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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. 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
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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
Preliminaries-2 Color Identification
Vertices and Edges are colored according to the highestorder 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 undonewhen mouse is passed over undo button.
Left click to execute visible button operation.
Right click to access options.
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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
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 formsGrid creation with "snapping" of vertices
-Recommended for simple geometries only
Creation of rulers
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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
General Operations: Move/Copy
Move/Copy
Operations:
Translate:
(inputs are Ds)
Reflect:
Plane normal to
vector
(x,y,z)
Angle
Vector
Vector
Rotate:
Scale:
Options:
Connected geometry can also be Moved
Mesh and/or Zone types can be copied linked or unlinked
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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
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.
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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
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 alignmentTranslation++
++ ++++ + +
3 3
1 1
2 2
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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
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
Connect EdgesCopy +Translate
Two Edges One EdgeOne Face
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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
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
Two EdgesOne EdgeEdge + Vertices
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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
General Operations: Delete
Delete
Select Lower Geometry(default)
Deletes Faces
Deletes Lower Geometry:Edges and Vertices
Deselect Lower Geometry
Deletes Faces
Does NOT delete LowerGeometry: Edges andVertices
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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
Example: Deleting Entities that belong to
higher order Entities
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
Incorrect: Attempt to delete
Face (of a Volume)
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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
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 namesGet total number of Entities
Modify Color/Label
Modify entity colors
Change entity label
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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
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.
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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
"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
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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
"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
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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
"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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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
"Bottom Up": Edge Creation-2
Real Edge creationElliptical Arc
Created by three vertices
Conic Arc
Created by three vertices
+
+
+Major Vertex
On Edge VertexCenter VertexEnd Angle
Start Angle
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+
+Shoulder Vertex
End Vertex
Start Vertex
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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
"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
Edge 2
Radius
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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
"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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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
"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-planarcreation 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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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
"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
+
+
+
++
+
+
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+
+
++
+
+
+
+
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+ +
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+
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+
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+
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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
"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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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
"Bottom Up": Face Creation with Sweep
Path
Perpendicular Twist:
Angle = 120
Perpendicular Draft:
Angle = - 30, 0, 30
Rigid
Path
Edge
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
Edge
RigidPerpendicular
Draft: Angle=0
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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
Face Primitives
Face Primitives
Dimensions and Plane/Direction must be specified
Rectangles
Circles
Ellipses
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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
"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
ten connected faces one volume
axis of revolution
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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
"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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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
"Bottom Up": Volume Creation with Sweep
Path
Perpendicular Twist:
Angle = 60Rigid
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
Path
Face
Perpendicular
Draft: Angle=0
Face
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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
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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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
Volume Primitives-2
Real Volume PrimitivesPrism 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
d GAMBIT
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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
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.
Unite Volumes
AB A + B
AB A + B
Fl U S i C I d GAMBIT N
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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
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
AB A - B
B - A
A - B B - A
A
B
A
B
Multiple entities can be entered
in second list box.
Fl t U S i C t I t d t GAMBIT N t
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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
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
BA
B
A
Fl t U S i C t I t d t GAMBIT N t
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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
The Split Operation: Employs the intersection of two geometric entitiesto 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.
Geometry Splitting- Edges
Fl t U S i C t Introductory GAMBIT Notes
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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
Geometry Splitting- Faces
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
Retainoption prevents Tool entities from beingdeleted.
By default, resulting objects are connected.
Split A
with B
Split B
with A
Two Faces
"Target Object"
"Tool"
Bidirectional
split
Three Faces
Fluent User Services Center Introductory GAMBIT Notes
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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
Geometry Splitting- Volumes
Real Volume Boolean Split
The order of picking is important
Volume/Volume splits
two volumes
Bidirectional
Split
three volumes
Split Awith B
B
A
two volumes
Split B
with A
two volumes Volume/Face splits
"Target" Object
"Tool"
B
A
B
A
Fluent User Services Center Introductory GAMBIT Notes
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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
The appropriate operation to use candepend 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)
Split vs. Subtract
Start with two
disconnected
cylinders
Fluent User Services Center Introductory GAMBIT Notes
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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
The appropriate operation to use candepend upon the need to create
additional surfaces for:
defining boundary conditions
controlling meshing distribution
Bidirectional Split vs. Unite
Unite
Unite One volume results
Cut-away shows no
interior faces
BiDirectional
Split
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
Start
with two
disconnected cylinders
Fluent User Services Center Introductory GAMBIT Notes
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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
Boolean Characteristics: Imprinting Uniting Connected Volumes Results in Imprinting
Unite A
with B
A and C are connected cubes, B is
a cylinder inside both
A C
Volume.1
Volume.2: face contains an
imprint of the cylinder
B
Fluent User Services Center Introductory GAMBIT Notes
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Introductory GAMBIT Notes
GAMBIT v2.1 Jul 2003
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 radiususing the Setback option
Bulge option is not recommended for
hexahedral meshing
Bulge option
Setback option