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    Fluent Inc. 12/28/20122-1

    Fluent User Services Center

    www.fluentusers.com

    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

    +

    +

    +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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    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