LECTURE-II Creating the Geometry The symbols associated with each of the Geometry subpad command sets are as follows. Symbol Command Set Vertex Edge Face Volume Group If you create an entity or coordinate system without specifying a label, GAMBIT automatically assigns a label to the entity. The automatically assigned label consists of a name representing the entity type followed by a decimal point and an integer-for example, volume.6. Automatically assigned labels for virtual and faceted entities are preceded by the characters "v_" and "f_"-for example, v_volume.6 and f_edge.12. The integer that GAMBIT assigns to automatically labeled entity names is equal to n+1, where n is the highest integer associated with any currently existing entity of the same type. The value of the assigned integer is independent of whether or not the entity is real or virtual. If you create a real vertex in a model that already contains vertices labeled vertex.1, vertex.2, and vertex.3, the new vertex is named vertex.4. Specifying Individual Entities Many of the modeling forms require you to specify individual entities-such as vertices, edges, or faces-to which to apply the operations specified on the form. When a form requires you to specify one or more individual entities, it contains a list box titled with the entity type. For example, the Create Real Vertex form requires you to specify the coordinate system with respect to which the vertex is to be positioned; therefore, it contains a list box, titled Coordinate Sys. Unless otherwise noted, you can specify an individual entity in one of three ways: Input the name of the entity in the list box. Click the pick-list button at the right side of the list box and select the entity by means of the pick-list form. Pick the entity from the model as displayed in the graphics window. Specifying Multiple Entities Input the first entity name, press Enter; and clear the list box. Input the second entity name and press Enter again. Click the pick-list button located at the right side of the list box and select the entities by means of the pick-list form. Pick a vertex or edge associated with the first entity as displayed in the graphics window and Shift-right-click anywhere else in the graphics window to accept the selection. Then repeat the procedure for the second entity. Working with Coordinate Systems Some of the GAMBIT modeling forms require you to specify a location in space relative to a specified coordinate system. For example, the Create Real Vertex form requires you to specify the three coordinates describing the point at which the vertex is to be created. To specify the location of a point, you must specify the following information: The reference coordinate system (global or local) Three coordinate parameters that describe the point relative to the specified reference system Specifying Reference Coordinate Systems You can specify the reference coordinate system in one of three ways: Input the name of the coordinate system in the Coordinate Sys list box. Click the pick-list button located at the right side of the Coordinate Sys list box and select the system from the coordinate-system pick list. Pick the coordinate system (on one of its axes) in the graphics window. The required input parameters for each of the three types of coordinate systems are as follows. System Type Parameters GAMBIT Titles Cartesian x, y, z Cylindrical r, t, z Spherical r, t, p The angle parameters, and , must be specified in degrees. They are defined such that vectors are coincident with the x, y, and z axes of a Cartesian coordinate system when and , have the following values. System Cylindrical Spherical Angle Parameter Axis Direction = 0, z = 0 = 90o, z = 0 x y +x +y = 90o z x +z +x = 0, = 90o, 90o = Moving, Copying and Aligning Entities You can change the position and/or orientation of an entity in one of two ways: Move or copy the entity, by means of a Move/Copy form Align the entity, by means of an Align form Moving an Entity Each option is accessible by means of a Move/Copy form. Example Move/Copy form Translating an Entity When you translate an entity, GAMBIT repositions the entity but does not change its orientation with respect to the reference coordinate system. Example Move/Copy Volumes,Translate operation To translate an entity, you must specify the following information: The reference coordinate system The translation parameters that define the new position of the entity relative to its current position Rotating an Entity When you rotate an entity, GAMBIT repositions and reorients the entity by rotating its vertices and edges about a specified axis. Example Move/Copy Volumes, Rotate operation To rotate an entity, you must specify the following information: The axis around which the entity is to be rotated The angle of rotation Reflecting an Entity When you reflect an entity, GAMBIT repositions the entity so that its vertices are equidistant from but on opposite sides of a specified reflection plane. Example Move/Copy Volumes: Reflect operation To reflect an entity, you must define the plane of reflection. To define the plane of reflection, you must specify a vector normal to the plane. According to GAMBIT conventions, the start endpoint of the normal vector lies in the plane and, therefore, defines the location of the plane. The end endpoint determines the direction of the vector and, therefore, the orientation of the plane. To specify the endpoints of the normal vector that defines the plane of reflection, you must employ the same procedure used to specify the axis of rotation by means of the Vector Definition form. Scaling an Entity When you scale an entity, GAMBIT changes the size of the entity according to a specified scaling factor. If you specify translation parameters in addition to a scaling factor, GAMBIT also repositions the scaled entity. Scaling of a rectangular brick To scale an entity, you must specify the following information: Reference point Scaling factor The reference point serves as the center projection point for the scaling operation. The scaling factor specifies the magnitude of the change in entity size. If you specify very large scaling factors, the scaled geometry may contain gaps between entities that are coincident with tolerance in the unscaled geometry. If you specify very small scaling factors, the scaled geometry may be smaller than the minimum allowable value of 10-5. Copying Mesh Information If you select the Copy option on any Move/Copy form (other than the Move/ Copy Vertices form), GAMBIT displays two options at the bottom of the form: Copy mesh linked Copy mesh unlinked Both options specify that any mesh information associated with the original entity is reproduced in the copied entity. The options differ from each other only with respect to whether or not the copied mesh is linked to the mesh on the original entity. For example, if you copy a meshed face and select the Copy mesh linked option, GAMBIT copies the face and its mesh and links the mesh on the copied face to that on the original face. If you select the Copy mesh unlinked option, GAMBIT copies the face and its mesh but does not link the original and copied meshes. Translation Specifications When you specify the Translate operation, the middle section of the Move/Copy form appears. Translate specifications are as follows. Coordinate Sys specifies the reference coordinate system to be used in translating the entities. Type -------------------------------------- Cartesian Cylindrical Spherical specifies the type of coordinate parameters to be used in translating the entities. Global | Local specifies the translation parameters with respect to either the Global or Local system. Rotation Specifications When you specify the Rotate operation, the middle section of the Move/Copy form appears. Move/Copyform, Rotate specifications Rotate specifications are as follows. Angle specifies the angle of rotation. Axis -------------------------------------- Define opens the Vector Definition form, which allows you to specify a vector defining the axis of rotation. Active Coord. Sys. Vector displays the endpoint coordinates of the vector that currently defines the axis of rotation. The displayed coordinates of the vector are always defined in terms of the active coordinate system. Reflection Specifications When you specify the Reflect operation, the middle section of the Move/Copy Vertices form appears. Move/Copy form, Reflect options Reflect specifications are as follows. Reflection Plane Define Active Coord. Sys. Vector -------------------------------------- opens the Vector Definition form, which allows you to specify a vector defining the plane of reflection. displays the endpoint coordinates of the vector that currently defines the plane of reflection. The displayed coordinates of the vector are always defined in terms of the active coordinate system. Scaling Specifications When you specify the Scale operation, the middle section of the Move/Copy Vertices form appears. Move/Copy form, Scale options Scale specifications are as follows. Factor specifies the scaling factor to be used in scaling and translating the entities. Coordinate Sys specifies the reference coordinate system to be used in scaling and translating the entities Type -------------------------------------- Cartesian Cylindrical Spherical specifies the type of coordinate parameters to be used in translating the entities. Global | Local specifies the parameters that define the scaling reference point. Copying an Entity To copy an entity, you must specify three types of information: The name of the entity to be copied (the "parent" entity) The number of copies to be created The manner in which the copies are to be repositioned and/or reoriented relative to the parent entity Creating a Single Copy of an Entity When you create a single copy of an entity, GAMBIT duplicates all lower topology associated with the entity and locates the copy according to the specifications on the Move/Copy form. The final position and orientation of the copy is determined according to the same procedures employed when you move an entity. Creating Multiple Copies of an Entity When you create multiple copies of an entity, GAMBIT positions, orients, and/or scales the first copy relative to the parent entity and positions, orients, and scales each subsequent copy relative to the previous copy created. For example, if you create two copies of a rectangular brick and specify that the copies are to be translated in the x, y, and z directions, GAMBIT translates the first copy relative to the parent brick and translates the second copy relative to the first. Two translated copies of a rectangular brick Similarly, if you create two copies of a rectangular brick and specify a scaling factor of 1.5, GAMBIT creates one copy the edges of which are 1.5 times larger than those of the parent brick and another copy the edges of which are 2.25 (= 1.5 1.5) times larger than those of the parent brick Aligning an Entity To align an entity, you must specify two types of parameters: The entity type and name One, two, or three pairs of vertices that define the alignment The entity type and name determine which entity is to be moved by means of the alignment procedure. The vertex-pair specifications define the extent of the movement in each of the three spherical coordinate directions. General Three-Step Alignment Procedure When GAMBIT aligns an entity, it performs the following three operations in sequence. Step Operation Description 1 Translate Change the position of the entity without affecting its orientation relative to the global coordinate system 2 Rotate Change the orientation of the entity by rotating it so that vertices are collinear 3 Planealign Change the orientation of the entity by rotating it about an axis vector the endpoints of which are defined by two existing vertices Each step in the procedure is defined by a specified pair of existing vertices. The following example illustrates the overall alignment procedure and the effect of vertexpair specification on the final position and orientation of an aligned face. Alignment Example Consider the two planar, nonaligned faces shown. Face face.1 is larger than face.2 and is parallel to the y-z coordinate plane. Face face.2 is not parallel to any coordinate plane. Two nonaligned GAMBIT faces There are several ways to align face.2 such that it is coincident with face.1. One possible procedure is as follows 1. Translate face.2 so that vertex.5 coincides with vertex.1 (Figure a) 2. Rotate face.2 about vertex.1 so that a straight line drawn from vertex.1 to vertex.2 coincides with a straight line drawn from vertex.5 to vertex.6 (Figure b) 3. Rotate (plane-align) face.2 about a straight line drawn from vertex.2 to vertex.1 so that a plane defined by vertex.5, vertex.6, and vertex.7 coincides with a plane defined by vertex.1, vertex.2, and vertex.3 (Figure c) GAMBIT face-alignment operations To define an alignment procedure, such as that shown in Figure, you must specify vertex pairs that describe each step in the procedure. In GAMBIT, such vertex pairs are specified by means of Align forms (see below). Align Form Specifications Each type of entity is associated with its own Align form. For example, the Align Faces form shown is used to align face entities. The Align Vertices, Align Edges, Align Faces, Align Volumes, and Align Groups forms differ from each other only with respect to the type of entity being aligned. Example Align Faces form The pairs of vertices that define the alignment are classified on each form as Translation, Rotation, and Plane Alignment vertex pairs. Each vertex pair consists of a Start vertex and an End vertex. The Start vertex corresponds to the position of the entity before it is aligned. The End vertex corresponds to the position or orientation of the entity after the alignment operation is complete. For example, the operation illustrated in can be defined according to the following specifications on the Align Faces form. Parameter Face Specification face.2 Translation Vertex Pair: Start End vertex.5 vertex.1 Rotation Vertex Pair: Start End vertex.6 vertex.2 Plane Alignment Vertex Pair: Start End vertex.8 vertex.4 In most cases, a given final configuration may be associated with more than one set of alignment specifications. For example, there are six different sets of alignment specifications that produce the final configuration shown in Figure d. One set of specifications is that listed in the table above. Another set of specifications is as follows. Parameter Specification Translation Vertex Pair: Start End vertex.5 vertex.1 Rotation Vertex Pair: Start End vertex.8 vertex.4 Plane Alignment Vertex Pair: Start End vertex.6 vertex.2 Effect of Vertex-Pair Specification on Orientation The final orientation of the aligned entities depends on which vertex pairs are used to define each of the three steps in the alignment procedure. As an example of the effect of vertex-pair specification on the final orientation, consider the two rectangular faces shown. The faces are identical in shape and orientation and are labeled more generally with respect to their vertices. Two nonaligned rectangular faces There are several configurations in which Face 2 may be considered to be fully aligned with Face 1. Four such configurations are shown in Figure. The following table lists one of the possible sets of vertex-pair specifications that result in each of the configurations shown in Figure. Parameter (a) (b) (c) (d) Translation Vertex Pair: Start End E A G A E A G A Rotation Vertex Pair: Start End F B H B F D H D Plane Alignment Vertex Pair: Start End H D F D H B F B Figure: Example alignment configurations of two faces Scaling Aligned Entities If the distances between the first two of the Start vertices differ from the corresponding distances between the End vertices, GAMBIT activates the Scale option on the Align form. The Scale option allows you to resize the aligned entity to match the distances between the End vertices to which the entity is aligned. For example, if you select the Scale option for the procedure illustrated, GAMBIT resizes face.2 so that the edge defined by vertex.5 and vertex.6 is identical in length to the corresponding edge on face.1. Each Align form includes the following specifications. Entities specifies the entities to be aligned. The type of entities specified by means of the Entity list box is determined by the nature of the current Align form. For example, on the Align Vertices form, the Entity list box is titled "Vertices" and specifies one or more vertices to be aligned. Translation Vertex Pair: specifies the translation Start and End vertices. Rotation Vertex Pair: specifies the rotation Start and End vertices. Plane Alignment Vertex Pair: specifies the plane-alignment Start and End vertices Connected Geometry specifies that all geometry connected to the vertex is to be aligned according to the specifications on the form. Scale specifies that all topology to which the vertex is connected is to be scaled to match the distances between the translation, rotation, and plane-alignment Start and End vertices. Vertex Commands The following commands are available on the Geometry/Vertex subpad. Symbol Command Description Create Vertex Creates a real vertex at any specified location, a real or virtual vertex on an edge or face, a virtual vertex associated with a volume, or a real or virtual vertex at the intersection of two edges Slide Virtual Vertex Changes the position of a virtual vertex along the edge or face upon which it was created Connect Vertices Disconnect Vertices Connects real and/or virtual vertices; disconnects vertices that are common to two or more entities Modify Vertex Color Modify Vertex Label Changes a vertex color; changes a vertex label Move/Copy Vertices Align Vertices Moves and/or copies vertices; aligns vertices and connected geometry Convert Vertices Converts non-real vertices to real vertices Summarize Vertices Check Vertices Query Vertices Total Entities Displays vertex summary information; checks validity of vertex topology and geometry; opens a vertex query list; displays entity totals Delete Vertices Deletes real or virtual vertices The following sections describe the purpose and operation of each of the Vertex commands listed above. 2.2.1 Create Vertex The Create Vertex command button allows you to perform the following operations. Symbol Command Description Create Real Vertex Creates a real vertex at any specified location Create Vertex on Edge Creates a real or virtual vertex on an existing real edge Create Vertex on Face Creates a real or virtual vertex on an existing real face Create Virtual Vertex on Volume Creates a virtual vertex associated with an existing real volume Create Vertices At Edge Intersections Creates real or virtual vertices at the intersections of two edges Move/Copy/Align Vertices The Move/Copy/Align Vertices command button allows you to perform two operations. Symbol Operation Description Move/Copy Vertices Moves and copies vertices Align Vertices Aligns vertices and connected geometry with existing topological entities Summarize/Check/Query Vertices and Total Entities The Summarize/Check/Query Vertices and Total Entities command button lets you perform the following operations. Symbol Command Description Summarize Vertices Displays vertex summary information in the Transcript window Check Vertices Checks the topological and geometrical validity of model vertices Query Vertices Opens the vertex query list Total Entities Displays in the Transcript window the total number of entities of one or more specified types Edge Commands The following commands are available on the Geometry/Edge subpad. Symbol Command Description Create Edge Creates a real or virtual edge Connect Edges Disconnect About Real Edge Connects real and/or virtual edges; disconnects edges that are common to two or more entities Modify Edge Color Modify Edge Label Changes an edge color; changes an edge label Move/Copy Edges Align Edges Moves and/or copies edges; aligns edges and connected geometry Split Edge Merge Edges Splits or merges edges Convert Edges Converts nonreal edges to real edges Summarize Edges Check Edges Query Edges Total Edges Displays edge summary information; checks validity of edge topology and geometry; opens an edge query list; displays entity totals Delete Edges Deletes real or virtual edges Face Commands The following commands are available on the Geometry/Face subpad. Symbol Command Description Form Face Creates a face from existing edges or vertices Create Face Creates a face in one of three primitive shapes Boolean Operations Unites, intersects, or subtracts faces Connect Faces Disconnect Faces Connects real and virtual faces; disconnects faces shared between entities Modify Face Color Modify Face Label Changes a face color; changes a face label Move/Copy Faces Align Faces Moves and/or copies faces: aligns faces and connected geometry Split Face Merge Faces (Virtual) Collapse Face (Virtual) Simplify Faces Splits faces about a face or vertices; merges faces; collapses a face; simplifies faces by removing dangling edges Heal Real Faces Convert Faces Heals real face geometry; converts nonreal faces to real faces Summarize Faces Check Faces Query Faces Total Entities Displays face summary information; checks validity of topology and geometry; opens a face query list; displays entity totals Delete Faces Deletes real or virtual faces Volume Commands The following commands are available on the Geometry/Volume subpad. Symbol Command Description Form Volume Creates a volume from existing faces or edges Create Volume Creates a volume in one of several primitive shapes Boolean Operations Unites, intersects, or subtracts volumes Blend Volumes Rounds and/or trims volume edges Modify Volume Color Modify Volume Label Changes a volume color: changes a volume label Move/Copy Volumes Align Volumes Moves and/or copies volumes; aligns volumes and connected geometry Split Volume Merge Volumes Splits or merges volumes Heal Real Volume Convert Volumes Heals real volume geometry problems; converts non-real volumes to real volumes Summarize Volumes Check Volumes Query Volumes Total Entities Displays volume summary information; checks validity of topology and geometry; opens a volume query list; displays entity totals Delete Volumes Deletes real or virtual volumes Form Volume The Form Volume command button allows you to perform the following operations. Symbol Operation Description Stitch Faces Creates a volume from a set of existing faces Sweep Real Faces Creates a volume by sweeping a face along a specified path Revolve Real Faces Creates a volume by revolving a face through a specified angle Form Real Volume From Wireframe Creates a volume from a set of existing edges The following sections describe the procedures and specifications required to execute the commands listed above. Stitch Faces The Stitch Faces command allows you to form a volume from a set of existing faces. To form a volume by means of the Stitch Faces command, you must specify the following information: A set of faces that comprise the sides of the volume The volume type Specifying the Faces To stitch faces to form a volume, you must specify a set of faces that constitute the sides of the volume. The faces do not have to be planar but must possess coincident edges such that the set defines a completely closed volume. Specifying the Volume Type GAMBIT allows you to form a real or virtual volume by means of the Stitch Faces command. To form a real volume, you must specify only real faces. To form a virtual volume, you can specify real and/or virtual faces. If you specify the creation of a virtual volume, you can also specify a Tolerance value. The Tolerance value allows you to form a volume from a set of faces the edges of which are not exactly coincident with each other. Using the Stitch Faces Form To open the Stitch Faces form (see below), click the Stitch Faces command button on the Geometry/Volume subpad. The Stitch Faces form includes the following specifications. Faces specifies the faces to be used in forming the volume. Type: ------------------------- Real specifies the creation of a real volume. Virtual specifies the creation of a virtual volume. Tolerance specifies the maximum allowable distance between "coincident" boundary edges for the set of specified faces. Label specifies a label for the new volume Sweep Real Faces The Sweep Real Faces command allows you to form volumes by sweeping real faces along a specified path. To create a volume by means of the Sweep Real Faces command, you must specify the following parameters. Profile Path Type The profile consists of a set of one or more faces to be swept. The path represents the trajectory of the sweep operation. The type defines the shape and orientation of the created volume relative to those of the profile and path. Specifying the Sweep Profile The sweep profile consists of a set of one or more existing faces. GAMBIT creates a separate volume corresponding to each face in the profile. Each type of sweep operation possesses its own set of rules that govern whether or not a face constitutes a valid profile component. In general, however, GAMBIT does not allow you to specify profile faces that are parallel to the sweep path. Specifying the Sweep Path You can define the sweep path by means of either of the following specifications. Edge Vector When you define the sweep path by specifying an edge, GAMBIT defines the path according to the shape, length, and sense of the specified edge. You can reverse the direction of the sweep path relative to the sense of the specified edge by means of the Reverse option on the Sweep Edges form. When you define the sweep path by specifying a vector, GAMBIT defines the path as a straight line possessing the magnitude and direction of the vector. Specifying the Sweep Type GAMBIT provides two general types of sweep operations: Rigid Perpendicular When you specify a rigid sweep, GAMBIT sweeps the profile along the entire length of the specified path without altering the profile orientation with respect to the global coordinate system. When you specify a perpendicular sweep, GAMBIT maintains a constant angle between the face and the sweep path along the entire length of the path. Performing a Rigid Sweep When you specify a rigid sweep operation, GAMBIT projects the profile along the entire length of the specified path without altering the size, shape, or orientation of the profile. The shape and orientation of any volume created by means of a rigid sweep operation depends on two factors: The shape of the profile face and its orientation relative to the path The shape and direction of the path Specifying the Profile The edges that bound the profile face(s) can be straight or curved, and the profile face does not have to be planar. However, GAMBIT imposes the following restrictions on profiles and paths employed in face-sweep operations: None of the edges that bound the profile face can be parallel to the path The face normal cannot be perpendicular to the path Figure shows three path/profile configurations, only one of which constitutes a valid configuration for a face-sweep operation. Figure Allowed face configurations for sweeping a face The validities of the configurations shown in the figure are as follows. The configuration shown in Figure (a) is not valid, because edge AB is parallel to the path. The configuration shown in Figure (b) is not valid, because the normal to the face (ABC) is perpendicular to the path at its starting point (D). The combination shown in Figure (c) is valid, because none of its bounding edges is parallel to the path. Specifying the Path The sweep path can be defined by means of either an edge or a vector. If you specify an edge to define the path, the path can be straight or curved-depending on the shape of the edge. If you specify a vector to define the path, the path is straight by definition. Example Face-Sweep Operations The figures below illustrate the results of the rigid face-sweep operation for two simple path/profile configurations. In each case, the profile face is planar and is bounded by three edges. The sweep paths shown in Figure are defined by a straight edge and a circular arc edge, respectively. Example rigid face sweep operation—straight path Example rigid face sweep operation—curved path Performing a Perpendicular Sweep Overview Perpendicular sweep operations differ from rigid sweep operations in that, for perpendicular sweeps, the initial orientation between the profile and path is maintained along the entire length of the sweep path. Rigid sweeps, by contrast, maintain the orientation of the profile with respect to the global coordinate system along the sweep path. As an example of the difference between rigid and perpendicular sweep operations, consider the profile and path shown in Figure (a). In this case, the profile consists of a planar square face aligned with the y-z coordinate plane, and the path is defined by a circular arc edge aligned with the x-y plane. Example Rigid and Perpendicular sweep operations—curved path The differences between the created faces can be summarized as follows. If you perform a rigid sweep, GAMBIT maintains the orientation of the profile with respect to the global coordinate system, thereby creating the volume shown in Figure (b). If you perform a perpendicular sweep with a zero draft angle (see below), GAMBIT maintains the orientation between the path and profile and creates the volume shown in Figure (c). Perpendicular Sweep Methods GAMBIT provides two options for perpendicular face-sweep operations: Draft Twist The Draft option specifies a fixed angle of deviation between the path and the face projection for the created volume. The Twist option allows you to revolve the profile through a specified angle along the length of the path. NOTE: In order to constitute a valid configuration for either a Draft or Twist operation, the profile and path must meet the following conditions. The profile must be planar. The face normal cannot be perpendicular to the path. Draft Option When you create a volume by means of the draft method, GAMBIT allows you to expand or contract the projected face by a specified angle along the path. Figure shows a perpendicular draft sweep involving a profile and path identical to those shown in Figure (a). In this case the draft angle is specified as +10o, therefore the profile expands as it is swept along the profile curve. Perpendicular face sweep—draft option, 10o draft angle The Effect of Draft Angle As noted above, when you perform a perpendicular face sweep operation by means of the draft method, GAMBIT allows you to specify a draft angle for the created volume. The draft angle represents the extent to which the swept edges of the volume are expanded or contracted relative to those of the original profile. Figure shows the effect of draft angle on the shape of a volume created by sweeping a square profile along a straight path that is perpendicular to the face. In this case, the profile face is a square, planar face aligned with the y-z plane, the path is defined by a straight edge aligned with the x axis, and the draft angle is specified as 10o. If you specify a positive draft angle, the profile expands along the length of the path (see Figure (c)). If you specify a negative draft angle, the profile contracts along the length of the path (see Figure (d)). Perpendicular draft face sweep—effect of draft angle The Effect of Draft Type When you sweep a face by means of the perpendicular draft method and expand the profile by means of a positive draft angle, GAMBIT allows you to specify the following options for the expanded profile type: Extended Round Mixed Figure shows the effect of draft type on the shape of a volume created from a profile and path identical to those shown in Figure (a). The Extended option expands the profile with altering its basic shape (see Figure (a)). The Round option rounds the corners of the expanded profile as shown in Figure (b). The Mixed option combines elements of the Extended and Round options, as necessary, to fill gaps in the expanded profile. Perpendicular face sweep, draft method—effect of draft type Twist Method When you perform a perpendicular sweep operation by means of the twist method, GAMBIT revolves the profile through a specified angle along the length of the path. The profile and path can be straight or curved. As an example of the effects of the twist sweep procedure, consider the profile/path configurations shown in Figure. In each case, the profile consists of a square planar face aligned with the y-z plane. The paths shown in Figure (a) and (b) are defined by straight and circular arc edges, respectively. NOTE: When you employ a twist sweep procedure, GAMBIT twists the profile face about the specified path—rather than projecting the path start location onto the face surface geometry. Consequently, the results of the twist face-sweep operation depend, in part, on the orientation and distance between the profile and path. Figure: Twist-method face sweep—example profiles and paths Figures below show the results of a perpendicular twist face-sweep procedure applied to the profiles and paths shown in Figure (a) and (b), respectively. Figure shows results for draft-angle values of +90oand +360o. Figure shows results for draft-angle values of +90o and +180o. Twist-method face sweep—straight path results Twist-method face sweep—curved path results Using the Sweep Real Faces Form To open the Sweep Real Faces form (see below), click the Sweep Real Faces command button on the Geometry/Volume subpad. The Sweep Real Faces form includes the following specifications. Faces specifies one or more faces that constitute the sweep profile. Path: -------------------------------------- Edge specifies that the path is described by the length, orientation, and sense of an existing edge. Edge specifies the edge to be used as the sweep path. Reverse specifies that the direction of the path is reversed with respect to the sense of the specified edge. Vector specifies that the path is described by a vector. When you select the Vector option, GAMBIT displays a command button titled Define Vector. When you click the Define Vector command button, GAMBIT opens the Vector Definition form, which allows you to specify parameters that define the path vector. Type: -------------------------------------- Rigid specifies a rigid sweep operation. Perpendicular specifies a perpendicular sweep operation. Option: --------------------------------- Draft specifies the perpendicular draft method. Twist specifies the perpendicular twist method. Angle specifies the draft or twist angle. Type: ------------------------------- Extended specifies that an expanded profile projection reflects the basic shape of the profile. Round specifies that an expanded profile projection is to contain rounded edges. Mixed employs elements of the Extended and Round options to fill gaps in the expanded profile. Label specifies a label for the new volume. Revolve Real Faces The Revolve Real Faces command allows you to form a volume by revolving a face through a specified angle To create a volume by means of the Revolve Real Faces option, you must specify the following parameters: One or more faces to be revolved The axis of rotation The angle through which the face is revolved about the axis Draft angle and type The rotational axis does not have to be coincident with one of the edges of the face to be swept, but it must lie in the same plane as the profile face (see Figure.) : Face revolve parameters Specifying Faces to Be Revolved To create a volume by means of the Revolve Real Faces form, you must specify one or more faces to be revolved about the axis of rotation. Each specified face can include any combination of straight and curved edges as long as all the edges comprising the face lie in a single plane. Specifying the Axis of Rotation In order to constitute a valid axis of rotation for the face-revolve operation, the axis must lie in the plane of the face. To specify the axis of rotation, you must define the axis by means of the Vector Definition form. Specifying the Angle of Rotation The angle of rotation is defined according to the right-hand rule relative to the direction of the axis vector. That is, when the rotational axis is oriented such that its vector points away from the observer, angles swept in the clockwise direction are defined as positive (see Figure, above). Specifying Draft Angle and Type When you create a volume by revolving a face, GAMBIT allows you to specify a draft angle and type to be applied in conjunction with the revolution of the face. The draft angle represents the extent to which the profile is expanded or contracted as the face is revolved. The draft type determines whether or not the edges of an expanded profile are rounded in the process of creating the volume. Figure shows two volumes created by revolving a rectangular face and specifying a positive draft angle—that is, an expansion of the profile. In Figure (a), the draft type is extended, therefore the basic shape of the face does not change as it is revolved. In Figure (b), the draft type is round, therefore the corners of the revolved face are rounded with respect to the original profile. Revolving faces—effect of draft angle and type Using the Revolve Real Faces Form To open the Revolve Real Faces form (see below), click the Revolve Real Faces command button on the Geometry/Volume subpad. The Revolve Real Faces form includes the following specifications. Faces specifies one or more faces to be revolved. Angle specifies the angle through which the face is to be revolved. Deg Rad specifies the units for the angle of revolution as either degrees (Deg) or radians (Rad). Axis: contains two components: A Define command button that allows you to define the axis around which the edge is to be revolved The coordinates of the start and end points for a vector defining the rotational axis Draft: -------------------------------------- Extended specifies expanding or contracting the profile face as it is revolved according to the specified draft angle. Round specifies that the corners of an expanded profile are rounded. Angle specifies the draft angle. Label specifies a label for the new volume. Form Real Volume From Wireframe The Form Real Volume From Wireframe command allows you to form a volume from a set of existing edges. To create a volume by means of the Form Real Volume From Wireframe option, you must specify a set of edges that define the volume. The edge specifications are subject to the following restrictions: The set of edges must describe an entire closed volume All specified edges must possess at least one endpoint vertex that is coincident with that of one other edge in the set All edge loops must be joined to the overall set of loops GAMBIT does not require that edges specified for the wireframe are connected at their endpoints. During the creation process, GAMBIT deletes coincident vertices, thereby connecting the edges used to form the volume. Figure shows four different sets of edges, only one of which constitutes a valid wireframe for the creation of a volume by means of the Form Real Volume From Wireframe form. Each set represents a slight variation on a set of edges that constitutes the wireframe of a cube. The sets shown in Figure are allowed or not allowed for the following reasons: 1. Allowed—All of the edges possess at least one endpoint vertex that is coincident with that of at least one other edge; there are no edges that are wholly internal to the cube 2. Not allowed—The circular edges of the cylindrical region cannot be joined to any part of the edges that comprise the cube 3. Not allowed—There are four edges in the set that cannot be joined in to the edges of the cube 4. Not allowed—The edges of the pyramidal region exist entirely within the volume represented by the edges of the cube Allowable wireframe configurations If GAMBIT cannot resolve the specified set of edges into a valid volume, it completes as much as the creation process as is possible-including the creation of faces-and displays a warning in the Transcript window. Using the Form Real Volume From Wireframe Form To open the Form Real Volume From Wireframe form (see below), click the Form Real Volume From Wireframe command button on the Geometry/ Volume subpad. The Form Real Volume From Wireframe form includes the following specifications. Edges specifies the edges to be used in forming the volume. Label specifies a label for the new volume. Create Volume The Create Volume command button allows you to perform the following operations. Symbol Operation Description Create Real Brick Creates a volume in the shape of a rectangular brick Create Real Cylinder Creates a volume in the shape of a cylinder Create Real Prism Creates a volume in the shape of a regular prism Create Real Pyramid Creates a volume in the shape of a truncated pyramid Create Real Frustum Creates a volume in the shape of a frustum Create Real Sphere Creates a volume in the shape of a sphere Create Real Torus Creates a volume in the shape of a torus Boolean Operations The Boolean Operations command button allows you to perform the following operations. Symbol Operation Description Unite Real Volumes Unites two or more real volumes into one real volume Subtract Real Volumes Subtracts the intersecting region(s) between two or more volumes Intersect Real Volumes Creates a volume representing the intersection between two or more volumes In the next class the concepts of meshing and the zone type specifications will be discussed which almost completes the gambit part. Then fluent part will be discussed.