fluent gambit
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Creating Geometry in GAMBIT
Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003
Fluent User Services Center www.fluentusers.com
Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003
Preliminaries-1
Lowest order entity
Highest order entity
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.
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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.
Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003
Fluent User Services Center www.fluentusers.com
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 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)
Rotate: Vector
(x,y,z) Angle
Reflect:
Plane normal to vector
Scale:
Vector
Options:
Connected geometry can also be Moved
Mesh and/or Zone types can be copied linked or unlinked
Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003
Fluent User Services Center www.fluentusers.com
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.
Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003
Fluent User Services Center www.fluentusers.com
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 + + 2
1 + + 2
Translation 3 +
Rotation ++
Plane alignment + +
Fluent User Services Center www.fluentusers.com
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
Copy +Translate
One Face
Connect Edges Two Edges
One Edge
Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003
Fluent User Services Center www.fluentusers.com
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
One Edge
Edge + Vertices
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
Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003
Fluent User Services Center www.fluentusers.com
Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003
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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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 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:
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.
Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003
Fluent User Services Center www.fluentusers.com
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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"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
Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003
Fluent User Services Center www.fluentusers.com
"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)
Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003
Fluent User Services Center www.fluentusers.com
"Bottom Up": Edge Creation-2
Real Edge creation Elliptical Arc
Created by three vertices
Major Vertex + On Edge Vertex
Start Angle
+ End Angle
Center Vertex
+
Conic Arc
Created by three vertices Shoulder Vertex +
+ End Vertex +
Start Vertex
Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003
Fluent User Services Center www.fluentusers.com
"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
Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003
Fluent User Services Center www.fluentusers.com
"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
Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003
Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003
Fluent User Services Center www.fluentusers.com
"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
Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003
Fluent User Services Center www.fluentusers.com
"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
+ +
+ +
++ +++ +++ + +++ +
+
+
++ +++ +++ + +++ +
Fluent User Services Center www.fluentusers.com
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
Real Face Creation: Sweep (with or without mesh)
Rigid sweep
Perpendicular sweep: Draft and Twist option
Edge translated along sweep path without being rotated 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 Rigid
Perpendicular Draft: Angle=0
Perpendicular Draft: Angle = - 30, 0, 30
Perpendicular Twist: Angle = 120
Rigid
Edge Path Edge
Path
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Face Primitives
Face Primitives
Dimensions and Plane/Direction must be specified Rectangles Circles Ellipses
Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003
Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003
Fluent User Services Center www.fluentusers.com
"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
ten connected faces
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
one volume
Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003
Fluent User Services Center www.fluentusers.com
"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
Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003
Fluent User Services Center www.fluentusers.com
"Bottom Up": Volume Creation with Sweep
Real Volume Creation: Sweep (with or without mesh)
Rigid sweep
Perpendicular sweep: Draft and Twist option
Edge translated along sweep path without being rotated 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 Rigid
Path
Perpendicular Draft: Angle=0
Perpendicular Twist: Angle = 60
Face 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)
Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003
Fluent User Services Center www.fluentusers.com
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
Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003
Fluent User Services Center www.fluentusers.com
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
Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003
Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003
Fluent User Services Center www.fluentusers.com
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
B
A- B Multiple entities can be entered in second list box.
B-A
Subtract Volumes A
A B
A- B
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
Intersect Volumes
B
A B
Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003
Fluent User Services Center www.fluentusers.com
Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003
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.
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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
"Tool"
with B Two Faces Split B with A Bidirectional split
Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003
Three Faces
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 .
Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003
Fluent User Services Center www.fluentusers.com
Geometry Splitting- Volumes Real Volume Boolean Split
"Target" Object
The order of picking is important
Volume/Volume splits
A B
Split A with B
"Tool" two volumes
A B
Split B with A two volumes
Volume/Face splits
A B
Bidirectional Split three volumes
two volumes
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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
Start with two disconnected cylinders
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)
Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003
Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003
Fluent User Services Center www.fluentusers.com
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
Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003
Fluent User Services Center www.fluentusers.com
Boolean Characteristics: Imprinting
Uniting Connected Volumes Results in Imprinting Volume.1
A
B
C
Unite A with B
A and C are connected cubes, B is a cylinder inside both
Volume.2: face contains an imprint of the cylinder
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