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Fluent User Services Center

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Introductory GAMBIT Training


GAMBIT 2.3
June 2006

Geometry Operations in GAMBIT

2-1

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Introduction

Objective:
z

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:

Lowest order

Highest order

Vertex A point in space.


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, can be thought of as an air-tight set of
connected faces.

2-2

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Introduction

Color by entity
z

Vertices and edges are colored according to the highest order entity to
which they are connected.
Coloring scheme:

Vertex:
Edge:
Face:
Volume:

White
Yellow
Blue
Green

Color by connectivity
z

Vertices and edges are colored according to the number of edges and faces
to which they are connected:

White:
Orange:
Blue:
Magenta:

Connected to 0 parent entities


Connected to 1 parent entity
Connected to 2 parent entities
Connected to 3 or more parent entities

2-3

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Introduction

Undo/Redo:
z

10 levels of undo by default.

z
z

Applies to all geometry, meshing, and zoning commands.


Rolling the mouse over any button provides a description of any command.
This also applies to the Undo/Redo buttons.
Number of undo/redo levels controlled by the variable
global.undo.LEVEL

Left-click to execute the visible button operation.


Right-click to select between undo/redo.

2-4

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Real, Virtual, and Faceted Geometry

Three kinds of geometry in GAMBIT:


z

Real

Virtual

Defined by the ACIS library of geometry creation/modification routines.


Geometry defined by mathematical formulae.

A library of routines (created by FLUENT) which provides additional


functionality by redefining the topology.
Geometry is defined using references to one or more real entities (referred
to as host entities).

Faceted geometry

Two objects that share the


same underlying geometry but
have different topology.

Treated like virtual geometry.


Derived from importing a mesh or faceted geometry into GAMBIT
2-5

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Coordinate Systems

Create coordinate system. Cartesian,


cylindrical, and spherical are possible with
either Offset/Angle or Vertices for
location/orientation.
Modify a user-created coordinate system.
Set the active coordinate system. The
selected coordinate system will be used in
all panels.
Snap vertex creation onto grid
(recommended only for simple geometries)
Creation of rulers

2-6

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General Operations Move/Copy

Move/Copy is available for all geometric entities.

Translate

Rotate

Scale

x, y , z

Reflect

Vector

Plane normal
to vector

Options:
z
z

Move connected geometry (Move tool only)


Copy mesh and/or zone types (either linked or unlinked)
2-7

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General Operations Define Vector

Vector Definition form


z

is used in:

Methods:

Rotate and Reflect (in Move/Copy)


Sweep and Revolve (in Edge/Face/Volume Create)
Coordinate system axis
Edge
2 Vertices
2 Points
Screen View

Magnitude option allows size of vector to be defined.

2-8

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General Operations Align

The align tool combines one translation and two


rotation commands into one tool.
Can operate on any geometric entity.
It uses vertices on the start and end position to
move the object.
Method of increased alignment with the use of
vertex pairs
Connected geometry can be included

1
Translation

Rotation

1
2

Plane alignment
3

Plane
Alignment

3
3

3
2-9

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Connectivity

It is very important to understand the concept of connectivity.


In order for flow to pass from one face/volume to another, the two
entities must be connected.
Conformal mesh Nodes are shared at the interface between entities
Non-Conformal mesh Nodes are not shared at the interface.

Conformal Interface
(Faces are connected)

Non-Conformal Interface
(Faces are not connected)

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General Operations Connect

Connect
z
z

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

Vertices, edges and faces can be disconnected


The operation recreates duplicate entities and
reconnects upper topology
Several options exist
z
z
z

Edge + vertices
Edge only
Edge + selected vertex

Disconnect
Edge + Vertices

One edge shared


by two faces

Two edges
(one for each face)

2-12

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General Operations Delete

The delete tool can be used to delete any geometry.

Lower Geometry option


z

If selected, will delete the selected entity plus any


lower order geometry.

If not selected, the lower order geometry will be


retained.

This option defaults to ON.


Will delete the selected entity plus all available lower
geometry (that does not belong to another entity).

Useful for deleting an edge/face/volume for purposes


of cleaning up splits in faces and edges.

An entity CANNOT be deleted if it is referenced by


another higher order entity.
z

A vertex that belongs to an edge, an edge that


belongs to a face, etc.
2-13

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General Operations Miscellaneous

Summarize/Query/Total
z

Summary of vertex coordinates,lower topology, mesh information,


element/node labels, etc.

Checks for valid ACIS geometry

Query: useful to associate geometric objects with object names

Get total number of entities

Modify Color/Label
z

Modify entity colors

Change entity label


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Geometry Creation

2-15

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Geometry Creation

GAMBIT uses the ACIS geometry engine.

Provides tools for bottom-up geometry creation:


z
z
z
z

From coordinates, grid snap, etc.


Straight, vertex sweep/revolve, arc, ellipse, spline, etc.
Wireframe, edge sweep/revolve, etc.
Wireframe, face sweep/revolve, face stitch, etc.

Provides tools for top-down geometry creation by:


z
z
z
z

Vertex creation:
Edge creation :
Face creation :
Volume creation :

Face creation:
Volume creation:
Boolean operation:
Decomposition:

Rectangle, circle, ellipse, etc.


Brick, cylinder, sphere, etc.
Unite, subtract, intersect
Split

Geometry creation typically involves use of all tools.


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Vertex Creation

Commonly used vertex creation methods:


z

By coordinates (Cartesian, cylindrical, spherical)


On edge (if the intent is to split the edge, the edge
split tool should be used instead).
At the intersection of two edges (resulting vertex is
not connected to either edge)

Vertex is not connected to either edge

At the centroid of an edge/face/volume

Project onto an edge

Other vertex creation methods are presented in the


Appendix
z
z

On face or volume
Read coordinates from data file
2-17

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Edge Creation Straight and Arcs

Straight line
z

Multiple edges can be created by selecting


multiple vertices.

Arc
Circle
z
z
z

Three vertices on the arc/circle OR


Center and two endpoints OR
Radius and start/end angles (arc only)

2-18

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Edge Creation Vertex Sweep and Revolve

Sweep vertex
z
z

Select a vertex to sweep.


Choose edge or vector option.

Revolve vertex
z
z
z

Select one or more vertices to rotate


Specify angle of revolution
Define the axis of revolution using the
vector definition form.
Input the Height for spiral creation.

2-19

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Edge Creation Other Tools

Other edge creation tools are available:


z

Elliptical arc

Conic arc

Fillet arc

Create edge from vertices (NURBS)

Project edge(s) onto a face

Details on each of these tools can be found in the Appendix.

2-20

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Face Creation Wireframe

Wireframe
z
z
z
z

Creates both real and virtual faces


All edges must be connected into a closed loop.
Number of edges and pick order are not important.
If all edges are coplanar then the face creation is
always successful.
For non-coplanar edges:

A real face will be created if the edges form a


convex shape.
A planar tolerant face can also be created if the
edges are close to being coplanar and within a
specified tolerance.

Create real face


by wireframe
Real or virtual face

6 coplanar edges
2-21

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Face Creation Wireframe

Real face creation from convex non-coplanar edges

Tolerant real face creation from non-coplanar edges


(Tolerance is calculated automatically and printed in
the transcript window)
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Advanced Covering

Advanced Covering technology allows


construction of new, real geometry based on
existing geometry or mesh.
Better quality faces result from using existing
faces, edges or vertices as guides.
Virtual-to-Real conversion is possible using an
existing triangular surface mesh on any
arbitrarily-shaped single loop face.

Face creation without


Advanced Covering

Face creation with


Advanced Covering
2-23

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Face Creation Revolve Edge

Revolve Edge (with or without mesh)


z
z
z

Using an edge, an angle and an axis definition.


Use vectors for definition of the axis.
Source edge can intersect the axis.
Axis

Axis
Source
edge

Rotation

Axis and rotation direction


determined by right-hand rule

Source
edge

2-24

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Face Creation Sweep Edge

Sweep Edge (with or without mesh)


z

Rigid edge is translated along sweep path, edge


maintains orientation throughout the sweep.
Perpendicular Edge orientation is rotated with the
path.

Draft and Twist option

Be careful not to create degenerate faces

Sweep path start tangent vector parallel to edge


tangent

Path

Edge

Rigid

Perpendicular,
Draft = 0

Perpendicular,
Draft = 0, 30
2-25

Perpendicular,
Twist = 120
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Face Creation Other Tools

Other bottom-up face creation tools are available:


z

Parallelogram

Polygon

Vertex rows

Skin

Net

Details on each of these tools can be found in the Appendix.

2-26

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Face Primitives

Dimensions and Plane/Direction must be specified


z

Rectangle

Circle

Ellipse

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Volume Creation Face Stitch

Can create single or multiple volumes from a set of


connected faces
z

Tolerant volume stitch can create a single volume


from disconnected faces with gap(s) within a small
tolerance.
z

For a single volume, if a few faces are missing,


GAMBIT can automatically find the missing faces.
For multiple volumes, any extra faces are discarded.

Tolerance can be Auto or Specified.

Real and virtual options are available.


Order of picking is not important.
Can handle voids and dangling faces.

2-28

Ten Connected Faces

One Volume

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Volume Creation Face Stitch

Single Volume Stitch

2 faces selected, GAMBIT locates


other faces automatically

and creates one volume

Multiple Volume Stitch

11 faces selected, GAMBIT


ignores two faces

2-29

and creates
two volumes

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Volume Creation Sweep Face and Revolve Face

Sweep Face
z
z

Rigid option (analogous to face sweep)


Perpendicular option

Draft

Twist

Revolve Face (with or without mesh)


z
z

Using a face, a revolving vector and an angle


Use either edge or vector to define the axis.

Axis

2-30

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Volume Primitives

GAMBIT can create volumes using primitives.


The following are available:
z

Brick

Frustum

Cylinder

Sphere

Prism

Torus

Pyramid

Details of each can be found in the Appendix.

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Real Geometry Operations

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Boolean Operations Unite

The order of picking is not important (except for


labeling)
Retain option keeps copies of the entity

Unite Faces

All faces must be coplanar or have matching


tangents.
1 face

A
2 faces

A+ B

Unite Volumes

1 volume

2 intersecting volumes

A+ B

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Boolean Operations Subtract

The order of picking is important


Retain option keeps copies of the entity

Subtract Faces

All faces must be coplanar

A B
A
2 faces

B
B A

Subtract Volumes

Multiple entities can be entered


in second list box.

A B

B A

2 intersecting volumes
2-34

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Boolean Operations Intersect

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 must be coplanar)

z
z

A
z

AI B

Intersect Volumes

AI B
2-35

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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 geometries into smaller,
simpler ones.
Edge Split
z
z
z

Split an edge into two or more edges


Resulting edges are connected by default.
Edges can be split with:

Point specify a value between 0 and 1 where the edge


will be split.
V Use 0.5 to split edge in half.

Vertex - must already be created.


Edge
V Must already be created
V Bi-directional option results in both edges
being split at point(s) of intersection.

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Splitting Faces
Real Face Split

z
z

Split A
with B

"Target"

The order of picking is important


Faces do not need to be coplanar

2)

Split B
with A

Bidirectional
split

2 Faces:
1) A ( A I B )

2 Faces:
1) B ( A I B )
2)

2)

In general, for all splits (edges, faces, volumes):


z
z
z

AI B

3 Faces:
1) A ( A I B )
3)

AI B

"Tool"

AI B

B (A I B)

"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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Splitting Volumes

Real Volume Boolean Split


z

The order of picking is important

"Target"

Volume/Volume splits

A
B

Split A
with B
2 volumes

A
B

"Tool"
Split B
with A
2 volumes

A
B

Bidirectional
split

Volume/Face splits

2 volumes

3 volumes
2-38

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Clarification Subtract vs. Split

Subtract
z
z

Cannot mesh core region.


Flow/Heat Transfer in annular region only

Split
z

Result is two connected volumes.

Two cylinders
(disconnected)

Result is one volume.


Cut-away shows one volume results

Both annulus and core can be meshed.


Flow/Heat Transfer possible in both regions

Subtract + Retain option (inner cylinder)


z
z
z

Result is two disconnected volumes.


Appears same as split
Duplicate faces result at the interface

Non-conformal mesh
Useful for multiple reference frame problem.

2-39

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Clarification Bidirectional Split vs. Unite

The appropriate operation to use depends on the need to create


additional surfaces for:
z
z

Defining boundary conditions


Controlling the mesh

Two cylinders
(disconnected)

z
z

One Volume

Unite
One volume results
No interior faces

Three Volumes
z

Bidirectional Split
Three volumes
result
Multiple interior
faces
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Virtual Geometry Operations

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Virtual Geometry Operations

Merge replaces two connected entities with a single virtual entity


2 faces
(real or virtual)

Virtual face

Split partitions an individual entity into two separate, connected virtual


entities
One face
(real or virtual)

2 virtual
faces

Connect combines two individual, unconnected entities such that the


lower geometry is shared at common interfaces (unrestricted by ACIS
tolerances)
2 virtual,
connected
faces

2 faces
(real or virtual)
2-42

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Virtual Geometry Operations

Create - creates independent virtual entities


z

Use host entities for shape definition


Virtual edge
conforms to
face

Collapse - splits a face and merges the resulting pieces with two or
more neighboring faces

3 faces
(real or virtual)

2 virtual faces

2-43

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Plug-In Tools

Plug-ins are extra tools which can be added to GAMBIT.


z

Download plugins to:

\FLUENT.INC\Gambit2.2.x\plugins (Windows)

Home directory (UNIX/LINUX)

Load by importing a plugin file

Currently developed plugins


z
z
z
z
z
z
z
z

Split multiple faces with a face


Create a face via offset
Control visibility by zone
Create a brick based on the bounding box for the current geometry
Multiple splitting of edges based on equal spacing or actual length
Calculate distance between two vertices
Convex or concave pipe size transitions
Project multiple edges onto multiple faces
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Appendix

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Example Deleting Entities that Belong to Other Entities

Incorrect:
Attempt to delete one face of a volume

Correct:
Delete the volume with Lower Geometry
option turned OFF.

An error results. The selected face cannot be


deleted since it is part of a volume (a higher
order entity).

The volume is deleted and the faces are left


behind. Any of the remaining faces can be
deleted.
2-46

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Vertex Creation Other Methods

On a face
z

Useful to create edges on a surface for use in a


virtual face split
Select a face, enter a U or V value (or enter
coordinates)

On a volume
z

Rarely used

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Vertex Creation Read From Data File

Vertices can be created by reading a data file.


Both ICEM input and generic vertex data file
are supported.
z

ICEM Input

File Import ICEM Input


Npc Nc
x1 y1 z1
x2 y2 z2
.
.
.
xN yN zN

N = Total number of points


Npc = number of points per curve
Nc = number of curves
xi yi zi = Real or integer vertex coordinates

Vertex data file

File Import Vertex Data


Format same as ICEM input except only the
coordinates are required.
2-48

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Edge Creation

Elliptical Arc created using 3 vertices


Major
vertex

Center
vertex

On-edge
vertex

Start angle
End
angle

Conic Arc created using 3 vertices


Shoulder
vertex

End
vertex

Start
vertex

2-49

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Edge Creation

Fillet Arc
z

Creates a fillet out of a corner


Edge 2

Edge 1

Create Edge from Vertices (NURBS)


z
z

Third-order by default
Use tolerance for the approximate option

Continuous edge
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Edge Creation

Project Edge on Surface


z

Limited to a single edge projection onto a single


face
Direction defined in the Vector Definition form.
Edge
Projection
vector
Projected
edge
Face

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Face Creation

Parallelogram
z

Polygon
z
z

Tolerance input

Skin
z
z
z

Selection order is important.


5 or more vertices must be coplanar.

Vertex rows
z

defined by three vertices

Topologically parallel edges


Edges must be picked in order
Both ends of all edges can coincide

Net
z

Topologically intersecting edges

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Volume Creation Wireframe

Create volume from wireframe


z
z
z
z

Create volumes from connected edges


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

2-53

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Volume Creation Sweep Faces

Sweep (with or without mesh)


z

Rigid option
face

path

volume

Perpendicular option

Draft
face

volume
path

Draft

Twist

volume

Twist
face

path

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Volume Primitives

Brick
z
z

Width (X), Depth (Y) and Height (Z)


The width (X) value is also used for Y and Z
if no other input is given.
9 preset positions (each octant plus
centered)

Cylinder,
z

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 preset directions (three in each axis)

2-55

2006 Fluent Inc.

Fluent User Services Center


www.fluentusers.com

Introductory GAMBIT Training


GAMBIT 2.3
June 2006

Volume Primitives

Prism,
z

Similar inputs as cylinder and frustum.

Number of sides
9 different preset directions (three for
each axis)

Sphere
z

Pyramid

Only one radius is required

Torus
z
z

Major and cross-sectional radii


Three axis locations

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2006 Fluent Inc.

Fluent User Services Center


www.fluentusers.com

Introductory GAMBIT Training


GAMBIT 2.3
June 2006

Volume Blends

Blend - create fillet/rounded edges


z
z

z
z

Pick a volume
Pick the edges that need a blend and enter the
desired radius.
Pick vertex (if needed) and specify the setback
Bulge specifies the surface bulge with range
from 02 (0 = no bulge, 2 = highly bulged).

Bulge is not recommended for hex meshing.


Setback > Radius

Setback < Radius


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2006 Fluent Inc.

Fluent User Services Center


www.fluentusers.com

Introductory GAMBIT Training


GAMBIT 2.3
June 2006

Boolean Characteristics: Imprinting

Uniting connected volumes results in imprinting

Unite A
with B

Face contains an
imprint of the cylinder

A and C are connected


B is a cylinder inside both

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2006 Fluent Inc.

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