc. Wire Frame, Sweep, Net, etc. Wire Frame, Sweep, Face Stitch, etc.

Provides tools for top-down creation by


Face Primitives: Volume Primitives: Volume/Face Booleans: Volume/Face Decompose:

Rectangle, Circle, Ellipse Brick, Cylinder, Sphere, etc. Unite, Subtract, Intersect Split

Geometry creation typically involves use of all tools.

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"Bottom Up": Vertex Creation-1

Real Vertex creation


By coordinates

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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"Bottom Up": Vertex Creation-2


Import point data, File File format:

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

Format is similar, curve information is not needed

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"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)

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"Bottom Up": Edge Creation-2

Real Edge creation


Elliptical Arc

Created by three vertices


Start Angle Center Vertex

Major Vertex + On Edge Vertex +

+ End Angle

Conic Arc

Created by three vertices


Shoulder Vertex + Start Vertex

+ End Vertex +

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"Bottom Up": Edge Creation-3

Real Edge creation


Fillet Arc

Creates a fillet out of a corner


+

Edge 1

+ +

Radius

Edge 2

NURBS

Third-order by default Use tolerance for the approximate option

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"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 edge and face Direction defined in Vector Definition Panel

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"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

co-planar edges

real face

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"Bottom Up": Face Creation-2

Real Face creation


Parallelogram

+ + + ++ +++ +

+ +

defined by three vertices


Selection order is important. 5 or more vertices must be coplanar. Tolerance input Topologically parallel edges Edges have to be picked in order Both ends of all edges can coincide

Polygon

++ +++

Vertex rows

Skin

+++ + +++ +

+++ + +++ +

Net

Topologically intersecting edges


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"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

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"Bottom Up": Face Creation with Sweep

Real Face Creation: Sweep (with or without mesh)

Rigid sweep

Edge translated along sweep path without being rotated


Angle edge makes with sweep path is maintained as edge swept along path

Perpendicular sweep: Draft and Twist option

Be careful not to create degenerate faces

Sweep path start tangent vector parallel to edge tangent


Rigid Rigid Edge Perpendicular Draft: Angle=0 Perpendicular Draft: Angle = - 30, 0, 30 Perpendicular Twist: Angle = 120

Path Edge
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Path
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Face Primitives

Face Primitives

Dimensions and Plane/Direction must be specified Rectangles Circles Ellipses

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"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 ten connected faces one volume

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

axis of

revolution
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"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

36 connected edges

one volume

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"Bottom Up": Volume Creation with Sweep

Real Volume Creation: Sweep (with or without mesh)

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

Perpendicular sweep: Draft and Twist option

Be careful not to create degenerate volumes

Path Face
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Face Path
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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)

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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

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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 have matching tangents.


A B

A+B

Unite Volumes
A B A+B

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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


A

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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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


A B

Intersect Volumes
A B

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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. Split an edge into two or more edges Resulting edges are, by default, connected. Edges can be split with:

Edge Split

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.

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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

Split A with B Two Faces Split B with A Three Faces Bidirectional split

"Tool"

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.
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Geometry Splitting- Volumes

Real Volume Boolean Split

"Target" Object

The order of picking is important

Volume/Volume splits

A
B Split A with B two volumes B Split B with A two volumes A

"Tool"

Volume/Face splits

Bidirectional Split two volumes three volumes


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Split vs. Subtract

The appropriate operation to use can depend upon final geometry required.

Subtract

Start with two disconnected cylinders

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)
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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
BiDirectional Split

Unite

One volume results Cut-away shows no interior faces

Start with two disconnected 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
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Boolean Characteristics: Imprinting

Uniting Connected Volumes Results in Imprinting


Volume.1

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

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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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