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GAmbit - Mesh Control
GAmbit - Mesh Control
GAmbit - Mesh Control
com
6-1
All vertices that are connected to a face are assigned initial face vertex types based on default angle criteria between the edges connected to the vertex. Combination of vertex types describes the face shape. Face vertex types are used automatically to determine all quad face meshing schemes except the quad-pave scheme.
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The tri meshing scheme also does not use face vertex types.
Changing vertex types can help you create a structured mesh, control the mesh or help facilitate generating a hex mesh.
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6-2
End (E)
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E E E
0 < Default Angle < 120 zero internal grid lines 120 < Default Angle < 216 one internal grid line 216 < Default Angle < 309 two internal grid lines 309 < Default Angle < 360 three internal grid lines
Side (S)
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Corner (C)
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Reverse (R)
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6-3
Automatically, by enforcing certain meshing schemes in face and volume meshing. n Can sometimes result in undesirable mesh. Manually, by direct modification in the Face Vertex Type form. n Select Face
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Select New Vertex Type Select Vertices to be affected Vertex Types can be applied to just Boundary Layers as option.
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A vertex can have multiple Types; one per each associated face. For a given set of face vertex types, Gambit will choose which meshing scheme to use based on predefined formulas.
6-4 Fluent Inc. 8/9/02
E E
E E
6-5
In Set Face Vertex Type form, change vertices (default) to Side (example) Open the Face Mesh form and pick the face n (GAMBIT should automatically select the map scheme) In Face Mesh form, change the scheme from default to Map and Apply n (GAMBIT will try to change the vertex types so the scheme is honored)
E S
Default
C E E C E S E S
S E E
S E E
E E E
6-6
default
E E E
Map: 4*End
E E
C C
C C
6-7
E E E E E E E E R E E E R E S
Consider which vertex should be changed to Side In Set Face Vertex Type form, change vertex (default type) to Side In Face Mesh form, change the scheme from default to Submap and Apply n (GAMBIT will try to change the vertex types so the scheme is honored) n User has less control - resulting mesh may be undesirable
6-8
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E
default
Tri-Primitive Scheme
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E S E E
Manually, change one of the vertex types to Side in this example The Tri Primitive scheme can not be enforced
E E E S
default
6-9
Quad:Pave Scheme
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All vertex types of the face are ignored The sum of all elements on the edges of the face must be even. n Mesh inner faces first if possible to prevent from locking into odd number intervals on boundaries. No guarantee of a symmetric mesh on a symmetric geometry No even number restriction Use boundary layers for better mesh near boundaries
Tri:Pave Scheme
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Use sizing function and edge mesh grading for controlling cell size distribution.
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The face vertex types need to be manually changed to Triangle (T) and the Tri-Map scheme must be selected. All vertex types are ignored except Trielement (T) and Notrielement (N) Trielement (T) will enforce a triangle Notrielement (N) will avoid a triangle Used for creating cylindrical/polar type meshes The Vertex marked (T) is where rectangular elements are collapsed into triangles
Quad/Tri: Pave
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Quad/Tri: Wedge
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E T E
6-11
Enforce the map Manually change the vertex types on all faces so they are mappable Enforce the map on the faces
E map the faces E
Example:
E E
E default
E E E E
6-12
Map
Enforce the submap Manually change the vertex types on all faces so they are mappable and/or submappable Enforce the submap on the faces
6-13
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Manually change the vertex types on the side faces so they are mappable and/or submappable Pick the source faces Enforce the map or submap on the side faces
E C E
6-14
Boundary Layers
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Boundary layers are layers of elements growing out from a boundary into the domain.
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Produces high quality cells near boundary. Allows resolution of flow field effects with fewer cells than would be required without them. edges for 2D problems faces for 3D problems n complicated 3D shapes may require boundary layer attachments to edges.
6-15
Show Option: toggles display of temp. boundary layer n Useful for complicated models B.L. can be defined using Uniform or Aspect Ratio based algorithm Definition Inputs (3 of 4 inputs required) n First row: height of first row of elements (a)
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Growth factor: factor for geometric series (b/a) Rows: total number of element rows Depth: total height of boundary layer (D)
(or ending aspect ratio) Internal continuity and Wedge corner shape
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Transition Pattern n Reduces number of elements in flow direction. n Not to be used with tets; watch for highly skewed cells.
6-16 Fluent Inc. 8/9/02
Attachment
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General
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Attach to: n Edges for 2d problems n Faces for 3d problems Arrows point to center of associated face or volume. Boundary layers are initially displayed in orange to indicate that it is temporary. Temporary boundary layers update immediately with change in definition. Boundary layer becomes permanent E (displayed as white) upon Apply. E Boundary layer mesh in region near vertices is defined by vertex type. n End: mesh overlaps n Side: angle bisected n Corner: angle divided into thirds n Reverse: angle divided into fourths.
6-17 E C
Edges
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E E
E S E
BL mesh butts up against adjoining edge BL mesh uses adjoining edges mesh if preexisting If BL is attached to adjoining edge on a face, a block of overlap elements is created where the two BL meshes meet
6-18 Fluent Inc. 8/9/02
ON
OFF
6-19
Attachment to Faces
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The imprint is displayed graphically on adjoining faces. Imprinting will depend upon b.l. attachments of adjoining faces and state of internal continuity. Attaching boundary layer to face: n Gambit checks angle bounded by attachment and adjoining faces. n Will imprint (become visible) the adjoining faces if angle is less than default angle (135o). n Will not imprint adjoining faces if angle is larger than default.
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6-20
Internal Continuity
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Internal Continuity
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Internal Continuity ON
Allows boundary layers to be formed with no crossover regions (vertices become sides) Must be ON for tet/hybrid meshing
6-21