Merge from BR_DEBUG_3_2_0b1

This commit is contained in:
abd 2006-06-14 13:58:32 +00:00
parent 860d831343
commit 0aa84210cf
993 changed files with 62139 additions and 54161 deletions

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@ -1,6 +1 @@
This is the version 3.2.0a1 of SMESH
Compatible with :
- KERNEL 3.2.0a1
- SALOMEGUI 3.2.0a1
- GEOM 3.2.0a1
- MED 3.2.0a1
SALOME2 : SMESH module

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@ -1,3 +1,22 @@
# Copyright (C) 2005 OPEN CASCADE, EADS/CCR, LIP6, CEA/DEN,
# CEDRAT, EDF R&D, LEG, PRINCIPIA R&D, BUREAU VERITAS
#
# This library is free software; you can redistribute it and/or
# modify it under the terms of the GNU Lesser General Public
# License as published by the Free Software Foundation; either
# version 2.1 of the License.
#
# This library is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
# Lesser General Public License for more details.
#
# You should have received a copy of the GNU Lesser General Public
# License along with this library; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#
# See http://www.salome-platform.org/ or email : webmaster.salome@opencascade.com
#
# -* Makefile *-
#
# Author : Patrick GOLDBRONN (CEA)
@ -9,12 +28,12 @@
top_srcdir=@top_srcdir@
top_builddir=.
srcdir=@srcdir@
VPATH=.:@srcdir@:@top_srcdir@/bin:@top_srcdir@/resources:./bin:@top_srcdir@/idl
VPATH=.:@srcdir@:@top_srcdir@/bin:./bin/salome:./resources:@top_srcdir@/resources:./bin:@top_srcdir@/idl
@COMMENCE@
SUBDIRS = idl src doc
SUBDIRS = idl src doc adm_local
RESOURCES_FILES = \
delete.png \
@ -76,11 +95,15 @@ mesh_tree_algo.png \
mesh_tree_algo_quad.png \
mesh_tree_algo_regular.png \
mesh_tree_algo_tetra.png \
mesh_tree_algo_netgen_2d3d.png \
mesh_tree_algo_netgen_2d.png \
mesh_tree_hypo_area.png \
mesh_tree_hypo_length.png \
mesh_tree_hypo.png \
mesh_tree_hypo_segment.png \
mesh_tree_hypo_volume.png \
mesh_tree_hypo_netgen.png \
mesh_tree_hypo_netgen_2d.png \
mesh_tree_mesh.png \
mesh_tree_importedmesh.png \
mesh_tree_mesh_warn.png \
@ -127,24 +150,41 @@ SMESH_en.xml \
SMESH.config \
StdMeshers.xml \
SMESHCatalog.xml \
SalomeApp.xml \
mesh_pattern.png \
pattern_sample_2d.png \
pattern_sample_3D.png \
mesh_add.png \
mesh_remove.png
mesh_remove.png \
mesh_quad_edge.png \
mesh_quad_triangle.png \
mesh_quad_quadrangle.png \
mesh_quad_tetrahedron.png \
mesh_quad_pyramid.png \
mesh_quad_pentahedron.png \
mesh_quad_hexahedron.png \
mesh_conv_to_quad.png
BIN_SCRIPT= \
VERSION
# copy header files in common directory
ifeq ($(HAVE_SSTREAM),yes)
include_list=include/salome/SALOMEconfig.h
else
include_list=include/salome/SALOMEconfig.h include/salome/sstream
include_list = include/salome/SALOMEconfig.h \
include/salome/SMESH_version.h
ifneq ($(HAVE_SSTREAM),yes)
include_list += include/salome/sstream
endif
inc: idl $(include_list)
bin: bin/salome/VERSION
bin/salome/VERSION : bin/VERSION
-$(RM) $@
$(LN_S) ../../$< $@
include/salome/SALOMEconfig.h: salome_adm/unix/SALOMEconfig.ref
-$(RM) $@
$(LN_S) ../../$< $@
@ -162,6 +202,10 @@ include/salome/sstream: salome_adm/unix/sstream
-$(RM) $@
$(LN_S) ../../$< $@
include/salome/SMESH_version.h: SMESH_version.h
-$(RM) $@
$(LN_S) ../../$< $@
depend: depend_idl
depend_idl:

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@ -1,45 +0,0 @@
# Check availability of Geom binary distribution
#
# Author : Nicolas REJNERI (OPEN CASCADE, 2003)
#
AC_DEFUN([CHECK_GEOM],[
AC_CHECKING(for Geom)
Geom_ok=no
AC_ARG_WITH(geom,
[ --with-geom=DIR root directory path of GEOM installation ],
GEOM_DIR="$withval",GEOM_DIR="")
if test "x$GEOM_DIR" == "x" ; then
# no --with-geom-dir option used
if test "x$GEOM_ROOT_DIR" != "x" ; then
# GEOM_ROOT_DIR environment variable defined
GEOM_DIR=$GEOM_ROOT_DIR
fi
#
fi
if test -f ${GEOM_DIR}/lib/salome/libGEOMClient.so ; then
Geom_ok=yes
AC_MSG_RESULT(Using Geom module distribution in ${GEOM_DIR})
if test "x$GEOM_ROOT_DIR" == "x" ; then
GEOM_ROOT_DIR=${GEOM_DIR}
fi
AC_SUBST(GEOM_ROOT_DIR)
else
AC_MSG_WARN("Cannot find compiled Geom module distribution")
fi
AC_MSG_RESULT(for Geom: $Geom_ok)
])dnl

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@ -1,45 +0,0 @@
# Check availability of Med binary distribution
#
# Author : Nicolas REJNERI (OPEN CASCADE, 2003)
#
AC_DEFUN([CHECK_MED],[
AC_CHECKING(for Med)
Med_ok=no
AC_ARG_WITH(med,
[ --with-med=DIR root directory path of MED installation ],
MED_DIR="$withval",MED_DIR="")
if test "x$MED_DIR" == "x" ; then
# no --with-med-dir option used
if test "x$MED_ROOT_DIR" != "x" ; then
# MED_ROOT_DIR environment variable defined
MED_DIR=$MED_ROOT_DIR
fi
#
fi
if test -f ${MED_DIR}/idl/salome/MED.idl ; then
Med_ok=yes
AC_MSG_RESULT(Using Med module distribution in ${MED_DIR})
if test "x$MED_ROOT_DIR" == "x" ; then
MED_ROOT_DIR=${MED_DIR}
fi
AC_SUBST(MED_ROOT_DIR)
else
AC_MSG_WARN("Cannot find Med module sources")
fi
AC_MSG_RESULT(for Med: $Med_ok)
])dnl

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@ -11,8 +11,8 @@ HAVE_SSTREAM=@HAVE_SSTREAM@
LIBS=@LIBS@
LIBSFORBIN=@LIBS@
LDFLAGS=@LDFLAGS@ -L$(top_builddir)/lib/salome -Xlinker -rpath-link -Xlinker $(top_builddir)/lib/salome
LDFLAGSFORBIN=@LDFLAGS@ -L$(top_builddir)/lib/salome -Xlinker -rpath-link -Xlinker $(top_builddir)/lib/salome
LDFLAGS=@LDFLAGS@ -L$(top_builddir)/lib@LIB_LOCATION_SUFFIX@/salome -Xlinker -rpath-link -Xlinker
LDFLAGSFORBIN=@LDFLAGS@ -L$(top_builddir)/lib@LIB_LOCATION_SUFFIX@/salome -Xlinker -rpath-link -Xlinker
# add libstdc++ to link c++ library with libtool !
LDFLAGS+= -lstdc++
LDFLAGSFORBIN+= -lstdc++
@ -54,8 +54,8 @@ PYTHONHOME = @PYTHONHOME@
PYTHON_INCLUDES = @PYTHON_INCLUDES@
PYTHON_LIBS = @PYTHON_LIBS@
PYTHON_VERSION = @PYTHON_VERSION@
PYTHON_SITE = @PYTHON_SITE@
PYTHON_SITE_INSTALL = @PYTHON_SITE_INSTALL@
PYTHON_SITE = $(prefix)/lib@LIB_LOCATION_SUFFIX@/python$(PYTHON_VERSION)/site-packages
PYTHON_SITE_INSTALL = $(prefix)/lib@LIB_LOCATION_SUFFIX@/python$(PYTHON_VERSION)/site-packages/salome
# QT
@ -168,6 +168,10 @@ CXXFLAGS+= $(CORBA_CXXFLAGS)
#LDFLAGS+= $(CORBA_LIBS)
LIBS+=$(CORBA_LIBS)
DOXYGEN = @DOXYGEN@
DOXYGEN_WITH_PYTHON = @DOXYGEN_WITH_PYTHON@
DOXYGEN_WITH_STL = @DOXYGEN_WITH_STL@
## Shared libraries
LT_STATIC_EXEC=@LT_STATIC_EXEC@
DYNAMIC_DIRS=@DYNAMIC_DIRS@
@ -188,16 +192,33 @@ INSTALL_DATA=@INSTALL_DATA@
# create a symbolic link (or a copie ?)
LN_S=@LN_S@
KERNEL_ROOT_DIR=@KERNEL_ROOT_DIR@
KERNEL_SITE_DIR=@KERNEL_SITE_DIR@
KERNEL_LDFLAGS=@KERNEL_LDFLAGS@
KERNEL_CXXFLAGS=@KERNEL_CXXFLAGS@
GUI_ROOT_DIR=@GUI_ROOT_DIR@
GUI_LDFLAGS=@GUI_LDFLAGS@
GUI_CXXFLAGS=@GUI_CXXFLAGS@
MED_ROOT_DIR=@MED_ROOT_DIR@
MED_LDFLAGS=@MED_LDFLAGS@
MED_CXXFLAGS=@MED_CXXFLAGS@
GEOM_ROOT_DIR=@GEOM_ROOT_DIR@
GEOM_LDFLAGS=@GEOM_LDFLAGS@
GEOM_CXXFLAGS=@GEOM_CXXFLAGS@
## Installation points
prefix=@prefix@
exec_prefix=@exec_prefix@
bindir=@bindir@/salome
libdir=@libdir@/salome
bindir=@exec_prefix@/bin/salome
libdir=@exec_prefix@/lib@LIB_LOCATION_SUFFIX@/salome
# warning : if user give this path in configure we could have salome/salome :-(
includedir=@includedir@/salome
datadir=@datadir@/salome
idldir=$(prefix)/idl/salome
sharedpydir=@libdir@/python$(PYTHON_VERSION)/site-packages/salome/shared_modules
sharedpydir=@exec_prefix@/lib@LIB_LOCATION_SUFFIX@/python$(PYTHON_VERSION)/site-packages/salome/shared_modules
docdir=${prefix}/doc/salome
@ -224,7 +245,13 @@ all:
Makefile: $(top_builddir)/config.status $(srcdir)/Makefile.in
cd $(top_builddir) ; ./config.status
$(top_builddir)/config.status: $(top_srcdir)/configure
LOCAL_MAKE = make_commence make_conclude make_omniorb
KERNEL_MAKE = make_module depend SALOMEconfig.h F77config.h sstream envScript
$(top_builddir)/config.status: $(top_srcdir)/configure \
$(LOCAL_MAKE:%=$(top_srcdir)/adm_local/unix/%.in) \
$(KERNEL_MAKE:%=$(KERNEL_ROOT_DIR)/salome_adm/unix/%.in)
cd $(top_builddir) ; ./config.status --recheck
# VPATH contain $(srcdir), so make configure is good in top_srcdir and we must add target configure otherwise :-)
@ -239,15 +266,42 @@ $(top_srcdir)/configure.in: $(top_srcdir)/configure.in.base
cd $(top_srcdir) && ./build_configure
ACLOCAL_SRC = \
ac_cxx_bool.m4 check_corba.m4 check_vtk.m4 \
ac_cxx_depend_flag.m4 check_hdf5.m4 enable_pthreads.m4 \
ac_cxx_mutable.m4 check_mico.m4 libtool.m4 \
ac_cxx_namespaces.m4 check_omniorb.m4 pyembed.m4 \
ac_cxx_partial_specialization.m4 check_opengl.m4 python.m4 \
ac_cxx_typename.m4 check_pthreads.m4 check_cas.m4 \
ac_cc_warnings.m4 check_qt.m4 check_boost.m4 \
check_swig.m4
ACLOCAL_KERNEL = \
ac_cxx_bool.m4 \
check_corba.m4 \
ac_cxx_depend_flag.m4 \
check_hdf5.m4 \
enable_pthreads.m4 \
ac_cxx_mutable.m4 \
check_mico.m4 \
ac_cxx_namespaces.m4 \
check_omniorb.m4 \
pyembed.m4 \
ac_cxx_partial_specialization.m4 \
python.m4 \
ac_cxx_typename.m4 \
check_pthreads.m4 \
check_cas.m4 \
ac_cc_warnings.m4 \
check_boost.m4 \
check_swig.m4
$(top_srcdir)/aclocal.m4: $(ACLOCAL_SRC:%=@KERNEL_ROOT_DIR@/salome_adm/unix/config_files/%)
cd $(top_srcdir) ; aclocal --acdir=adm_local/unix/config_files -I @KERNEL_ROOT_DIR@/salome_adm/unix/config_files
ACLOCAL_GUI = \
check_vtk.m4 \
check_opengl.m4 \
check_qt.m4 \
check_GUI.m4 \
check_corba_in_GUI.m4
ACLOCAL_MED = check_Med.m4
ACLOCAL_GEOM = check_GEOM.m4
$(top_srcdir)/aclocal.m4: $(ACLOCAL_KERNEL:%=@KERNEL_ROOT_DIR@/salome_adm/unix/config_files/%) \
$(ACLOCAL_GUI:%=@GUI_ROOT_DIR@/adm_local/unix/config_files/%) \
$(ACLOCAL_MED:%=@MED_ROOT_DIR@/adm_local/unix/config_files/%) \
$(ACLOCAL_GEOM:%=@GEOM_ROOT_DIR@/adm_local/unix/config_files/%)
cd $(top_srcdir) ; aclocal -I adm_local/unix/config_files -I @KERNEL_ROOT_DIR@/salome_adm/unix/config_files \
-I @GUI_ROOT_DIR@/adm_local/unix/config_files \
-I @MED_ROOT_DIR@/adm_local/unix/config_files \
-I @GEOM_ROOT_DIR@/adm_local/unix/config_files

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@ -35,9 +35,9 @@ LIB_OBJ_F = $(patsubst %.f, %.lo, $(filter %.f, $(LIB_SRC)))
# all libtool obj file in library
LIB_OBJ = $(LIB_OBJ_CXX) $(LIB_OBJ_CC) $(LIB_OBJ_C) $(LIB_CLIENT_OBJ:%.o=%.lo) $(LIB_SERVER_OBJ:%.o=%.lo) $(LIB_SWIG_OBJ) $(LIB_OBJ_F)
# LIB_BUILD = $(LIB:%.la=$(top_builddir)/lib/salome/%.la)
LIB_BUILD = $(patsubst %.la, $(top_builddir)/lib/salome/%.la, $(filter %.la, $(LIB)))
LIB_BUILD_A = $(patsubst %.a, $(top_builddir)/lib/salome/%.a, $(filter %.a, $(LIB)))
# LIB_BUILD = $(LIB:%.la=$(top_builddir)/lib@LIB_LOCATION_SUFFIX@/salome/%.la)
LIB_BUILD = $(patsubst %.la, $(top_builddir)/lib@LIB_LOCATION_SUFFIX@/salome/%.la, $(filter %.la, $(LIB)))
LIB_BUILD_A = $(patsubst %.a, $(top_builddir)/lib@LIB_LOCATION_SUFFIX@/salome/%.a, $(filter %.a, $(LIB)))
ifneq ($(findstring cmodule.la,$(filter %.la, $(LIB))),)
LIB_SWIG = $(patsubst %cmodule.la,%.so, $(filter %.la, $(LIB)))
@ -48,7 +48,7 @@ endif
lib: $(LIB_BUILD) $(LIB_CLIENT_PY)
# we don't build static library !
$(LIB_BUILD): $(top_builddir)/lib/salome/%.la: %.la
$(LIB_BUILD): $(top_builddir)/lib@LIB_LOCATION_SUFFIX@/salome/%.la: %.la
-$(RM) $@
-$(RM) $(patsubst %.la, %.so, $@)
-$(RM) $(patsubst %.la, %.a, $@)
@ -59,10 +59,10 @@ $(LIB_BUILD): $(top_builddir)/lib/salome/%.la: %.la
$(patsubst %.la, %.so, $@).0 || true
if ! test -z $(LIB_SWIG) ; then \
ln -sf $(patsubst %.la,%.so, $(CURDIR)/.libs/$<) $(top_builddir)/lib/salome/_$(LIB_SWIG) || true;\
ln -sf $(patsubst %.la,%.so, $(CURDIR)/.libs/$<) $(top_builddir)/lib@LIB_LOCATION_SUFFIX@/salome/_$(LIB_SWIG) || true;\
fi;
$(LIB_BUILD_A): $(top_builddir)/lib/salome/%.a: %.a
$(LIB_BUILD_A): $(top_builddir)/lib@LIB_LOCATION_SUFFIX@/salome/%.a: %.a
-$(RM) $@
ln -sf $(CURDIR)/$< $@ || true
@ -106,7 +106,7 @@ $(DEST_PYSCRIPTS): $(top_builddir)/bin/salome/%: %
# copy pyqt files in $(PYTHON_SHARED_SITE)
#
PYTHON_SHARED_SITE=$(top_builddir)/lib/python$(PYTHON_VERSION)/site-packages/salome/shared_modules
PYTHON_SHARED_SITE=$(top_builddir)/lib@LIB_LOCATION_SUFFIX@/python$(PYTHON_VERSION)/site-packages/salome/shared_modules
$(PYTHON_SHARED_SITE):
$(INSTALL) -d $@
@ -260,10 +260,10 @@ clean: mostlyclean
-$(RM) $(LIB) $(TEST_PROGS) $(BIN) $(CLEAN)
-$(RM) TAGS *~ *# core *.core
-$(RM) -r .libs
-$(RM) $(top_builddir)/lib/salome/$(LIB)
-$(RM) $(top_builddir)/lib@LIB_LOCATION_SUFFIX@/salome/$(LIB)
-$(RM) $(patsubst %,$(top_builddir)/bin/salome/%, $(BIN))
-$(RM) $(patsubst %.la, %.so, $(top_builddir)/lib/salome/$(LIB))
-$(RM) $(patsubst %.la, %.a, $(top_builddir)/lib/salome/$(LIB))
-$(RM) $(patsubst %.la, %.so, $(top_builddir)/lib@LIB_LOCATION_SUFFIX@/salome/$(LIB))
-$(RM) $(patsubst %.la, %.a, $(top_builddir)/lib@LIB_LOCATION_SUFFIX@/salome/$(LIB))
# remove idl generated files (sources)
-$(RM) $(LIB_CLIENT_SRC) $(LIB_SERVER_SRC) $(BIN_CLIENT_SRC) $(BIN_SERVER_SRC)
# remove idl generated files (headers)

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@ -1 +0,0 @@
THIS IS SALOME - SMESH VERSION: 3.2.0a1

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@ -26,6 +26,31 @@ fi
# echo "failed : KERNEL_SRC variable is not correct !"
# exit
#fi
########################################################################
# Test if the GUI_ROOT_DIR is set correctly
if test ! -d "${GUI_ROOT_DIR}"; then
echo "failed : GUI_ROOT_DIR variable is not correct !"
exit
fi
########################################################################
# Test if the MED_ROOT_DIR is set correctly
if test ! -d "${MED_ROOT_DIR}"; then
echo "failed : MED_ROOT_DIR variable is not correct !"
exit
fi
########################################################################
# Test if the GEOM_ROOT_DIR is set correctly
if test ! -d "${GEOM_ROOT_DIR}"; then
echo "failed : GEOM_ROOT_DIR variable is not correct !"
exit
fi
########################################################################
# find_in - utility function
#
@ -125,10 +150,10 @@ echo " ./salome_adm/unix/SALOMEconfig.h \\" >> configure.in_tmp1
echo " ./salome_adm/unix/F77config.h \\" >> configure.in_tmp1
echo " ./salome_adm/unix/sstream \\" >> configure.in_tmp1
echo " ./salome_adm/unix/depend \\" >> configure.in_tmp1
echo " ./adm_local/unix/make_omniorb \\" >> configure.in_tmp1
echo " ./adm_local/unix/make_omniorb:${ABS_CONF_DIR}/adm_local/unix/make_omniorb.in \\" >> configure.in_tmp1
echo " ./salome_adm/unix/envScript \\" >> configure.in_tmp1
echo " ./adm_local/unix/make_commence \\" >> configure.in_tmp1
echo " ./adm_local/unix/make_conclude \\" >> configure.in_tmp1
echo " ./adm_local/unix/make_commence:${ABS_CONF_DIR}/adm_local/unix/make_commence.in \\" >> configure.in_tmp1
echo " ./adm_local/unix/make_conclude:${ABS_CONF_DIR}/adm_local/unix/make_conclude.in \\" >> configure.in_tmp1
echo " ./salome_adm/unix/make_module \\" >> configure.in_tmp1
\rm -f configure.in_tmp2 configure.in_tmp3
@ -203,7 +228,10 @@ else
echo -n "Creating 'configure' script ... "
fi
aclocal --acdir=adm_local/unix/config_files -I ${KERNEL_ROOT_DIR}/salome_adm/unix/config_files
aclocal -I adm_local/unix/config_files -I ${KERNEL_ROOT_DIR}/salome_adm/unix/config_files \
-I ${GUI_ROOT_DIR}/adm_local/unix/config_files \
-I ${MED_ROOT_DIR}/adm_local/unix/config_files \
-I ${GEOM_ROOT_DIR}/adm_local/unix/config_files
if autoconf
then
echo "done"

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@ -22,8 +22,10 @@ AC_CANONICAL_HOST
PACKAGE=salome
AC_SUBST(PACKAGE)
VERSION=0.0.1
VERSION=3.2.0
XVERSION=0x030200
AC_SUBST(VERSION)
AC_SUBST(XVERSION)
dnl
dnl Initialize source and build root directories
@ -113,13 +115,7 @@ dnl
AC_CXX_HAVE_SSTREAM
echo
echo ---------------------------------------------
echo BOOST Library
echo ---------------------------------------------
echo
CHECK_BOOST
dnl
dnl ---------------------------------------------
@ -249,6 +245,14 @@ echo
CHECK_HDF5
echo
echo ---------------------------------------------
echo BOOST Library
echo ---------------------------------------------
echo
CHECK_BOOST
echo
echo ---------------------------------------------
echo Testing OpenCascade
@ -265,6 +269,26 @@ echo
CHECK_HTML_GENERATORS
echo
echo ---------------------------------------------
echo Testing GUI
echo ---------------------------------------------
echo
CHECK_SALOME_GUI
echo
echo ---------------------------------------------
echo Testing full GUI
echo ---------------------------------------------
echo
CHECK_CORBA_IN_GUI
if test "x${CORBA_IN_GUI}" != "xyes"; then
echo "failed : For configure SMESH module necessary full GUI !"
exit
fi
echo
echo ---------------------------------------------
echo Testing Kernel
@ -326,7 +350,7 @@ else
fi
# make other build directories
for rep in salome_adm adm_local doc bin/salome include/salome lib/salome share/salome/resources idl
for rep in salome_adm adm_local doc bin/salome include/salome lib${LIB_LOCATION_SUFFIX}/salome share/salome/resources idl
do
# if test ! -d $rep ; then
# eval mkdir $rep

View File

@ -1,3 +1,22 @@
# Copyright (C) 2005 OPEN CASCADE, EADS/CCR, LIP6, CEA/DEN,
# CEDRAT, EDF R&D, LEG, PRINCIPIA R&D, BUREAU VERITAS
#
# This library is free software; you can redistribute it and/or
# modify it under the terms of the GNU Lesser General Public
# License as published by the Free Software Foundation; either
# version 2.1 of the License.
#
# This library is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
# Lesser General Public License for more details.
#
# You should have received a copy of the GNU Lesser General Public
# License along with this library; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#
# See http://www.salome-platform.org/ or email : webmaster.salome@opencascade.com
#
# -* Makefile *-
#
@ -19,6 +38,17 @@ docs:
@@SETX@; for d in $(SUBDIRS); do \
(cd $$d && $(MAKE) $@) || exit 1; \
done
usr_docs:
@@SETX@; for d in $(SUBDIRS); do \
(cd $$d && $(MAKE) $@) || exit 1; \
done
dev_docs:
@@SETX@; for d in $(SUBDIRS); do \
(cd $$d && $(MAKE) $@) || exit 1; \
done
clean:
@@SETX@; for d in $(SUBDIRS); do \
(cd $$d && $(MAKE) $@) || exit 1; \

Binary file not shown.

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@ -1,3 +1,22 @@
# Copyright (C) 2005 OPEN CASCADE, EADS/CCR, LIP6, CEA/DEN,
# CEDRAT, EDF R&D, LEG, PRINCIPIA R&D, BUREAU VERITAS
#
# This library is free software; you can redistribute it and/or
# modify it under the terms of the GNU Lesser General Public
# License as published by the Free Software Foundation; either
# version 2.1 of the License.
#
# This library is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
# Lesser General Public License for more details.
#
# You should have received a copy of the GNU Lesser General Public
# License along with this library; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#
# See http://www.salome-platform.org/ or email : webmaster.salome@opencascade.com
#
# -* Makefile *-
#
@ -12,33 +31,48 @@ srcdir=@srcdir@
VPATH=.:@srcdir@
SUBDIRS= tui gui
SUBDIRSTUI= tui
SUBDIRSGUI= gui
@COMMENCE@
docs:
@@SETX@; for d in $(SUBDIRS); do \
usr_docs:
@@SETX@; for d in $(SUBDIRSGUI); do \
(cd $$d && $(MAKE) $@) || exit 1; \
done; \
docs: usr_docs
dev_docs:
@@SETX@; for d in $(SUBDIRSTUI); do \
(cd $$d && $(MAKE) $@) || exit 1; \
done; \
cp -f $(srcdir)/SMESH_index_v3.1.0.html SMESH_index_v3.1.0.html
clean:
@@SETX@; for d in $(SUBDIRS); do \
(cd $$d && $(MAKE) $@) || exit 1; \
if test -d $$d/SMESH; then \
(cd $$d && $(MAKE) $@) || exit 1; \
fi; \
done
distclean: clean
@@SETX@; for d in $(SUBDIRS); do \
(cd $$d && $(MAKE) $@) || exit 1; \
if test -d $$d/SMESH; then \
(cd $$d && $(MAKE) $@) || exit 1; \
fi; \
done
install:
$(MAKE) docs
(cd tui && $(MAKE) install);
(cd gui && $(MAKE) install);
cp -f SMESH_index_v3.1.0.html $(docdir)
@@SETX@; for d in $(SUBDIRS); do \
if test -d $$d/SMESH; then \
(cd $$d && $(MAKE) $@); \
fi; \
done
uninstall:
@@SETX@; for d in $(SUBDIRS); do \
(cd $$d && $(MAKE) $@) || exit 1; \
if test -d $$d/SMESH; then \
(cd $$d && $(MAKE) $@) || exit 1; \
fi; \
done; \
rm -fr $(docdir)/SMESH_index_v3.1.0.html

View File

@ -1,95 +0,0 @@
<!DOCTYPE doctype PUBLIC "-//w3c//dtd html 4.0 transitional//en">
<html>
<head>
<meta http-equiv="Content-Type"
content="text/html; charset=iso-8859-1">
<meta name="GENERATOR"
content="Mozilla/4.73 [en] (WinNT; I) [Netscape]">
<title>Mesh Module Documentation</title>
</head>
<body bgcolor="#cccccc" text="#000000" link="#0000ee" alink="#0000ee"
vlink="#551a8b">
<div align="center"> &nbsp;
<center>
<center>&nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;
&nbsp;&nbsp;</center>
<table width="96%" align="center">
<tbody>
<tr>
<td><a href="http://www.opencascade.com"><img
src="tui/SMESH/sources/logocorp.gif" border="0" height="46" width="122">
</a></td>
<td>
<div align="right"><a href="http://www.opencascade.org/SALOME/"><img
src="tui/SMESH/sources/application.gif" border="0" height="46" width="108">
</a></div>
</td>
</tr>
</tbody>
</table>
<div align="center">
<center>
<hr width="100%" size="2">
<h1>Mesh MODULE Documentation</h1>
</center>
</div>
<table width="96%">
<tbody>
</tbody>
</table>
</center>
<div align="center">
<p> <img src="tui/SMESH/sources/Application-About.png"
alt="Application-About.png" width="30%" height="20%">
&nbsp; &nbsp;&nbsp; </p>
</div>
<center>
<table width="96%">
<tbody>
</tbody>
</table>
<br>
<br>
<br>
</center>
<address> </address>
<center><big><a href="gui/SMESH/smesh.htm">GUI Documentation</a></big></center>
<address> </address>
<center></center>
<center><br>
</center>
<address> </address>
<center><big><a href="tui/SMESH/index.html">TUI Documentation</a></big></center>
<address> </address>
<center></center>
<center><br>
<br>
</center>
</div>
<br>
<br>
<br>
</body>
</html>

View File

@ -1,6 +1,21 @@
# Copyright (C) 2003 CEA/DEN, EDF R&D
# Copyright (C) 2005 OPEN CASCADE, EADS/CCR, LIP6, CEA/DEN,
# CEDRAT, EDF R&D, LEG, PRINCIPIA R&D, BUREAU VERITAS
#
# This library is free software; you can redistribute it and/or
# modify it under the terms of the GNU Lesser General Public
# License as published by the Free Software Foundation; either
# version 2.1 of the License.
#
# This library is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
# Lesser General Public License for more details.
#
# You should have received a copy of the GNU Lesser General Public
# License along with this library; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#
# See http://www.salome-platform.org/ or email : webmaster.salome@opencascade.com
#
# File : Makefile.in
# Author : Vasily Rusyaev (Open Cascade NN)
@ -14,9 +29,11 @@ VPATH=.:@srcdir@
@COMMENCE@
docs:
usr_docs:
cp -fr $(srcdir)/SMESH ./
-find $(PWD) -name CVS -exec rm -rf {} \;
-find $(PWD) -name CVS -prune -exec rm -rf {} \;
docs: usr_docs
clean:
rm -fr `ls | grep -v "Makefile"`
@ -27,7 +44,7 @@ distclean: clean
install:
mkdir -p $(docdir)/gui
cp -rf SMESH $(docdir)/gui
-find $(PWD) -name CVS -exec rm -rf {} \;
-find $(PWD) -name CVS -prune -exec rm -rf {} \;
uninstall:
rm -rf $(docdir)/gui/SMESH

View File

@ -1,150 +1,169 @@
<!doctype HTML public "-//W3C//DTD HTML 4.0 Frameset//EN">
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<head>
<title>About viewing meshes</title>
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<h1>About viewing meshes</h1>
<p>You can get information about your mesh, change its presentation parameters
and access to other useful functionalities by right-clicking on it in
the <span style="font-weight: bold;"><B>Object Browser.</B></span></p>
<p class="whs1"><span style="font-weight: normal;">Then the
following pop-up menu appears:</span> </p>
<p>&nbsp;&nbsp;</p>
<p class="whs2"><img src="image19.jpg" width="327px" height="402px" border="0" class="img_whs3"></p>
<p>&nbsp;</p>
<p>The Update button refreshes the presentation of your mesh in the Object
Browser, applying all recent changes.</p>
<p>By clicking on <span style="font-weight: bold;"><B>Standard Mesh Infos</B></span>
and <span style="font-weight: bold;"><B>Advanced</B></span> <span style="font-weight: bold;"><B>Mesh
Infos </B></span>you can learn the <span style="font-weight: bold;"><B><a href="files/viewing_mesh_info.htm">Mesh
Infos</a>.</B></span></p>
<p>Via <span style="font-weight: bold;"><B><a href="files/displaying_nodes_numbers.htm">Numbering</a></B></span>
&nbsp;you can
display the ID numbers of all meshing elements or nodes composing your
mesh in the viewer.</p>
<p>Via <a href="presentation.htm" style="font-weight: bold;">Display Mode</a>, <a href="display_entity.htm" style="font-weight: bold;">Display
Entity</a>, &nbsp;Colors
/ Size, and &nbsp;<a href="transparency.htm" style="font-weight: bold;">Transparency</a>
you can change the way of presentation of your mesh.</p>
<p>In the <a href="clipping.htm" style="font-weight: bold;">Clipping</a> menu you can create
cross-sections of the selected objects.</p>
<p>Quality <a href="files/about_quality_controls.htm" style="font-weight: bold;">Controls</a> are described in
the next chapter. </p>
<p>By clicking on <span style="font-weight: bold;"><B>Display Only</B></span>
you hide all other objects.</p>
<p>The <span style="font-weight: bold;"><B>Erase</B></span> button deletes the
selected object from the session.</p>
<p>Using the <span style="font-weight: bold;"><B>Change background</B></span>
button you can set the background color. By default it is black. &nbsp;</p>
<p>&nbsp;</p>
<p class="whs4"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="viewing_meshes.htm">Viewing Mesh Infos</a>
operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Viewing meshes</h1>
<p>After definition of algorithms and hypotheses a new mesh is listed in
the Object Browser. Right-click on it and select <img src="image28.gif" width="25px" height="24px" border="0" class="img_whs1"> <span
style="font-weight: bold;"><B>Compute</B></span> - the mesh will be automatically
displayed in the <span style="font-weight: bold;"><B><a href="files/vtk_3d_viewer.htm">VTK
3D Viewer</a>.</B></span> Alternatively click<span style="font-weight: bold;"><B>
Display only</B></span> to hide all other objects at the same time. </p>
<p>&nbsp;</p>
<p>After the mesh has appeared in the Viewer, you can select it with left
mouse click and &nbsp;get
information about it, change its presentation parameters and access to
other useful options by right-clicking on the selected mesh<span style="font-weight: bold;"><B>.</B></span></p>
<p>&nbsp;&nbsp;</p>
<p class="whs2"><img src="image15.jpg" width="404px" height="413px" border="0" class="img_whs3"></p>
<p>&nbsp;</p>
<ul type="disc" class="whs4">
<li class=kadov-p><p><span style="font-weight: bold;"><B>Erase all</B></span>
&nbsp;- allows
to hide all objects in the viewer</p></li>
<li class=kadov-p><p><span style="font-weight: bold;"><B>Update</B></span>
- refreshes the presentation of your mesh in the Object Browser, applying
all recent changes.</p></li>
<li class=kadov-p><p><a href="files/viewing_mesh_info.htm#advanced infos" style="font-weight: bold;">Advanced Mesh Infos</a>
- &nbsp;provides
more detailed information about the mesh. </p></li>
<li class=kadov-p><p class="whs5"><a href="files/viewing_mesh_info.htm#standard_infos">Standard
Mesh Infos</a> - <span style="font-weight: normal;">provides basic information
about the mesh.</span></p></li>
<li class=kadov-p><p><span style="font-weight: bold;"><B><a href="files/displaying_nodes_numbers.htm">Numbering</a></B></span>
&nbsp;- allows
to display the ID numbers of all meshing elements or nodes composing your
mesh in the viewer.</p></li>
<li class=kadov-p><p class="whs5"><a href="presentation.htm" style="font-weight: bold;">Display
Mode</a> - <span style="font-weight: normal;">allows to select between
Wireframe, Shading and Nodes presentation.</span></p></li>
<li class=kadov-p><p><a href="display_entity.htm" style="font-weight: bold;">Display Entity</a>
- allows to display Faces, Edges or both. </p></li>
<li class=kadov-p><p><span style="font-weight: bold;"><B>Colors / Size</B></span>
- allows to select color and size of meshes.</p></li>
<li class=kadov-p><p><a href="transparency.htm" style="font-weight: bold;">Transparency</a>
- allows to change the transparency of mesh elements.</p></li>
<li class=kadov-p><p><a href="clipping.htm" style="font-weight: bold;">Clipping</a> - allows
to create cross-sections of the selected objects.</p></li>
<li class=kadov-p><p><a href="files/about_quality_controls.htm" style="font-weight: bold;">Quality Controls</a>
- graphically presents various information about meshes.</p></li>
<li class=kadov-p><p><span style="font-weight: bold;"><B>Erase</B></span>
- allows to hide the selected mesh from the viewer. </p></li>
<li class=kadov-p><p><span style="font-weight: bold;"><B>Display Only</B></span>
-allows to display only the selected mesh, hiding all other from the viewer.</p></li>
<li class=kadov-p><p><span style="font-weight: bold;"><B>Dump view</B></span>
- exports an object from the viewer in bmp, png, jpg or jpeg image format.
</p></li>
<li class=kadov-p><p><span style="font-weight: bold;"><B>Change background</B></span>
- allows to redefine the background color. By default it is black. &nbsp;</p></li>
</ul>
<p>&nbsp;</p>
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@ -1,124 +1,124 @@
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<head>
<title>Adding Quadratic Nodes and Elements</title>
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<h1>Adding Quadratic Elements</h1>
<p>MESH modules allows you to work with <span style="font-weight: bold;"><B>Quadratic
Elements</B></span>.</p>
<p>Quadratic Edge in not a straight but a broken line and can be defined
by three points: first, middle and last. All more complex <span style="font-weight: bold;"><B>Quadratic
Elements</B></span> differ from ordinary ones in that they consist of Quadratic
Edges.</p>
<p class=TODO
style="font-family: 'Arial Black', sans-serif; font-style: italic;">To
add a quadratic element to your mesh:</p>
<p class="whs1">1. Select your mesh in the Object Browser
or in the 3D viewer.</p>
<p class="whs1">2. From the <span style="font-weight: bold;"><B>Modification
</B></span>menu choose the <span style="font-weight: bold;"><B>Add </B></span>item
and select one of the following: </p>
<p class="whs1"><img src="image152.gif" width="148px" height="168px" border="0" class="img_whs2"></p>
<p class="whs1">To create any <span style="font-weight: bold;"><B>Quadratic
Element </B></span>specify the nodes which will form your triangle by selecting
them in the 3D viewer with pressed Shift button. Their numbers will appear
in the dialog box as <span style="font-weight: bold;"><B>Corner Nodes</B></span>
(alternatively you can just input numbers in this field without selection).The
edges formed by the corner nodes will appear in the table. To define the
middle nodes for each edge double-click on the respective field and input
the number of the node. All edges and the object formed by them will be
displayed in the Object browser. When all edges are defined you will be
able to click <span style="font-weight: bold;"><B>OK</B></span> or <span style="font-weight: bold;"><B>Apply</B></span>
button to add the element to the mesh. </p>
<p class="whs1">&nbsp;<img src="pics/aqt.png" x-maintain-ratio="TRUE" width="332px" height="350px" border="0" class="img_whs3"></p>
<p class="whs1"><span style="font-weight: bold;"><B>Reverse</B></span>
button for Quadratic Edges switches the first and the last nodes. <span
style="margin-left: 40px;">For all other elements it reverses the element.
</span></p>
<p class="whs1">&nbsp;</p>
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<h1>Adding Quadratic Elements</h1>
<p>MESH modules allows you to work with <span style="font-weight: bold;"><B>Quadratic
Elements</B></span>.</p>
<p>Quadratic Edge in not a straight but a broken line and can be defined
by three points: first, middle and last. All more complex <span style="font-weight: bold;"><B>Quadratic
Elements</B></span> differ from ordinary ones in that they consist of Quadratic
Edges.</p>
<p class=TODO
style="font-family: 'Arial Black', sans-serif; font-style: italic;">To
add a quadratic element to your mesh:</p>
<p class="whs1">1. Select your mesh in the Object Browser
or in the 3D viewer.</p>
<p class="whs1">2. From the <span style="font-weight: bold;"><B>Modification
</B></span>menu choose the <span style="font-weight: bold;"><B>Add </B></span>item
and select one of the following: </p>
<p class="whs1"><img src="image152.gif" width="148px" height="168px" border="0" class="img_whs2"></p>
<p class="whs1">To create any <span style="font-weight: bold;"><B>Quadratic
Element </B></span>specify the nodes which will form your triangle by selecting
them in the 3D viewer with pressed Shift button. Their numbers will appear
in the dialog box as <span style="font-weight: bold;"><B>Corner Nodes</B></span>
(alternatively you can just input numbers in this field without selection).The
edges formed by the corner nodes will appear in the table. To define the
middle nodes for each edge double-click on the respective field and input
the number of the node. All edges and the object formed by them will be
displayed in the Object browser. When all edges are defined you will be
able to click <span style="font-weight: bold;"><B>OK</B></span> or <span style="font-weight: bold;"><B>Apply</B></span>
button to add the element to the mesh. </p>
<p class="whs1">&nbsp;<img src="pics/aqt.png" x-maintain-ratio="TRUE" width="332px" height="350px" border="0" class="img_whs3"></p>
<p class="whs1"><span style="font-weight: bold;"><B>Reverse</B></span>
button for Quadratic Edges switches the first and the last nodes. <span
style="margin-left: 40px;">For all other elements it reverses the element.
</span></p>
<p class="whs1">&nbsp;</p>
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<h1>Aspect ratio 3D</h1>
<p><img src="image86.jpg" width="416px" height="385px" border="0" class="img_whs1"></p>
<p>&nbsp;</p>
<p><img src="i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs2">This mesh quality criterion resembles to the Aspect ratio
criterion, however, it is applied to 3D mesh elements: tetrahedrons,
pentahedrons, hexahedrons, etc. &nbsp;</p>
<p>There are simple formulas to evaluate directly the value of quality
Qk for simplex in 3D. The formulas are :</p>
<br>
<p>• For tetrahedron :</p>
<p>&nbsp;<img src="image20.gif" width="258px" height="246px" border="0" class="img_whs6"></p>
<p>&nbsp;<img src="image19.gif" width="133px" height="56px" border="0" class="img_whs7"></p>
<p>where :</p>
<p><img src="image18.gif" width="425px" height="192px" border="0" class="img_whs8"> </p>
<p>To calculate Sk , it is needed to sum the area of each of the 3 faces
with the formula given with the triangle.</p>
<p>&nbsp;</p>
<p>For the other types of element like pentahedron and hexahedron
the formula is the following :</p>
<p><img src="image30.gif" width="89px" height="32px" border="0" class="img_whs9"> </p>
<p>Where Qi are the quality of all the possible simplex (of same dimension
as the element) that compose the element.</p>
<p>For example, hexahedron is analysed via 6 tetrahedrons this way:</p>
<p><img src="image139.gif" border="0" class="img_whs10"> </p>
<p>&nbsp;</p>
<p>For 3D elements with quadrangular faces, aspect ratio of such faces
is also analysed and the maximal one over 3D and 2D qualities is taken.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p class="whs10"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of an <a href="quality_controls.htm#bookmark11">Aspect
Ratio quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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<h1>Aspect ratio 3D</h1>
<p><img src="image86.jpg" width="416px" height="385px" border="0" class="img_whs1"></p>
<p>&nbsp;</p>
<p><img src="i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs2"> The Aspect Ratio 3D mesh quality criterion calculates
the same parameter as the <a href="files/aspect_ratio.htm">Aspect ratio</a>
criterion, but it is applied to 3D mesh elements: tetrahedrons, pentahedrons,
hexahedrons, etc. &nbsp;</p>
<p>&nbsp;</p>
<ul type="disc" class="whs3">
<li class=kadov-p><p><img src="image20.gif" width="258px" height="246px" align="left" border="0" class="img_whs4">The <span style="font-weight: bold;"><B>Aspect
Ratio</B></span> of a <span style="font-weight: bold;"><B>tetrahedron</B></span>
3D element is calculated by the formula:</p></li>
</ul>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p><img src="image19.gif" width="133px" height="56px" border="0" class="img_whs5">,</p>
<p>&nbsp;</p>
<p>where <span style="font-weight: bold; font-style: italic;"><I><B>S</B></I></span><span
style="font-weight: bold;
font-style: italic;
vertical-align: Sub;"><I><B>K</B></I></span> is the sum of surfaces of the faces
of &#1050; and <span style="font-weight: bold; font-style: italic;"><I><B>V</B></I></span><span
style="vertical-align: Sub;
font-weight: bold;
font-style: italic;"><I><B>K</B></I></span> is the volume of &#1050; :</p>
<p>&nbsp;</p>
<p><img src="image18.gif" width="425px" height="192px" border="0" class="img_whs6">T</p>
<p>&nbsp;</p>
<ul type="disc" class="whs3">
<li class=kadov-p><p>Other element types like quadrangle, pentahedron
and hexahedron use the following formula:</p></li>
</ul>
<p><img src="image30.gif" width="89px" height="32px" border="0" class="img_whs7"> , where <span style="font-weight: bold; font-style: italic;"><I><B>Q</B></I></span><span
style="vertical-align: Sub;
font-weight: bold;
font-style: italic;"><I><B>i</B></I></span> represents the value of <span style="font-weight: bold; font-style: italic;"><I><B>Q</B></I></span><span
style="vertical-align: Sub;
font-weight: bold;
font-style: italic;"><I><B>k</B></I></span> for all possible simplexes (of the
same dimension as the element) that compose the element.</p>
<p>For example, a hexahedron is split in 6 tetrahedrons, the <span style="font-weight: bold;"><B>Aspect
ratio 3D</B></span> is calculated for each of them, then the greatest <span
style="font-weight: bold; font-style: italic;"><I><B>Q</B></I></span><span style="vertical-align: Sub;
font-weight: bold;
font-style: italic;"><I><B>k</B></I></span> is considered to be the &nbsp;<span
style="font-weight: bold;"><B>Aspect ratio 3D</B></span>
criterion for the whole &nbsp;hexahedron.</p>
<p><img src="pics/image139.gif" x-maintain-ratio="TRUE" width="569px" height="386px" border="0" class="img_whs8"></p>
<p>&nbsp;</p>
<p class=TODO>To apply the Aspect Ratio 3D quality criterion to your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs9">1. Display your mesh in the viewer.</p>
<p class="whs9">&nbsp;</p>
<p class="whs9">2. Choose <span style="font-weight: bold;"><B>Controls
&gt; Aspect Ratio 3D </B></span>or click <img src="image144.gif" width="24px" height="26px" border="0" class="img_whs10"> button of the toolbar.
Your mesh will be displayed in the viewer with its elements colored according
to the applied mesh quality control criterion:</p>
<p>&nbsp;</p>
<p class="whs11"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of an <span style="font-weight: bold;"><B><a href="quality_controls.htm#bookmark11">Aspect
Ratio 3D</B></span> quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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<h1>Borders at multi-connection</h1>
<p><img src="i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1">This mesh quality control highlights borders of faces
consisting of edges belonging to several faces. The amount of faces is
specified by user.</p>
<p>&nbsp;</p>
<p><img src="pics/borders_at_multi_connections1.png" x-maintain-ratio="TRUE" width="331px" height="297px" border="0" class="img_whs2"></p>
<p>&nbsp;</p>
<p>In this picture the borders at multi-connection are displayed in white.</p>
<p>&nbsp;</p>
<p class="whs3"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="quality_controls.htm#bookmark2">Borders
at Multi-Connection quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Borders at multi-connection</h1>
<p><img src="i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1">This mesh quality control highlights borders of faces
consisting of edges belonging to several faces. The amount of faces is
specified by user.</p>
<p>&nbsp;</p>
<p class="whs2"><img src="image151.gif" width="223px" height="213px" border="0" class="img_whs3"></p>
<p>&nbsp;</p>
<p>In this picture the borders at multi-connection are displayed in blue.</p>
<p>&nbsp;</p>
<p class="whs4"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="quality_controls.htm#bookmark1">Borders
at Multi-Connection quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Borders at multi-connection 2D</h1>
<p><img src="i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1">This mesh quality control highlights borders of elements
of mesh, consisting of edges belonging to several elements of mesh. </p>
<p>&nbsp;</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="image127.gif" width="420px" height="312px" border="0" class="img_whs2"></p>
<p>&nbsp;</p>
<p class="whs3"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="quality_controls.htm#bookmark6">Borders
at Multi-Connection quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Borders at multi-connection 2D</h1>
<p><img src="i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1">This mesh quality control highlights borders of elements
of mesh, consisting of edges belonging to several elements of mesh. </p>
<p>&nbsp;</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="image127.gif" width="420px" height="312px" border="0" class="img_whs2"></p>
<p>&nbsp;</p>
<p class="whs3"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="quality_controls.htm#bookmark5">Borders
at Multi-Connection quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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View File

@ -1,133 +1,140 @@
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<title>Clipping</title>
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<h1>Clipping</h1>
<p>Using this menu you can create cross-section views (clipping planes)
of your mesh.</p>
<p>&nbsp;</p>
<p>To start, click on the New button. </p>
<p>&nbsp;</p>
<p><img src="pics/a-clipping2.png" x-maintain-ratio="TRUE" width="332px" height="327px" border="0" class="img_whs1"></p>
<p>&nbsp;</p>
<p>Now you can define the parameters of your cross-section: <span style="font-weight: bold;"><B>Orientation</B></span>
&nbsp;(X-Y, X-Z
or Y-Z); <span style="font-weight: bold;"><B>Distance </B></span>between the
opposite extremities of the object,<span style="font-weight: bold;"> <B></B></span>if
it is set to 0.5 the object is split in two halves; and <span style="font-weight: bold;"><B>Rotation</B></span>
(in angle degrees) <span style="font-weight: bold;"><B>around X (Y to Z)
</B></span>and<span style="font-weight: bold;"><B> around Y (X to Z)</B></span>.
If the <span style="font-weight: bold;"><B>Show preview</B></span> button is
on, you can see the clipping plane in the <span style="font-weight: bold;"><B>Object
window. </B></span></p>
<p>&nbsp;</p>
<p class="whs2"><img src="image79.jpg" width="326px" height="199px" border="0" class="img_whs3"></p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><span style="font-weight: normal;">If the</span>
Auto Apply<span style="font-weight: normal;"> button is on, you can preview
the cross-section in the</span> Object window</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><img src="image99.gif" width="329px" height="210px" border="0" class="img_whs4"></p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><span style="font-weight: normal;">To get
a new object from </span>Clipping, <span style="font-weight: normal;">click</span>
Ok. </p>
<p class="whs2">&nbsp;</p>
<p class="whs2">&nbsp;</p>
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<h1>Clipping</h1>
<p>Using this menu you can create cross-section views (clipping planes)
of your mesh.</p>
<p>&nbsp;</p>
<p>To start, click on the New button. </p>
<p>&nbsp;</p>
<p class="whs1"><img src="pics/a-clipping2.png" x-maintain-ratio="TRUE" width="332px" height="327px" border="0" class="img_whs2"></p>
<p>&nbsp;</p>
<p>Now you can define the parameters of your cross-section: <span style="font-weight: bold;"><B>Orientation</B></span>
&nbsp;(X-Y, X-Z
or Y-Z); <span style="font-weight: bold;"><B>Distance </B></span>between the
opposite extremities of the object,<span style="font-weight: bold;"> <B></B></span>if
it is set to 0.5 the object is split in two halves; and <span style="font-weight: bold;"><B>Rotation</B></span>
(in angle degrees) <span style="font-weight: bold;"><B>around X (Y to Z)
</B></span>and<span style="font-weight: bold;"><B> around Y (X to Z)</B></span>.
If the <span style="font-weight: bold;"><B>Show preview</B></span> button is
on, you can see the clipping plane in the <span style="font-weight: bold;"><B>Object
window. </B></span></p>
<p>&nbsp;</p>
<p class="whs3"><img src="image79.jpg" width="326px" height="199px" border="0" class="img_whs4"></p>
<p class="whs5">&nbsp;</p>
<p class="whs5"><span style="font-weight: normal;">If the</span>
Auto Apply<span style="font-weight: normal;"> button is on, you can preview
the cross-section in the</span> Object window</p>
<p class="whs5">&nbsp;</p>
<p class="whs3"><img src="image99.gif" width="329px" height="210px" border="0" class="img_whs6"></p>
<p class="whs5">&nbsp;</p>
<p class="whs5"><span style="font-weight: normal;">To get
a new object from </span>Clipping, <span style="font-weight: normal;">click</span>
Ok. </p>
<p class="whs5">&nbsp;</p>
<p class="whs5">&nbsp;</p>
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var nEqualPos = strTopicString.indexOf('=');
if (nEqualPos == -1) {
return GetTopicNumberAuto(strTopicString);
}
else {
var strValue=strTopicString.substring(nEqualPos + 1, strTopicString.length);
if (strTopicString.toLowerCase().indexOf("topicnumber") == 0) {
return parseInt(strValue);
} else if (strTopicString.toLowerCase().indexOf("context") == 0) {
return GetTopicNumberById(strValue);
} else if (strTopicString.toLowerCase().indexOf("remoteurl") == 0) {
gstrURL = strValue;
return -1;
}
}
}
//Find HomePage of the WebHelp system
// we try to get the topic from remote project if it exists.
function RedirectToHomePage()
{
if (parent && parent != this && parent.goNext)
{
var sHome = parent.goNext();
if (sHome != "")
RedirectTo(sHome);
}
}
function getHomePage()
{
if (parent && parent != this && parent.getRelHomePage)
{
return parent.getRelHomePage(document.location.href);
}
return "";
}
function addRemoteProject(strPath)
{
if (parent && parent != this && parent.addProject)
{
parent.addProject(strPath);
}
}
//Redirect page to...
function RedirectTo(strUrl)
{
if (gstrWindowOption.length != 0) {
var wnd = window.open(strUrl, "HelpStub", gstrWindowOption);
// close current window and rename the stub window to current window.
if (wnd)
wnd.focus();
if (parent)
parent.close();
}
else {
parent.document.location.href = strUrl;
window.focus();
}
}
//Prompt the user that we can not find...
function FailToFind(strMsg)
{
RedirectToHomePage();
}
//Find topic by topic number (defined in h file)
function FindTopicByTopicNum(nTopicNum)
{
var i = 0;
var iEnd = gArrayCsh.length;
for (i=0; i<iEnd; i++)
{
if (gArrayCsh[i].nTopicNum == nTopicNum)
{
var strURL = gArrayCsh[i].strUrl;
if (gbWithNavPane)
{
var strHomePage = getHomePage();
if (strHomePage.length != 0)
strURL = strHomePage + strURL;
}
RedirectTo(strURL);
return true;
}
}
FailToFind("Fail to find topic assocaite with topic number: " + nTopicNum);
return false;
}
var oldPrefix = "HelpIdFromHTMLHelp_"
//Find topic by topic id (alias id defined in ali file)
function GetTopicNumberById(strTopicId)
{
if (strTopicId.indexOf(oldPrefix) == 0)
{
strTopicId = strTopicId.substring(oldPrefix.length);
}
var i = 0;
var iEnd = gArrayCsh.length;
for (i=0; i<iEnd; i++)
{
if (gArrayCsh[i].strAliasId.toLowerCase() == strTopicId.toLowerCase())
{
return gArrayCsh[i].nTopicNum;
}
}
gstrURL = "";
return -1;
}
//Set Context-sensitive help entity...
function SetCsh(n, strAliasId, nTopicNum, strUrl)
{
gArrayCsh[n] = new CshEntityItem(strAliasId,nTopicNum,strUrl);
}
function getHash()
{
if (parent && parent != this)
return parent.location.hash;
else
return "";
}
//-->
</script>
<script language="javascript">
<!--
//-->
</script>
<script language="javascript">
<!--
//Find CSH according to hash string after this page
if (getHash().length > 0)
{
// VH 05/16/00 now support
// TopicID=
// TopicNumber=
// RemoteURL=
// and WindowsOptions
// with the format #a=xxx,b=xxx,c=xxx...
var strHashString = getHash().toString();
// change ? to : for remote URL. because java applet have some problem to pass a URL with two : inside the URL so we changed it.
// so here need to change it back.
strHashString = strHashString.substring(1,strHashString.length);
strHashString = strHashString.replace("%072%057%057", "://");
var nTopicNum = GetTopicNumber(strHashString);
if (nTopicNum != -1)
{
FindTopicByTopicNum(nTopicNum);
}
else
{
if (gstrURL.length > 0)
RedirectTo(gstrURL);
else
RedirectToHomePage();
}
}
else
{
RedirectToHomePage();
}
//-->
</script>
<noscript>
<p> Your browser does not support JavaScript. WebHelp Context-Sensitive Help requires JavaScript support to run.</p>
</noscript>
</body>
</html>

View File

@ -1,251 +1,251 @@
<html>
<head>
<title>SMESH reference manual</title>
<meta name="generator" content="RoboHelp by eHelp Corporation www.ehelp.com">
<meta name="description" content="WebHelp 5.50">
</head>
<body>
<script language="JavaScript">
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var gArrayCsh = new Array();
var gstrWindowOption = "";
var gstrURL = "";
var gbWithNavPane = false;
function CshEntityItem(strAliasId, nTopicNum, strUrl)
{
this.strAliasId = strAliasId;
this.nTopicNum = nTopicNum;
this.strUrl = strUrl;
}
//Try to get to topic number from hash string
function GetTopicNumberAuto(strMayBeNumber)
{
var nNum = -1;
if (strMayBeNumber.length >= 1)
{
var strTmp = strMayBeNumber;
var iEnd = strTmp.length;
for (var i=0; i<iEnd; i++)
{
var ch = strTmp.charAt(i);
if (!((ch == "0") || (ch == "1") ||
(ch == "2") || (ch == "3") ||
(ch == "4") || (ch == "5") ||
(ch == "6") || (ch == "7") ||
(ch == "8") || (ch == "9")))
return GetTopicNumberById(strTmp);
}
nNum = parseInt(strTmp);
}
return nNum;
}
function GetTopicNumber(strHashString)
{
var nTopicEndPos = strHashString.indexOf(',')
if (nTopicEndPos == -1) { // no window option.
return GetTopicNumberOnly(strHashString);
}
else {
var strWindowOption = strHashString.substring(nTopicEndPos + 1, strHashString.length);
var strWithNavPane = 'withnavpane=true';
if (strWindowOption.toLowerCase().indexOf(strWithNavPane) == 0)
{
if (strWindowOption.length > strWithNavPane.length)
gstrWindowOption = strWindowOption.substring(strWithNavPane.length + 1);
else
gstrWindowOption = "";
gbWithNavPane = true;
}
else
gstrWindowOption = strWindowOption;
return GetTopicNumberOnly(strHashString.substring(0, nTopicEndPos));
}
}
function GetTopicNumberOnly(strTopicString)
{
var nEqualPos = strTopicString.indexOf('=');
if (nEqualPos == -1) {
return GetTopicNumberAuto(strTopicString);
}
else {
var strValue=strTopicString.substring(nEqualPos + 1, strTopicString.length);
if (strTopicString.toLowerCase().indexOf("topicnumber") == 0) {
return parseInt(strValue);
} else if (strTopicString.toLowerCase().indexOf("topicid") == 0) {
return GetTopicNumberById(strValue);
} else if (strTopicString.toLowerCase().indexOf("remoteurl") == 0) {
gstrURL = strValue;
return -1;
}
}
}
//Find HomePage of the WebHelp system
// we try to get the topic from remote project if it exists.
function RedirectToHomePage()
{
if (parent && parent != this && parent.goNext)
{
var sHome = parent.goNext();
if (sHome != "")
RedirectTo(sHome);
}
}
function getHomePage()
{
if (parent && parent != this && parent.getRelHomePage)
{
return parent.getRelHomePage(document.location.href);
}
return "";
}
function addRemoteProject(strPath)
{
if (parent && parent != this && parent.addProject)
{
parent.addProject(strPath);
}
}
//Redirect page to...
function RedirectTo(strUrl)
{
if (gstrWindowOption.length != 0) {
var wnd = window.open(strUrl, "HelpStub", gstrWindowOption);
// close current window and rename the stub window to current window.
wnd.focus();
if (parent)
parent.close();
}
else {
parent.document.location.href = strUrl;
window.focus();
}
}
//Prompt the user that we can not find...
function FailToFind(strMsg)
{
RedirectToHomePage();
}
//Find topic by topic number (defined in h file)
function FindTopicByTopicNum(nTopicNum)
{
var i = 0;
var iEnd = gArrayCsh.length;
for (i=0; i<iEnd; i++)
{
if (gArrayCsh[i].nTopicNum == nTopicNum)
{
var strURL = gArrayCsh[i].strUrl;
if (gbWithNavPane)
{
var strHomePage = getHomePage();
if (strHomePage.length != 0)
strURL = strHomePage + strURL;
}
RedirectTo(strURL);
return true;
}
}
FailToFind("Fail to find topic assocaite with topic number: " + nTopicNum);
return false;
}
//Find topic by topic id (alias id defined in ali file)
function GetTopicNumberById(strTopicId)
{
var i = 0;
var iEnd = gArrayCsh.length;
for (i=0; i<iEnd; i++)
{
if (gArrayCsh[i].strAliasId == strTopicId)
{
return gArrayCsh[i].nTopicNum;
}
}
gstrURL = "";
return -1;
}
//Set Context-sensitive help entity...
function SetCsh(n, strAliasId, nTopicNum, strUrl)
{
gArrayCsh[n] = new CshEntityItem(strAliasId,nTopicNum,strUrl);
}
function getHash()
{
if (parent && parent != this)
return parent.location.hash;
else
return "";
}
//-->
</script>
<script language="javascript">
<!--
//-->
</script>
<script language="javascript">
<!--
//Find CSH according to hash string after this page
if (getHash().length > 0)
{
// VH 05/16/00 now support
// TopicID=
// TopicNumber=
// RemoteURL=
// and WindowsOptions
// with the format #a=xxx,b=xxx,c=xxx...
var strHashString = getHash().toString();
// change ? to : for remote URL. because java applet have some problem to pass a URL with two : inside the URL so we changed it.
// so here need to change it back.
strHashString = strHashString.substring(1,strHashString.length);
strHashString = strHashString.replace("%072%057%057", "://");
var nTopicNum = GetTopicNumber(strHashString);
if (nTopicNum != -1)
{
FindTopicByTopicNum(nTopicNum);
}
else
{
if (gstrURL.length > 0)
RedirectTo(gstrURL);
else
RedirectToHomePage();
}
}
else
{
RedirectToHomePage();
}
//-->
</script>
<noscript>
<p> Your browser does not support JavaScript. WebHelp Context-Sensitive Help requires JavaScript support to run.</p>
</noscript>
</body>
</html>
<html>
<head>
<title>Mesh Module Reference Manual</title>
<meta name="generator" content="RoboHelp by eHelp Corporation www.ehelp.com">
<meta name="description" content="WebHelp 5.50">
</head>
<body>
<script language="JavaScript">
<!--
var gArrayCsh = new Array();
var gstrWindowOption = "";
var gstrURL = "";
var gbWithNavPane = false;
function CshEntityItem(strAliasId, nTopicNum, strUrl)
{
this.strAliasId = strAliasId;
this.nTopicNum = nTopicNum;
this.strUrl = strUrl;
}
//Try to get to topic number from hash string
function GetTopicNumberAuto(strMayBeNumber)
{
var nNum = -1;
if (strMayBeNumber.length >= 1)
{
var strTmp = strMayBeNumber;
var iEnd = strTmp.length;
for (var i=0; i<iEnd; i++)
{
var ch = strTmp.charAt(i);
if (!((ch == "0") || (ch == "1") ||
(ch == "2") || (ch == "3") ||
(ch == "4") || (ch == "5") ||
(ch == "6") || (ch == "7") ||
(ch == "8") || (ch == "9")))
return GetTopicNumberById(strTmp);
}
nNum = parseInt(strTmp);
}
return nNum;
}
function GetTopicNumber(strHashString)
{
var nTopicEndPos = strHashString.indexOf(',')
if (nTopicEndPos == -1) { // no window option.
return GetTopicNumberOnly(strHashString);
}
else {
var strWindowOption = strHashString.substring(nTopicEndPos + 1, strHashString.length);
var strWithNavPane = 'withnavpane=true';
if (strWindowOption.toLowerCase().indexOf(strWithNavPane) == 0)
{
if (strWindowOption.length > strWithNavPane.length)
gstrWindowOption = strWindowOption.substring(strWithNavPane.length + 1);
else
gstrWindowOption = "";
gbWithNavPane = true;
}
else
gstrWindowOption = strWindowOption;
return GetTopicNumberOnly(strHashString.substring(0, nTopicEndPos));
}
}
function GetTopicNumberOnly(strTopicString)
{
var nEqualPos = strTopicString.indexOf('=');
if (nEqualPos == -1) {
return GetTopicNumberAuto(strTopicString);
}
else {
var strValue=strTopicString.substring(nEqualPos + 1, strTopicString.length);
if (strTopicString.toLowerCase().indexOf("topicnumber") == 0) {
return parseInt(strValue);
} else if (strTopicString.toLowerCase().indexOf("topicid") == 0) {
return GetTopicNumberById(strValue);
} else if (strTopicString.toLowerCase().indexOf("remoteurl") == 0) {
gstrURL = strValue;
return -1;
}
}
}
//Find HomePage of the WebHelp system
// we try to get the topic from remote project if it exists.
function RedirectToHomePage()
{
if (parent && parent != this && parent.goNext)
{
var sHome = parent.goNext();
if (sHome != "")
RedirectTo(sHome);
}
}
function getHomePage()
{
if (parent && parent != this && parent.getRelHomePage)
{
return parent.getRelHomePage(document.location.href);
}
return "";
}
function addRemoteProject(strPath)
{
if (parent && parent != this && parent.addProject)
{
parent.addProject(strPath);
}
}
//Redirect page to...
function RedirectTo(strUrl)
{
if (gstrWindowOption.length != 0) {
var wnd = window.open(strUrl, "HelpStub", gstrWindowOption);
// close current window and rename the stub window to current window.
wnd.focus();
if (parent)
parent.close();
}
else {
parent.document.location.href = strUrl;
window.focus();
}
}
//Prompt the user that we can not find...
function FailToFind(strMsg)
{
RedirectToHomePage();
}
//Find topic by topic number (defined in h file)
function FindTopicByTopicNum(nTopicNum)
{
var i = 0;
var iEnd = gArrayCsh.length;
for (i=0; i<iEnd; i++)
{
if (gArrayCsh[i].nTopicNum == nTopicNum)
{
var strURL = gArrayCsh[i].strUrl;
if (gbWithNavPane)
{
var strHomePage = getHomePage();
if (strHomePage.length != 0)
strURL = strHomePage + strURL;
}
RedirectTo(strURL);
return true;
}
}
FailToFind("Fail to find topic assocaite with topic number: " + nTopicNum);
return false;
}
//Find topic by topic id (alias id defined in ali file)
function GetTopicNumberById(strTopicId)
{
var i = 0;
var iEnd = gArrayCsh.length;
for (i=0; i<iEnd; i++)
{
if (gArrayCsh[i].strAliasId == strTopicId)
{
return gArrayCsh[i].nTopicNum;
}
}
gstrURL = "";
return -1;
}
//Set Context-sensitive help entity...
function SetCsh(n, strAliasId, nTopicNum, strUrl)
{
gArrayCsh[n] = new CshEntityItem(strAliasId,nTopicNum,strUrl);
}
function getHash()
{
if (parent && parent != this)
return parent.location.hash;
else
return "";
}
//-->
</script>
<script language="javascript">
<!--
//-->
</script>
<script language="javascript">
<!--
//Find CSH according to hash string after this page
if (getHash().length > 0)
{
// VH 05/16/00 now support
// TopicID=
// TopicNumber=
// RemoteURL=
// and WindowsOptions
// with the format #a=xxx,b=xxx,c=xxx...
var strHashString = getHash().toString();
// change ? to : for remote URL. because java applet have some problem to pass a URL with two : inside the URL so we changed it.
// so here need to change it back.
strHashString = strHashString.substring(1,strHashString.length);
strHashString = strHashString.replace("%072%057%057", "://");
var nTopicNum = GetTopicNumber(strHashString);
if (nTopicNum != -1)
{
FindTopicByTopicNum(nTopicNum);
}
else
{
if (gstrURL.length > 0)
RedirectTo(gstrURL);
else
RedirectToHomePage();
}
}
else
{
RedirectToHomePage();
}
//-->
</script>
<noscript>
<p> Your browser does not support JavaScript. WebHelp Context-Sensitive Help requires JavaScript support to run.</p>
</noscript>
</body>
</html>

View File

@ -1,101 +1,101 @@
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View File

@ -1,118 +1,118 @@
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<h1>Deleting Groups</h1>
<p class="whs1">To delete a group in the
<span style="font-weight: bold;"><B>Main Menu</B></span> select <span style="font-weight: bold;"><B>Mesh
</B></span><span style="font-family: Arial, sans-serif;">-&gt;</span><span
style="font-weight: bold;"><B> Delete Groups</B></span> and select one or several
groups you wish to delete in the 3D viewer or in the Object Browser.</p>
<p class="whs1">The selected groups will
be listed in <span style="font-weight: bold;"><B>Delete groups with contents</B></span>
menu. Then click Ok button to remove the selected groups and close the
menu or Apply button to remove them and proceed with the selection. </p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="pics/deletegroups.png" x-maintain-ratio="TRUE" width="306px" height="234px" border="0" class="img_whs2"></p>
<p class="whs1">&nbsp;&nbsp;&nbsp;&nbsp;</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">Please, note that this
operation <span style="font-weight: bold;"><B>removes groups with their elements</B></span>.
To delete a group and leave its elements intact, right-click on the group
in the Object Browser and select <span style="font-weight: bold;"><B>Delete</B></span>
in the pop-up menu or select the group and choose <span style="font-weight: bold;"><B>Edit
-&gt; Delete</B></span> in the <span style="font-weight: bold;"><B>Main Menu.</B></span>
&nbsp;&nbsp;</p>
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<h1>Deleting Groups</h1>
<p class="whs1">To delete a group in the
<span style="font-weight: bold;"><B>Main Menu</B></span> select <span style="font-weight: bold;"><B>Mesh
</B></span><span style="font-family: Arial, sans-serif;">-&gt;</span><span
style="font-weight: bold;"><B> Delete Groups</B></span> and select one or several
groups you wish to delete in the 3D viewer or in the Object Browser.</p>
<p class="whs1">The selected groups will
be listed in <span style="font-weight: bold;"><B>Delete groups with contents</B></span>
menu. Then click Ok button to remove the selected groups and close the
menu or Apply button to remove them and proceed with the selection. </p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="pics/deletegroups.png" x-maintain-ratio="TRUE" width="306px" height="234px" border="0" class="img_whs2"></p>
<p class="whs1">&nbsp;&nbsp;&nbsp;&nbsp;</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">Please, note that this
operation <span style="font-weight: bold;"><B>removes groups with their elements</B></span>.
To delete a group and leave its elements intact, right-click on the group
in the Object Browser and select <span style="font-weight: bold;"><B>Delete</B></span>
in the pop-up menu or select the group and choose <span style="font-weight: bold;"><B>Edit
-&gt; Delete</B></span> in the <span style="font-weight: bold;"><B>Main Menu.</B></span>
&nbsp;&nbsp;</p>
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<h1>Display Entity</h1>
<p>In this submenu you can choose to display only faces,</p>
<p>&nbsp;</p>
<p><img src="image56.jpg" height="282px" width="259px" border="0" class="img_whs1"></p>
<p>&nbsp;</p>
<p>only edges, </p>
<p>&nbsp;</p>
<p><img src="image58.gif" height="287px" width="257px" border="0" class="img_whs2"></p>
<p>&nbsp;</p>
<p>or both.</p>
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<h1>Display Entity</h1>
<p>In this submenu you can choose to display only volumes, faces or edges
or combine them. </p>
<p>&nbsp;</p>
<p class="whs1">Only Faces &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Only
Edges</p>
<p class="whs2"><img src="image56.jpg" height="285px" width="260px" border="0" class="img_whs3"> &nbsp;<img src="image58.gif" height="285px" width="260px" border="0" class="img_whs3"></p>
<p>&nbsp;</p>
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<h1>Extrusion</h1>
<p>Extrusion is a type of surface meshing by generation from discretized
lines. It is used to build mesh elements of plus one dimension than the
swept ones. Each swept 1D element produces one or more quadrangles (or
triangles if one node of a rotated element lays on the revolution axis).</p>
<p>&nbsp;</p>
<p class=TODO>To use extrusion:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">1. From the <span style="font-weight: bold;"><B>Modification
</B></span>menu choose the <span style="font-weight: bold;"><B>Extrusion </B></span>item
or click <img src="image91.gif" width="27px" height="24px" border="0" class="img_whs2"> button in the toolbar. The following dialog box
will appear:</p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="pics/extrusionalongaline1.png" x-maintain-ratio="TRUE" width="411px" height="309px" border="0" class="img_whs3"> &nbsp;<img src="pics/extrusionalongaline2.png" x-maintain-ratio="TRUE" width="411px" height="309px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1">2. In this dialog box you should select </p>
<ul type="disc" class="whs4">
<li class=kadov-p><p class="whs1">the type of elements
which will be extruded (1D or 2D),</p></li>
<li class=kadov-p><p class="whs1">specify the IDs of
the elements which will be extruded by selecting them in the 3D viewer
or select the whole mesh or submesh,</p></li>
<li class=kadov-p><p class="whs1">specify the vector
along which the elements will be extruded,</p></li>
<li class=kadov-p><p class="whs1">number of steps</p></li>
</ul>
<p class="whs1">&nbsp;</p>
<p class="whs1">3. Click the <span style="font-weight: bold;"><B>Apply
</B></span>or <span style="font-weight: bold;"><B>OK </B></span>button.</p>
<p class=TODO
style="margin-left: 40px;">&nbsp;</p>
<p>&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs5">
<col class="whs6">
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<td width="50%" class="whs8">
<p><img src="image77.jpg" width="350px" height="201px" border="0" class="img_whs9"></td>
<td width="50%" class="whs10">
<p><img src="image76.jpg" width="350px" height="201px" border="0" class="img_whs9"></td></tr>
</table>
<p class=TODO>&nbsp;</p>
<p>&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of an <a href="modifying_meshes.htm#bookmark9">Extrusion</a>
operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Extrusion</h1>
<p>Extrusion is a type of surface meshing by generation from discretized
lines. It is used to build mesh elements of plus one dimension than the
swept ones. Each swept 1D element produces one or more quadrangles (or
triangles if one node of a rotated element lays on the revolution axis).</p>
<p>&nbsp;</p>
<p class=TODO>To use extrusion:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">1. From the <span style="font-weight: bold;"><B>Modification
</B></span>menu choose the <span style="font-weight: bold;"><B>Extrusion </B></span>item
or click <img src="image91.gif" width="27px" height="24px" border="0" class="img_whs2"> button in the toolbar. The following dialog box
will appear:</p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="pics/extrusionalongaline1.png" x-maintain-ratio="TRUE" width="411px" height="309px" border="0" class="img_whs3"> &nbsp;<img src="pics/extrusionalongaline2.png" x-maintain-ratio="TRUE" width="411px" height="309px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1">2. In this dialog box you should select </p>
<ul type="disc" class="whs4">
<li class=kadov-p><p class="whs1">the type of elements
which will be extruded (1D or 2D),</p></li>
<li class=kadov-p><p class="whs1">specify the IDs of
the elements which will be extruded by selecting them in the 3D viewer
or select the whole mesh or submesh,</p></li>
<li class=kadov-p><p class="whs1">specify the vector
along which the elements will be extruded,</p></li>
<li class=kadov-p><p class="whs1">number of steps</p></li>
</ul>
<p class="whs1">&nbsp;</p>
<p class="whs1">3. Click the <span style="font-weight: bold;"><B>Apply
</B></span>or <span style="font-weight: bold;"><B>OK </B></span>button.</p>
<p class=TODO
style="margin-left: 40px;">&nbsp;</p>
<p>&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs5">
<col class="whs6">
<col class="whs6">
<tr valign="top" class="whs7">
<td width="50%" class="whs8">
<p><img src="image77.jpg" width="350px" height="201px" border="0" class="img_whs9"></td>
<td width="50%" class="whs10">
<p><img src="image76.jpg" width="350px" height="201px" border="0" class="img_whs9"></td></tr>
</table>
<p class=TODO>&nbsp;</p>
<p>&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of an <a href="modifying_meshes.htm#bookmark9">Extrusion</a>
operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Extrusion along a path</h1>
<p>In principle, Extrusion along a path works in the same way as Extrusion,
the main difference is that we define not a vector, but a path of extrusion
which must be a meshed edge or wire. To get an idea of how this algorithm
works, let's see the left image, where we have a 1D circle edge and &nbsp;a
2D hexagon to be extruded along this path (in the picture they are angular
because we show the wireframe of the mesh). And now let's see the right
image, showing the result of the operation. &nbsp;</p>
<p>&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs1">
<col class="whs2">
<col class="whs2">
<tr valign="top" class="whs3">
<td width="50%" class="whs4">
<p><img src="image102.gif" width="335px" height="323px" border="0" class="img_whs5"></td>
<td width="50%" class="whs6">
<p><img src="image104.gif" width="350px" height="323px" border="0" class="img_whs7"></td></tr>
</table>
<p>&nbsp;</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</p>
<p>&nbsp;</p>
<p class=TODO>To use Extrusion along a path:</p>
<p class="whs8">1. From the <span style="font-weight: bold;"><B>Modification
</B></span>menu choose the <span style="font-weight: bold;"><B>Extrusion along
a path </B></span>item or click <img src="image101.gif" width="27px" height="24px" border="0" class="img_whs9"> button in the toolbar. The
following dialog box will appear:</p>
<p class="whs8">&nbsp;</p>
<p class=TODO><img src="pics/a-extusionalongapath2.png" x-maintain-ratio="TRUE" width="434px" height="541px" border="0" class="img_whs10"></p>
<p class="whs8">&nbsp;</p>
<p class="whs8">2. In the dialog box you should &nbsp;</p>
<ul type="disc" class="whs11">
<li class=kadov-p><p class="whs12">select the type of
elements which will be extruded (1D or 2D),</p></li>
<li class=kadov-p><p class="whs12">specify the IDs of
the elements which will be extruded by selecting them in the 3D viewer
or <span style="font-weight: bold;"><B>Select the whole mesh, submesh or
grou</B></span>p,</p></li>
<li class=kadov-p><p class="whs12">specify the path along
which the elements will be extruded, for this you should specify the <span
style="font-weight: bold;"><B>Mesh</B></span>, the <span style="font-weight: bold;"><B>Shape</B></span>,
and the <span style="font-weight: bold;"><B>Start point</B></span> for the extrusion.
</p></li>
</ul>
<p class="whs8">&nbsp;</p>
<p class="whs8">3. There are two optional parameters, which
can be very useful.</p>
<ul type="disc" class="whs11">
<li class=kadov-p><p class="whs12">If the path of extrusion
is curvilinear, at each iteration the extruded shape is rotated to keep
its initial angularity to the curve. By default, the <span style="font-weight: bold;"><B>Base
point</B></span> around which the shape is rotated is the mass center of the
shape, however, you can specify any point as the <span style="font-weight: bold;"><B>Base
Point</B></span> and the shape will be rotated with respect to this point.</p></li>
<li class=kadov-p><p class="whs12">The shape can also
be rotated around the path to get the resulting mesh in a helical fashion.
At the picture above we see both &quot;oblique-angled&quot; and &quot;right-angled&quot;
mesh elements because <span style="font-weight: bold;"><B>Rotation Angles</B></span>
have not been set for all iterations. You set the values of the angles
at the right and add them to the list of angles at the left by pressing
the <img src="image105.gif" width="26px" height="25px" border="0" class="img_whs13"> button and remove the values from the list by pressing
the <img src="image106.gif" width="29px" height="28px" border="0" class="img_whs14"> button. </p></li>
</ul>
<p class="whs8">4. Click the <span style="font-weight: bold;"><B>Apply
</B></span>or <span style="font-weight: bold;"><B>OK </B></span>button.</p>
<p class="whs8">&nbsp;</p>
<p>&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of an <a href="modifying_meshes.htm#bookmark10">Extrusion
along a Path</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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<h1>Extrusion along a path</h1>
<p>In principle, Extrusion along a path works in the same way as Extrusion,
the main difference is that we define not a vector, but a path of extrusion
which must be a meshed edge or wire. To get an idea of how this algorithm
works, let's see the left image, where we have a 1D circle edge and &nbsp;a
2D hexagon to be extruded along this path (in the picture they are angular
because we show the wireframe of the mesh). And now let's see the right
image, showing the result of the operation. &nbsp;</p>
<p>&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs1">
<col class="whs2">
<col class="whs2">
<tr valign="top" class="whs3">
<td width="50%" class="whs4">
<p><img src="image102.gif" width="335px" height="323px" border="0" class="img_whs5"></td>
<td width="50%" class="whs6">
<p><img src="image104.gif" width="350px" height="323px" border="0" class="img_whs7"></td></tr>
</table>
<p>&nbsp;</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</p>
<p>&nbsp;</p>
<p class=TODO>To use Extrusion along a path:</p>
<p class="whs8">1. From the <span style="font-weight: bold;"><B>Modification
</B></span>menu choose the <span style="font-weight: bold;"><B>Extrusion along
a path </B></span>item or click <img src="image101.gif" width="27px" height="24px" border="0" class="img_whs9"> button in the toolbar. The
following dialog box will appear:</p>
<p class="whs8">&nbsp;</p>
<p class=TODO
style="margin-left: 80px;"><img src="pics/a-extusionalongapath2.png" x-maintain-ratio="TRUE" width="434px" height="541px" border="0" class="img_whs10"></p>
<p class="whs8">&nbsp;</p>
<p class="whs8">2. In the dialog box you should &nbsp;</p>
<ul type="disc" class="whs11">
<li class=kadov-p><p class="whs12">select the type of
elements which will be extruded (1D or 2D),</p></li>
<li class=kadov-p><p class="whs12">specify the IDs of
the elements which will be extruded by selecting them in the 3D viewer
or <span style="font-weight: bold;"><B>Select the whole mesh, submesh or
grou</B></span>p,</p></li>
<li class=kadov-p><p class="whs12">specify the path along
which the elements will be extruded, for this you should specify the <span
style="font-weight: bold;"><B>Mesh</B></span>, the <span style="font-weight: bold;"><B>Shape</B></span>,
and the <span style="font-weight: bold;"><B>Start point</B></span> for the extrusion.
</p></li>
</ul>
<p class="whs8">&nbsp;</p>
<p class="whs8">3. There are two optional parameters, which
can be very useful.</p>
<ul type="disc" class="whs11">
<li class=kadov-p><p class="whs12">If the path of extrusion
is curvilinear, at each iteration the extruded shape is rotated to keep
its initial angularity to the curve. By default, the <span style="font-weight: bold;"><B>Base
point</B></span> around which the shape is rotated is the mass center of the
shape, however, you can specify any point as the <span style="font-weight: bold;"><B>Base
Point</B></span> and the shape will be rotated with respect to this point.</p></li>
<li class=kadov-p><p class="whs12">The shape can also
be rotated around the path to get the resulting mesh in a helical fashion.
At the picture above we see both &quot;oblique-angled&quot; and &quot;right-angled&quot;
mesh elements because <span style="font-weight: bold;"><B>Rotation Angles</B></span>
have not been set for all iterations. You set the values of the angles
at the right and add them to the list of angles at the left by pressing
the <img src="image105.gif" width="26px" height="25px" border="0" class="img_whs13"> button and remove the values from the list by pressing
the <img src="image106.gif" width="29px" height="28px" border="0" class="img_whs14"> button. </p></li>
</ul>
<p class="whs8">4. Click the <span style="font-weight: bold;"><B>Apply
</B></span>or <span style="font-weight: bold;"><B>OK </B></span>button.</p>
<p class="whs8">&nbsp;</p>
<p>&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of an <a href="modifying_meshes.htm#bookmark10">Extrusion
along a Path</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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<h1>About hypotheses</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> <span style="font-weight: bold;"><B>Hypotheses</B></span> represent
boundary conditions which will be taken into account at calculations of
meshes or submeshes basing on geometrical objects. These hypotheses allow
you to manage the level of detail of the resulting meshes or submeshes:
when applying different hypotheses with different parameters you can preset
the quantity of meshing elements which will compose your mesh. So, it
will be possible to generate a rough or a more refined mesh or submesh.
</p>
<p>&nbsp;</p>
<p>In <span style="font-weight: bold;"><B>MESH </B></span>there are the following
Basic Hypotheses (to introduce them, you operate numerical values):</p>
<ul type="disc" class="whs2">
<li style="list-style: circle; /*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
type=circle
class=kadov-p><p class="whs3"><a href="arithmetic_1d.htm">1D Hypotheses</a> (for meshing of <span style="font-weight: bold;"><B>edges)</B></span>:</p></li>
<ul type="disc" class="whs2">
<li style="/*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
class=kadov-p><p class="whs3">Arithmetic
1D</p></li>
<li style="/*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
class=kadov-p><p class="whs3">Average
Length</p></li>
<li style="/*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
class=kadov-p><p class="whs3">Deflection
1D </p></li>
<li style="/*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
class=kadov-p><p class="whs3">Number
of segments</p></li>
<li style="/*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
class=kadov-p><p class="whs3">Start
and end length</p></li>
</ul>
<li style="list-style: circle; /*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
type=circle
class=kadov-p><p class="whs3">2D
Hypothesis (for meshing of <span style="font-weight: bold;"><B>faces)</B></span>:
</p></li>
</ul>
<ul type="disc" class="whs2">
<ul type="disc" class="whs2">
<li style="/*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
class=kadov-p><p class="whs3"><a href="max._element_area_hypothesis.htm">Max Element Area</a></p></li>
</ul>
</ul>
<ul type="disc" class="whs2">
<li style="list-style: circle; /*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
type=circle
class=kadov-p><p class="whs3">3D
Hypothesis (for meshing of <span style="font-weight: bold;"><B>volumes)</B></span>:
</p></li>
<ul type="disc" class="whs2">
<li class=kadov-p><p><a href="max._element_volume_hypothsis.htm">Max
Element Volume</a></p></li>
</ul>
</ul>
<p>&nbsp;</p>
<p>There also exist some <a href="non_conform_mesh_allowed_hypothesis.htm">Additional
Hypotheses</a></p>
<ol type="disc" class="whs4">
<ul type="disc" class="whs2">
<li class=kadov-p><p>Propagation of 1D Hypothesis on opposite edges</p></li>
<li class=kadov-p><p>Length from edges</p></li>
<li class=kadov-p><p>Non conform mesh allowed</p></li>
</ul>
</ol>
<p>&nbsp;</p>
<p>The choice of a hypothesis depends on:</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p>the geometrical object (shape) which will be meshed</p></li>
<li class=kadov-p><p>the algorithm, which will be selected for meshing
of this geometrical object (shape)</p></li>
</ul>
<p>&nbsp;</p>
<p>&nbsp;</p>
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<h1>About hypotheses</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> <span style="font-weight: bold;"><B>Hypotheses</B></span> represent
boundary conditions which will be taken into account at calculations of
meshes or submeshes basing on geometrical objects. These hypotheses allow
you to manage the level of detail of the resulting meshes or submeshes:
when applying different hypotheses with different parameters you can preset
the quantity of meshing elements which will compose your mesh. So, it
will be possible to generate a rough or a more refined mesh or submesh.
</p>
<p>&nbsp;</p>
<p>In <span style="font-weight: bold;"><B>MESH </B></span>there are the following
Basic Hypotheses (to introduce them, you operate numerical values):</p>
<ul type="disc" class="whs2">
<li style="list-style: circle; /*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
type=circle
class=kadov-p><p class="whs3"><a href="arithmetic_1d.htm">1D Hypotheses</a> (for meshing of <span style="font-weight: bold;"><B>edges)</B></span>:</p></li>
<ul type="disc" class="whs2">
<li style="/*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
class=kadov-p><p class="whs3"><a href="arithmetic_1d.htm#arithmetic_1D">Arithmetic 1D</a></p></li>
<li style="/*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
class=kadov-p><p class="whs3"><a href="arithmetic_1d.htm#Average_length">Average Length</a></p></li>
<li style="/*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
class=kadov-p><p class="whs3"><a href="arithmetic_1d.htm#deflection_1D">Deflection 1D </a></p></li>
<li style="/*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
class=kadov-p><p class="whs3"><a href="arithmetic_1d.htm#Number_of_elements">Number of segments</a></p></li>
<li style="/*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
class=kadov-p><p class="whs3"><a href="arithmetic_1d.htm#start_and_end_length">Start and end length</a></p></li>
<li style="/*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
class=kadov-p><p class="whs3"><a href="arithmetic_1d.htm#automatic_length">Automatic Length</a></p></li>
</ul>
<li style="list-style: circle; /*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
type=circle
class=kadov-p><p class="whs3"><a href="max._element_area_hypothesis.htm">2D Hypotheses</a> (for meshing
of <span style="font-weight: bold;"><B>faces)</B></span>: </p></li>
</ul>
<ol type="disc" class="whs4">
<ul type="disc" class="whs2">
<li style="/*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
class=kadov-p><p class="whs3"><a href="max._element_area_hypothesis.htm#max_element_area">Max Element Area</a></p></li>
<li style="/*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
class=kadov-p><p class="whs3"><a href="max._element_area_hypothesis.htm#length_from_edges">Length from
Edges</a></p></li>
<li style="/*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
class=kadov-p><p class="whs3"><a href="max._element_area_hypothesis.htm#quadrangle preference">Quadrangle
Preference</a></p></li>
</ul>
</ol>
<ul type="disc" class="whs2">
<li style="list-style: circle; /*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
type=circle
class=kadov-p><p class="whs3">3D
Hypothesis (for meshing of <span style="font-weight: bold;"><B>volumes)</B></span>:
</p></li>
<ul type="disc" class="whs2">
<li class=kadov-p><p><a href="max._element_volume_hypothsis.htm">Max
Element Volume</a></p></li>
</ul>
</ul>
<p>&nbsp;</p>
<p>There also exist some <a href="non_conform_mesh_allowed_hypothesis.htm">Additional
Hypotheses</a></p>
<ul type="disc" class="whs2">
<ul type="disc" class="whs2">
<li class=kadov-p><p>Propagation of 1D Hypothesis on opposite edges</p></li>
<li class=kadov-p><p>Non conform mesh allowed</p></li>
<li class=kadov-p><p>Quadratic mesh</p></li>
</ul>
</ul>
<p>&nbsp;</p>
<p>The choice of a hypothesis depends on:</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p>the geometrical object (shape) which will be meshed</p></li>
<li class=kadov-p><p>the algorithm, which will be selected for meshing
of this geometrical object (shape)</p></li>
</ul>
<p>&nbsp;</p>
<p>&nbsp;</p>
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<h1>About meshes</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> <span style="font-weight: bold;"><B>MESH</B></span> represents
a discretization of a geometrical CAD model into a set of entities with
a simple topology. In MESH there are two options of creation of meshes,
you can:</p>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p>generate meshes on the basis of geometrical shapes
produced in the GEOM module, </p></li>
<li class=kadov-p><p>create your own meshes using the MESH functions
destined for modification of generated meshes. </p></li>
</ul>
<p>&nbsp;</p>
<p>The topology of a mesh is described by the relationships between its
entities including:</p>
<p class="whs3">&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Node</B></span>
0D element of a mesh presented by a point with coordinates (x, y, z).</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Edge</B></span>
1D element of a mesh defined by two nodes.</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Face</B></span>
2D element of a mesh defined by three or four edges (closed contour).</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Volume</B></span>
3D element of a mesh defined by several faces.</p></li>
</ul>
<p class="whs3">&nbsp;</p>
<p class="whs4">These entities are considered as topological
entities and they don't imply any geometric representation. Only <span
style="font-weight: bold;"><B>Nodes</B></span> reference &nbsp;geometric
representations of points with definite coordinates. <span style="text-indent: 8px;">The
node entity will contain &nbsp;additional
information about its position in the space and its relations with the
meshed CAD model. Its position could be described in the following way:</span></p>
<p class="whs4">&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>2D
position</B></span>. It is a free position defined by only two coordinates
x,y.</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>3D
position</B></span>. It is a free position defined by three coordinates x,y
and z.</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Surface
position</B></span>. It characterizes the position of a node on a geometric
surface and is defined by the u,v position in the parametric space of
the corresponding surface.</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Line
position</B></span>. It characterizes the position of a node on a geometric
curve and is defined by the u parameter and the corresponding curve.</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Vertex
position</B></span>. It characterizes the position of a node on a geometric
point of the meshed CAD model and is defined by the x,y,z coordinates
of the corresponding vertex.</p></li>
</ul>
<p class="whs3">&nbsp;</p>
<p class="whs3">&nbsp;</p>
<h4 class="whs5">Connections</h4>
<p class="whs6">Each mesh entity bounds 0 or more mesh entities
of higher dimension. In the same way each mesh entity is bounded by 0
or more mesh entities of lower dimension:</p>
<p class="whs6">&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p class="whs6">A node bounds edges,
faces and volumes</p></li>
<li class=kadov-p><p class="whs6">An edge bounds faces,
and volumes</p></li>
<li class=kadov-p><p class="whs6">A face bounds volumes</p></li>
<li class=kadov-p><p class="whs6">A volume is bounded
by faces, edges and nodes</p></li>
<li class=kadov-p><p class="whs6">A face is bounded by
edges, and nodes</p></li>
<li class=kadov-p><p class="whs6">An edge is bounded by
nodes</p></li>
</ul>
<p class="whs6">&nbsp;</p>
<p class="whs6">You can notice that there are two types of
connections: <span style="font-weight: bold;"><B>inverse</B></span> and <span
style="font-weight: bold;"><B>direct</B></span> connections.</p>
<p class="whs6">&nbsp;</p>
<h4 class="whs5">Inverse connections</h4>
<p class="whs6">&nbsp;</p>
<p class="whs6">This relationship has a particularity that
the order of bounded entities has not a direct meaning. Also the number
of bounded entities is not fixed.</p>
<p class="whs6">&nbsp;</p>
<p class="whs6"><img src="../pics/exemple.gif" x-maintain-ratio="TRUE" width="36px" height="38px" border="0" class="img_whs7"> The edges surrounding a node.
The 3rd edge has no more sense that the 5th one.</p>
<p class="whs6">&nbsp;</p>
<p class="whs8">Direct connections</p>
<p class="whs6">&nbsp;</p>
<p class="whs6">This relationship has a particularity that
the order of bounding entities is meaningful. The number of bounding entities
is fixed and depends on the type of the entity (hexahedron, tetrahedron,…).</p>
<p class="whs6">&nbsp;</p>
<p class="whs6"><img src="../pics/exemple.gif" x-maintain-ratio="TRUE" width="36px" height="38px" border="0" class="img_whs7"> An edge is composed of two
nodes. A face is composed of 3 or 4 edges depending if we are dealing
with triangles or quadrangles.</p>
<p class="whs6">&nbsp;</p>
<p class="whs6">The connections are not only restricted to
entities of one dimension higher or lower. For example some algorithms
may be interested to retrieve all the faces surrounding a node.</p>
<p class="whs6">&nbsp;</p>
<p class="whs6">&nbsp;</p>
<p class="whs6">&nbsp;</p>
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<h1>About meshes</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> <span style="font-weight: bold;"><B>MESH</B></span> represents
a discretization of a geometrical CAD model into a set of entities with
a simple topology. In MESH there are two options of creation of meshes,
you can:</p>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p>generate meshes on the basis of geometrical shapes
produced in the GEOM module, </p></li>
<li class=kadov-p><p>create your own meshes using the MESH functions
destined for modification of generated meshes. </p></li>
</ul>
<p>&nbsp;</p>
<p>The topology of a mesh is described by the relationships between its
entities including:</p>
<p class="whs3">&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Node</B></span>
0D element of a mesh presented by a point with coordinates (x, y, z).</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Edge</B></span>
1D element of a mesh defined by two nodes.</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Face</B></span>
2D element of a mesh defined by three or four edges (closed contour).</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Volume</B></span>
3D element of a mesh defined by several faces.</p></li>
</ul>
<p class="whs3">&nbsp;</p>
<p class="whs4">These entities are considered as topological
entities and they don't imply any geometric representation. Only <span
style="font-weight: bold;"><B>Nodes</B></span> reference &nbsp;geometric
representations of points with definite coordinates. <span style="text-indent: 8px;">The
node entity will contain &nbsp;additional
information about its position in the space and its relations with the
meshed CAD model. Its position could be described in the following way:</span></p>
<p class="whs4">&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>2D
position</B></span>. It is a free position defined by only two coordinates
x,y.</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>3D
position</B></span>. It is a free position defined by three coordinates x,y
and z.</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Surface
position</B></span>. It characterizes the position of a node on a geometric
surface and is defined by the u,v position in the parametric space of
the corresponding surface.</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Line
position</B></span>. It characterizes the position of a node on a geometric
curve and is defined by the u parameter and the corresponding curve.</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Vertex
position</B></span>. It characterizes the position of a node on a geometric
point of the meshed CAD model and is defined by the x,y,z coordinates
of the corresponding vertex.</p></li>
</ul>
<p class="whs3">&nbsp;</p>
<p class="whs3">&nbsp;</p>
<h4 class="whs5">Connections</h4>
<p class="whs6">Each mesh entity bounds 0 or more mesh entities
of higher dimension. In the same way each mesh entity is bounded by 0
or more mesh entities of lower dimension:</p>
<p class="whs6">&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p class="whs6">A node bounds edges,
faces and volumes</p></li>
<li class=kadov-p><p class="whs6">An edge bounds faces,
and volumes</p></li>
<li class=kadov-p><p class="whs6">A face bounds volumes</p></li>
<li class=kadov-p><p class="whs6">A volume is bounded
by faces, edges and nodes</p></li>
<li class=kadov-p><p class="whs6">A face is bounded by
edges, and nodes</p></li>
<li class=kadov-p><p class="whs6">An edge is bounded by
nodes</p></li>
</ul>
<p class="whs6">&nbsp;</p>
<p class="whs6">You can notice that there are two types of
connections: <span style="font-weight: bold;"><B>inverse</B></span> and <span
style="font-weight: bold;"><B>direct</B></span> connections.</p>
<p class="whs6">&nbsp;</p>
<h4 class="whs5">Inverse connections</h4>
<p class="whs6">&nbsp;</p>
<p class="whs6">This relationship has a particularity that
the order of bounded entities has not a direct meaning. Also the number
of bounded entities is not fixed.</p>
<p class="whs6">&nbsp;</p>
<p class="whs6"><img src="../pics/exemple.gif" x-maintain-ratio="TRUE" width="36px" height="38px" border="0" class="img_whs7"> The edges surrounding a node.
The 3rd edge has no more sense that the 5th one.</p>
<p class="whs6">&nbsp;</p>
<p class="whs8">Direct connections</p>
<p class="whs6">&nbsp;</p>
<p class="whs6">This relationship has a particularity that
the order of bounding entities is meaningful. The number of bounding entities
is fixed and depends on the type of the entity (hexahedron, tetrahedron,…).</p>
<p class="whs6">&nbsp;</p>
<p class="whs6"><img src="../pics/exemple.gif" x-maintain-ratio="TRUE" width="36px" height="38px" border="0" class="img_whs7"> An edge is composed of two
nodes. A face is composed of 3 or 4 edges depending if we are dealing
with triangles or quadrangles.</p>
<p class="whs6">&nbsp;</p>
<p class="whs6">The connections are not only restricted to
entities of one dimension higher or lower. For example some algorithms
may be interested to retrieve all the faces surrounding a node.</p>
<p class="whs6">&nbsp;</p>
<p class="whs6">&nbsp;</p>
<p class="whs6">&nbsp;</p>
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<h1>Defining meshing algorithms</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> The MESH module contains a set of meshing algorithms,
which are used for meshing entities (1D, 2D, 3D) composing geometrical
objects. They are as follows:</p>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p>For meshing of 1D entities (<span style="font-weight: bold;"><B>edges</B></span>):</p></li>
</ul>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<ul type="disc" class="whs2">
<li style="list-style: circle;"
type=circle
class=kadov-p><p>Wire Discretization meshing algorithm</p></li>
</ul>
</ul>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p>For meshing of 2D entities (<span style="font-weight: bold;"><B>faces</B></span>):</p></li>
</ul>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<ul type="circle" class="whs3">
<li class=kadov-p><p>Triangle meshing algorithm - Faces are split
into triangular elements.</p></li>
<li class=kadov-p><p>Quadrangle meshing algorithm - Faces are split
into quadrangular elements.</p></li>
</ul>
</ul>
<p>&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="45.771%" class="whs4">
<col class="whs5">
<col class="whs6">
<tr valign="top" class="whs7">
<td width="42.826%" class="whs8">
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<p class="whs12"><img src="../image124.gif" width="182px" height="177px" border="0" class="img_whs13"></td></tr>
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<p>&nbsp;</p>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p>For meshing of 3D entities (<span style="font-weight: bold;"><B>volume
objects</B></span>):</p></li>
</ul>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<ul type="circle" class="whs3">
<li class=kadov-p><p>Hexahedron meshing algorithm - Volumes are
split into hexahedral (cubic) elements. </p></li>
<li class=kadov-p><p>Tetrahedron (Netgen) meshing algorithm - Volumes
are split into tetrahedral (pyramidal) elements. </p></li>
</ul>
</ul>
<p>&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="30.595%" class="whs14">
<col class="whs15">
<col class="whs16">
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<p><img src="../image126.gif" width="127px" height="298px" border="0" class="img_whs20"></td></tr>
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<p>&nbsp;</p>
<h4>To apply a meshing algorithm:</h4>
<p class="whs21">Select this algorithm in the <span style="font-weight: bold;"><B><a href="constructing_meshes.htm">Create Mesh</a> </B></span>dialog box.</p>
<p class="whs21">&nbsp;</p>
<p class="whs22"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../defining_hypotheses_tui.htm#bookmark8">Define
Meshing Algorithm</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Defining meshing algorithms</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> The MESH module contains a set of meshing algorithms,
which are used for meshing entities (1D, 2D, 3D) composing geometrical
objects. They are as follows:</p>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p>For meshing of 1D entities (<span style="font-weight: bold;"><B>edges</B></span>):</p></li>
</ul>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<ul type="disc" class="whs2">
<li style="list-style: circle;"
type=circle
class=kadov-p><p>Wire Discretization meshing algorithm</p></li>
</ul>
</ul>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p>For meshing of 2D entities (<span style="font-weight: bold;"><B>faces</B></span>):</p></li>
</ul>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<ul type="circle" class="whs3">
<li class=kadov-p><p>Triangle meshing algorithm - Faces are split
into triangular elements.</p></li>
<li class=kadov-p><p>Quadrangle meshing algorithm - Faces are split
into quadrangular elements.</p></li>
</ul>
</ul>
<p>&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="45.771%" class="whs4">
<col class="whs5">
<col class="whs6">
<tr valign="top" class="whs7">
<td width="42.826%" class="whs8">
<p class="whs9"><img src="../image123.gif" width="170px" height="170px" border="0" class="img_whs10"></td>
<td width="57.174%" class="whs11">
<p class="whs12"><img src="../image124.gif" width="182px" height="177px" border="0" class="img_whs13"></td></tr>
</table>
<p>&nbsp;</p>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p>For meshing of 3D entities (<span style="font-weight: bold;"><B>volume
objects</B></span>):</p></li>
</ul>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<ul type="circle" class="whs3">
<li class=kadov-p><p>Hexahedron meshing algorithm - Volumes are
split into hexahedral (cubic) elements. </p></li>
<li class=kadov-p><p>Tetrahedron (Netgen) meshing algorithm - Volumes
are split into tetrahedral (pyramidal) elements. </p></li>
</ul>
</ul>
<p>&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="30.595%" class="whs14">
<col class="whs15">
<col class="whs16">
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<td width="50.334%" class="whs17">
<p><img src="../image125.gif" width="119px" height="299px" border="0" class="img_whs18"> </td>
<td width="49.666%" class="whs19">
<p><img src="../image126.gif" width="127px" height="298px" border="0" class="img_whs20"></td></tr>
</table>
<p>&nbsp;</p>
<h4>To apply a meshing algorithm:</h4>
<p class="whs21">Select this algorithm in the <span style="font-weight: bold;"><B><a href="constructing_meshes.htm">Create Mesh</a> </B></span>dialog box.</p>
<p class="whs21">&nbsp;</p>
<p class="whs22"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../defining_hypotheses_tui.htm#bookmark8">Define
Meshing Algorithm</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>About quality controls</h1>
<p class="whs1"><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs2"> <span style="font-weight: bold;"><B>Mesh
quality control</B></span> in MESH is destined for visual control of the generated
mesh.</p>
<p class="whs1">Application of a definite quality control
consists of usage of the corresponding algorithm, which calculates a value
of a definite geometric characteristic (Area, Length of edges, etc) for
all meshing elements, composing your mesh. Then all meshing elements are
colored according the calculated values. The reference between the coloring
of the meshing elements and these calculated values is shown with the
help of a scalar bar, which is displayed near the presentation of your
mesh. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">There are 1D, 2D and 3D quality controls.
</p>
<p class="whs1">&nbsp;&nbsp;</p>
<p class="whs1">1D mesh quality controls:</p>
<p class="whs1">&nbsp;</p>
<ul type="disc" class="whs3">
<li class=kadov-p><p class="whs1"><a href="../free_borders.htm">Free
borders</a></p></li>
<li class=kadov-p><p class="whs1"><a href="../borders_at_multi-connection.htm">Borders
at multi-connection</a></p></li>
<li class=kadov-p><p class="whs1"><a href="../length.htm">Length</a></p></li>
</ul>
<p class="whs1">&nbsp;</p>
<p class="whs1">2D mesh quality controls:</p>
<p class="whs1">&nbsp;</p>
<ul type="disc" class="whs3">
<li class=kadov-p><p class="whs1"><a href="../free_edges.htm">Free
edges</a></p></li>
</ul>
<ul type="disc" class="whs3">
<li class=kadov-p><p class="whs1"><a href="length_of_edges.htm">Length
2D</a></p></li>
<li class=kadov-p><p class="whs1"><a href="../borders_at_multiconnection_2d.htm">Borders
at multi-connection 2D</a></p></li>
<li class=kadov-p><p class="whs1"><a href="area_of_elements.htm">Area</a></p></li>
<li class=kadov-p><p class="whs1"><a href="taper.htm">Taper</a></p></li>
<li class=kadov-p><p class="whs1"><a href="aspect_ratio.htm">Aspect
ratio</a></p></li>
<li class=kadov-p><p class="whs1"><a href="minimum_angle.htm">Minimum
angle</a></p></li>
<li class=kadov-p><p class="whs1"><a href="warp.htm">Warping</a></p></li>
<li class=kadov-p><p class="whs1"><a href="skew.htm">Skew</a></p></li>
</ul>
<p class="whs1">&nbsp;</p>
<p class="whs1">3D mesh quality controls:</p>
<p class="whs1">&nbsp;</p>
<ul type="disc" class="whs3">
<li class=kadov-p><p class="whs1"><a href="../aspect_ratio_3d.htm">Aspect
ratio 3D</a></p></li>
</ul>
<p class="whs1">&nbsp;</p>
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<h1>About quality controls</h1>
<p class="whs1"><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs2"> <span style="font-weight: bold;"><B>Mesh
quality control</B></span> in MESH is destined for visual control of the generated
mesh.</p>
<p class="whs1">Application of a definite quality control
consists of usage of the corresponding algorithm, which calculates a value
of a definite geometric characteristic (Area, Length of edges, etc) for
all meshing elements, composing your mesh. Then all meshing elements are
colored according the calculated values. The reference between the coloring
of the meshing elements and these calculated values is shown with the
help of a scalar bar, which is displayed near the presentation of your
mesh. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">There are 1D, 2D and 3D quality controls.
</p>
<p class="whs1">&nbsp;&nbsp;</p>
<p class="whs1">1D mesh quality controls:</p>
<p class="whs1">&nbsp;</p>
<ul type="disc" class="whs3">
<li class=kadov-p><p class="whs1"><a href="../free_borders.htm">Free
borders</a></p></li>
<li class=kadov-p><p class="whs1"><a href="../borders_at_multi-connection.htm">Borders
at multi-connection</a></p></li>
<li class=kadov-p><p class="whs1"><a href="../length.htm">Length</a></p></li>
</ul>
<p class="whs1">&nbsp;</p>
<p class="whs1">2D mesh quality controls:</p>
<p class="whs1">&nbsp;</p>
<ul type="disc" class="whs3">
<li class=kadov-p><p class="whs1"><a href="../free_edges.htm">Free
edges</a></p></li>
</ul>
<ul type="disc" class="whs3">
<li class=kadov-p><p class="whs1"><a href="length_of_edges.htm">Length
2D</a></p></li>
<li class=kadov-p><p class="whs1"><a href="../borders_at_multiconnection_2d.htm">Borders
at multi-connection 2D</a></p></li>
<li class=kadov-p><p class="whs1"><a href="area_of_elements.htm">Area</a></p></li>
<li class=kadov-p><p class="whs1"><a href="taper.htm">Taper</a></p></li>
<li class=kadov-p><p class="whs1"><a href="aspect_ratio.htm">Aspect
ratio</a></p></li>
<li class=kadov-p><p class="whs1"><a href="minimum_angle.htm">Minimum
angle</a></p></li>
<li class=kadov-p><p class="whs1"><a href="warp.htm">Warping</a></p></li>
<li class=kadov-p><p class="whs1"><a href="skew.htm">Skew</a></p></li>
</ul>
<p class="whs1">&nbsp;</p>
<p class="whs1">3D mesh quality controls:</p>
<p class="whs1">&nbsp;</p>
<ul type="disc" class="whs3">
<li class=kadov-p><p class="whs1"><a href="../aspect_ratio_3d.htm">Aspect
ratio 3D</a></p></li>
<li class=kadov-p><p class="whs1"><a href="../volume.htm">Volume</a></p></li>
</ul>
<p class="whs1">&nbsp;</p>
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<h1>Adding nodes and elements</h1>
<p>In SMESH you can add to your mesh different elements such as:</p>
<p>&nbsp;</p>
<ul type="disc" class="whs1">
<li class=kadov-p><p class="whs2"><a href="#Adding_nodes">Nodes</a></p></li>
<li class=kadov-p><p class="whs2"><a href="#Adding_edges">Edges</a></p></li>
<li class=kadov-p><p class="whs2"><a href="#Adding_triangles">Triangles</a></p></li>
<li class=kadov-p><p class="whs2"><a href="#Adding_quadrangles">Quadrangles</a></p></li>
<li class=kadov-p><p class="whs2"><a href="#Adding_tetrahedrons">Tetrahedrons</a></p></li>
<li class=kadov-p><p class="whs2"><a href="#Adding_hexahedrons">Hexahedrons</a></p></li>
</ul>
<p>&nbsp;</p>
<p class=TODO>To add a node or an element to your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs3">1. Select your mesh in the Object Browser
or in the 3D viewer.</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">2. From the <span style="font-weight: bold;"><B>Modification
</B></span>menu choose the <span style="font-weight: bold;"><B>Add </B></span>item,
the following associated submenu will appear:</p>
<p class="whs3">&nbsp;</p>
<p class="whs3"><img src="../image73.gif" width="157px" height="132px" border="0" class="img_whs4"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">From this submenu select the type of element
which you would like to add to your mesh. </p>
<p class="whs3">&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> sample TUI Scripts of &nbsp;<a href="../modifying_meshes.htm#bookmark">Adding
Nodes and Elements</a><a href="../modifying_meshes.htm#bookmark8"> </a>operations.
&nbsp;</p>
<p>&nbsp;</p>
<h4><a name=Adding_nodes>Adding nodes</a></h4>
<p class="whs3"><img src="../pics/addnode.png" x-maintain-ratio="TRUE" width="332px" height="222px" border="0" class="img_whs5"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/add_node.png" x-maintain-ratio="TRUE" width="257px" height="247px" border="0" class="img_whs6"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">In this dialog box set coordinates for your
node in the <span style="font-weight: bold;"><B>Coordinates </B></span>set of
fields and click the <span style="font-weight: bold;"><B>Apply </B></span>or
<span style="font-weight: bold;"><B>OK </B></span>button. Your node will be created:</p>
<p class="whs3">&nbsp;</p>
<h4><a name=Adding_edges>Adding edges</a></h4>
<p>&nbsp;</p>
<p class="whs3"><img src="../pics/addedge.png" x-maintain-ratio="TRUE" width="332px" height="231px" border="0" class="img_whs7"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/add_edge.png" x-maintain-ratio="TRUE" width="260px" height="255px" border="0" class="img_whs8"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">In this dialog box specify the nodes which
will form your edge by selecting them in the 3D viewer with pressed Shift
button and click the <span style="font-weight: bold;"><B>Apply </B></span>or
<span style="font-weight: bold;"><B>OK </B></span>button. Your edge will be created:</p>
<p class="whs3">&nbsp;</p>
<h4><a name=Adding_triangles>Adding triangles</a></h4>
<p class="whs3">&nbsp;</p>
<p class="whs3"><img src="../pics/addtriangle.png" x-maintain-ratio="TRUE" width="332px" height="257px" border="0" class="img_whs9"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/add_triangle.png" x-maintain-ratio="TRUE" width="275px" height="254px" border="0" class="img_whs10"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">In this dialog box specify the nodes which
will form your triangle by selecting them in the 3D viewer with pressed
Shift button and click the <span style="font-weight: bold;"><B>Apply </B></span>or
<span style="font-weight: bold;"><B>OK </B></span>button. Your triangle will
be created:</p>
<p class="whs3">&nbsp;</p>
<h4><a name=Adding_quadrangles>Adding quadrangles</a></h4>
<h4 class="whs11"><img src="../pics/addquadrangle.png" x-maintain-ratio="TRUE" width="332px" height="257px" border="0" class="img_whs9"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/add_quadrangle.png" x-maintain-ratio="TRUE" width="280px" height="258px" border="0" class="img_whs12"></h4>
<p class="whs3">In this dialog box specify the nodes which
will form your quadrangle by selecting them in the 3D viewer with pressed
Shift button and click the <span style="font-weight: bold;"><B>Apply </B></span>or
<span style="font-weight: bold;"><B>OK </B></span>button. Your quadrangle will
be created:</p>
<p class="whs3">&nbsp;</p>
<h4><a name=Adding_quadrangles1>Adding polygons </a></h4>
<h4 class="whs11"><img src="../pics/addpolygon.png" x-maintain-ratio="TRUE" width="332px" height="257px" border="0" class="img_whs9"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/add_polygone.png" x-maintain-ratio="TRUE" width="251px" height="258px" border="0" class="img_whs13"></h4>
<p class="whs3">In this dialog box specify the nodes which
will form your polygon by selecting them in the 3D viewer with pressed
Shift button and click the <span style="font-weight: bold;"><B>Apply </B></span>or
<span style="font-weight: bold;"><B>OK </B></span>button. </p>
<p class="whs3">&nbsp;</p>
<h4><a name=Adding_tetrahedrons>Adding tetrahedrons</a></h4>
<p class="whs3"><img src="../pics/addtetrahedron.png" x-maintain-ratio="TRUE" width="332px" height="231px" border="0" class="img_whs7"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">In this dialog box specify the nodes which
will form your tetrahedron by selecting them in the 3D viewer with pressed
Shift button and click the <span style="font-weight: bold;"><B>Apply </B></span>or
<span style="font-weight: bold;"><B>OK </B></span>button. Your tetrahedron will
be created:</p>
<p class="whs3">&nbsp;</p>
<p class="whs3"><img src="../image70.jpg" width="350px" height="184px" border="0" class="img_whs14"></p>
<h4><a name=Adding_hexahedrons>Adding hexahedrons</a></h4>
<p class="whs3"><img src="../pics/addhexahedron.png" x-maintain-ratio="TRUE" width="332px" height="231px" border="0" class="img_whs7"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">In this dialog box specify the nodes which
will form your hexahedron by selecting them in the 3D viewer with pressed
Shift button and click the <span style="font-weight: bold;"><B>Apply </B></span>or
<span style="font-weight: bold;"><B>OK </B></span>button. Your hexahedron will
be created:</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">&nbsp;</p>
<p class="whs3"><img src="../image71.jpg" width="350px" height="184px" border="0" class="img_whs14"></p>
<p class="whs3">&nbsp;</p>
<h4><a name=Adding_hexahedrons1>Adding polyhedrons</a></h4>
<p class="whs3"><img src="../pics/a-createpolyhedralvolume.png" x-maintain-ratio="TRUE" width="332px" height="430px" border="0" class="img_whs15"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/add_polyhedron.png" x-maintain-ratio="TRUE" width="369px" height="360px" border="0" class="img_whs16"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">There are two different ways to add polyhedral
volumes. </p>
<p class="whs3">If you select <span style="font-weight: bold;"><B>Node</B></span>
as <span style="font-weight: bold;"><B>Elements Type</B></span> you will specify
the nodes which will form the faces of your polyhedron by selecting the
nodes in the 3D viewer with pressed Shift button and clicking the <span
style="font-weight: bold;"><B>Add</B></span> button to add the face in the list
of Faces by Nodes, which will form your polyhedron. Note, that it could
be very useful to toggle Polyhedron Preview checkbox to see the results
of your selection. </p>
<p class="whs3">The second way is somewhat simpler, however,
there are cases when it does not provide you with the necessary level
of precision. If you select <span style="font-weight: bold;"><B>Face</B></span>
as <span style="font-weight: bold;"><B>Elements Type</B></span>, you will be
able to select the faces &nbsp;which
will form your polyhedron in the 3D viewer with pressed Shift button.
If you've managed to </p>
<p class="whs3">obtain the necessary result, click the <span
style="font-weight: bold;"><B>Apply </B></span>or <span style="font-weight: bold;"><B>OK
</B></span><span style="margin-left: 40px;">button. Your hexahedron will be
created.</span></p>
<p class="whs3">&nbsp;</p>
<p>&nbsp;</p>
<p class="whs3">&nbsp;</p>
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<h1>Adding nodes and elements</h1>
<p>In MESH you can add to your mesh different elements such as:</p>
<p>&nbsp;</p>
<ul type="disc" class="whs1">
<li class=kadov-p><p class="whs2"><a href="#Adding_nodes">Nodes</a></p></li>
<li class=kadov-p><p class="whs2"><a href="#Adding_edges">Edges</a></p></li>
<li class=kadov-p><p class="whs2"><a href="#Adding_triangles">Triangles</a></p></li>
<li class=kadov-p><p class="whs2"><a href="#Adding_quadrangles">Quadrangles</a></p></li>
<li class=kadov-p><p class="whs2"><a href="#Adding_polygons">Polygons</a></p></li>
<li class=kadov-p><p class="whs2"><a href="#Adding_tetrahedrons">Tetrahedrons</a></p></li>
<li class=kadov-p><p class="whs2"><a href="#Adding_hexahedrons">Hexahedrons</a></p></li>
<li class=kadov-p><p class="whs2"><a href="#Adding_polyhedrons">Polyhedrons</a></p></li>
</ul>
<p>&nbsp;</p>
<p class=TODO>To add a node or an element to your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs3">1. Select your mesh in the Object Browser
or in the 3D viewer.</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">2. From the <span style="font-weight: bold;"><B>Modification
</B></span>menu choose the <span style="font-weight: bold;"><B>Add </B></span>item,
the following associated submenu will appear:</p>
<p class="whs3">&nbsp;</p>
<p class="whs3"><img src="../image146.gif" width="155px" height="189px" border="0" class="img_whs4"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">From this submenu select the type of element
which you would like to add to your mesh. </p>
<p class="whs3">&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> sample TUI Scripts of &nbsp;<a href="../modifying_meshes.htm#bookmark">Adding
Nodes and Elements</a><a href="../modifying_meshes.htm#bookmark8"> </a>operations.
&nbsp;</p>
<p>&nbsp;</p>
<h4><a name=Adding_nodes>Adding nodes</a></h4>
<p class="whs3"><img src="../pics/addnode.png" x-maintain-ratio="TRUE" width="332px" height="222px" border="0" class="img_whs5"> &nbsp;&nbsp;&nbsp;&nbsp;</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">&nbsp;<img src="../pics/add_node.png" x-maintain-ratio="TRUE" width="257px" height="247px" border="0" class="img_whs6"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">In this dialog box set coordinates for your
node in the <span style="font-weight: bold;"><B>Coordinates </B></span>set of
fields and click the <span style="font-weight: bold;"><B>Apply </B></span>or
<span style="font-weight: bold;"><B>OK </B></span>button. Your node will be created:</p>
<p class="whs3">&nbsp;</p>
<h4><a name=Adding_edges>Adding edges</a></h4>
<p>&nbsp;</p>
<p class="whs3"><img src="../pics/addedge.png" x-maintain-ratio="TRUE" width="332px" height="231px" border="0" class="img_whs7"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/add_edge.png" x-maintain-ratio="TRUE" width="260px" height="255px" border="0" class="img_whs8"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">In this dialog box specify the nodes which
will form your edge by selecting them in the 3D viewer with pressed Shift
button and click the <span style="font-weight: bold;"><B>Apply </B></span>or
<span style="font-weight: bold;"><B>OK </B></span>button. Your edge will be created:</p>
<p class="whs3">&nbsp;</p>
<h4><a name=Adding_triangles>Adding triangles</a></h4>
<p class="whs3">&nbsp;</p>
<p class="whs3"><img src="../pics/addtriangle.png" x-maintain-ratio="TRUE" width="332px" height="257px" border="0" class="img_whs9"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/add_triangle.png" x-maintain-ratio="TRUE" width="275px" height="254px" border="0" class="img_whs10"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">In this dialog box specify the nodes which
will form your triangle by selecting them in the 3D viewer with pressed
Shift button and click the <span style="font-weight: bold;"><B>Apply </B></span>or
<span style="font-weight: bold;"><B>OK </B></span>button. Your triangle will
be created:</p>
<p class="whs3">&nbsp;</p>
<h4><a name=Adding_quadrangles>Adding quadrangles</a></h4>
<h4 class="whs11"><img src="../pics/addquadrangle.png" x-maintain-ratio="TRUE" width="332px" height="257px" border="0" class="img_whs9"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/add_quadrangle.png" x-maintain-ratio="TRUE" width="280px" height="258px" border="0" class="img_whs12"></h4>
<p class="whs3">In this dialog box specify the nodes which
will form your quadrangle by selecting them in the 3D viewer with pressed
Shift button and click the <span style="font-weight: bold;"><B>Apply </B></span>or
<span style="font-weight: bold;"><B>OK </B></span>button. Your quadrangle will
be created:</p>
<p class="whs3">&nbsp;</p>
<h4><a name=Adding_polygons>Adding polygons</a><a name=Adding_quadrangles1>
</a></h4>
<h4 class="whs11"><img src="../pics/addpolygon.png" x-maintain-ratio="TRUE" width="332px" height="257px" border="0" class="img_whs9"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/add_polygone.png" x-maintain-ratio="TRUE" width="251px" height="258px" border="0" class="img_whs13"></h4>
<p class="whs3">In this dialog box specify the nodes which
will form your polygon by selecting them in the 3D viewer with pressed
Shift button and click the <span style="font-weight: bold;"><B>Apply </B></span>or
<span style="font-weight: bold;"><B>OK </B></span>button. </p>
<p class="whs3">&nbsp;</p>
<h4><a name=Adding_tetrahedrons>Adding tetrahedrons</a></h4>
<p class="whs3"><img src="../pics/addtetrahedron.png" x-maintain-ratio="TRUE" width="332px" height="231px" border="0" class="img_whs7"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">In this dialog box specify the nodes which
will form your tetrahedron by selecting them in the 3D viewer with pressed
Shift button and click the <span style="font-weight: bold;"><B>Apply </B></span>or
<span style="font-weight: bold;"><B>OK </B></span>button. Your tetrahedron will
be created:</p>
<p class="whs3">&nbsp;</p>
<p class="whs3"><img src="../image70.jpg" width="350px" height="184px" border="0" class="img_whs14"></p>
<h4><a name=Adding_hexahedrons>Adding hexahedrons</a></h4>
<p class="whs3"><img src="../pics/addhexahedron.png" x-maintain-ratio="TRUE" width="332px" height="231px" border="0" class="img_whs7"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">In this dialog box specify the nodes which
will form your hexahedron by selecting them in the 3D viewer with pressed
Shift button and click the <span style="font-weight: bold;"><B>Apply </B></span>or
<span style="font-weight: bold;"><B>OK </B></span>button. Your hexahedron will
be created:</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">&nbsp;</p>
<p class="whs3"><img src="../image71.jpg" width="350px" height="184px" border="0" class="img_whs14"></p>
<p class="whs3">&nbsp;</p>
<h4><a name=Adding_polyhedrons>Adding polyhedrons</a></h4>
<p class="whs3"><img src="../pics/a-createpolyhedralvolume.png" x-maintain-ratio="TRUE" width="332px" height="430px" border="0" class="img_whs15"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/add_polyhedron.png" x-maintain-ratio="TRUE" width="369px" height="360px" border="0" class="img_whs16"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">There are two different ways to add polyhedral
volumes. </p>
<p class="whs3">If you select <span style="font-weight: bold;"><B>Node</B></span>
as <span style="font-weight: bold;"><B>Elements Type</B></span> you will specify
the nodes which will form the faces of your polyhedron by selecting the
nodes in the 3D viewer with pressed Shift button and clicking the <span
style="font-weight: bold;"><B>Add</B></span> button to add the face in the list
of Faces by Nodes, which will form your polyhedron. Note, that it could
be very useful to toggle Polyhedron Preview checkbox to see the results
of your selection. </p>
<p class="whs3">The second way is somewhat simpler, however,
there are cases when it does not provide you with the necessary level
of precision. If you select <span style="font-weight: bold;"><B>Face</B></span>
as <span style="font-weight: bold;"><B>Elements Type</B></span>, you will be
able to select the faces &nbsp;which
will form your polyhedron in the 3D viewer with pressed Shift button.
If you've managed to </p>
<p class="whs3">obtain the necessary result, click the <span
style="font-weight: bold;"><B>Apply </B></span>or <span style="font-weight: bold;"><B>OK
</B></span><span style="margin-left: 40px;">button. Your hexahedron will be
created.</span></p>
<p class="whs3">&nbsp;</p>
<p>&nbsp;</p>
<p class="whs3">&nbsp;</p>
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<h1>Area</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> <span style="font-weight: bold;"><B>Area </B></span>mesh quality
control is based on the algorithm of area calculation of &nbsp;meshing
elements . It can be applied to meshes consisting of 2D meshing elements
with 3 and 4 nodes (triangles and quadrangles). &nbsp;&nbsp;&nbsp;</p>
<p>&nbsp;</p>
<p class=TODO>To apply the Area quality control to your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs2">1. Display your mesh in the viewer.</p>
<p class="whs2">&nbsp;</p>
<p class="whs2">2. Choose <span style="font-weight: bold;"><B>Controls
&gt; Area </B></span>or click <img src="../image35.gif" width="22px" height="23px" border="0" class="img_whs3"> button. Your mesh will be displayed
in the viewer with its elements colored according to the applied mesh
quality control criterion:</p>
<p class="whs2">&nbsp;</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><img src="../image5.jpg" width="451px" height="308px" border="0" class="img_whs4"></p>
<p class="whs5">&nbsp;</p>
<p class="whs5"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of an <a href="../quality_controls.htm#bookmark7">Area
quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p class="whs2">&nbsp;</p>
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<h1>Area</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> <span style="font-weight: bold;"><B>Area </B></span>mesh quality
control is based on the algorithm of area calculation of &nbsp;meshing
elements. It can be applied to meshes consisting of 2D meshing elements
with 3 and 4 nodes (triangles and quadrangles). &nbsp;&nbsp;&nbsp;</p>
<p>&nbsp;</p>
<p class=TODO>To apply the Area quality control to your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs2">1. Display your mesh in the viewer.</p>
<p class="whs2">&nbsp;</p>
<p class="whs2">2. Choose <span style="font-weight: bold;"><B>Controls
&gt; Area </B></span>or click <img src="../image35.gif" width="22px" height="23px" border="0" class="img_whs3"> button. Your mesh will be displayed
in the viewer with its elements colored according to the applied mesh
quality control criterion:</p>
<p class="whs2">&nbsp;</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><img src="../image5.jpg" width="451px" height="308px" border="0" class="img_whs4"></p>
<p class="whs5">&nbsp;</p>
<p class="whs5"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of an <a href="../quality_controls.htm#bookmark6">Area
quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p class="whs2">&nbsp;</p>
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<h1>1D Meshing Hypotheses</h1>
<h3>Arithmetic 1D hypothesis</h3>
<p><span style="font-weight: bold;"><B>Arithmetic 1D</B></span> hypothesis allows
to split edges into segments with a length that changes in arithmetic
progression (Lk = Lk-1 + d) beginning from a given starting length and
up to a given end length.</p>
<p>&nbsp;</p>
<p><img src="../pics/a-arithmetic1d.png" x-maintain-ratio="TRUE" width="332px" height="238px" border="0" class="img_whs1"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/b-ithmetic1d.png" x-maintain-ratio="TRUE" width="309px" height="316px" border="0" class="img_whs2"></p>
<p>&nbsp;</p>
<p class="whs3"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../defining_hypotheses_tui.htm#bookmark">Defining
Arithmetic 1D hypothesis</a> operation. &nbsp;</p>
<h3><span style="font-weight: bold;"><B>Deflection</B></span> 1D hypothesis</h3>
<p><span style="font-weight: bold;"><B>Deflection ID </B></span>hypothesis can
be applied for meshing curvilinear edges composing your geometrical object.
It uses only one parameter: the value of deflection. &nbsp;</p>
<p>A geometrical edge is divided into equal segments. The maximum distance
between a point on the edge within a segment and the line connecting the
ends of the segment should not exceed the specified value of deflection
. Then mesh nodes are constructed at end segment locations and 1D mesh
elements are constructed on segments.</p>
<p>&nbsp;</p>
<p><img src="../pics/a-deflection1d.png" x-maintain-ratio="TRUE" width="332px" height="212px" border="0" class="img_whs4"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/b-flection1d.png" x-maintain-ratio="TRUE" width="267px" height="339px" border="0" class="img_whs5"></p>
<p>&nbsp;</p>
<p class="whs3"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../defining_hypotheses_tui.htm#bookmark9">Defining
Deflection 1D hypothesis</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p class="whs6"><img src="../image41.gif" x-maintain-ratio="TRUE" width="367px" height="224px" align="right" border="0" class="img_whs7"></p>
<h3>Average Length hypothesis</h3>
<p><span style="font-weight: bold;"><B>Average Length </B></span>hypothesis can
be applied for meshing of edges composing your geometrical object. Definition
of this hypothesis consists of setting the <span style="font-weight: bold;"><B>length</B></span>
of segments, which will split these edges. The points on the edges generated
by these segments will represent nodes of your mesh. Later these nodes
will be used for meshing of the faces abutting to these edges.</p>
<p>&nbsp;</p>
<p><img src="../pics/a-averagelength.png" x-maintain-ratio="TRUE" width="332px" height="212px" border="0" class="img_whs4"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/b-erage_length.png" x-maintain-ratio="TRUE" width="252px" height="243px" border="0" class="img_whs8"></p>
<p>&nbsp;</p>
<p class="whs3"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../defining_hypotheses_tui.htm#bookmark3">Defining
Average Length hypothesis</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p class="whs9"><img src="../image46.gif" x-maintain-ratio="TRUE" width="431px" height="233px" align="right" border="0" class="img_whs10"></p>
<h3>Number of segments hypothesis </h3>
<p><span style="font-weight: bold;"><B>Number of segments </B></span>hypothesis
can be applied for meshing of edges composing your geometrical object.
Definition of this hypothesis consists of setting the <span style="font-weight: bold;"><B>number</B></span>
of segments, which will split these edges. In other words your edges will
be split into a definite number of segments with approximately the same
length. The points on the edges generated by these segments will represent
nodes of your mesh. Later these nodes will be used for meshing of the
faces abutting to these edges.</p>
<p>&nbsp;</p>
<p class="whs3">You can set the type of distribution for this
hypothesis in the <span style="font-weight: bold;"><B>Hypothesis Construction</B></span>
dialog bog : </p>
<p class="whs3">&nbsp;</p>
<p class="whs3"><span style="font-weight: bold;"><B>Equidistant
Distribution</B></span> - all segments will have the same length</p>
<p><img src="../pics/a-nbsegments1.png" x-maintain-ratio="TRUE" width="332px" height="238px" border="0" class="img_whs1"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/b-mberofsegments.png" x-maintain-ratio="TRUE" width="395px" height="387px" border="0" class="img_whs11"></p>
<p>&nbsp;</p>
<p class="whs6">Scale Distribution - <span style="font-weight: normal;">each
next segment differs from the previous according to the formula:</span>
A<span style="vertical-align: Sub;">i+1</span> = A<span style="vertical-align: Sub;">i
</span>* k, <span style="font-weight: normal;">where</span> k <span style="font-weight: normal;">is</span>
Scale Factor </p>
<p class="whs6"><img src="../pics/a-nbsegments2.png" x-maintain-ratio="TRUE" width="332px" height="264px" border="0" class="img_whs12">\</p>
<p class="whs6">&nbsp;</p>
<p class="whs6">Distribution with Table Density - <span style="font-weight: normal;">you
input a number of pairs</span> t - F(t) <span style="font-weight: normal;">and
the program computes the formula, which will rule the change of length
of segments.</span></p>
<p class="whs6">&nbsp;</p>
<p class="whs6"><img src="../pics/a-nbsegments3.png" x-maintain-ratio="TRUE" width="333px" height="386px" border="0" class="img_whs13"></p>
<p class="whs6">&nbsp;</p>
<p class="whs6">Distribution with Analytic Density - <span
style="font-weight: normal;">you input the formula, which will rule the
change of length of segments</span></p>
<h3><img src="../pics/a-nbsegments4.png" x-maintain-ratio="TRUE" width="333px" height="285px" border="0" class="img_whs14"></h3>
<p class="whs3"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../defining_hypotheses_tui.htm#bookmark9">Defining
Number of Segments hypothesis</a> operation. &nbsp;</p>
<h3>&nbsp;</h3>
<h3>Start and End Length hypothesis.</h3>
<p><span style="font-weight: bold;"><B>Start and End Length</B></span> hypothesis
allows to divide a geometrical edge into segments so that the first and
the last segments have a specified length. The length of each but the
first segment differs from length of the previous one by a constant factor.
Then mesh nodes are constructed at segment ends location and 1D mesh elements
are constructed on them.</p>
<p>&nbsp;</p>
<p><img src="../pics/a-startendlength.png" x-maintain-ratio="TRUE" width="332px" height="238px" border="0" class="img_whs1"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/b-art_end_length.png" x-maintain-ratio="TRUE" width="287px" height="305px" border="0" class="img_whs15"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../defining_hypotheses_tui.htm#bookmark3">Defining
Start and End Length &nbsp;hypothesis</a>
operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>1D Meshing Hypotheses</h1>
<ul type="disc" class="whs1">
<li style="/*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
class=kadov-p><p class="whs2"><a href="arithmetic_1d.htm#arithmetic_1D"><span
style="font-weight: bold;"><B>Arithmetic 1D</B></span></a></p></li>
<li style="/*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
class=kadov-p><p class="whs2"><a href="arithmetic_1d.htm#Average_length"><span
style="font-weight: bold;"><B>Average Length</B></span></a></p></li>
<li style="/*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
class=kadov-p><p class="whs2"><a href="arithmetic_1d.htm#deflection_1D"><span
style="font-weight: bold;"><B>Deflection 1D </B></span></a></p></li>
<li style="/*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
class=kadov-p><p class="whs2"><a href="arithmetic_1d.htm#Number_of_elements"><span
style="font-weight: bold;"><B>Number of segments</B></span></a></p></li>
<li style="/*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
class=kadov-p><p class="whs2"><a href="arithmetic_1d.htm#start_and_end_length"><span
style="font-weight: bold;"><B>Start and end length</B></span></a></p></li>
<li style="/*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
class=kadov-p><p class="whs2"><a href="arithmetic_1d.htm#automatic_length"><span
style="font-weight: bold;"><B>Automatic Length</B></span></a></p></li>
</ul>
<h3><a name=arithmetic_1D>Arithmetic 1D hypothesis</a></h3>
<p><span style="font-weight: bold;"><B>Arithmetic 1D</B></span> hypothesis allows
to split edges into segments with a length that changes in arithmetic
progression (Lk = Lk-1 + d) beginning from a given starting length and
up to a given end length.</p>
<p>&nbsp;</p>
<p class="whs3"><img src="../pics/a-arithmetic1d.png" x-maintain-ratio="TRUE" width="332px" height="238px" border="0" class="img_whs4"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/b-ithmetic1d.png" x-maintain-ratio="TRUE" width="309px" height="316px" border="0" class="img_whs5"></p>
<p>&nbsp;</p>
<p class="whs6"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../defining_hypotheses_tui.htm#bookmark">Defining
Arithmetic 1D hypothesis</a> operation. &nbsp;</p>
<h3><a name=deflection_1D>Deflection 1D hypothesis</a></h3>
<p><span style="font-weight: bold;"><B>Deflection ID </B></span>hypothesis can
be applied for meshing curvilinear edges composing your geometrical object.
It uses only one parameter: the value of deflection. &nbsp;</p>
<p>A geometrical edge is divided into equal segments. The maximum distance
between a point on the edge within a segment and the line connecting the
ends of the segment should not exceed the specified value of deflection
. Then mesh nodes are constructed at end segment locations and 1D mesh
elements are constructed on segments.</p>
<p>&nbsp;</p>
<p class="whs3"><img src="../pics/a-deflection1d.png" x-maintain-ratio="TRUE" width="332px" height="212px" border="0" class="img_whs7"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/b-flection1d.png" x-maintain-ratio="TRUE" width="267px" height="339px" border="0" class="img_whs8"></p>
<p>&nbsp;</p>
<p class="whs6"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../defining_hypotheses_tui.htm#bookmark9">Defining
Deflection 1D hypothesis</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p class="whs9"><img src="../image41.gif" x-maintain-ratio="TRUE" width="367px" height="224px" align="right" border="0" class="img_whs10"></p>
<h3><a name=Average_length>Average Length hypothesis</a></h3>
<p><span style="font-weight: bold;"><B>Average Length </B></span>hypothesis can
be applied for meshing of edges composing your geometrical object. Definition
of this hypothesis consists of setting the <span style="font-weight: bold;"><B>length</B></span>
of segments, which will split these edges. The points on the edges generated
by these segments will represent nodes of your mesh. Later these nodes
will be used for meshing of the faces abutting to these edges.</p>
<p>&nbsp;</p>
<p class="whs3"><img src="../pics/a-averagelength.png" x-maintain-ratio="TRUE" width="332px" height="212px" border="0" class="img_whs7"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/b-erage_length.png" x-maintain-ratio="TRUE" width="252px" height="243px" border="0" class="img_whs11"></p>
<p>&nbsp;</p>
<p class="whs6"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../defining_hypotheses_tui.htm#bookmark3">Defining
Average Length hypothesis</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p class="whs12"><img src="../image46.gif" x-maintain-ratio="TRUE" width="431px" height="233px" align="right" border="0" class="img_whs13"></p>
<h3><a name=Number_of_elements>Number of segments hypothesis</a> </h3>
<p><span style="font-weight: bold;"><B>Number of segments </B></span>hypothesis
can be applied for meshing of edges composing your geometrical object.
Definition of this hypothesis consists of setting the <span style="font-weight: bold;"><B>number</B></span>
of segments, which will split these edges. In other words your edges will
be split into a definite number of segments with approximately the same
length. The points on the edges generated by these segments will represent
nodes of your mesh. Later these nodes will be used for meshing of the
faces abutting to these edges.</p>
<p>&nbsp;</p>
<p class="whs6">You can set the type of distribution for this
hypothesis in the <span style="font-weight: bold;"><B>Hypothesis Construction</B></span>
dialog bog : </p>
<p class="whs6">&nbsp;</p>
<p class="whs6"><span style="font-weight: bold;"><B>Equidistant
Distribution</B></span> - all segments will have the same length, you define
only the <span style="font-weight: bold;"><B>Number of Segments</B></span>.</p>
<p class="whs6">&nbsp;</p>
<p class="whs3"><img src="../pics/a-nbsegments1.png" x-maintain-ratio="TRUE" width="332px" height="238px" border="0" class="img_whs4"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/b-mberofsegments.png" x-maintain-ratio="TRUE" width="395px" height="387px" border="0" class="img_whs14"></p>
<p>&nbsp;</p>
<p class="whs9">Scale Distribution - <span style="font-weight: normal;">each
next segment differs from the previous according to the formula:</span>
A<span style="vertical-align: Sub;">i+1</span> = A<span style="vertical-align: Sub;">i
</span>* k, <span style="font-weight: normal;">where</span> k <span style="font-weight: normal;">is
a</span> Scale Factor. </p>
<p class="whs12"><img src="../pics/a-nbsegments2.png" x-maintain-ratio="TRUE" width="332px" height="264px" border="0" class="img_whs15">\</p>
<p class="whs9">&nbsp;</p>
<p class="whs9">Distribution with Table Density - <span style="font-weight: normal;">you
input a number of pairs</span> t - F(t),<span style="font-weight: normal;">
where </span>t<span style="font-weight: normal;"> ranges from 0 to 1,</span>
&nbsp;<span style="font-weight: normal;">and
the module computes the formula, which will rule the change of length
of segments and shows the curve in the plot. You can select the </span>Conversion
mode<span style="font-weight: normal;"> from </span>Exponent<span style="font-weight: normal;">
and </span>Cut negative<span style="font-weight: normal;">. </span></p>
<p class="whs9">&nbsp;</p>
<p class="whs12"><img src="../pics/distributionwithtabledensity.png" x-maintain-ratio="TRUE" width="368px" height="760px" border="0" class="img_whs16"></p>
<p class="whs9">&nbsp;</p>
<p class="whs9">Distribution with Analytic Density - <span
style="font-weight: normal;">you input the formula, which will rule the
change of length of segments and the module shows the curve in the plot.</span></p>
<h3 class="whs17"><img src="../pics/distributionwithanalyticdensity.png" x-maintain-ratio="TRUE" width="365px" height="605px" border="0" class="img_whs18"></h3>
<p class="whs6"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../defining_hypotheses_tui.htm#bookmark9">Defining
Number of Segments hypothesis</a> operation. &nbsp;</p>
<h3>&nbsp;</h3>
<h3><a name=start_and_end_length>Start and End Length hypothesis.</a></h3>
<p><span style="font-weight: bold;"><B>Start and End Length</B></span> hypothesis
allows to divide a geometrical edge into segments so that the first and
the last segments have a specified length. The length of each but the
first segment differs from length of the previous one by a constant factor.
Then mesh nodes are constructed at segment ends location and 1D mesh elements
are constructed on them.</p>
<p>&nbsp;</p>
<p class="whs3"><img src="../pics/a-startendlength.png" x-maintain-ratio="TRUE" width="332px" height="238px" border="0" class="img_whs4"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/b-art_end_length.png" x-maintain-ratio="TRUE" width="287px" height="305px" border="0" class="img_whs19"></p>
<p class="whs6">&nbsp;</p>
<p class="whs6"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../defining_hypotheses_tui.htm#bookmark3">Defining
Start and End Length &nbsp;hypothesis</a>
operation. &nbsp;</p>
<p class="whs6">&nbsp;</p>
<h3><a name=automatic_length>Automatic Length</a></h3>
<p>This hypothesis is automatically applied when you select <span style="font-weight: bold;"><B>Assign
a set of hypotheses</B></span> option in Create Mesh menu. </p>
<p>&nbsp;</p>
<p class="whs3"><img src="../pics/automaticlength.png" x-maintain-ratio="TRUE" width="205px" height="175px" border="0" class="img_whs20"> </p>
<p>&nbsp;</p>
<p>The dialog box prompts you to define the quality of the future mesh
by only one parameter, which is <span style="font-weight: bold;"><B>Fineness</B></span>,
ranging from 0 (coarse mesh, low number of elements) to 1 (extremely fine
mesh, great number of elements). Compare one and the same object (sphere)
meshed with minimum and maximum value of this parameter. </p>
<p>&nbsp;</p>
<p class="whs3"><img src="../image147.gif" width="195px" height="192px" border="0" class="img_whs21"> &nbsp;&nbsp;&nbsp;<img src="../image148.gif" width="206px" height="195px" border="0" class="img_whs22"></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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<h1>Aspect Ratio</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> The <span style="font-weight: bold;"><B>Aspect Ratio</B></span>
quality criterion for mesh elements is defined as follows:</p>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p>For a <span style="font-weight: bold;"><B>triangle</B></span>
2D element consisting of 3 nodes the <span style="font-weight: bold;"><B>Aspect
Ratio</B></span> is calculated by formula:
<p>&nbsp;</p>
<p><img src="../image21.gif" width="158px" height="110px" border="0" class="img_whs3"></p>
<p><img src="../image23.gif" width="120px" height="48px" border="0" class="img_whs4"></p>
<p>where :</p>
<p>&nbsp;</p>
<p><img src="../image27.gif" width="234px" height="96px" border="0" class="img_whs5"></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
</li>
<li class=kadov-p><p class="whs5">For a <span style="font-weight: bold;"><B>quadrangle</B></span>
2D element consisting of 4 nodes &nbsp;the
<span style="font-weight: bold;"><B>Aspect Ratio </B></span>is the
quality of the worst triange which can be built taking three nodes of
the quadrangle. There are four triangles to consider:</p></li>
<p><img src="../image138.gif" width="566px" border="0" class="img_whs6"></p>
</ul>
<p class=TODO>To apply the Aspect Ratio quality criterion to your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs7">1. Display your mesh in the viewer.</p>
<p class="whs7">&nbsp;</p>
<p class="whs7">2. Choose <span style="font-weight: bold;"><B>Controls
&gt; Aspect Ratio </B></span>or click <img src="../image37.gif" width="25px" height="24px" border="0" class="img_whs8"> button in the toolbar.
Your mesh will be displayed in the viewer with its elements colored according
to the applied mesh quality control criterion:</p>
<p class="whs7">&nbsp;</p>
<p class="whs7"><img src="../image94.jpg" width="439px" height="313px" border="0" class="img_whs9"></p>
<p class="whs7">&nbsp;</p>
<p class="whs5"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of an <a href="../quality_controls.htm#bookmark8">Aspect
Ratio quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Aspect Ratio</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> The <span style="font-weight: bold;"><B>Aspect Ratio</B></span>
quality criterion for mesh elements reveals the degree of conformity of
a mesh element to the regular element of its type (with all edges having
the same length). &nbsp;The
criterion can be defined as </p>
<p class="whs2"><img src="../image142.gif" width="120px" height="56px" border="0" class="img_whs3">where <span style="font-weight: bold; font-style: italic;"><I><B>&#1050;</B></I></span>
is the considered element of the mesh, <span style="font-weight: bold; font-style: italic;"><I><B>h</B></I></span><span
style="vertical-align: Sub;
font-weight: bold;
font-style: italic;"><I><B>max</B></I></span> is the diameter of the element
&#1050; (i.e. the length of the longest edge), <span style="font-weight: bold; font-style: italic;"><I><B>&#1088;</B></I></span><span
style="vertical-align: Sub;
font-weight: bold;
font-style: italic;"><I><B>&#1082;</B></I></span> is the radius of the sphere
inscribed in the element K, and <span style="font-weight: bold; font-style: italic;"><I><B>a</B></I></span>
is a normalisation value chosen so that <span style="font-weight: bold; font-style: italic;"><I><B>Q</B></I></span><span
style="vertical-align: Sub;
font-weight: bold;
font-style: italic;"><I><B>K</B></I></span> = 1 when &#1050; is an equilateral
simplex. </p>
<p class="whs2">&nbsp;</p>
<p>The value of <span style="font-weight: bold; font-style: italic;"><I><B>Q</B></I></span><span
style="vertical-align: Sub;
font-weight: bold;
font-style: italic;"><I><B>K</B></I></span> varies between 1 and +oo and the
closer it is to 1, the better the element &#1050; is. </p>
<ul type="disc" class="whs4">
<li class=kadov-p><p>The <span style="font-weight: bold;"><B>Aspect Ratio</B></span>
of a <span style="font-weight: bold;"><B>triangle</B></span> 2D element consisting
of 3 nodes is calculated by the formula:</p></li>
</ul>
<p>&nbsp;</p>
<p class="whs2"><img src="../pics/image21.gif" x-maintain-ratio="TRUE" width="158px" height="110px" border="0" class="img_whs5"></p>
<p class="whs2"><img src="../pics/image23.gif" x-maintain-ratio="TRUE" width="120px" height="48px" border="0" class="img_whs6"> ,</p>
<p class="whs2">&nbsp;</p>
<p class="whs2">where <span style="font-weight: bold; font-style: italic;"><I><B>&#1088;</B></I></span><span
style="vertical-align: Sub;
font-weight: bold;
font-style: italic;"><I><B>&#1082;</B></I></span> is the half perimeter of the
element K and <span style="font-weight: bold; font-style: italic;"><I><B>S</B></I></span><span
style="vertical-align: Sub;
font-weight: bold;
font-style: italic;"><I><B>K</B></I></span> is its surface.</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><img src="../pics/image27.gif" x-maintain-ratio="TRUE" width="234px" height="96px" border="0" class="img_whs7"></p>
<p class="whs8">&nbsp;</p>
<ul type="disc" class="whs4">
<li class=kadov-p><p class="whs8">The <span style="font-weight: bold;"><B>Aspect
Ratio</B></span> of a <span style="font-weight: bold;"><B>quadrangle</B></span> 2D
element consisting of 4 nodes is the worst (i.e. the greatest) value from
all triangles which can be built taking three nodes of the quadrangle.
There are four triangles to consider: </p></li>
</ul>
<p class="whs9"><img src="../pics/image138.gif" x-maintain-ratio="TRUE" width="622px" height="412px" border="0" class="img_whs10"></p>
<p class="whs9">Note, that the Aspect Ratio criterion is
applicable to 2D mesh elements only. For 3D elements we use the <a href="../aspect_ratio_3d.htm">Aspect
Ratio 3D</a> criterion. &nbsp;&nbsp;</p>
<p class="whs11">&nbsp;</p>
<p class=TODO>To apply the Aspect Ratio quality criterion to your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs2">1. Display your mesh in the viewer.</p>
<p class="whs2">&nbsp;</p>
<p class="whs2">2. Choose <span style="font-weight: bold;"><B>Controls
&gt; Aspect Ratio </B></span>or click <img src="../image37.gif" width="25px" height="24px" border="0" class="img_whs12"> button in the toolbar.
Your mesh will be displayed in the viewer with its elements colored according
to the applied mesh quality control criterion:</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><img src="../image94.jpg" width="439px" height="313px" border="0" class="img_whs13"></p>
<p class="whs2">&nbsp;</p>
<p class="whs8"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of an <a href="../quality_controls.htm#bookmark8">Aspect
Ratio quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Changing orientation of elements</h1>
<p>Orientation of an element is changed by reverting the order of nodes
of the selected elements.</p>
<p>&nbsp;</p>
<p class=TODO>To change orientation of elements:</p>
<p>&nbsp;</p>
<p class="whs1">1. Display a mesh or a submesh in the 3D
viewer.</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">2. In the <span style="font-weight: bold;"><B>Modification
</B></span>menu select the <span style="font-weight: bold;"><B>Orientation </B></span>item
or click <img src="../image79.gif" width="21px" height="21px" border="0" class="img_whs2"> button in the toolbar. The following dialog box
will appear:</p>
<p>&nbsp;</p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/orientaation1.png" x-maintain-ratio="TRUE" width="306px" height="425px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p>&nbsp;</p>
<ul type="disc" class="whs4">
<li class=kadov-p><p class="whs5"><span
style="font-weight: bold;"><B>The main list </B></span><span>shall contain the
elements which will be reoriented.</span> You can click on an element
in the 3D viewer and it will be highlighted. After that click the <span
style="font-weight: bold;"><B>Add </B></span>button and the ID of this element
will be added to the list. To remove a selected element or elements from
the list click the <span style="font-weight: bold;"><B>Remove </B></span>button.
The <span style="font-weight: bold;"><B>Sort </B></span>button allows to sort
the list of elements IDs. The <span style="font-weight: bold;"><B>Set filter
</B></span>button allows to apply a definite filter to selection of elements
of your group.</p></li>
<li class=kadov-p><p class="whs5"><span
style="font-weight: bold;"><B>Apply to all </B></span><span>radio button allows
to modify the orientation of all elements of the currently displayed mesh
or submesh.</span></p></li>
<li class=kadov-p><p class="whs5"><span
style="font-weight: bold;"><B>Select from </B></span>set of fields allows to
choose a submesh or an existing group whose elements will be automatically
added to the list.</p></li>
</ul>
<p class="whs1">&nbsp;</p>
<p class="whs1">3. Click the <span style="font-weight: bold;"><B>Apply
</B></span>or <span style="font-weight: bold;"><B>OK </B></span>button to confirm
the operation.</p>
<p>&nbsp;</p>
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<h1>Changing orientation of elements</h1>
<p>Orientation of an element is changed by reverting the order of nodes
of the selected elements.</p>
<p>&nbsp;</p>
<p class=TODO>To change orientation of elements:</p>
<p>&nbsp;</p>
<p class="whs1">1. Display a mesh or a submesh in the 3D
viewer.</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">2. In the <span style="font-weight: bold;"><B>Modification
</B></span>menu select the <span style="font-weight: bold;"><B>Orientation </B></span>item
or click <img src="../image79.gif" width="21px" height="21px" border="0" class="img_whs2"> button in the toolbar. The following dialog box
will appear:</p>
<p>&nbsp;</p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/orientaation1.png" x-maintain-ratio="TRUE" width="306px" height="425px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p>&nbsp;</p>
<ul type="disc" class="whs4">
<li class=kadov-p><p class="whs5"><span
style="font-weight: bold;"><B>The main list </B></span><span>shall contain the
elements which will be reoriented.</span> You can click on an element
in the 3D viewer and it will be highlighted. After that click the <span
style="font-weight: bold;"><B>Add </B></span>button and the ID of this element
will be added to the list. To remove a selected element or elements from
the list click the <span style="font-weight: bold;"><B>Remove </B></span>button.
The <span style="font-weight: bold;"><B>Sort </B></span>button allows to sort
the list of elements IDs. The <span style="font-weight: bold;"><B>Set filter
</B></span>button allows to apply a definite filter to selection of elements
of your group.</p></li>
<li class=kadov-p><p class="whs5"><span
style="font-weight: bold;"><B>Apply to all </B></span><span>radio button allows
to modify the orientation of all elements of the currently displayed mesh
or submesh.</span></p></li>
<li class=kadov-p><p class="whs5"><span
style="font-weight: bold;"><B>Select from </B></span>set of fields allows to
choose a submesh or an existing group whose elements will be automatically
added to the list.</p></li>
</ul>
<p class="whs1">&nbsp;</p>
<p class="whs1">3. Click the <span style="font-weight: bold;"><B>Apply
</B></span>or <span style="font-weight: bold;"><B>OK </B></span>button to confirm
the operation.</p>
<p class="whs1">&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../modifying_meshes.htm#bookmark12">Change
Orientation</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Constructing groups of specific elements</h1>
<p>In MESH you can easily construct groups of specific elements (nodes,
edges, faces or volumes) which will be taken from a definite submesh.</p>
<p>&nbsp;</p>
<p class=TODO>To construct a group of specific elements:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">Right-click on a submesh in the Object Browser
and choose the <span style="font-weight: bold;"><B>Construct Group </B></span>item
or select your submesh in the Object Browser and in the <span style="font-weight: bold;"><B>Mesh
</B></span>menu choose the <span style="font-weight: bold;"><B>Construct Group
</B></span>item. MESH will construct several groups consisting of elements
of the definite type: nodes, edges, faces or volumes.</p>
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<h1>Constructing groups of specific elements</h1>
<p>In MESH you can easily construct groups of specific elements (nodes,
edges, faces or volumes) which will be taken from a definite submesh.</p>
<p>&nbsp;</p>
<p class=TODO>To construct a group of specific elements:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">Right-click on a submesh in the Object Browser
and choose the <span style="font-weight: bold;"><B>Construct Group </B></span>item
or select your submesh in the Object Browser and in the <span style="font-weight: bold;"><B>Mesh
</B></span>menu choose the <span style="font-weight: bold;"><B>Construct Group
</B></span>item. MESH will construct several groups consisting of elements
of the definite type: nodes, edges, faces or volumes.</p>
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<h1>Constructing meshes</h1>
<p class="whs1">Construction of a mesh consists of:</p>
<p class="whs1">&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p class="whs1">Selecting a geometrical
object for meshing</p></li>
<li class=kadov-p><p class="whs1">Applying <a href="about_meshing_algorithms.htm">meshing
algorithms</a> and <a href="about_hypotheses.htm">hypotheses</a> which
will be used at computation of this mesh.</p></li>
</ul>
<p class="whs1">&nbsp;</p>
<p class=TODO>To construct a mesh:</p>
<p class="whs3">1. In the <span style="font-weight: bold;"><B>Mesh
</B></span>menu select<span style="font-weight: bold;"><B> Create Mesh </B></span>or
click <img src="../image32.gif" width="22px" height="24px" border="0" class="img_whs4"> button in the toolbar. The following dialog box will
appear:</p>
<p class="whs3">&nbsp;</p>
<p class="whs5"><img src="../pics/c-createmesh.png" x-maintain-ratio="TRUE" width="309px" height="296px" border="0" class="img_whs6"></p>
<p class="whs5">&nbsp;</p>
<p class="whs3">2. For example, you need to mesh a 3d object.
</p>
<p class="whs3">First, type the name for your mesh in the
&quot;Name&quot; box, by default, it is &quot;Mesh_1&quot;. Then select
the object you wish to mesh in the Object Browser <img src="../image119.gif" width="173px" height="88px" border="0" class="img_whs7">and click
the <img src="../image120.gif" width="34px" height="29px" border="0" class="img_whs8"> &quot;Add&quot; button. </p>
<p class="whs3">Now you can define 1d Algorithm and 1d Hypotheses,
which will be applied to the edges of your object. (Note that any object
has edges, even if their existence is not apparent, for example, a sphere
has 4 edges). Click the &nbsp;<img src="../image121.gif" width="29px" height="28px" border="0" class="img_whs9"> button to add a hypothesis. Click the <img src="../image122.gif" width="30px" height="29px" border="0" class="img_whs10"> button
to define values for the current hypothesis. The use of additional hypotheses
is optional (i.e. you may leave &quot;None&quot; in this box). &nbsp;&nbsp;</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">Proceed in the same way with 2d and 3d Algorithms
and Hypotheses, note that the choice of hypotheses depends on the algorithm.
There must be one Algorithm and one or several Hypotheses for each dimension
of your object, otherwise you will not get any mesh at all. Of course,
if you wish to mesh a face, which is a 2d object, you don't need to define
3d Algorithm and Hypotheses. </p>
<p class="whs3">In the <span style="font-weight: bold;"><B>Object
Browser</B></span> the structure of the new mesh will be displayed as follows:</p>
<p class="whs3"><img src="../image88.jpg" width="232px" height="142px" align="right" border="0" class="img_whs11">It contains:</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p class="whs3">a reference to the
geometrical object on the basis of which the mesh has been constructed;</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Applied
hypotheses </B></span>folder containing the references to the hypotheses applied
to the construction of the mesh;</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Applied
algorithms </B></span>folder containing the references to the algorithms applied
to the construction of the mesh.</p></li>
</ul>
<p class="whs3">&nbsp;</p>
<p class="whs3">There is an alternative way to create a mesh
on an object simply by clicking <span style="font-weight: bold;"><B>Assign
a set of hypotheses </B></span>button and selecting between Automatic Tetrahedralization
or Hexahedralization. &nbsp;The
program will automatically generate a 3D mesh with the most appropriate
settings. In the same way you can apply this functionality for meshing
2D objects, in which case 3D algorithms are not applied. </p>
<p class="whs3">&nbsp;</p>
<p class="whs3">3. Now, when everything is ready, select
your mesh in the <span style="font-weight: bold;"><B>Object Browser</B></span>.<span>
</span><span>&nbsp;From
the </span><span style="font-weight: bold;"><B>Mesh </B></span><span>menu select</span><span
style="font-weight: bold;"><B> Compute </B></span><span>or click <img src="../image28.gif" width="25px" height="24px" border="0" class="img_whs12"> button of the toolbar. </span></p>
<p class="whs3">If you've done everything right, you'll obtain
something like this. <img src="../image129.gif" width="293px" height="350px" border="0" class="img_whs13"></p>
<p class="whs3">Consider trying a sample script for construction
of a mesh from our <a href="../constructing_meshes.htm">TUI Scripts</a>
section.</p>
<p class="whs3">&nbsp;</p>
<p>&nbsp;</p>
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<h1>Constructing meshes</h1>
<p class="whs1">Construction of a mesh consists of:</p>
<p class="whs1">&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p class="whs1">Selecting a geometrical
object for meshing</p></li>
<li class=kadov-p><p class="whs1">Applying <a href="about_meshing_algorithms.htm">meshing
algorithms</a> and <a href="about_hypotheses.htm">hypotheses</a> which
will be used at computation of this mesh.</p></li>
</ul>
<p class="whs1">&nbsp;</p>
<p class=TODO>To construct a mesh:</p>
<p class="whs3">1. In the <span style="font-weight: bold;"><B>Mesh
</B></span>menu select<span style="font-weight: bold;"><B> Create Mesh </B></span>or
click <img src="../image32.gif" width="22px" height="24px" border="0" class="img_whs4"> button in the toolbar. The following dialog box will
appear:</p>
<p class="whs3">&nbsp;</p>
<p class="whs5"><img src="../pics/createmesh-inv.png" x-maintain-ratio="TRUE" width="355px" height="296px" border="0" class="img_whs6"></p>
<p class="whs5">&nbsp;</p>
<p class="whs3">2. For example, you need to mesh a 3d object.
</p>
<p class="whs3">First, type the name for your mesh in the
&quot;Name&quot; box, by default, it is &quot;Mesh_1&quot;. Then select
the object you wish to mesh in the Object Browser <img src="../image119.gif" width="173px" height="88px" border="0" class="img_whs7">and click
the <img src="../image120.gif" width="34px" height="29px" border="0" class="img_whs8"> &quot;Add&quot; button. </p>
<p class="whs3">Now you can define 1d Algorithm and 1d Hypotheses,
which will be applied to the edges of your object. (Note that any object
has edges, even if their existence is not apparent, for example, a sphere
has 4 edges). Click the &nbsp;<img src="../image121.gif" width="29px" height="28px" border="0" class="img_whs9"> button to add a hypothesis. Click the <img src="../image122.gif" width="30px" height="29px" border="0" class="img_whs10"> button
to define values for the current hypothesis. The use of additional hypotheses
is optional (i.e. you may leave &quot;None&quot; in this box). &nbsp;&nbsp;</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">Proceed in the same way with 2d and 3d Algorithms
and Hypotheses, note that the choice of hypotheses depends on the algorithm.
There must be one Algorithm and one or several Hypotheses for each dimension
of your object, otherwise you will not get any mesh at all. Of course,
if you wish to mesh a face, which is a 2d object, you don't need to define
3d Algorithm and Hypotheses. </p>
<p class="whs3">In the <span style="font-weight: bold;"><B>Object
Browser</B></span> the structure of the new mesh will be displayed as follows:</p>
<p class="whs3"><img src="../image88.jpg" width="232px" height="142px" align="right" border="0" class="img_whs11">It contains:</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p class="whs3">a reference to the
geometrical object on the basis of which the mesh has been constructed;</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Applied
hypotheses </B></span>folder containing the references to the hypotheses applied
to the construction of the mesh;</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Applied
algorithms </B></span>folder containing the references to the algorithms applied
to the construction of the mesh.</p></li>
</ul>
<p class="whs3">&nbsp;</p>
<p class="whs3">There is an alternative way to create a mesh
on an object simply by clicking <span style="font-weight: bold;"><B>Assign
a set of hypotheses </B></span>button and selecting between Automatic Tetrahedralization
or Hexahedralization. &nbsp;The
program will automatically generate a 3D mesh with the most appropriate
settings. In the same way you can apply this functionality for meshing
2D objects, in which case 3D algorithms are not applied. </p>
<p class="whs3">&nbsp;</p>
<p class="whs3">3. Now, when everything is ready, select
your mesh in the <span style="font-weight: bold;"><B>Object Browser</B></span>.
&nbsp;From the
<span style="font-weight: bold;"><B>Mesh </B></span>menu select<span style="font-weight: bold;"><B>
Compute </B></span>or click <img src="../image28.gif" width="25px" height="24px" border="0" class="img_whs12"> button of the toolbar. </p>
<p class="whs3">&nbsp;</p>
<p class="whs3">Consider trying a sample script for construction
of a mesh from our <a href="../constructing_meshes.htm">TUI Scripts</a>
section.</p>
<p class="whs3">&nbsp;</p>
<p>&nbsp;</p>
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<h1>Constructing submeshes</h1>
<p class="whs1">Construction of a submesh consists of:</p>
<p class="whs1">&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p class="whs1">Selecting a mesh which
will encapsulate your submesh</p></li>
<li class=kadov-p><p class="whs1">Selecting a geometrical
object for meshing</p></li>
<li class=kadov-p><p class="whs1">Applying one or several
previously <a href="about_hypotheses.htm">hypotheses</a> and <a href="about_meshing_algorithms.htm">meshing
algorithms</a> which will be used at computation of this submesh.</p></li>
</ul>
<p class="whs1">&nbsp;</p>
<p class=TODO>To construct a submesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs3">From the <span style="font-weight: bold;"><B>Mesh
</B></span>menu select<span style="font-weight: bold;"><B> Local Hyp. </B></span>or
click <img src="../image33.gif" width="27px" height="25px" border="0" class="img_whs4"> button in the toolbar. The following dialog box will
appear:</p>
<p class="whs3">&nbsp;</p>
<p class="whs5"><img src="../pics/submeshconstruction.png" x-maintain-ratio="TRUE" width="332px" height="300px" border="0" class="img_whs6"></p>
<p class="whs5">&nbsp;</p>
<p class="whs5">&nbsp;</p>
<p class="whs3">In the Object Browser the structure of the
new submesh will be displayed as follows:</p>
<p class="whs3">&nbsp;</p>
<p class="whs3"><img src="../image10.jpg" width="224px" height="212px" border="0" class="img_whs7"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">It contains:</p>
<p class="whs3">&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p class="whs3">a reference to the
geometrical object on the basis of which the submesh has been constructed;</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Applied
hypotheses </B></span>folder containing the references to the hypotheses applied
to the construction of the submesh;</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Applied
algorithms </B></span>folder containing the references to the algorithms applied
to the construction of the submesh.</p></li>
</ul>
<p class="whs3">&nbsp;</p>
<p class="whs5">&nbsp;</p>
<p class="whs1"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../constructing_meshes.htm#bookmark1">Construct
Submesh</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Constructing submeshes</h1>
<p class="whs1">Construction of a submesh consists of:</p>
<p class="whs1">&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p class="whs1">Selecting a mesh which
will encapsulate your submesh</p></li>
<li class=kadov-p><p class="whs1">Selecting a geometrical
object for meshing</p></li>
<li class=kadov-p><p class="whs1">Applying one or several
previously <a href="about_hypotheses.htm">hypotheses</a> and <a href="about_meshing_algorithms.htm">meshing
algorithms</a> which will be used at computation of this submesh.</p></li>
</ul>
<p class="whs1">&nbsp;</p>
<p class=TODO>To construct a submesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs3">From the <span style="font-weight: bold;"><B>Mesh
</B></span>menu select<span style="font-weight: bold;"><B> Local Hyp. </B></span>or
click <img src="../image33.gif" width="27px" height="25px" border="0" class="img_whs4"> button in the toolbar. The following dialog box will
appear:</p>
<p class="whs3">&nbsp;</p>
<p class="whs5"><img src="../pics/createmesh-inv2.png" x-maintain-ratio="TRUE" width="355px" height="326px" border="0" class="img_whs6"></p>
<p class="whs7">&nbsp;</p>
<p class="whs7">It allows to define the <span style="font-weight: bold;"><B>Name</B></span>,
the parent <span style="font-weight: bold;"><B>Mesh</B></span> and the <span
style="font-weight: bold;"><B>Geometry</B></span> (e.g. a face if the parent
mesh has been built on box) of the submesh. You can define algorithms
and hypotheses in the same way as in <a href="constructing_meshes.htm">Create
mesh</a> menu. &nbsp;</p>
<p class="whs5">&nbsp;</p>
<p class="whs3">In the Object Browser the structure of the
new submesh will be displayed as follows:</p>
<p class="whs3">&nbsp;</p>
<p class="whs3"><img src="../image10.jpg" width="224px" height="212px" border="0" class="img_whs8"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">It contains:</p>
<p class="whs3">&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p class="whs3">a reference to the
geometrical object on the basis of which the submesh has been constructed;</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Applied
hypotheses </B></span>folder containing the references to the hypotheses applied
to the construction of the submesh;</p></li>
<li class=kadov-p><p class="whs3"><span style="font-weight: bold;"><B>Applied
algorithms </B></span>folder containing the references to the algorithms applied
to the construction of the submesh.</p></li>
</ul>
<p class="whs3">&nbsp;</p>
<p class="whs5">&nbsp;</p>
<p class="whs1"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../constructing_meshes.htm#bookmark1">Construct
Submesh</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Creating groups</h1>
<p class="whs1"><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs2"> &nbsp;&nbsp;<span
style="font-weight: normal;">In MESH you
can create groups of elements of different types. To create a group of
elements</span><span style="font-weight: normal; margin-left: 40px;">
in the </span><span style="margin-left: 40px;">Mesh</span><span style="font-weight: normal; margin-left: 40px;">
menu select </span><span style="margin-left: 40px;">Create Group</span><span
style="font-weight: normal; margin-left: 40px;">.</span><span style="margin-left: 40px;">
</span></p>
<p class="whs3">To create any group
you should define the following: &nbsp;&nbsp;</p>
<ul type="disc" class="whs4">
<li class=kadov-p><p class="whs5">Mesh:
<span style="font-weight: normal;">the name of the mesh whose elements
will form your group. You can select your mesh in the Objet Browser or
in the 3D viewer.</span></p></li>
<li class=kadov-p><p class="whs3"><span
style="font-weight: bold;"><B>Elements</B></span> <span style="font-weight: bold;"><B>Type</B></span>
set of radio buttons allows to select the type of elements which will
form your group:</p></li>
<ul type="disc" class="whs4">
<li class=kadov-p><p class="whs6">Nodes</p></li>
<li class=kadov-p><p class="whs6">Edges
</p></li>
<li class=kadov-p><p class="whs6">Faces</p></li>
<li class=kadov-p><p class="whs6">Volumes</p></li>
</ul>
<li class=kadov-p><p class="whs3"><span
style="font-weight: bold;"><B>Name </B></span>field allows to enter the name
of your new group.</p></li>
</ul>
<p class="whs3">SALOME Platform distinguishes
between the two Group types: <span style="font-weight: bold;"><B>Standalone
Group</B></span> and <span style="font-weight: bold;"><B>Group on Geometry</B></span>.
&nbsp;</p>
<h3>Standalone Group </h3>
<p class="whs7">The box for creation of a <span style="font-weight: bold;"><B>Standalone
Group</B></span> appears by default. <span style="font-weight: bold;"><B>Standalone
Group</B></span> consists of mesh elements, which you can define in two possible
ways.</p>
<ul type="disc" class="whs4">
<li class=kadov-p><p class="whs8">Choosing them manually
with the mouse in the 3D Viewer. You can click on an element in the 3D
viewer and it will be highlighted. After that click the <span style="font-weight: bold;"><B>Add
</B></span>button and the ID of this element will be added to the list. </p></li>
<li class=kadov-p><p class="whs7">Applying Filters. The
<span style="font-weight: bold;"><B>Set filter </B></span>button allows to apply
a definite filter to selection of the elements of your group. See more
about filters on the <a href="../selection_filter_library.htm">Selection
filter library</a> page. &nbsp;&nbsp;</p></li>
</ul>
<p class="whs7">To remove a selected element or elements
from the list click the <span style="font-weight: bold;"><B>Remove </B></span>button.
The <span style="font-weight: bold;"><B>Sort List </B></span>button allows to
sort the list of IDs of mesh elements. </p>
<p class="whs7"><span style="font-weight: bold;"><B>Select from
</B></span>set of fields allows to choose a submesh or an existing group whose
elements of the previously defined type will be added to the list of elements
which will form your group.</p>
<p class="whs7">&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs9">
<col class="whs10">
<col class="whs11">
<tr valign="top" class="whs12">
<td width="33.382%" class="whs13">
<p class="whs1"><img src="../pics/creategroup.png" x-maintain-ratio="TRUE" width="312px" height="565px" border="0" class="img_whs14"></td>
<td width="66.618%" class="whs15">
<p class="whs16"><img src="../image130.gif" width="145px" height="150px" align="left" border="0" class="img_whs17"> &nbsp;&nbsp;</p>
<p class="whs16">&nbsp;</p>
<p class="whs16">&nbsp;</p>
<p class="whs16">&nbsp;</p>
<p class="whs16">&nbsp;</p>
<p class="whs16">&nbsp;</p>
<p class="whs16">In this picture the brown cells belong to
a group defined manually.</p>
<p class="whs16">&nbsp;</p>
<p class="whs16">&nbsp;<img src="../image131.gif" width="149px" height="158px" border="0" class="img_whs18"> In this picture the brown cells belong to the group defined
by the criterion <br>
Taper &gt; 0. </p>
<p class="whs16">&nbsp;</p>
<p class="whs16">&nbsp;</td></tr>
</table>
<p class="whs7">&nbsp;</p>
<p class="whs5">&nbsp;&nbsp;&nbsp;See
Also a sample TUI Script of a <a href="../grouping_elements.htm#bookmark">Create
a Standalone Group</a> operation. &nbsp;</p>
<h3>Group on Geometry </h3>
<p class="whs3">To create a group on
geometry check <span style="font-weight: bold;"><B>Group on geometry</B></span>
in the <span style="font-weight: bold;"><B>Group type</B></span> field. <span
style="font-weight: bold;"><B>Group on geometry </B></span>contains the elements
of a certain type belonging to the selected<span style="font-weight: bold;">
<B></B></span>geometrical object. To define a group select in the Objet Browser
or in the 3D viewer a geometrical object from which the elements will
be taken. After confirmation of the operation MESH will create a new group
of mesh elements.</p>
<p class="whs3">&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs9">
<col class="whs19">
<col class="whs20">
<tr valign="top" class="whs12">
<td width="33.48%" class="whs21">
<p><img src="../pics/a-creategroup.png" x-maintain-ratio="TRUE" width="312px" height="312px" border="0" class="img_whs22"></td>
<td width="66.52%" class="whs23">
<p><img src="../image132.gif" width="135px" height="150px" border="0" class="img_whs24"> In this picture the cells which belong to a certain face
are selected in green. </td></tr>
</table>
<p class="whs3">&nbsp;</p>
<p class="whs6">&nbsp;&nbsp;&nbsp;See
Also a sample TUI Script of a <a href="../grouping_elements.htm#bookmark5">Create
a Group on Geometry</a><a href="../grouping_elements.htm#bookmark"> </a>operation.
&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p class="whs16">&nbsp;</p>
<p class="whs25">&nbsp;</p>
<p>&nbsp;</p>
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<h1>Creating groups</h1>
<p class="whs1"><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs2"> &nbsp;&nbsp;<span
style="font-weight: normal;">In MESH you
can create groups of elements of different types. To create a group of
elements</span><span style="font-weight: normal; margin-left: 40px;">
in the </span><span style="margin-left: 40px;">Mesh</span><span style="font-weight: normal; margin-left: 40px;">
menu select </span><span style="margin-left: 40px;">Create Group</span><span
style="font-weight: normal; margin-left: 40px;">.</span><span style="margin-left: 40px;">
</span></p>
<p class="whs3">To create any group
you should define the following: &nbsp;&nbsp;</p>
<ul type="disc" class="whs4">
<li class=kadov-p><p class="whs5">Mesh:
<span style="font-weight: normal;">the name of the mesh whose elements
will form your group. You can select your mesh in the Objet Browser or
in the 3D viewer.</span></p></li>
<li class=kadov-p><p class="whs3"><span
style="font-weight: bold;"><B>Elements</B></span> <span style="font-weight: bold;"><B>Type</B></span>
set of radio buttons allows to select the type of elements which will
form your group:</p></li>
<ul type="disc" class="whs4">
<li class=kadov-p><p class="whs6">Nodes</p></li>
<li class=kadov-p><p class="whs6">Edges
</p></li>
<li class=kadov-p><p class="whs6">Faces</p></li>
<li class=kadov-p><p class="whs6">Volumes</p></li>
</ul>
<li class=kadov-p><p class="whs3"><span
style="font-weight: bold;"><B>Name </B></span>field allows to enter the name
of your new group.</p></li>
</ul>
<p class="whs3">SALOME Platform distinguishes
between the two Group types: <span style="font-weight: bold;"><B>Standalone
Group</B></span> and <span style="font-weight: bold;"><B>Group on Geometry</B></span>.
&nbsp;</p>
<h3>Standalone Group </h3>
<p class="whs7"><span style="font-weight: bold;"><B>Standalone
Group</B></span> consists of mesh elements, which you can define in two possible
ways.</p>
<ul type="disc" class="whs4">
<li class=kadov-p><p class="whs8">Choosing them manually
with the mouse in the 3D Viewer. You can click on an element in the 3D
viewer and it will be highlighted. After that click the <span style="font-weight: bold;"><B>Add
</B></span>button and the ID of this element will be added to the list. </p></li>
<li class=kadov-p><p class="whs7">Applying Filters. The
<span style="font-weight: bold;"><B>Set filter </B></span>button allows to apply
a definite filter to selection of the elements of your group. See more
about filters on the <a href="../selection_filter_library.htm">Selection
filter library</a> page. &nbsp;&nbsp;</p></li>
</ul>
<p class="whs7">To remove a selected element or elements
from the list click the <span style="font-weight: bold;"><B>Remove </B></span>button.
The <span style="font-weight: bold;"><B>Sort List </B></span>button allows to
sort the list of IDs of mesh elements. </p>
<p class="whs7"><span style="font-weight: bold;"><B>Select from
</B></span>set of fields allows to choose a submesh or an existing group whose
elements of the previously defined type will be added to the list of elements
which will form your group. </p>
<p class="whs7"><span style="font-weight: bold;"><B>Color Number</B></span>
(integer only, ranging from 0 to 9999) - allows to assign to the group
a certain index, for example, defining boundary conditions. This feature
introduces a useful element of preprocessing in Mesh module. Note that
<span style="font-weight: bold;"><B>Color number</B></span> attribute has nothing
to do with the colors used for the display of the elements of the group.</p>
<p class="whs7">&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs9">
<col class="whs10">
<col class="whs11">
<tr valign="top" class="whs12">
<td width="33.382%" class="whs13">
<p class="whs1"><img src="../pics/creategroup.png" x-maintain-ratio="TRUE" width="312px" height="621px" border="0" class="img_whs14"></td>
<td width="66.618%" class="whs15">
<p class="whs16"><img src="../image130.gif" width="145px" height="150px" align="left" border="0" class="img_whs17"> &nbsp;&nbsp;</p>
<p class="whs16">&nbsp;</p>
<p class="whs16">&nbsp;</p>
<p class="whs16">&nbsp;</p>
<p class="whs16">&nbsp;</p>
<p class="whs16">&nbsp;</p>
<p class="whs16">In this picture the brown cells belong to
a group defined manually.</p>
<p class="whs16">&nbsp;</p>
<p class="whs16">&nbsp;<img src="../image131.gif" width="149px" height="158px" border="0" class="img_whs18"> In this picture the brown cells belong to the group defined
by the criterion <br>
Taper &gt; 0. </p>
<p class="whs16">&nbsp;</p>
<p class="whs16">&nbsp;</td></tr>
</table>
<p class="whs7">&nbsp;</p>
<p class="whs5">&nbsp;&nbsp;&nbsp;See
Also a sample TUI Script of a <a href="../grouping_elements.htm#bookmark">Create
a Standalone Group</a> operation. &nbsp;</p>
<h3>Group on Geometry </h3>
<p class="whs3">To create a group on
geometry check <span style="font-weight: bold;"><B>Group on geometry</B></span>
in the <span style="font-weight: bold;"><B>Group type</B></span> field. <span
style="font-weight: bold;"><B>Group on geometry </B></span>contains the elements
of a certain type belonging to the selected<span style="font-weight: bold;">
<B></B></span>geometrical object. To define a group select in the Objet Browser
or in the 3D viewer a geometrical object from which the elements will
be taken. After confirmation of the operation a new group of mesh elements
will be created.</p>
<p class="whs3">&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs9">
<col class="whs19">
<col class="whs20">
<tr valign="top" class="whs21">
<td width="33.48%" class="whs22">
<p><img src="../pics/a-creategroup.png" x-maintain-ratio="TRUE" width="312px" height="312px" border="0" class="img_whs23"></td>
<td width="66.52%" class="whs24">
<p><img src="../image132.gif" width="135px" height="150px" border="0" class="img_whs25"> In this picture the cells which belong to a certain face
are selected in green. </td></tr>
</table>
<p class="whs3">&nbsp;</p>
<p class="whs6">&nbsp;&nbsp;&nbsp;See
Also a sample TUI Script of a <a href="../grouping_elements.htm#bookmark5">Create
a Group on Geometry</a><a href="../grouping_elements.htm#bookmark"> </a>operation.
&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p class="whs16">&nbsp;</p>
<p class="whs26">&nbsp;</p>
<p>&nbsp;</p>
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<h1>Cutting quadrangles</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> This operation allows to cut one or several quadrangle
elements by addition of a supplementary edge which will connect two opposite
corners. </p>
<p>&nbsp;</p>
<p class=TODO>To cut quadrangles:</p>
<p class="whs2">&nbsp;</p>
<p class="whs2">1. Display a mesh or a submesh in the 3D
viewer.</p>
<p class="whs2">2. In the <span style="font-weight: bold;"><B>Modification
</B></span>menu select the <span style="font-weight: bold;"><B>Cutting of quadrangles
</B></span>item or click <img src="../image82.gif" width="25px" height="22px" border="0" class="img_whs3"> button in the toolbar. The following
dialog box will appear:</p>
<p>&nbsp;</p>
<p class="whs2"><img src="../pics/a-cuttingofquadrangles.png" x-maintain-ratio="TRUE" width="306px" height="525px" border="0" class="img_whs4"></p>
<p>&nbsp;</p>
<ul type="disc" class="whs5">
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>The main list </B></span>shall contain the quadrangles
which will be cutted. You can click on an quadrangle in the 3D viewer
and it will be highlighted. After that click the <span style="font-weight: bold;"><B>Add
</B></span>button and the ID of this quadrangle will be added to the list.
To remove a selected element or elements from the list click the <span
style="font-weight: bold;"><B>Remove </B></span>button. The <span style="font-weight: bold;"><B>Sort
</B></span>button allows to sort the list of IDs. The <span style="font-weight: bold;"><B>F</B></span><span
style="font-weight: bold;"><B>ilter </B></span>button allows to apply a definite
filter to selection of quadrangles.</p></li>
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>Apply to all </B></span>radio button allows to
modify the orientation of all quadrangles of the currently displayed mesh
or submesh.</p></li>
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>Use diagonal 2-4 </B></span>radio button allows
to specify the opposite corners which will be connected by the cutting
edge.</p></li>
<li class=kadov-p><p class="whs7">Preview
</p></li>
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>Criterion</B></span> menu allows to apply the operation
only to those object which meet the chosen criterion (from the list of
Quality Controls, i.e. Skew, Warping, Minimum Angle, etc.)</p></li>
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>Select from </B></span>set of fields allows to
choose a submesh or an existing group whose quadrangle elements will be
automatically added to the list.</p></li>
</ul>
<p class="whs2">&nbsp;</p>
<p class="whs2">3. Click the <span style="font-weight: bold;"><B>Apply
</B></span>or <span style="font-weight: bold;"><B>OK </B></span>button to confirm
the operation.</p>
<p class="whs2">&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs8">
<col class="whs9">
<col class="whs9">
<tr valign="top" class="whs10">
<td width="50%" class="whs11">
<p><img src="../image52.jpg" width="353px" height="300px" border="0" class="img_whs12"></td>
<td width="50%" class="whs13">
<p><img src="../image51.jpg" width="353px" height="300px" border="0" class="img_whs12"></td></tr>
</table>
<p class="whs14">&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../modifying_meshes.htm#bookmark7">Cutting
Quadrangles</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Cutting quadrangles</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> This operation allows to cut one or several quadrangle
elements by addition of a supplementary edge which will connect two opposite
corners. </p>
<p>&nbsp;</p>
<p class=TODO>To cut quadrangles:</p>
<p class="whs2">&nbsp;</p>
<p class="whs2">1. Display a mesh or a submesh in the 3D
viewer.</p>
<p class="whs2">2. In the <span style="font-weight: bold;"><B>Modification
</B></span>menu select the <span style="font-weight: bold;"><B>Cutting of quadrangles
</B></span>item or click <img src="../image82.gif" width="25px" height="22px" border="0" class="img_whs3"> button in the toolbar. The following
dialog box will appear:</p>
<p>&nbsp;</p>
<p class="whs2"><img src="../pics/a-cuttingofquadrangles.png" x-maintain-ratio="TRUE" width="306px" height="525px" border="0" class="img_whs4"></p>
<p>&nbsp;</p>
<ul type="disc" class="whs5">
<li class=kadov-p><p class="whs6">The
main list<span style="font-weight: bold;"> <B></B></span>contains the list of
quadrangles. You can click on an quadrangle in the 3D viewer and it will
be highlighted (lock Shift keyboard button to select several quadrangles).
<span style="margin-left: 0px; font-weight: bold;"><B>Click Add </B></span><span
style="margin-left: 0px;">button and the ID of this quadrangle will be
added to the list. To remove a selected element or elements from the list
click </span><span style="margin-left: 0px; font-weight: bold;"><B>Remove
</B></span><span style="margin-left: 0px;">button. </span><span style="margin-left: 0px; font-weight: bold;"><B>Sort
list </B></span><span style="margin-left: 0px;">button allows to sort the
list of IDs. </span><span style="margin-left: 0px; font-weight: bold;"><B>Filter
</B></span><span style="margin-left: 0px;">button allows to apply a definite
filter to the selection of quadrangles.</span></p></li>
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>Apply to all </B></span>radio button allows to
modify the orientation of all quadrangles of the currently displayed mesh
or submesh.</p></li>
<li class=kadov-p><p class="whs7">Preview
- <span style="font-weight: normal;">provides a preview of cutting in
the viewer.</span> </p></li>
<li class=kadov-p><p class="whs8">Criterion</p></li>
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>Use diagonal 1-3 </B></span>and<span style="font-weight: bold;"><B>
Use diagonal 2-4 </B></span>&nbsp;allows
to specify the opposite corners which will be connected by the cutting
edge.</p></li>
<li class=kadov-p><p class="whs7">Use
numeric factor - <span style="margin-left: 40px; font-weight: normal;">&nbsp;allows
to apply the operation only to those objects which meet the chosen criterion
(from the list of Quality Controls, i.e. Skew, Warping, Minimum Angle,
etc.)</span></p></li>
<li class=kadov-p><p class="whs9"><span style="font-weight: bold;"><B>Select
from -</B></span> allows to choose a submesh or an existing group whose quadrangle
elements will be automatically added to the list.</p></li>
</ul>
<p class="whs2">&nbsp;</p>
<p class="whs2">3. Click the <span style="font-weight: bold;"><B>Apply
</B></span>or <span style="font-weight: bold;"><B>OK </B></span>button to confirm
the operation.</p>
<p class="whs2">&nbsp;</p>
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</table>
<p class="whs9">&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../modifying_meshes.htm#bookmark7">Cutting
Quadrangles</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Diagonal inversion of elements</h1>
<p>&nbsp;In MESH
you can inverse the diagonal (edge) of a pseudo-quadrangle formed by two
neighboring triangles with one common edge.</p>
<p>&nbsp;</p>
<p class=TODO>To inverse the diagonal:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">1. From the <span style="font-weight: bold;"><B>Modification
</B></span>menu choose the <span style="font-weight: bold;"><B>Diagonal inversion
</B></span>item or click <img src="../image70.gif" width="24px" height="22px" border="0" class="img_whs2"> button in the toolbar. The following
dialog box shall appear:</p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/diagonalinversion.png" x-maintain-ratio="TRUE" width="306px" height="163px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1">2. Enter the ID of the required edge in the
<span style="font-weight: bold;"><B>Edge </B></span>&nbsp;field
or select this edge in the 3D viewer. </p>
<p class="whs1">&nbsp;</p>
<p class="whs1">3. Click the <span style="font-weight: bold;"><B>Apply
</B></span>or <span style="font-weight: bold;"><B>OK </B></span>button.</p>
<p class=TODO
style="margin-left: 40px;">&nbsp;</p>
<p>&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs4">
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<p><img src="../image38.jpg" width="300px" height="224px" border="0" class="img_whs8"></td>
<td width="50%" class="whs9">
<p><img src="../image36.jpg" width="300px" height="224px" border="0" class="img_whs8"></td></tr>
</table>
<p>&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../modifying_meshes.htm#bookmark4">Diagonal
Inversion of Elements</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Diagonal inversion of elements</h1>
<p>&nbsp;In MESH
you can inverse the diagonal (edge) of a pseudo-quadrangle formed by two
neighboring triangles with one common edge.</p>
<p>&nbsp;</p>
<p class=TODO>To inverse the diagonal:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">1. From the <span style="font-weight: bold;"><B>Modification
</B></span>menu choose the <span style="font-weight: bold;"><B>Diagonal inversion
</B></span>item or click <img src="../image70.gif" width="24px" height="22px" border="0" class="img_whs2"> button in the toolbar. The following
dialog box shall appear:</p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/diagonalinversion.png" x-maintain-ratio="TRUE" width="306px" height="163px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1">2. Enter the ID of the required edge in the
<span style="font-weight: bold;"><B>Edge </B></span>&nbsp;field
or select this edge in the 3D viewer. </p>
<p class="whs1">&nbsp;</p>
<p class="whs1">3. Click the <span style="font-weight: bold;"><B>Apply
</B></span>or <span style="font-weight: bold;"><B>OK </B></span>button.</p>
<p class=TODO
style="margin-left: 40px;">&nbsp;</p>
<p>&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs4">
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<td width="50%" class="whs9">
<p><img src="../image36.jpg" width="300px" height="224px" border="0" class="img_whs8"></td></tr>
</table>
<p>&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../modifying_meshes.htm#bookmark4">Diagonal
Inversion of Elements</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Moving nodes</h1>
<p>In MESH you can change the location of any node of your mesh. In this
case all adjacent elements (edges) will be also transformed right after
the displaced node.</p>
<p>&nbsp;</p>
<p class=TODO>To displace a node:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">1. From the <span style="font-weight: bold;"><B>Modification
</B></span>menu choose the <span style="font-weight: bold;"><B>Move node </B></span>item
or click <img src="../image67.gif" width="24px" height="22px" border="0" class="img_whs2"> button in the toolbar. The following dialog box
shall appear:</p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/movenodes.png" x-maintain-ratio="TRUE" width="306px" height="269px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1">2. Enter the ID of the required node in the
<span style="font-weight: bold;"><B>Node ID </B></span>&nbsp;field
or select this node in the 3D viewer. The coordinates of your node will
be automatically displayed in the <span style="font-weight: bold;"><B>Coordinates
</B></span>set of fields.</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">3. Set new coordinates for your node in the
<span style="font-weight: bold;"><B>Coordinates </B></span>set of fields.</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">4. Click the <span style="font-weight: bold;"><B>Apply
</B></span>or <span style="font-weight: bold;"><B>OK </B></span>button.</p>
<p class="whs1">&nbsp;</p>
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<col class="whs6">
<tr valign="top" class="whs7">
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<td width="60.294%" class="whs11">
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</table>
<p class="whs13">&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../modifying_meshes.htm#bookmark3">Moving
Nodes</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p class="whs13">&nbsp;</p>
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<h1>Moving nodes</h1>
<p>In MESH you can change the location of any node of your mesh. In this
case all adjacent elements (edges) will be also transformed right after
the displaced node.</p>
<p>&nbsp;</p>
<p class=TODO>To displace a node:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">1. From the <span style="font-weight: bold;"><B>Modification
</B></span>menu choose the <span style="font-weight: bold;"><B>Move node </B></span>item
or click <img src="../image67.gif" width="24px" height="22px" border="0" class="img_whs2"> button in the toolbar. The following dialog box
shall appear:</p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/movenodes.png" x-maintain-ratio="TRUE" width="306px" height="269px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1">2. Enter the ID of the required node in the
<span style="font-weight: bold;"><B>Node ID </B></span>&nbsp;field
or select this node in the 3D viewer. The coordinates of your node will
be automatically displayed in the <span style="font-weight: bold;"><B>Coordinates
</B></span>set of fields.</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">3. Set new coordinates for your node in the
<span style="font-weight: bold;"><B>Coordinates </B></span>set of fields.</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">4. Click the <span style="font-weight: bold;"><B>Apply
</B></span>or <span style="font-weight: bold;"><B>OK </B></span>button.</p>
<p class="whs1">&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs4">
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<col class="whs6">
<tr valign="top" class="whs7">
<td width="39.706%" class="whs8">
<p class="whs9"><img src="../pics/moving_nodes1.png" x-maintain-ratio="TRUE" width="266px" height="249px" border="0" class="img_whs10"></td>
<td width="60.294%" class="whs11">
<p><img src="../pics/moving_nodes2.png" x-maintain-ratio="TRUE" width="324px" height="250px" border="0" class="img_whs12"></td></tr>
</table>
<p class="whs13">&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../modifying_meshes.htm#bookmark3">Moving
Nodes</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p class="whs13">&nbsp;</p>
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<h1>Displaying nodes numbers</h1>
<p>In MESH you can display the ID numbers of all nodes of your mesh in
the viewer.</p>
<p>&nbsp;</p>
<p class=TODO>To display ID numbers of nodes:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">1. Display your mesh in the viewer</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">2. Right-click on the mesh in the 3D viewer
and from the associated pop-up menu choose <span style="font-weight: bold;"><B>Numbering
&gt; Display Nodes #</B></span>.</p>
<p class="whs1">&nbsp;</p>
<p class="whs2">It will look like as follows:</p>
<p class="whs2">&nbsp;</p>
<p class="whs1"><img src="../image96.jpg" width="429px" height="189px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<h1>Displaying elements numbers</h1>
<p>In MESH you can display the ID numbers of all meshing elements composing
your mesh in the viewer.</p>
<p>&nbsp;</p>
<p class=TODO>To display ID numbers of elements:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">1. Display your mesh in the viewer</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">2. Right-click on the mesh in the 3D viewer
and from the associated pop-up menu choose <span style="font-weight: bold;"><B>Numbering
&gt; Display Elements #</B></span>.</p>
<p class="whs1">&nbsp;</p>
<p class="whs2">It will look like as follows:</p>
<p class="whs2">&nbsp;</p>
<p class="whs1"><img src="../image95.jpg" width="324px" height="278px" border="0" class="img_whs4"></p>
<p class="whs1">&nbsp;</p>
<p class="whs2">&nbsp;</p>
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<h1>Displaying nodes numbers</h1>
<p>In MESH you can display the ID numbers of all nodes of your mesh in
the viewer.</p>
<p>&nbsp;</p>
<p class=TODO>To display ID numbers of nodes:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">1. Display your mesh in the viewer</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">2. Right-click on the mesh in the 3D viewer
and from the associated pop-up menu choose <span style="font-weight: bold;"><B>Numbering
&gt; Display Nodes #</B></span>.</p>
<p class="whs1">&nbsp;</p>
<p class="whs2">It will look like as follows:</p>
<p class="whs2">&nbsp;</p>
<p class="whs1"><img src="../image96.jpg" width="429px" height="189px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<h1>Displaying elements numbers</h1>
<p>In MESH you can display the ID numbers of all meshing elements composing
your mesh in the viewer.</p>
<p>&nbsp;</p>
<p class=TODO>To display ID numbers of elements:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">1. Display your mesh in the viewer</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">2. Right-click on the mesh in the 3D viewer
and from the associated pop-up menu choose <span style="font-weight: bold;"><B>Numbering
&gt; Display Elements #</B></span>.</p>
<p class="whs1">&nbsp;</p>
<p class="whs2">It will look like as follows:</p>
<p class="whs2">&nbsp;</p>
<p class="whs1"><img src="../image95.jpg" width="324px" height="278px" border="0" class="img_whs4"></p>
<p class="whs1">&nbsp;</p>
<p class="whs2">&nbsp;</p>
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<h1>Editing groups</h1>
<p class=TODO
style="margin-left: 0px;">To edit an existing group of elements:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">1. Select your group in the Object Browser
and in the <span style="font-weight: bold;"><B>Mesh </B></span>menu click the
<span style="font-weight: bold;"><B>Edit Group </B></span>item or <img src="../image74.gif" width="21px" height="22px" border="0" class="img_whs2"> icon in the toolbar. The following dialog box will appear:</p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/editgroup.png" x-maintain-ratio="TRUE" width="312px" height="565px" border="0" class="img_whs3"></p>
<p class="whs4">&nbsp;</p>
<p class="whs1">In this dialog box you can modify the name<span
style="font-weight: bold;"> <B></B></span>of your group and add or remove the
elements forming it. For more information <a href="creating_groups.htm">see
here</a>.</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">2. Click the <span style="font-weight: bold;"><B>OK
</B></span>or <span style="font-weight: bold;"><B>&nbsp;Apply
</B></span>button to confirm modification of the group.</p>
<p class="whs1">&nbsp;</p>
<p class="whs5"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of an <a href="../grouping_elements.htm#bookmark1">Edit
Group</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Editing groups</h1>
<p class=TODO
style="margin-left: 0px;">To edit an existing group of elements:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">1. Select your group in the Object Browser
and in the <span style="font-weight: bold;"><B>Mesh </B></span>menu click the
<span style="font-weight: bold;"><B>Edit Group </B></span>item or <img src="../image74.gif" width="21px" height="22px" border="0" class="img_whs2"> icon in the toolbar. The following dialog box will appear:</p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/editgroup.png" x-maintain-ratio="TRUE" width="400px" height="622px" border="0" class="img_whs3"></p>
<p class="whs4">&nbsp;</p>
<p class="whs1">In this dialog box you can modify the name<span
style="font-weight: bold;"> <B></B></span>of your group and add or remove the
elements forming it. For more information <a href="creating_groups.htm">see
Creating Groups </a><span style="margin-left: 40px;">page.</span></p>
<p class="whs1">2. Click the <span style="font-weight: bold;"><B>OK
</B></span>or <span style="font-weight: bold;"><B>&nbsp;Apply
</B></span>button to confirm modification of the group.</p>
<p class="whs1">&nbsp;</p>
<p class="whs5"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of an <a href="../grouping_elements.htm#bookmark1">Edit
Group</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Importing and exporting meshes</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> In MESH there is a functionality allowing importation/exportation
of meshes from <span style="font-weight: bold;"><B>MED</B></span>, <span style="font-weight: bold;"><B>UNV</B></span>
format files. </p>
<p>&nbsp;</p>
<p class=TODO>To import a mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs2">1. From the <span style="font-weight: bold;"><B>File</B></span>
menu choose the <span style="font-weight: bold;"><B>Import</B></span> item, from
its sub-menu select the corresponding format (MED, &nbsp;UNV)
of the file containing your mesh.</p>
<p class="whs2">2. In the standard <span style="font-weight: bold;"><B>Search
File </B></span>dialog box find the file for importation. </p>
<p class="whs2">3. Click the <span style="font-weight: bold;"><B>OK
</B></span>button.</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><img src="../pics/importmesh.png" x-maintain-ratio="TRUE" width="513px" height="269px" border="0" class="img_whs3"> </p>
<p class="whs2">&nbsp;</p>
<p class=TODO>To export a mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs2">1. Select the object you wish to export.</p>
<p class="whs2">2. From the <span style="font-weight: bold;"><B>File</B></span>
menu choose the <span style="font-weight: bold;"><B>Export</B></span> item, from
its sub-menu select the format (MED, UNV) of the file which will contain
your exported mesh..</p>
<p class="whs2">3. In the standard <span style="font-weight: bold;"><B>Search
File </B></span><span>select a location for the exported file and enter its
name.</span> </p>
<p class="whs2">4. Click the <span style="font-weight: bold;"><B>OK
</B></span>button. </p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><img src="../pics/a-exportmesh.png" x-maintain-ratio="TRUE" width="447px" height="266px" border="0" class="img_whs4"></p>
<p class="whs2">&nbsp;</p>
<p class="whs5"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of an <a href="../constructing_meshes.htm#bookmark3">Export
Mesh</a> operation. &nbsp;</p>
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<h1>Importing and exporting meshes</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> In MESH there is a functionality allowing importation/exportation
of meshes from <span style="font-weight: bold;"><B>MED</B></span>, <span style="font-weight: bold;"><B>UNV</B></span>
format files. </p>
<p>&nbsp;</p>
<p class=TODO>To import a mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs2">1. From the <span style="font-weight: bold;"><B>File</B></span>
menu choose the <span style="font-weight: bold;"><B>Import</B></span> item, from
its sub-menu select the corresponding format (MED, &nbsp;UNV)
of the file containing your mesh.</p>
<p class="whs2">2. In the standard <span style="font-weight: bold;"><B>Search
File </B></span>dialog box find the file for importation. </p>
<p class="whs2">3. Click the <span style="font-weight: bold;"><B>OK
</B></span>button.</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><img src="../pics/meshimportmesh.png" x-maintain-ratio="TRUE" width="437px" height="283px" border="0" class="img_whs3"> </p>
<p class="whs2">&nbsp;</p>
<p class=TODO>To export a mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs2">1. Select the object you wish to export.</p>
<p class="whs2">2. From the <span style="font-weight: bold;"><B>File</B></span>
menu choose the <span style="font-weight: bold;"><B>Export</B></span> item, from
its sub-menu select the format (MED, UNV) of the file which will contain
your exported mesh..</p>
<p class="whs2">3. In the standard <span style="font-weight: bold;"><B>Search
File </B></span><span>select a location for the exported file and enter its
name.</span> </p>
<p class="whs2">4. Click the <span style="font-weight: bold;"><B>OK
</B></span>button. </p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><img src="../pics/meshexportmesh.png" x-maintain-ratio="TRUE" width="436px" height="307px" border="0" class="img_whs4"></p>
<p class="whs2">&nbsp;</p>
<p class="whs5"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of an <a href="../constructing_meshes.htm#bookmark3">Export
Mesh</a> operation. &nbsp;</p>
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<h1>Introduction to MESH</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"><span style="font-weight: bold;"><B>MESH</B></span> module of
SALOME is destined for: </p>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p>import and export of meshes in MED format,</p></li>
<li class=kadov-p><p>meshing geometrical models previously created
or imported by the GEOM component. MESH module allows to apply 1D, 2D,
3D meshing algorithms and a set of hypotheses:</p></li>
<ul type="circle" class="whs3">
<li class=kadov-p><p>Local length</p></li>
<li class=kadov-p><p>Number of segments</p></li>
<li class=kadov-p><p>Max Element Area</p></li>
<li class=kadov-p><p>Max Element Volume</p></li>
</ul>
<li class=kadov-p><p>modification of locally generated meshes by</p></li>
<ul type="circle" class="whs3">
<li class=kadov-p><p>Addition/deletion of nodes and elements</p></li>
<li class=kadov-p><p>Moving nodes and elements</p></li>
</ul>
<li class=kadov-p><p>grouping mesh elements and performing operations
on these groups </p></li>
<li class=kadov-p><p>quality control of meshes basing on a set of definite
criteria -</p></li>
</ul>
<p class="whs4"><img src="../image7.jpg" x-maintain-ratio="TRUE" width="472px" height="355px" align="right" border="0" class="img_whs5"></p>
<p class="whs6">&nbsp;</p>
<p class="whs6">for edges:</p>
<p class="whs4">&nbsp;</p>
<ul type="disc" class="whs2">
<ul type="circle" class="whs3">
<li class=kadov-p><p>Length of edges </p></li>
<li class=kadov-p><p>Borders at multi-connections</p></li>
<li class=kadov-p><p>Free borders</p></li>
</ul>
</ul>
<p class="whs4">&nbsp;</p>
<p class="whs6">for faces:</p>
<p class="whs4">&nbsp;</p>
<ul type="disc" class="whs2">
<ul type="circle" class="whs3">
<li class=kadov-p><p>Area </p></li>
<li class=kadov-p><p>Free edges</p></li>
<li class=kadov-p><p>Borders at multi-connection 2D</p></li>
<li class=kadov-p><p>Length 2D</p></li>
<li class=kadov-p><p>Minimum angle</p></li>
<li class=kadov-p><p>Taper</p></li>
<li class=kadov-p><p>Aspect Ratio</p></li>
<li class=kadov-p><p>Warping </p></li>
<li class=kadov-p><p>Skew</p></li>
</ul>
</ul>
<p>&nbsp;</p>
<p class="whs6">for solids:</p>
<p class="whs6">&nbsp;</p>
<ul type="disc" class="whs2">
<ul type="circle" class="whs3">
<li class=kadov-p><p>Aspect ratio 3D</p></li>
</ul>
</ul>
<p>&nbsp;</p>
<p>&nbsp;</p>
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<h1>Length 2D</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1">This quality control criterion consists of calculation
of length of the edges combining the meshing elements (triangles and quadrangles)
of your mesh. </p>
<p>&nbsp;&nbsp;&nbsp;</p>
<p class=TODO>To apply the Length 2D quality criterion to your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs2">1. Display your mesh in the viewer.</p>
<p class="whs2">&nbsp;</p>
<p class="whs2">2. Choose <span style="font-weight: bold;"><B>Controls
&gt; Length 2D </B></span>or click <img src="../image34.gif" width="27px" height="24px" border="0" class="img_whs3"> button in the toolbar. Your
mesh will be displayed in the viewer with its elements colored according
to the applied mesh quality control criterion:</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><img src="../pics/length2d.png" x-maintain-ratio="TRUE" width="450px" height="381px" border="0" class="img_whs4"></p>
<p class="whs2">&nbsp;</p>
<p class="whs5"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../quality_controls.htm#bookmark5">&nbsp;Length
2D quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p class="whs2">&nbsp;</p>
<p class="whs2">&nbsp;</p>
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<h1>Length 2D</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1">This quality control criterion consists of calculation
of length of the edges combining the meshing elements (triangles and quadrangles)
of your mesh. </p>
<p>&nbsp;&nbsp;&nbsp;</p>
<p class=TODO>To apply the Length 2D quality criterion to your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs2">1. Display your mesh in the viewer.</p>
<p class="whs2">&nbsp;</p>
<p class="whs2">2. Choose <span style="font-weight: bold;"><B>Controls
&gt; Length 2D </B></span>or click <img src="../image34.gif" width="27px" height="24px" border="0" class="img_whs3"> button in the toolbar. Your
mesh will be displayed in the viewer with its elements colored according
to the applied mesh quality control criterion:</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><img src="../pics/length2d.png" x-maintain-ratio="TRUE" width="450px" height="381px" border="0" class="img_whs4"></p>
<p class="whs2">&nbsp;</p>
<p class="whs5"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../quality_controls.htm#bookmark4">&nbsp;Length
2D quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p class="whs2">&nbsp;</p>
<p class="whs2">&nbsp;</p>
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<h1>Max Element Area hypothesis</h1>
<p><span style="font-weight: bold;"><B><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"></B></span> <span style="font-weight: bold;"><B>Max
Element Area </B></span>hypothesis is applied for meshing of 2D faces composing
your geometrical object. Definition of this hypothesis consists of setting
the <span style="font-weight: bold;"><B>maximum area </B></span>of meshing elements
(depending on the chosen meshing algorithm it can be <span style="font-weight: bold;"><B>triangles</B></span>
or <span style="font-weight: bold;"><B>quadrangles</B></span>), which will compose
the mesh of these 2D faces. </p>
<p>&nbsp;</p>
<p class="whs2"><img src="../pics/a-maxelarea.png" x-maintain-ratio="TRUE" width="332px" height="212px" border="0" class="img_whs3"></p>
<p class="whs2">&nbsp;</p>
<p class="whs4"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../defining_hypotheses_tui.htm#bookmark4">Maximum
Element Area hypothesis</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p class="whs5"><img src="../pics/max_el_area.png" x-maintain-ratio="TRUE" width="455px" height="385px" border="0" class="img_whs6"></p>
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<h1>2D Meshing Hypotheses</h1>
<ul type="disc" class="whs1">
<li style="/*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
class=kadov-p><p class="whs2"><a href="max._element_area_hypothesis.htm#max_element_area"><span
style="font-weight: bold;"><B>Max Element Area</B></span></a></p></li>
<li style="/*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
class=kadov-p><p class="whs2"><a href="max._element_area_hypothesis.htm#length_from_edges"><span
style="font-weight: bold;"><B>Length from Edges</B></span></a></p></li>
<li style="/*begin!kadov{{*/ color: #000000; /*}}end!kadov*/ "
class=kadov-p><p class="whs2"><a href="max._element_area_hypothesis.htm#quadrangle preference" style="font-weight: bold;">Quadrangle
Preference</a></p></li>
</ul>
<h3><a name=max_element_area>Max Element Area </a></h3>
<p><span style="font-weight: bold;"><B>Max Element Area </B></span>hypothesis
is applied for meshing of 2D faces composing your geometrical object.
Definition of this hypothesis consists of setting the <span style="font-weight: bold;"><B>maximum
area </B></span>of meshing elements (depending on the chosen meshing algorithm
it can be <span style="font-weight: bold;"><B>triangles</B></span> or <span style="font-weight: bold;"><B>quadrangles</B></span>),
which will compose the mesh of these 2D faces. </p>
<p>&nbsp;</p>
<p class="whs3"><img src="../pics/a-maxelarea.png" x-maintain-ratio="TRUE" width="332px" height="212px" border="0" class="img_whs4"></p>
<p class="whs5">&nbsp;</p>
<p class="whs6"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../defining_hypotheses_tui.htm#bookmark4">Maximum
Element Area hypothesis</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p class="whs3"><img src="../pics/max_el_area.png" x-maintain-ratio="TRUE" width="455px" height="385px" border="0" class="img_whs7"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">&nbsp;</p>
<h3><a name=length_from_edges>Length from Edges</a></h3>
<p><span style="font-weight: bold;"><B>Length from edges</B></span> hypothesis
builds 2D mesh segments having a length calculated as an average edge
length for a given wire. </p>
<p>&nbsp;</p>
<p class="whs6"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../defining_hypotheses_tui.htm#bookmark6">Length
from Edges hypothesis</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<h3><a name="quadrangle preference">Quadrangle Preference</a></h3>
<p>This algorithm can be used only together with Quadrangle (Mapping) algorithm.
It allows to build quadrangular meshes even if the number of nodes at
the opposite edges of a meshed face is not equal, otherwise this mesh
will contain some triangular elements.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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<h1>Max Element Volume hypothesis</h1>
<p><span style="font-weight: bold;"><B><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"></B></span> <span style="font-weight: bold;"><B>Max
Element Area </B></span>hypothesis is applied for meshing of 3D objects composing
your geometrical object. Definition of this hypothesis consists of setting
the <span style="font-weight: bold;"><B>maximum volume </B></span>of 3D meshing
elements (depending on the chosen meshing algorithm it can be <span style="font-weight: bold;"><B>hexahedrons
</B></span>or <span style="font-weight: bold;"><B>tetrahedrons</B></span>), which
will compose the mesh of these 3D objects. </p>
<p class=TODO>&nbsp;</p>
<p class="whs2"><img src="../pics/a-maxelvolume.png" x-maintain-ratio="TRUE" width="332px" height="212px" border="0" class="img_whs3"></p>
<p class="whs2">&nbsp;</p>
<p class="whs4"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../defining_hypotheses_tui.htm#bookmark5">Maximum
Element Volume hypothesis</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Max Element Volume hypothesis</h1>
<p><span style="font-weight: bold;"><B><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"></B></span> <span style="font-weight: bold;"><B>Max
Element Area </B></span>hypothesis is applied for meshing of 3D objects composing
your geometrical object. Definition of this hypothesis consists of setting
the <span style="font-weight: bold;"><B>maximum volume </B></span>of 3D meshing
elements (depending on the chosen meshing algorithm it can be <span style="font-weight: bold;"><B>hexahedrons
</B></span>or <span style="font-weight: bold;"><B>tetrahedrons</B></span>), which
will compose the mesh of these 3D objects. </p>
<p class=TODO>&nbsp;</p>
<p class="whs2"><img src="../pics/a-maxelvolume.png" x-maintain-ratio="TRUE" width="332px" height="212px" border="0" class="img_whs3"></p>
<p class="whs4">&nbsp;</p>
<p class="whs5"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../defining_hypotheses_tui.htm#bookmark5">Maximum
Element Volume hypothesis</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Merging nodes</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> This functionality allows user to detect groups of coincident
nodes with desirable tolerance, edit these groups and merge.</p>
<p>&nbsp;</p>
<p class=TODO>To merge nodes of your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs2">1. From the <span style="font-weight: bold;"><B>Modification
</B></span>choose <span style="font-weight: bold;"><B>Transformation </B></span>and
&nbsp;from its
sub-menu select the <span style="font-weight: bold;"><B>Merge nodes </B></span>item.
The following dialog box shall appear:</p>
<p>&nbsp;</p>
<p class="whs2"><img src="../pics/mergenodes.png" x-maintain-ratio="TRUE" width="312px" height="488px" border="0" class="img_whs3"></p>
<p class="whs2">&nbsp;</p>
<p class="whs2">This dialog box allows to create groups of
coincident nodes and to merge them. </p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><img src="../pics/merging_nodes1.png" x-maintain-ratio="TRUE" width="341px" height="375px" border="0" class="img_whs4"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/merging_nodes2.png" x-maintain-ratio="TRUE" width="347px" height="376px" border="0" class="img_whs5"></p>
<p class="whs2">&nbsp;</p>
<p class="whs2">&nbsp;</p>
<p class="whs2">&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../transforming_meshes.htm#bookmark3">Merging
Nodes</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Merging nodes</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> This functionality allows user to detect groups of coincident
nodes with desirable tolerance, edit these groups and merge.</p>
<p>&nbsp;</p>
<p class=TODO>To merge nodes of your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs2">1. From the <span style="font-weight: bold;"><B>Modification
</B></span>choose <span style="font-weight: bold;"><B>Transformation </B></span>and
&nbsp;from its
sub-menu select the <span style="font-weight: bold;"><B>Merge nodes </B></span>item.
The following dialog box shall appear:</p>
<p>&nbsp;</p>
<p class="whs2"><img src="../pics/mergenodes.png" x-maintain-ratio="TRUE" width="312px" height="488px" border="0" class="img_whs3"></p>
<p class="whs2">&nbsp;</p>
<p class="whs2">This dialog box allows to create groups of
coincident nodes and to merge them. </p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><img src="../pics/merging_nodes1.png" x-maintain-ratio="TRUE" width="341px" height="375px" border="0" class="img_whs4"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/merging_nodes2.png" x-maintain-ratio="TRUE" width="347px" height="376px" border="0" class="img_whs5"></p>
<p class="whs2">&nbsp;</p>
<p class="whs2">&nbsp;</p>
<p class="whs2">&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../transforming_meshes.htm#bookmark3">Merge
Nodes</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Minimum angle</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> <span style="font-weight: bold;"><B>Minimum angle</B></span>
mesh quality criterion consists of calculation of the minimum value of
angle between two adjacent sides of a 2D meshing element (triangle or
quadrangle). </p>
<p>&nbsp;</p>
<p class=TODO>To apply the Minimum angle quality criterion to your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs2">1. Display your mesh in the viewer.</p>
<p class="whs2">&nbsp;</p>
<p class="whs2">2. Choose <span style="font-weight: bold;"><B>Controls
&gt; Minimum angle </B></span>or click <img src="../image38.gif" width="24px" height="24px" border="0" class="img_whs3"> button. Your mesh will
be displayed in the viewer with its elements colored according to the
applied mesh quality control criterion:</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><img src="../image92.jpg" width="443px" height="254px" border="0" class="img_whs4"></p>
<p class="whs2">&nbsp;</p>
<p class="whs5"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../quality_controls.htm#bookmark9">Minimum
Angle quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Minimum angle</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> <span style="font-weight: bold;"><B>Minimum angle</B></span>
mesh quality criterion consists of calculation of the minimum value of
angle between two adjacent sides of a 2D meshing element (triangle or
quadrangle). </p>
<p>&nbsp;</p>
<p class=TODO>To apply the Minimum angle quality criterion to your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs2">1. Display your mesh in the viewer.</p>
<p class="whs2">&nbsp;</p>
<p class="whs2">2. Choose <span style="font-weight: bold;"><B>Controls
&gt; Minimum angle </B></span>or click <img src="../image38.gif" width="24px" height="24px" border="0" class="img_whs3"> button. Your mesh will
be displayed in the viewer with its elements colored according to the
applied mesh quality control criterion:</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><img src="../image92.jpg" width="443px" height="254px" border="0" class="img_whs4"></p>
<p class="whs2">&nbsp;</p>
<p class="whs5"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../quality_controls.htm#bookmark9">Minimum
Angle quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Additional Hypotheses</h1>
<p><span style="font-weight: bold;"><B>Additional Hypotheses</B></span> can be
applied as a supplement to the main hypotheses, introducing additional
concepts to mesh creation.</p>
<p>&nbsp;</p>
<p>To define an <span style="font-weight: bold;"><B>Additional Hypothesis</B></span>
simply select it in <span style="font-weight: bold;"><B>Create Mesh</B></span>
menu. These hypotheses are actually changes in the rules of mesh creation
and as such don't possess adjustable values. </p>
<h3>&nbsp;</h3>
<h3>Non Conform mesh allowed hypothesis</h3>
<p><span style="font-weight: bold;"><B>Non Conform mesh allowed</B></span> hypothesis
allows to generate non-conform meshes (that is, meshes having some edges
ending on an edge or face of adjacent elements). </p>
<h3>&nbsp;</h3>
<h3>Propagation of 1D Hypothesis on opposite edges</h3>
<p><span style="font-weight: bold;"><B>P</B></span><span style="font-weight: bold;"><B>ropagation
of 1D Hypothesis on opposite edges </B></span>allows to propagate a set hypothesis
onto an opposite edge. If a local hypothesis and propagation are set on
one of edges of a quadrangular face, the opposite edge will have the same
hypothesis, unless another hypothesis has been locally set on such opposite
edge.</p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../defining_hypotheses_tui.htm#bookmark6">Propagation
hypothesis</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<h3>Length from edges hypothesis </h3>
<p><span style="font-weight: bold;"><B>Length from edges</B></span> hypothesis
builds 1D mesh segments having a length calculated as an average edge
length for a given wire. </p>
<p>&nbsp;</p>
<p class="whs1"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../defining_hypotheses_tui.htm#bookmark7">Length
from Edges hypothesis</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p class="whs2">&nbsp;</p>
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<h1>Additional Hypotheses</h1>
<p><span style="font-weight: bold;"><B>Additional Hypotheses</B></span> can be
applied as a supplement to the main hypotheses, introducing additional
concepts to mesh creation.</p>
<p>&nbsp;</p>
<p>To define an <span style="font-weight: bold;"><B>Additional Hypothesis</B></span>
simply select it in <span style="font-weight: bold;"><B>Create Mesh</B></span>
menu. These hypotheses are actually changes in the rules of mesh creation
and as such don't possess adjustable values. </p>
<h3>Non Conform mesh allowed hypothesis</h3>
<p><span style="font-weight: bold;"><B>Non Conform mesh allowed</B></span> hypothesis
allows to generate non-conform meshes (that is, meshes having some edges
ending on an edge or face of adjacent elements). </p>
<h3>Quadratic Mesh</h3>
<p>Quadratic Mesh hypothesis allows to build a quadratic mesh (whose edges
are not straight but broken lines and can be defined by three points:
first, middle and last) instead of an ordinary one. &nbsp;</p>
<h3>Propagation of 1D Hypothesis on opposite edges</h3>
<p><span style="font-weight: bold;"><B>Propagation of 1D Hypothesis on opposite
edges </B></span>allows to propagate a hypothesis onto an opposite edge. If
a local hypothesis and propagation are defined on an edge of a quadrangular
face, the opposite edge will have the same hypothesis, unless another
hypothesis has been locally defined on the opposite edge.</p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../defining_hypotheses_tui.htm#bookmark7">Propagation
hypothesis</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p class="whs2">&nbsp;</p>
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<h1>Editing Meshes</h1>
<p>After you have created a mesh or submesh with definite applied hypotheses
and algorithms you can edit your mesh by <span style="font-weight: bold;"><B>assigning</B></span>
new hypotheses and algorithms or <span style="font-weight: bold;"><B>unassigning
</B></span>the applied hypotheses and algorithms. The editing proceeds in
the same way as <span style="font-weight: bold;"><B>Mesh Creation</B></span>.
</p>
<p>&nbsp;</p>
<p class=TODO><img src="../pics/c-editmesh.png" x-maintain-ratio="TRUE" width="309px" height="296px" border="0" class="img_whs1"></p>
<p>You can also change values for the current hypothesis by clicking the
<img src="../image122.gif" width="30px" height="29px" border="0" class="img_whs2"> button. </p>
<p>&nbsp;</p>
<p>See how a mesh constructed on one and the same geometrical object changes
if we apply different algorithms to it. </p>
<p>&nbsp;</p>
<p><img src="../pics/edit_mesh1.png" x-maintain-ratio="TRUE" width="386px" height="336px" border="0" class="img_whs3"> &nbsp;<img src="../pics/edit_mesh_remove_hyp.png" x-maintain-ratio="TRUE" width="386px" height="338px" border="0" class="img_whs4"></p>
<p class="whs5">&nbsp;</p>
<p class="whs6"><img src="../pics/edit_mesh_change_value_hyp.png" x-maintain-ratio="TRUE" width="388px" height="341px" border="0" class="img_whs7"></p>
<p class="whs5">&nbsp;</p>
<p class="whs5">&nbsp;</p>
<p class="whs5"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of an <a href="../constructing_meshes.htm#bookmark2">Edit
Mesh</a> operation. &nbsp;</p>
<p class="whs5">&nbsp;</p>
<p class="whs5">&nbsp;</p>
<p>&nbsp;</p>
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<h1>Editing Meshes</h1>
<p>After you have created a mesh or submesh with definite applied hypotheses
and algorithms you can edit your mesh by <span style="font-weight: bold;"><B>assigning</B></span>
new hypotheses and algorithms or <span style="font-weight: bold;"><B>unassigning
</B></span>the applied hypotheses and algorithms. The editing proceeds in
the same way as <span style="font-weight: bold;"><B>Mesh Creation</B></span>.
</p>
<p>&nbsp;</p>
<p class=TODO
style="margin-left: 40px;"><img src="../pics/createmesh-inv3.png" x-maintain-ratio="TRUE" width="355px" height="296px" border="0" class="img_whs1"></p>
<p>You can also change values for the current hypothesis by clicking the
<img src="../image122.gif" width="30px" height="29px" border="0" class="img_whs2"> button. </p>
<p>&nbsp;</p>
<p>See how a mesh constructed on one and the same geometrical object changes
if we apply different algorithms to it. </p>
<p>&nbsp;</p>
<p class="whs3"><img src="../pics/edit_mesh1.png" x-maintain-ratio="TRUE" width="386px" height="336px" border="0" class="img_whs4"> &nbsp;<img src="../pics/edit_mesh_remove_hyp.png" x-maintain-ratio="TRUE" width="386px" height="338px" border="0" class="img_whs5"></p>
<p class="whs6">&nbsp;</p>
<p class="whs7"><img src="../pics/edit_mesh_change_value_hyp.png" x-maintain-ratio="TRUE" width="388px" height="341px" border="0" class="img_whs8"></p>
<p class="whs6">&nbsp;</p>
<p class="whs6">&nbsp;</p>
<p class="whs6"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of an <a href="../constructing_meshes.htm#bookmark2">Edit
Mesh</a> operation. &nbsp;</p>
<p class="whs6">&nbsp;</p>
<p class="whs6">&nbsp;</p>
<p>&nbsp;</p>
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<h1>Removing nodes and elements</h1>
<p>In SMESH you can remove nodes and all types of cells of your mesh. </p>
<p>&nbsp;</p>
<p class=TODO>To remove a node:</p>
<p class=TODO
style="margin-left: 40px;">&nbsp;</p>
<p class="whs1">1. Select your mesh in the Object Browser
or in the 3D viewer.</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">2. From the <span style="font-weight: bold;"><B>Modification
</B></span>menu choose <span style="font-weight: bold;"><B>Remove </B></span>and
from the associated submenu select the <span style="font-weight: bold;"><B>Remove
nodes</B></span>, or just click <img src="../image88.gif" width="27px" height="25px" border="0" class="img_whs2"> icon in the toolbar. The
following dialog box will appear:</p>
<p>&nbsp;</p>
<p class="whs1"><img src="../pics/removenodes.png" x-maintain-ratio="TRUE" width="332px" height="231px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1">In this dialog box you can specify one or
several nodes (with pressed Shift button) by choosing them in the 3D viewer.</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">3. Click <span style="font-weight: bold;"><B>OK
</B></span>or <span style="font-weight: bold;"><B>Apply </B></span>&nbsp;to
confirm deletion of the specified nodes.</p>
<p class="whs1">&nbsp;</p>
<p class="whs4"><img src="../note1.gif" x-maintain-ratio="TRUE" width="36px" height="38px" border="0" class="img_whs5">Be careful while removing
nodes because if you remove a definite node of your mesh all adjacent
elements will be also deleted.</p>
<p class="whs1">&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs6">
<col class="whs7">
<col class="whs8">
<tr valign="top" class="whs9">
<td width="31.569%" class="whs10">
<p><img src="../pics/remove_nodes1.png" x-maintain-ratio="TRUE" width="245px" height="289px" border="0" class="img_whs11"></td>
<td width="68.431%" class="whs12">
<p><img src="../pics/remove_nodes2.png" x-maintain-ratio="TRUE" width="252px" height="288px" border="0" class="img_whs13"></td></tr>
</table>
<p class="whs4">&nbsp;</p>
<p>&nbsp;</p>
<p class=TODO>To remove an element:</p>
<p class=TODO
style="margin-left: 40px;">&nbsp;</p>
<p class="whs1">1. Select your mesh in the Object Browser
or in the 3D viewer.</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">2. From the <span style="font-weight: bold;"><B>Modification
</B></span>menu choose <span style="font-weight: bold;"><B>Remove </B></span>and
from the associated submenu select the <span style="font-weight: bold;"><B>Remove
elements</B></span>, or just click <img src="../image88.gif" width="27px" height="25px" border="0" class="img_whs2"> icon in the toolbar. The
following dialog box will appear:</p>
<p>&nbsp;</p>
<p class="whs1"><img src="../pics/removeelements.png" x-maintain-ratio="TRUE" width="332px" height="231px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1">In this dialog box you can specify one or
several elements of your mesh (with pressed Shift button) by choosing
them in the 3D viewer.</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">3. Click <span style="font-weight: bold;"><B>OK
</B></span>or <span style="font-weight: bold;"><B>Apply </B></span>&nbsp;to
confirm deletion of the specified elements.</p>
<p class="whs1">&nbsp;</p>
<table x-use-null-cells width="55.882%" cellspacing="0" class="whs14">
<col class="whs15">
<col class="whs16">
<tr valign="top" class="whs9">
<td width="47.72%" class="whs10">
<p><img src="../pics/remove_elements1.png" x-maintain-ratio="TRUE" width="219px" height="210px" border="0" class="img_whs17"></td>
<td width="52.28%" class="whs12">
<p><img src="../pics/remove_elements2.png" x-maintain-ratio="TRUE" width="240px" height="209px" border="0" class="img_whs18"></td></tr>
</table>
<p class="whs4">&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../modifying_meshes.htm#bookmark1">Removing
Nodes and Elements</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Removing nodes and elements</h1>
<p>In MESH you can remove nodes and all types of cells of your mesh. </p>
<p>&nbsp;</p>
<ul type="disc" class="whs1">
<li class=kadov-p><p class="whs2"><a
href="#remove_a_node"
style="font-weight: bold;"><span style="font-weight: bold;"><B>Nodes</a>
</B></span></p></li>
<li class=kadov-p><p class="whs2"><a
href="#remove_an_element"
style="font-weight: bold;">Elements</a></p></li>
</ul>
<p>&nbsp;</p>
<p class=TODO><a name=remove_a_node>To remove a node:</a></p>
<p class=TODO
style="margin-left: 40px;">&nbsp;</p>
<p class="whs3">1. Select your mesh in the Object Browser
or in the 3D viewer.</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">2. From the <span style="font-weight: bold;"><B>Modification
</B></span>menu choose <span style="font-weight: bold;"><B>Remove </B></span>and
from the associated submenu select the <span style="font-weight: bold;"><B>Remove
nodes</B></span>, or just click <img src="../image88.gif" width="27px" height="25px" border="0" class="img_whs4"> icon in the toolbar. The
following dialog box will appear:</p>
<p>&nbsp;</p>
<p class="whs3"><img src="../pics/removenodes.png" x-maintain-ratio="TRUE" width="332px" height="231px" border="0" class="img_whs5"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">In this dialog box you can specify one or
several nodes (with pressed Shift button) by choosing them in the 3D viewer.</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">3. Click <span style="font-weight: bold;"><B>OK
</B></span>or <span style="font-weight: bold;"><B>Apply </B></span>&nbsp;to
confirm deletion of the specified nodes.</p>
<p class="whs3">&nbsp;</p>
<p class="whs6"><img src="../note1.gif" x-maintain-ratio="TRUE" width="36px" height="38px" border="0" class="img_whs7">Be careful while removing
nodes because if you remove a definite node of your mesh all adjacent
elements will be also deleted.</p>
<p class="whs3">&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs8">
<col class="whs9">
<col class="whs10">
<tr valign="top" class="whs11">
<td width="31.569%" class="whs12">
<p><img src="../pics/remove_nodes1.png" x-maintain-ratio="TRUE" width="245px" height="289px" border="0" class="img_whs13"></td>
<td width="68.431%" class="whs14">
<p><img src="../pics/remove_nodes2.png" x-maintain-ratio="TRUE" width="252px" height="288px" border="0" class="img_whs15"></td></tr>
</table>
<p class="whs6">&nbsp;</p>
<p>&nbsp;</p>
<p class=TODO><a name=remove_an_element>To remove an element:</a></p>
<p class=TODO
style="margin-left: 40px;">&nbsp;</p>
<p class="whs3">1. Select your mesh in the Object Browser
or in the 3D viewer.</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">2. From the <span style="font-weight: bold;"><B>Modification
</B></span>menu choose <span style="font-weight: bold;"><B>Remove </B></span>and
from the associated submenu select the <span style="font-weight: bold;"><B>Remove
elements</B></span>, or just click <img src="../image88.gif" width="27px" height="25px" border="0" class="img_whs4"> icon in the toolbar. The
following dialog box will appear:</p>
<p>&nbsp;</p>
<p class="whs3"><img src="../pics/removeelements.png" x-maintain-ratio="TRUE" width="332px" height="231px" border="0" class="img_whs5"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">In this dialog box you can specify one or
several elements of your mesh (with pressed Shift button) by choosing
them in the 3D viewer.</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">3. Click <span style="font-weight: bold;"><B>OK
</B></span>or <span style="font-weight: bold;"><B>Apply </B></span>&nbsp;to
confirm deletion of the specified elements.</p>
<p class="whs3">&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="55.882%" class="whs16">
<col class="whs17">
<col class="whs18">
<tr valign="top" class="whs11">
<td width="47.72%" class="whs19">
<p><img src="../pics/remove_elements1.png" x-maintain-ratio="TRUE" width="219px" height="210px" border="0" class="img_whs20"></td>
<td width="52.28%" class="whs21">
<p><img src="../pics/remove_elements2.png" x-maintain-ratio="TRUE" width="240px" height="209px" border="0" class="img_whs22"></td></tr>
</table>
<p class="whs6">&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../modifying_meshes.htm#bookmark1">Removing
Nodes and Elements</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Renumbering nodes and elements</h1>
<p>In SMESH you can renumber the nodes and elements of your mesh.</p>
<p>&nbsp;</p>
<p class=TODO>To renumber the nodes of your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">1. In the <span style="font-weight: bold;"><B>Modification
</B></span>menu select <span style="font-weight: bold;"><B>Renumbering </B></span>submenu
and choose the <span style="font-weight: bold;"><B>Nodes </B></span>item or click
<img src="../image63.gif" width="29px" height="23px" border="0" class="img_whs2"> button in the toolbar. The following dialog box will
appear: </p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/renumbernodes.png" x-maintain-ratio="TRUE" width="332px" height="231px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1">2. Fill the <span style="font-weight: bold;"><B>Mesh
</B></span>field by selecting your mesh in the Object Browser or in the 3D
viewer.</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">3. Click the <span style="font-weight: bold;"><B>Apply
</B></span><span>or </span><span style="font-weight: bold;"><B>OK </B></span><span>button
to perform the operation.</span></p>
<p class="whs1">&nbsp;</p>
<p class="whs1">&nbsp;</p>
<p class=TODO>To renumber the elements of your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">1. In the <span style="font-weight: bold;"><B>Modification
</B></span>menu select <span style="font-weight: bold;"><B>Renumbering </B></span>submenu
and choose the <span style="font-weight: bold;"><B>Elements </B></span>item or
click <img src="../image64.gif" width="26px" height="25px" border="0" class="img_whs4"> button in the toolbar. The following dialog box will
appear: </p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/renumberelements.png" x-maintain-ratio="TRUE" width="332px" height="231px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1">2. Fill the <span style="font-weight: bold;"><B>Mesh
</B></span>field by selecting your mesh in the Object Browser or in the 3D
viewer.</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">3. Click the <span style="font-weight: bold;"><B>Apply
</B></span><span>or </span><span style="font-weight: bold;"><B>OK </B></span><span>button
to perform the operation.</span></p>
<p class="whs1">&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../modifying_meshes.htm#bookmark2">Renumbering
Nodes and Elements</a><a href="../modifying_meshes.htm#bookmark8"> </a>operation.
&nbsp;</p>
<p>&nbsp;</p>
<p class="whs1">&nbsp;</p>
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<h1>Renumbering nodes and elements</h1>
<p>In MESH you can renumber the nodes and elements of your mesh.</p>
<p>&nbsp;</p>
<ul type="disc" class="whs1">
<li class=kadov-p><p class="whs2"><a
href="#renumber_nodes">Nodes</a> </p></li>
<li class=kadov-p><p class="whs2"><a
href="#renumber_elements"
style="font-weight: bold;">Elements</a></p></li>
</ul>
<p>&nbsp;</p>
<p class=TODO><a name=renumber_nodes>To renumber the nodes of your mesh:</a></p>
<p class=TODO>&nbsp;</p>
<p class="whs3">1. In the <span style="font-weight: bold;"><B>Modification
</B></span>menu select <span style="font-weight: bold;"><B>Renumbering </B></span>submenu
and choose the <span style="font-weight: bold;"><B>Nodes </B></span>item or click
<img src="../image63.gif" width="29px" height="23px" border="0" class="img_whs4"> button in the toolbar. The following dialog box will
appear: </p>
<p class="whs3">&nbsp;</p>
<p class="whs3"><img src="../pics/renumbernodes.png" x-maintain-ratio="TRUE" width="332px" height="231px" border="0" class="img_whs5"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">2. Fill the <span style="font-weight: bold;"><B>Mesh
</B></span>field by selecting your mesh in the Object Browser or in the 3D
viewer.</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">3. Click the <span style="font-weight: bold;"><B>Apply
</B></span><span>or </span><span style="font-weight: bold;"><B>OK </B></span><span>button
to perform the operation.</span></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">&nbsp;</p>
<p class=TODO><a name=renumber_elements>To renumber the elements of your
mesh:</a></p>
<p class=TODO>&nbsp;</p>
<p class="whs3">1. In the <span style="font-weight: bold;"><B>Modification
</B></span>menu select <span style="font-weight: bold;"><B>Renumbering </B></span>submenu
and choose the <span style="font-weight: bold;"><B>Elements </B></span>item or
click <img src="../image64.gif" width="26px" height="25px" border="0" class="img_whs6"> button in the toolbar. The following dialog box will
appear: </p>
<p class="whs3">&nbsp;</p>
<p class="whs3"><img src="../pics/renumberelements.png" x-maintain-ratio="TRUE" width="332px" height="231px" border="0" class="img_whs5"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">2. Fill the <span style="font-weight: bold;"><B>Mesh
</B></span>field by selecting your mesh in the Object Browser or in the 3D
viewer.</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">3. Click the <span style="font-weight: bold;"><B>Apply
</B></span><span>or </span><span style="font-weight: bold;"><B>OK </B></span><span>button
to perform the operation.</span></p>
<p class="whs3">&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../modifying_meshes.htm#bookmark2">Renumbering
Nodes and Elements</a><a href="../modifying_meshes.htm#bookmark8"> </a>operation.
&nbsp;</p>
<p>&nbsp;</p>
<p class="whs3">&nbsp;</p>
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<h1>Rotation</h1>
<p>This geometrical operation allows to rotate in space your mesh or some
of its elements.</p>
<p>&nbsp;</p>
<p class=TODO>&nbsp;To
rotate your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">From the <span style="font-weight: bold;"><B>Modification
</B></span>choose <span style="font-weight: bold;"><B>Transformation </B></span>and
&nbsp;from its
sub-menu select the <span style="font-weight: bold;"><B>Rotation </B></span>item.
The following dialog box shall appear:</p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/rotation.png" x-maintain-ratio="TRUE" width="390px" height="411px" border="0" class="img_whs2"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1">In this dialog box you can specify the elements
which should be rotated and the rotation parameters:</p>
<ul type="disc" class="whs3">
<li class=kadov-p><p class="whs1"><span style="font-weight: bold;"><B>Axis:</B></span>
point and vector</p></li>
<li class=kadov-p><p class="whs1"><span style="font-weight: bold;"><B>Angle
</B></span>of rotation </p></li>
</ul>
<p class="whs1">&nbsp;</p>
<p class="whs1"><span style="font-weight: bold;"><B>Create a
copy </B></span>radio button allows to copy the rotated object.</p>
<p class="whs1">&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../transforming_meshes.htm#bookmark1">Rotation</a>
operation. &nbsp;</p>
<p>&nbsp;</p>
<p><img src="../pics/rotation1.png" x-maintain-ratio="TRUE" width="418px" height="332px" border="0" class="img_whs4"> &nbsp;&nbsp;<img src="../pics/rotation2.png" x-maintain-ratio="TRUE" width="443px" height="331px" border="0" class="img_whs5"></p>
<p>&nbsp;</p>
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<h1>Rotation</h1>
<p>This geometrical operation allows to rotate in space your mesh or some
of its elements.</p>
<p>&nbsp;</p>
<p class=TODO>&nbsp;To
rotate your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">From the <span style="font-weight: bold;"><B>Modification
</B></span>choose <span style="font-weight: bold;"><B>Transformation </B></span>and
&nbsp;from its
sub-menu select the <span style="font-weight: bold;"><B>Rotation </B></span>item.
The following dialog box shall appear:</p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/rotation.png" x-maintain-ratio="TRUE" width="390px" height="411px" border="0" class="img_whs2"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1">In this dialog box you can specify the elements
which should be rotated and the rotation parameters:</p>
<ul type="disc" class="whs3">
<li class=kadov-p><p class="whs1"><span style="font-weight: bold;"><B>Axis:</B></span>
point and vector</p></li>
<li class=kadov-p><p class="whs1"><span style="font-weight: bold;"><B>Angle
</B></span>of rotation </p></li>
</ul>
<p class="whs1">&nbsp;</p>
<p class="whs1"><span style="font-weight: bold;"><B>Create a
copy </B></span>radio button allows to copy the rotated object.</p>
<p class="whs1">&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../transforming_meshes.htm#bookmark1">Rotation</a>
operation. &nbsp;</p>
<p>&nbsp;</p>
<p><img src="../pics/rotation1.png" x-maintain-ratio="TRUE" width="418px" height="332px" border="0" class="img_whs4"> &nbsp;&nbsp;<img src="../pics/rotation2.png" x-maintain-ratio="TRUE" width="443px" height="331px" border="0" class="img_whs5"></p>
<p>&nbsp;</p>
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<h1>Running MESH module</h1>
<p class=TODO
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font-family: 'Times New Roman', serif;">To start MESH <span
class=glossterm>module</span> in SALOME click <img src="../image25.jpg" width="29px" height="28px" border="0" class="img_whs1"> icon in the
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&nbsp;from the
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<p class="whs2">&nbsp;</p>
<p class="whs2">The desktop of the SALOME
platform will be updated with additional toolbars and menus related to
the <span style="font-weight: bold;"><B>MESH</B></span> component . </p>
<p class="whs2">&nbsp;</p>
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<h1>Running MESH module</h1>
<p class=TODO
style="font-style: normal;
font-weight: normal;
font-family: 'Times New Roman', serif;">To start MESH <span
class=glossterm>module</span> in SALOME click <img src="../image25.jpg" width="29px" height="28px" border="0" class="img_whs1"> icon in the
bottom toolbar or select <span style="font-weight: bold;"><B>MESH</B></span>
&nbsp;from the
Choose box:<span style="margin-left: 40px;"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span></p>
<p class="whs2">&nbsp;</p>
<p class="whs2">The desktop of the SALOME
platform will be updated with additional toolbars and menus related to
the <span style="font-weight: bold;"><B>MESH</B></span> component . </p>
<p class="whs2">&nbsp;</p>
<p class="whs3"><img src="../pics/a-viewgeneral.png" x-maintain-ratio="TRUE" width="685px" height="398px" border="0" class="img_whs4"></p>
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<h1>Sewing meshes</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> In SMESH you can sew elements of &nbsp;different
meshes. The current functionality allows you to sew:</p>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p class="whs3"><a href="#free bord">Free
borders </a></p></li>
<li class=kadov-p><p class="whs3"><a href="#conform">Conform
free borders</a></p></li>
<li class=kadov-p><p class="whs3"><a href="#border to side">Border
to side</a></p></li>
<li class=kadov-p><p class="whs3"><a href="#side elements">Side
elements</a></p></li>
</ul>
<p class="whs3">&nbsp;</p>
<p class=TODO>To sew elements of different meshes:</p>
<p class=TODO>&nbsp;</p>
<p class="whs4">1. From the <span style="font-weight: bold;"><B>Modification
</B></span>menu choose the <span style="font-weight: bold;"><B>Transformation
</B></span>item and &nbsp;from
its sub-menu select the <span style="font-weight: bold;"><B>Sewing </B></span>item.
</p>
<p class="whs4">2. Check in the dialog box one of the radio
buttons corresponding to the type of sewing operation you would like to
perform. </p>
<p class="whs4">3. Fill the other fields available in the
dialog box</p>
<p class="whs4">4. Click the <span style="font-weight: bold;"><B>OK
</B></span><span>or </span><span style="font-weight: bold;"><B>Apply </B></span>button
to perform the operation of sewing. </p>
<h3><a name="free bord"></a>Sew free borders<img src="../pics/sewing1.png" x-maintain-ratio="TRUE" width="332px" height="548px" align="right" border="0" class="img_whs5"></h3>
<p>This functionality allows you to unite two free borders of a 2D mesh.</p>
<p>&nbsp;</p>
<p>For sewing free borders you should define three points on each border:
first, second and the last node: </p>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p>&nbsp;the
first node specifies beginning of the border ;</p></li>
<li class=kadov-p><p>&nbsp;the
second node specifies the part of the border which should be considered
(as far as the free border usually forms a closed contour);</p></li>
<li class=kadov-p><p>&nbsp;the
last node specifies the end of the border.</p></li>
</ul>
<p>&nbsp;</p>
<p>You can select these nodes in the 3D viewer or define by its id.</p>
<p>&nbsp;</p>
<p>The first and the second nodes should belong to the same link of a face.
The second and the last nodes of a border can be the same. The first and
the last nodes of two borders can be the same. The corresponding end nodes
of two borders will be merged. Intermediate nodes of two borders will
be either merged or inserted into faces of the opposite border.</p>
<p>&nbsp;</p>
<p>The sewing algorithm is as follows:</p>
<p>&nbsp;</p>
<p class="whs4">1. The parameter (U) of each node within
a border is computed. So that the first node has U=0.0, the last node
has U=1.0, for the rest nodes 0.0 &lt; U &lt; 1.0;</p>
<p class="whs4">2. Compare node parameters of the two borders.
If two nodes of the opposite borders have close parameters, they are merged,
i.e. a node of the first border is replaced in all elements by a node
of the second border. If a node has no node with a close parameter in
the opposite border, it is inserted into an edge of element of the opposite
border, an element is split. Two nodes are considered close enough to
merge, if difference of their parameters is less than one fifth of minimum
length of adjacent face edges on the borders.</p>
<p>&nbsp;</p>
<p class="whs4"><img src="../image22.jpg" width="612px" height="225px" border="0" class="img_whs6"></p>
<p class="whs4">&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../transforming_meshes.htm#bookmark4">Sew
Free Borders</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p class="whs4">&nbsp;</p>
<h3><a name=conform></a>Sew conform free borders<img src="../pics/sewing2.png" x-maintain-ratio="TRUE" width="332px" height="548px" align="right" border="0" class="img_whs5"></h3>
<p>This functionality can be used to unite two free borders of a 2D mesh.
</p>
<p>&nbsp;</p>
<p>The borders of meshes for sewing are defined as for &quot;Sew free borders&quot;
except that the second free border is not limited and can be defined by
the first and the second nodes only. The first nodes of two borders can
be the same.</p>
<p>&nbsp;</p>
<p>The algorithm is following: counting nodes starting at the first ones,
the n-th node of the first border is merged with the n-th node of the
other border, until the end of either of borders. Nodes of the first border
are replaced in all elements with corresponding nodes of the second border.</p>
<p>For sewing conform free borders you should define three points on the
first border and two points on the second one. User can select these nodes
in 3D viewer or define node by its id.<img src="../image23.jpg" width="581px" height="218px" align="left" border="0" class="img_whs7"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">&nbsp;</p>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../transforming_meshes.htm#bookmark5">Sew
Conform Free Borders</a> operation. &nbsp;</p>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3><a name="border to side"></a>Sew border to side<img src="../pics/sewing3.png" x-maintain-ratio="TRUE" width="332px" height="548px" align="right" border="0" class="img_whs5"></h3>
<p>&quot;Sew border to side&quot; is intended to sew a free border to a
mesh surface.</p>
<p>The free border is defined as for &quot;Sewing of free borders&quot;.
The place where to sew the border is defined by two nodes, between which
the border faces are placed, so that the first border node is merged with
the first node on the side and the last node of the border is merged with
the second specified node on the side.</p>
<p>&nbsp;</p>
<p class="whs4">&nbsp;</p>
<p>The algorithm is following.</p>
<p>1. Find a sequence of linked nodes on the side such that the found links
to be most co-directed with the links of the free border.</p>
<p>2. Sew two sequences of nodes using algorithm of &quot;Sewing of free
berders&quot;.</p>
<p>For sewing border to side you should define three points on the border
and two points on the side. User can select these nodes in 3D viewer or
define node by its id.</p>
<p><img src="../image30.jpg" width="600px" height="227px" border="0" class="img_whs8"></p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../transforming_meshes.htm#bookmark6">Sew
Border to Side</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<h3>&nbsp;</h3>
<h3><a name="side elements"></a>Sew side elements<img src="../pics/sewing4.png" x-maintain-ratio="TRUE" width="332px" height="548px" align="right" border="0" class="img_whs5"></h3>
<p class="whs9">This operation is intended to unite two mesh
surfaces.</p>
<p class="whs9">&nbsp;</p>
<p>Surfaces may be defined by either 2d or 3d elements. The number of given
elements of the sides must be the same. The sets of given elements must
be topologically equal, i.e. each node of one element set must have a
corresponding node in the other element set and corresponding nodes must
be equally linked. If there are 3d elements in a set, only their free
faces must obey to that rule.</p>
<p>Two corresponding nodes on each side must be specified. They must belong
to one element and must be located on an element set boundary.</p>
<p>&nbsp;</p>
<p>Sewing algorithm finds and merges the corresponding nodes starting from
the specified ones.</p>
<p><img src="../image31.jpg" width="620px" height="228px" border="0" class="img_whs10"></p>
<p class="whs4"><img src="../image32.jpg" width="304px" height="222px" border="0" class="img_whs11"></p>
<p>For sewing side elements you should define elements for sewing and two
nodes for merging on the each side. User can select these elements and
nodes in 3D viewer or define them by its id.</p>
<p>&nbsp;</p>
<p><span style="font-weight: bold;"><B>See Also</B></span> a sample TUI Script
of a <a href="../transforming_meshes.htm#bookmark7">Sew Side Elements</a>
operation. &nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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<h1>Sewing meshes</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> In SMESH you can sew elements of &nbsp;different
meshes. The current functionality allows you to sew:</p>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p class="whs3"><a href="#free bord">Free
borders </a></p></li>
<li class=kadov-p><p class="whs3"><a href="#conform">Conform
free borders</a></p></li>
<li class=kadov-p><p class="whs3"><a href="#border to side">Border
to side</a></p></li>
<li class=kadov-p><p class="whs3"><a href="#side elements">Side
elements</a></p></li>
</ul>
<p class="whs3">&nbsp;</p>
<p class=TODO>To sew elements of different meshes:</p>
<p class=TODO>&nbsp;</p>
<p class="whs4">1. From the <span style="font-weight: bold;"><B>Modification
</B></span>menu choose the <span style="font-weight: bold;"><B>Transformation
</B></span>item and &nbsp;from
its sub-menu select the <span style="font-weight: bold;"><B>Sewing </B></span>item.
</p>
<p class="whs4">2. Check in the dialog box one of the radio
buttons corresponding to the type of sewing operation you would like to
perform. </p>
<p class="whs4">3. Fill the other fields available in the
dialog box</p>
<p class="whs4">4. Click the <span style="font-weight: bold;"><B>OK
</B></span><span>or </span><span style="font-weight: bold;"><B>Apply </B></span>button
to perform the operation of sewing. </p>
<h3><a name="free bord"></a>Sew free borders<img src="../pics/sewing1.png" x-maintain-ratio="TRUE" width="332px" height="548px" align="right" border="0" class="img_whs5"></h3>
<p>This functionality allows you to unite two free borders of a 2D mesh.</p>
<p>&nbsp;</p>
<p>For sewing free borders you should define three points on each border:
first, second and the last node: </p>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p>&nbsp;the
first node specifies beginning of the border ;</p></li>
<li class=kadov-p><p>&nbsp;the
second node specifies the part of the border which should be considered
(as far as the free border usually forms a closed contour);</p></li>
<li class=kadov-p><p>&nbsp;the
last node specifies the end of the border.</p></li>
</ul>
<p>&nbsp;</p>
<p>You can select these nodes in the 3D viewer or define by its id.</p>
<p>&nbsp;</p>
<p>The first and the second nodes should belong to the same link of a face.
The second and the last nodes of a border can be the same. The first and
the last nodes of two borders can be the same. The corresponding end nodes
of two borders will be merged. Intermediate nodes of two borders will
be either merged or inserted into faces of the opposite border.</p>
<p>&nbsp;</p>
<p>The sewing algorithm is as follows:</p>
<p>&nbsp;</p>
<p class="whs4">1. The parameter (U) of each node within
a border is computed. So that the first node has U=0.0, the last node
has U=1.0, for the rest nodes 0.0 &lt; U &lt; 1.0;</p>
<p class="whs4">2. Compare node parameters of the two borders.
If two nodes of the opposite borders have close parameters, they are merged,
i.e. a node of the first border is replaced in all elements by a node
of the second border. If a node has no node with a close parameter in
the opposite border, it is inserted into an edge of element of the opposite
border, an element is split. Two nodes are considered close enough to
merge, if difference of their parameters is less than one fifth of minimum
length of adjacent face edges on the borders.</p>
<p>&nbsp;</p>
<p class="whs4"><img src="../image22.jpg" width="612px" height="225px" border="0" class="img_whs6"></p>
<p class="whs4">&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../transforming_meshes.htm#bookmark4">Sew
Free Borders</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p class="whs4">&nbsp;</p>
<h3><a name=conform></a>Sew conform free borders<img src="../pics/sewing2.png" x-maintain-ratio="TRUE" width="332px" height="548px" align="right" border="0" class="img_whs5"></h3>
<p>This functionality can be used to unite two free borders of a 2D mesh.
</p>
<p>&nbsp;</p>
<p>The borders of meshes for sewing are defined as for &quot;Sew free borders&quot;
except that the second free border is not limited and can be defined by
the first and the second nodes only. The first nodes of two borders can
be the same.</p>
<p>&nbsp;</p>
<p>The algorithm is following: counting nodes starting at the first ones,
the n-th node of the first border is merged with the n-th node of the
other border, until the end of either of borders. Nodes of the first border
are replaced in all elements with corresponding nodes of the second border.</p>
<p>For sewing conform free borders you should define three points on the
first border and two points on the second one. User can select these nodes
in 3D viewer or define node by its id.<img src="../image23.jpg" width="581px" height="218px" align="left" border="0" class="img_whs7"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">&nbsp;</p>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../transforming_meshes.htm#bookmark5">Sew
Conform Free Borders</a> operation. &nbsp;</p>
<h3>&nbsp;</h3>
<h3>&nbsp;</h3>
<h3><a name="border to side"></a>Sew border to side<img src="../pics/sewing3.png" x-maintain-ratio="TRUE" width="332px" height="548px" align="right" border="0" class="img_whs5"></h3>
<p>&quot;Sew border to side&quot; is intended to sew a free border to a
mesh surface.</p>
<p>The free border is defined as for &quot;Sewing of free borders&quot;.
The place where to sew the border is defined by two nodes, between which
the border faces are placed, so that the first border node is merged with
the first node on the side and the last node of the border is merged with
the second specified node on the side.</p>
<p>&nbsp;</p>
<p class="whs4">&nbsp;</p>
<p>The algorithm is following.</p>
<p>1. Find a sequence of linked nodes on the side such that the found links
to be most co-directed with the links of the free border.</p>
<p>2. Sew two sequences of nodes using algorithm of &quot;Sewing of free
berders&quot;.</p>
<p>For sewing border to side you should define three points on the border
and two points on the side. User can select these nodes in 3D viewer or
define node by its id.</p>
<p><img src="../image30.jpg" width="600px" height="227px" border="0" class="img_whs8"></p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../transforming_meshes.htm#bookmark6">Sew
Border to Side</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<h3>&nbsp;</h3>
<h3><a name="side elements"></a>Sew side elements<img src="../pics/sewing4.png" x-maintain-ratio="TRUE" width="332px" height="548px" align="right" border="0" class="img_whs5"></h3>
<p class="whs9">This operation is intended to unite two mesh
surfaces.</p>
<p class="whs9">&nbsp;</p>
<p>Surfaces may be defined by either 2d or 3d elements. The number of given
elements of the sides must be the same. The sets of given elements must
be topologically equal, i.e. each node of one element set must have a
corresponding node in the other element set and corresponding nodes must
be equally linked. If there are 3d elements in a set, only their free
faces must obey to that rule.</p>
<p>Two corresponding nodes on each side must be specified. They must belong
to one element and must be located on an element set boundary.</p>
<p>&nbsp;</p>
<p>Sewing algorithm finds and merges the corresponding nodes starting from
the specified ones.</p>
<p><img src="../image31.jpg" width="620px" height="228px" border="0" class="img_whs10"></p>
<p class="whs4"><img src="../image32.jpg" width="304px" height="222px" border="0" class="img_whs11"></p>
<p>For sewing side elements you should define elements for sewing and two
nodes for merging on the each side. User can select these elements and
nodes in 3D viewer or define them by its id.</p>
<p>&nbsp;</p>
<p><span style="font-weight: bold;"><B>See Also</B></span> a sample TUI Script
of a <a href="../transforming_meshes.htm#bookmark7">Sew Side Elements</a>
operation. &nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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<h1>Skew</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> <span style="font-weight: bold;"><B>Skew</B></span> mesh quality
criterion reflects the angle between the lines that join opposite sides
of the element. SKEW &nbsp;is
a maximum value of all skew angles. </p>
<p class="whs2">This mesh quality criterion
can be applied to elements composed of 4 and 3 nodes (quadrangles and
triangles)</p>
<p>&nbsp;</p>
<p class="whs3"><img src="../image27.jpg" width="453px" height="411px" border="0" class="img_whs4"></p>
<p class="whs3">&nbsp;</p>
<p class=TODO>To apply the Skew quality criterion to your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs3">1. Display your mesh in the viewer.</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">2. Choose <span style="font-weight: bold;"><B>Controls
&gt; Skew </B></span>or click <img src="../image40.gif" width="24px" height="23px" border="0" class="img_whs5"> button of the toolbar. Your mesh
will be displayed in the viewer with its elements colored according to
the applied mesh quality control criterion:</p>
<p class="whs3">&nbsp;</p>
<p class="whs3"><img src="../image93.jpg" width="448px" height="323px" border="0" class="img_whs6"></p>
<p class="whs3">&nbsp;</p>
<p class="whs7"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../quality_controls.htm#bookmark12">Skew
quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Skew</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> <span style="font-weight: bold;"><B>Skew</B></span> mesh quality
criterion reflects the angle between the lines that join opposite sides
of the element. SKEW &nbsp;is
a maximum value of all skew angles. <span style="margin-left: 0px; text-indent: 48px;">This
mesh quality criterion can be applied to elements composed of 4 and 3
nodes (quadrangles and triangles)</span></p>
<p>&nbsp;</p>
<p class="whs2"><img src="../image27.jpg" width="453px" height="411px" border="0" class="img_whs3"></p>
<p class="whs2">&nbsp;</p>
<p class=TODO>To apply the Skew quality criterion to your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs2">1. Display your mesh in the viewer.</p>
<p class="whs2">&nbsp;</p>
<p class="whs2">2. Choose <span style="font-weight: bold;"><B>Controls
&gt; Skew </B></span>or click <img src="../image40.gif" width="24px" height="23px" border="0" class="img_whs4"> button of the toolbar. Your mesh
will be displayed in the viewer with its elements colored according to
the applied mesh quality control criterion:</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><img src="../image93.jpg" width="448px" height="323px" border="0" class="img_whs5"></p>
<p class="whs2">&nbsp;</p>
<p class="whs6"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../quality_controls.htm#bookmark12">Skew
quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Smoothing</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> Smoothing is used to adjust the locations of element
corners (nodes) to reduce distortions in these elements.</p>
<p>&nbsp;</p>
<p class=TODO>To apply smoothing to the elements of your mesh:</p>
<p>&nbsp;</p>
<p class="whs2">1. Display a mesh or a submesh in the 3D
viewer.</p>
<p class="whs2">2. In the <span style="font-weight: bold;"><B>Modification
</B></span>menu select the <span style="font-weight: bold;"><B>Smoothing </B></span>item
or click <img src="../image84.gif" width="24px" height="25px" border="0" class="img_whs3"> button in the toolbar. The <span style="margin-left: 40px;">dialog
box contains the following fields which should be specified:</span></p>
<p>&nbsp;</p>
<p class="whs2"><img src="../pics/smoothing.png" x-maintain-ratio="TRUE" width="332px" height="396px" border="0" class="img_whs4"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</p>
<ul type="disc" class="whs5">
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>Id Elements </B></span><span>field allows to specify
the elements which should be smoothed by selecting them in the 3D viewer.
Note: to select several elements press </span><span style="font-weight: bold;"><B>Shift
</B></span><span>button.</span></p></li>
<ul type="disc" class="whs5">
<li class=kadov-p><p class="whs7">Smoothing is applied
to the whole mesh or its part</p></li>
<li class=kadov-p><p><span style="font-weight: bold;"><B>Fixed nodes
ids</B></span>: some nodes keep their location during smoothing. If a mesh
is built on a geometry shape, the nodes built on geometrical edges are
always fixed. If smoothing is applied to a part of a mesh then the boundary
nodes of an elements set are also fixed. Any other nodes may be additionally
fixed.</p></li>
<li class=kadov-p><p><span style="font-weight: bold;"><B>Smoothing
method</B></span>:</p></li>
<ul type="disc" class="whs5">
<li class=kadov-p><p><span style="font-weight: bold;"><B>Laplacian</B></span>
smoothing pulls a node toward the center of surrounding nodes directly
connected to that node along an element edge. Centroidal smoothing pulls
a node toward the element-area-weighted centroid of the surrounding elements.
Typically, the Laplacian method will produce the mesh with the least element
distortion. It is also the faster method. </p></li>
<li class=kadov-p><p><span style="font-weight: bold;"><B>Centroidal</B></span>
smoothing usually produces a mesh that has more uniform element sizes.
Both methods produce good results with &quot;free&quot; meshes.</p></li>
</ul>
</ul>
</ul>
<p>&nbsp;</p>
<p class="whs8"><img src="../image83.gif" width="527px" height="281px" border="0" class="img_whs9"></p>
<ul type="disc" class="whs5">
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>Iteration limit: </B></span>both of the smoothing
methods use an iterative procedure to converge toward a smoothed mesh.
All nodes are smoothed according to one of the techniques shown above.
Then the smoothing is reevaluated with the updated nodal locations. This
process continues until the maximum number of iterations has been exceeded,
or all elements has aspect ratio less or equal than the specified one.</p></li>
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>Max. aspect ratio</B></span>.</p></li>
</ul>
<p class="whs2">&nbsp;</p>
<p class="whs2">3. Click the <span style="font-weight: bold;"><B>Apply
</B></span>or <span style="font-weight: bold;"><B>OK </B></span>button to confirm
the operation.</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><img src="../pics/smoothing1.png" x-maintain-ratio="TRUE" width="353px" height="235px" border="0" class="img_whs10"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/smoothing2.png" x-maintain-ratio="TRUE" width="351px" height="235px" border="0" class="img_whs11"></p>
<p>&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../modifying_meshes.htm#bookmark8">Smoothing</a>
operation. &nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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<h1>Smoothing</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> Smoothing is used to adjust the locations of element
corners (nodes) to reduce distortions in these elements.</p>
<p>&nbsp;</p>
<p class=TODO>To apply smoothing to the elements of your mesh:</p>
<p>&nbsp;</p>
<p class="whs2">1. Display a mesh or a submesh in the 3D
viewer.</p>
<p class="whs2">2. In the <span style="font-weight: bold;"><B>Modification
</B></span>menu select the <span style="font-weight: bold;"><B>Smoothing </B></span>item
or click <img src="../image84.gif" width="24px" height="25px" border="0" class="img_whs3"> button in the toolbar. The <span style="margin-left: 40px;">dialog
box contains the following fields which should be specified:</span></p>
<p>&nbsp;</p>
<p class="whs2"><img src="../pics/smoothing.png" x-maintain-ratio="TRUE" width="332px" height="396px" border="0" class="img_whs4"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</p>
<ul type="disc" class="whs5">
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>Id Elements </B></span>field allows to specify
the elements which should be smoothed by selecting them in the 3D viewer
(lock <span style="font-weight: bold;"><B>Shift </B></span>button to select several
elements).</p></li>
<ul type="disc" class="whs5">
<li class=kadov-p><p class="whs7">Select whole mesh,
submesh or group - <span style="font-weight: normal;">smoothing is applied
to the whole mesh or its part.</span></p></li>
<li class=kadov-p><p><span style="font-weight: bold;"><B>Fixed nodes
ids</B></span>: some nodes keep their location during smoothing. If a mesh
is built on a geometry shape, the nodes built on geometrical edges are
always fixed. If smoothing is applied to a part of a mesh then the boundary
nodes of an elements set are also fixed. Any other nodes may be additionally
fixed.</p></li>
<li class=kadov-p><p><span style="font-weight: bold;"><B>Smoothing
Method</B></span>:</p></li>
<ul type="disc" class="whs5">
<li class=kadov-p><p><span style="font-weight: bold;"><B>Laplacian</B></span>
smoothing pulls a node toward the center of surrounding nodes directly
connected to that node along an element edge. Centroidal smoothing pulls
a node toward the element-area-weighted centroid of the surrounding elements.
Typically, the Laplacian method will produce the mesh with the least element
distortion. It is also the faster method. </p></li>
<li class=kadov-p><p><span style="font-weight: bold;"><B>Centroidal</B></span>
smoothing usually produces a mesh that has more uniform element sizes.
Both methods produce good results with &quot;free&quot; meshes.</p></li>
</ul>
</ul>
</ul>
<p>&nbsp;</p>
<p class="whs8"><img src="../image83.gif" width="527px" height="281px" border="0" class="img_whs9"></p>
<ul type="disc" class="whs5">
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>Iteration limit: </B></span>both of the smoothing
methods use an iterative procedure to converge toward a smoothed mesh.
All nodes are smoothed according to one of the techniques shown above.
Then the smoothing is reevaluated with the updated nodal locations. This
process continues until the maximum number of iterations has been exceeded,
or all elements has aspect ratio less or equal than the specified one.</p></li>
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>Max. aspect ratio</B></span>.</p></li>
</ul>
<p class="whs2">&nbsp;</p>
<p class="whs2">3. Click the <span style="font-weight: bold;"><B>Apply
</B></span>or <span style="font-weight: bold;"><B>OK </B></span>button to confirm
the operation.</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><img src="../pics/smoothing1.png" x-maintain-ratio="TRUE" width="353px" height="235px" border="0" class="img_whs10"> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="../pics/smoothing2.png" x-maintain-ratio="TRUE" width="351px" height="235px" border="0" class="img_whs11"></p>
<p>&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../modifying_meshes.htm#bookmark8">Smoothing</a>
operation. &nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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<h1>Symmetry</h1>
<p>This geometrical operation allows to perform a symmetrical copy of your
mesh or some of its elements.</p>
<p>&nbsp;</p>
<p class=TODO>&nbsp;To
apply symmetry to your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">From the <span style="font-weight: bold;"><B>Modification
</B></span>choose <span style="font-weight: bold;"><B>Transformation </B></span>and
&nbsp;from its
sub-menu select the <span style="font-weight: bold;"><B>Symmetry </B></span>item.
The following dialog box shall appear:</p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/symmetry1.png" x-maintain-ratio="TRUE" width="384px" height="375px" border="0" class="img_whs2"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/symmetry2.png" x-maintain-ratio="TRUE" width="384px" height="385px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/symmetry3.png" x-maintain-ratio="TRUE" width="384px" height="385px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1">This operation has three options, you can
symmetrically copy your mesh or some of its elements specifying: </p>
<ul type="disc" class="whs4">
<li class=kadov-p><p class="whs1">one point</p></li>
<li class=kadov-p><p class="whs1">one axis (point and
vector)</p></li>
<li class=kadov-p><p class="whs1">one plane (point and
normal)</p></li>
</ul>
<p class="whs1">&nbsp;</p>
<p class="whs1"><span style="font-weight: bold;"><B>Create a
copy </B></span>radio button allows to keep the initial elements or mesh.</p>
<p class="whs1">&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../transforming_meshes.htm#bookmark2">Symmetry</a>
operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Symmetry</h1>
<p>This geometrical operation allows to perform a symmetrical copy of your
mesh or some of its elements.</p>
<p>&nbsp;</p>
<p class=TODO>&nbsp;To
apply symmetry to your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">From the <span style="font-weight: bold;"><B>Modification
</B></span>choose <span style="font-weight: bold;"><B>Transformation </B></span>and
&nbsp;from its
sub-menu select the <span style="font-weight: bold;"><B>Symmetry </B></span>item.
The following dialog box shall appear:</p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/symmetry1.png" x-maintain-ratio="TRUE" width="384px" height="375px" border="0" class="img_whs2"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/symmetry2.png" x-maintain-ratio="TRUE" width="384px" height="385px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/symmetry3.png" x-maintain-ratio="TRUE" width="384px" height="385px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1">This operation has three options, you can
symmetrically copy your mesh or some of its elements specifying: </p>
<ul type="disc" class="whs4">
<li class=kadov-p><p class="whs1">one point</p></li>
<li class=kadov-p><p class="whs1">one axis (point and
vector)</p></li>
<li class=kadov-p><p class="whs1">one plane (point and
normal)</p></li>
</ul>
<p class="whs1">&nbsp;</p>
<p class="whs1"><span style="font-weight: bold;"><B>Create a
copy </B></span>radio button allows to keep the initial elements or mesh.</p>
<p class="whs1">&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../transforming_meshes.htm#bookmark2">Symmetry</a>
operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Taper</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"><span style="font-weight: bold;"><B>Taper</B></span> mesh quality
criterion represents the ratio of the areas of two triangles separated
by a diagonal. So it can be calculated only for elements consisting of
4 nodes.</p>
<p><img src="../image25.gif" width="791px" height="170px" border="0" class="img_whs2"></p>
<p>&nbsp;</p>
<p class=TODO>&nbsp;</p>
<p class=TODO>To apply the Taper quality criterion to your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs3">1. Display your mesh in the viewer.</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">2. Choose <span style="font-weight: bold;"><B>Controls
&gt; Taper </B></span>or click <img src="../image36.gif" width="24px" height="23px" border="0" class="img_whs4"> button in the toolbar. Your mesh
will be displayed in the viewer with its elements colored according to
the applied mesh quality control criterion:</p>
<p class="whs3">&nbsp;</p>
<p class="whs3"><img src="../image90.jpg" width="416px" height="316px" border="0" class="img_whs5"></p>
<p class="whs3">&nbsp;</p>
<p class="whs6"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../quality_controls.htm#bookmark8">Taper
quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Taper</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"><span style="font-weight: bold;"><B>Taper</B></span> mesh quality
criterion represents the ratio of the areas of two triangles separated
by a diagonal. So it can be calculated only for elements consisting of
4 nodes.</p>
<p>&nbsp;</p>
<p><img src="../image25.gif" width="791px" height="170px" border="0" class="img_whs2"></p>
<p>&nbsp;</p>
<p class=TODO>&nbsp;</p>
<p class=TODO>To apply the Taper quality criterion to your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs3">1. Display your mesh in the viewer.</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">2. Choose <span style="font-weight: bold;"><B>Controls
&gt; Taper </B></span>or click <img src="../image36.gif" width="24px" height="23px" border="0" class="img_whs4"> button in the toolbar. Your mesh
will be displayed in the viewer with its elements colored according to
the applied mesh quality control criterion:</p>
<p class="whs3">&nbsp;</p>
<p class="whs3"><img src="../image90.jpg" width="416px" height="316px" border="0" class="img_whs5"></p>
<p class="whs3">&nbsp;</p>
<p class="whs6"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../quality_controls.htm#bookmark7">Taper
quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Translation</h1>
<p>This geometrical operation allows to translate in space your mesh or
some of its elements.</p>
<p>&nbsp;</p>
<p class=TODO>&nbsp;To
translate your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">From the <span style="font-weight: bold;"><B>Modification
</B></span>choose <span style="font-weight: bold;"><B>Transformation </B></span>and
&nbsp;from its
sub-menu select the <span style="font-weight: bold;"><B>Translation </B></span>item.
The following dialog box shall appear:</p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/translation1.png" x-maintain-ratio="TRUE" width="393px" height="353px" border="0" class="img_whs2"> &nbsp;&nbsp;<img src="../pics/translation2.png" x-maintain-ratio="TRUE" width="393px" height="353px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1">This operation has two options, you can translate
in space your mesh or some of its elements specifying: </p>
<ul type="disc" class="whs4">
<li class=kadov-p><p class="whs1">two points (starting
and ending)</p></li>
<li class=kadov-p><p class="whs1">one vector</p></li>
</ul>
<p class="whs1">Toggle the corresponding checkbox to <span
style="font-weight: bold;"><B>Select whole mesh, submesh or group.</B></span></p>
<p class="whs1"><span style="font-weight: bold;"><B>Create a
copy </B></span>button allows to copy the translated object.</p>
<p class="whs1">&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../transforming_meshes.htm#bookmark">Translation</a>
operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Translation</h1>
<p>This geometrical operation allows to translate in space your mesh or
some of its elements.</p>
<p>&nbsp;</p>
<p class=TODO>&nbsp;To
translate your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">From the <span style="font-weight: bold;"><B>Modification
</B></span>choose <span style="font-weight: bold;"><B>Transformation </B></span>and
&nbsp;from its
sub-menu select the <span style="font-weight: bold;"><B>Translation </B></span>item.
The following dialog box shall appear:</p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/translation1.png" x-maintain-ratio="TRUE" width="393px" height="353px" border="0" class="img_whs2"> &nbsp;&nbsp;<img src="../pics/translation2.png" x-maintain-ratio="TRUE" width="393px" height="353px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1">This operation has two options, you can translate
in space your mesh or some of its elements specifying: </p>
<ul type="disc" class="whs4">
<li class=kadov-p><p class="whs1">two points (starting
and ending)</p></li>
<li class=kadov-p><p class="whs1">one vector</p></li>
</ul>
<p class="whs1">Toggle the corresponding checkbox to <span
style="font-weight: bold;"><B>Select whole mesh, submesh or group.</B></span></p>
<p class="whs1"><span style="font-weight: bold;"><B>Create a
copy </B></span>button allows to copy the translated object.</p>
<p class="whs1">&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../transforming_meshes.htm#bookmark">Translation</a>
operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Uniting a set of triangles</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> In contrast to <a href="uniting_two_triangles.htm">the
previous operation</a> this one allows to unite at once many triangles
if they have adjacent edges. </p>
<p>&nbsp;</p>
<p class=TODO>To union several triangles:</p>
<p class=TODO>&nbsp;</p>
<p class="whs2"><img src="../pics/a-unionoftriangles.png" x-maintain-ratio="TRUE" width="306px" height="450px" align="left" border="0" class="img_whs3"></p>
<p class="whs2">1. Display a mesh or a submesh in the 3D
viewer.</p>
<p class="whs2">2. In the <span style="font-weight: bold;"><B>Modification
</B></span>menu select the <span style="font-weight: bold;"><B>Union of triangles
</B></span>item or click <img src="../image80.gif" width="23px" height="24px" border="0" class="img_whs4"> button in the toolbar. The following
dialog box will appear:</p>
<p>&nbsp;</p>
<ul type="disc" class="whs5">
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>The main list </B></span>shall contain the triangles
which will be united. You can click on an triangle in the 3D viewer and
it will be highlighted. After that click the <span style="font-weight: bold;"><B>Add
</B></span>button and the ID of this triangle will be added to the list. To
remove a selected element or elements from the list click the <span style="font-weight: bold;"><B>Remove
</B></span>button. The <span style="font-weight: bold;"><B>Sort </B></span>button
allows to sort the list of IDs. The <span style="font-weight: bold;"><B>Set
filter </B></span>button allows to apply a definite filter to selection of
triangles.</p></li>
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>Apply to all </B></span>radio button allows to
modify the orientation of all triangles of the currently displayed mesh
or submesh.</p></li>
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>Criterion</B></span> menu allows to apply the operation
only to those object which meet the chosen criterion (from the list of
Quality Controls, i.e. Skew, Warping, Minimum Angle, etc.)</p></li>
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>Select from </B></span>set of fields allows to
choose a submesh or an existing group whose triangle elements will be
automatically added to the list.</p></li>
</ul>
<p class="whs2">&nbsp;</p>
<p class="whs2">3. Click the <span style="font-weight: bold;"><B>Apply
</B></span>or <span style="font-weight: bold;"><B>OK </B></span>button to confirm
the operation.</p>
<p class="whs7">&nbsp;</p>
<p class="whs7"><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> If some selected triangle
elements have no adjacent edges with one of the others, the operation
on these elements shall take no effect.</p>
<p class="whs2">&nbsp;</p>
<p class="whs2">&nbsp;</p>
<p class="whs2">&nbsp;</p>
<p>&nbsp;</p>
<p><img src="../pics/uniting_a_set_of_triangles1.png" x-maintain-ratio="TRUE" width="286px" height="242px" border="0" class="img_whs8"> &nbsp;&nbsp;&nbsp;<img src="../pics/uniting_a_set_of_triangles2.png" x-maintain-ratio="TRUE" width="286px" height="242px" border="0" class="img_whs9"></p>
<p>&nbsp;</p>
<p>&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../modifying_meshes.htm#bookmark5">Uniting
a Set of Triangles</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Uniting a set of triangles</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> In contrast to <a href="uniting_two_triangles.htm">the
previous operation</a> this one allows to unite at once many triangles
if they have adjacent edges. </p>
<p>&nbsp;</p>
<p class=TODO>To union several triangles:</p>
<p class=TODO>&nbsp;</p>
<p class="whs2"><img src="../pics/a-unionoftriangles.png" x-maintain-ratio="TRUE" width="306px" height="450px" border="0" class="img_whs3"></p>
<p class="whs2">&nbsp;</p>
<p class="whs2">1. Display a mesh or a submesh in the 3D
viewer.</p>
<p class="whs2">2. In the <span style="font-weight: bold;"><B>Modification
</B></span>menu select the <span style="font-weight: bold;"><B>Union of triangles
</B></span>item or click <img src="../image80.gif" width="23px" height="24px" border="0" class="img_whs4"> button in the toolbar. The following
dialog box will appear:</p>
<p>&nbsp;</p>
<ul type="disc" class="whs5">
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>The main list </B></span>shall contain the triangles
which will be united. You can click on an triangle in the 3D viewer and
it will be highlighted. After that click the <span style="font-weight: bold;"><B>Add
</B></span>button and the ID of this triangle will be added to the list. To
remove a selected element or elements from the list click the <span style="font-weight: bold;"><B>Remove
</B></span>button. The <span style="font-weight: bold;"><B>Sort </B></span>button
allows to sort the list of IDs. The <span style="font-weight: bold;"><B>Set
filter </B></span>button allows to apply a definite filter to selection of
triangles.</p></li>
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>Apply to all </B></span>radio button allows to
modify the orientation of all triangles of the currently displayed mesh
or submesh.</p></li>
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>Criterion</B></span> menu allows to apply the operation
only to those object which meet the chosen criterion (from the list of
Quality Controls, i.e. Skew, Warping, Minimum Angle, etc.)</p></li>
<li class=kadov-p><p class="whs6"><span
style="font-weight: bold;"><B>Select from </B></span>set of fields allows to
choose a submesh or an existing group whose triangle elements will be
automatically added to the list.</p></li>
</ul>
<p class="whs2">&nbsp;</p>
<p class="whs2">3. Click the <span style="font-weight: bold;"><B>Apply
</B></span>or <span style="font-weight: bold;"><B>OK </B></span>button to confirm
the operation.</p>
<p class="whs7">&nbsp;</p>
<p class="whs7"><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> If some selected triangle
elements have no adjacent edges with one of the others, the operation
on these elements shall take no effect.</p>
<p>&nbsp;</p>
<p><img src="../pics/uniting_a_set_of_triangles1.png" x-maintain-ratio="TRUE" width="286px" height="242px" border="0" class="img_whs8"> &nbsp;&nbsp;&nbsp;<img src="../pics/uniting_a_set_of_triangles2.png" x-maintain-ratio="TRUE" width="286px" height="242px" border="0" class="img_whs9"></p>
<p>&nbsp;</p>
<p>&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../modifying_meshes.htm#bookmark5">Uniting
a Set of Triangles</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Uniting two triangles</h1>
<p>&nbsp;In MESH
you can union two neighboring triangles (cells) by deletion of the common
edge.</p>
<p>&nbsp;</p>
<p class=TODO>To unite two triangles:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">1. From the <span style="font-weight: bold;"><B>Modification
</B></span>menu choose the <span style="font-weight: bold;"><B>Union of two triangles
</B></span>item or click <img src="../image71.gif" width="23px" height="23px" border="0" class="img_whs2"> button in the toolbar. The following
dialog box shall appear:</p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/unionoftwotriangles.png" x-maintain-ratio="TRUE" width="306px" height="163px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1">2. Enter the ID of the required edge in the
<span style="font-weight: bold;"><B>Edge </B></span>&nbsp;field
or select this edge in the 3D viewer. </p>
<p class="whs1">&nbsp;</p>
<p class="whs1">3. Click the <span style="font-weight: bold;"><B>Apply
</B></span>or <span style="font-weight: bold;"><B>OK </B></span>button.</p>
<p class=TODO
style="margin-left: 40px;">&nbsp;</p>
<p>&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs4">
<col class="whs5">
<col class="whs6">
<tr valign="top" class="whs7">
<td width="37.647%" class="whs8">
<p><img src="../pics/uniting_two_triangles1.png" x-maintain-ratio="TRUE" width="297px" height="204px" border="0" class="img_whs9"></td>
<td width="62.353%" class="whs10">
<p><img src="../pics/uniting_two_triangles2.png" x-maintain-ratio="TRUE" width="318px" height="206px" border="0" class="img_whs11"></td></tr>
</table>
<p>&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../modifying_meshes.htm#bookmark5">Uniting
Two Triangles</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Uniting two triangles</h1>
<p>&nbsp;In MESH
you can union two neighboring triangles (cells) by deletion of the common
edge.</p>
<p>&nbsp;</p>
<p class=TODO>To unite two triangles:</p>
<p class=TODO>&nbsp;</p>
<p class="whs1">1. From the <span style="font-weight: bold;"><B>Modification
</B></span>menu choose the <span style="font-weight: bold;"><B>Union of two triangles
</B></span>item or click <img src="../image71.gif" width="23px" height="23px" border="0" class="img_whs2"> button in the toolbar. The following
dialog box shall appear:</p>
<p class="whs1">&nbsp;</p>
<p class="whs1"><img src="../pics/unionoftwotriangles.png" x-maintain-ratio="TRUE" width="306px" height="163px" border="0" class="img_whs3"></p>
<p class="whs1">&nbsp;</p>
<p class="whs1">2. Enter the ID of the required edge in the
<span style="font-weight: bold;"><B>Edge </B></span>&nbsp;field
or select this edge in the 3D viewer. </p>
<p class="whs1">&nbsp;</p>
<p class="whs1">3. Click the <span style="font-weight: bold;"><B>Apply
</B></span>or <span style="font-weight: bold;"><B>OK </B></span>button.</p>
<p class=TODO
style="margin-left: 40px;">&nbsp;</p>
<p>&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs4">
<col class="whs5">
<col class="whs6">
<tr valign="top" class="whs7">
<td width="37.647%" class="whs8">
<p><img src="../pics/uniting_two_triangles1.png" x-maintain-ratio="TRUE" width="297px" height="204px" border="0" class="img_whs9"></td>
<td width="62.353%" class="whs10">
<p><img src="../pics/uniting_two_triangles2.png" x-maintain-ratio="TRUE" width="318px" height="206px" border="0" class="img_whs11"></td></tr>
</table>
<p>&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../modifying_meshes.htm#bookmark5">Uniting
Two Triangles</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Using operations on groups</h1>
<p><span style="font-weight: bold;"><B><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> </B></span>In MESH you can
perform some Boolean operations on groups, which belong to one and the
same mesh.</p>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p class="whs3"><a href="#Union">Union</a>
</p></li>
<li class=kadov-p><p class="whs3"><a href="#Intersection">Intersection</a></p></li>
<li class=kadov-p><p class="whs3"><a href="#Cut">Cut</a></p></li>
</ul>
<p>&nbsp;</p>
<h3><a name=Union></a>Union of two groups</h3>
<p>This operation allows to create a new group in such a way that all mesh
elements that are present in the initial groups will be added to the new
one.</p>
<p>&nbsp;</p>
<p class=TODO>To union two groups:</p>
<p class=TODO>&nbsp;</p>
<p class="whs4">1. In the <span style="font-weight: bold;"><B>Mesh
</B></span>menu select the <span style="font-weight: bold;"><B>Union Groups </B></span>item.
The following dialog box will appear:</p>
<p class="whs4">&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs5">
<col class="whs6">
<col class="whs7">
<tr valign="top" class="whs8">
<td width="32.6%" class="whs9">
<p><img src="../pics/uniongroups.png" x-maintain-ratio="TRUE" width="306px" height="253px" border="0" class="img_whs10"></td>
<td width="67.4%" class="whs11">
<p><img src="../image133.gif" width="134px" height="151px" border="0" class="img_whs12"> &nbsp;&nbsp;<img src="../image134.gif" width="136px" height="151px" border="0" class="img_whs13"> &nbsp;&nbsp;&nbsp;&nbsp;<img src="../image135.gif" width="133px" height="159px" border="0" class="img_whs14"></p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Group1
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Group2
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Group12</p>
<p>&nbsp;</p>
<p>For example, we have two groups Group1 and Group2. </p>
<p>The result of their <span style="font-weight: bold;"><B>Union</B></span> will
be Group12 &nbsp;&nbsp;</td></tr>
</table>
<p class="whs4">&nbsp;&nbsp;</p>
<p>&nbsp;<span style="margin-left: 40px;">In
this dialog box you should specify the name</span><span style="margin-left: 40px; font-weight: bold;">
<B></B></span><span style="margin-left: 40px;">of the resulting group and two
groups which will be united.</span></p>
<p class="whs4">&nbsp;</p>
<p class="whs4">2. Click the <span style="font-weight: bold;"><B>Ok
</B></span>or <span style="font-weight: bold;"><B>&nbsp;Apply
</B></span>button to confirm creation of the group. </p>
<p>&nbsp;</p>
<p class="whs15"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../grouping_elements.htm#bookmark2">Union
of two Groups</a> operation. &nbsp;</p>
<p class="whs15">&nbsp;</p>
<p class="whs15">&nbsp;</p>
<p>&nbsp;</p>
<h3><a name=Intersection></a>Intersection of two groups</h3>
<p>This operation allows to create a new group in such a way that all mesh
elements that are present in both initial groups are added to the new
one.</p>
<p>&nbsp;</p>
<p class=TODO>To intersect two groups:</p>
<p class=TODO>&nbsp;</p>
<p class="whs4">1. In the <span style="font-weight: bold;"><B>Mesh
</B></span>menu select the <span style="font-weight: bold;"><B>Intersect Groups
</B></span>item. The following dialog box will appear:</p>
<p class="whs4">&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs5">
<col class="whs16">
<col class="whs17">
<tr valign="top" class="whs8">
<td width="32.796%" class="whs18">
<p><img src="../pics/intersectgroups.png" x-maintain-ratio="TRUE" width="306px" height="253px" border="0" class="img_whs10"></td>
<td width="67.204%" class="whs19">
<p><img src="../image133.gif" width="134px" height="151px" border="0" class="img_whs12"> &nbsp;<img src="../image134.gif" width="136px" height="151px" border="0" class="img_whs13"><img src="../image136.gif" width="141px" height="157px" border="0" class="img_whs20"></p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Group1
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Group2
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Group12a</p>
<p>&nbsp;</p>
<p>For example, we have two groups Group1 and Group2. </p>
<p>The result of their <span style="font-weight: bold;"><B>Intersection</B></span>
will be Group12a &nbsp;&nbsp;</td></tr>
</table>
<p>&nbsp;</p>
<p class="whs15">In this dialog box you should specify the
name<span style="font-weight: bold;"> <B></B></span>of the resulting group and
two groups which will be intersected.</p>
<p class="whs4">&nbsp;</p>
<p class="whs4">2. Click the <span style="font-weight: bold;"><B>Ok
</B></span>or <span style="font-weight: bold;"><B>&nbsp;Apply
</B></span>button to confirm creation of the group. </p>
<p>&nbsp;</p>
<p>&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of an <a href="../grouping_elements.htm#bookmark3">&nbsp;Intersection
of two Groups</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<h3><a name=Cut></a>Cut of two groups</h3>
<p>This operation allows to create a new group in such a way that all mesh
elements that are present in the main group but are absent in the tool
group are added to the new one.</p>
<p>&nbsp;</p>
<p class=TODO>To cut two groups:</p>
<p class=TODO>&nbsp;</p>
<p class="whs4">1. In the <span style="font-weight: bold;"><B>Mesh
</B></span>menu select the <span style="font-weight: bold;"><B>Cut Groups </B></span>item.
The following dialog box will appear:</p>
<p class="whs4">&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs5">
<col class="whs21">
<col class="whs22">
<tr valign="top" class="whs8">
<td width="33.089%" class="whs23">
<p><img src="../pics/cutgroups.png" x-maintain-ratio="TRUE" width="306px" height="253px" border="0" class="img_whs10"></td>
<td width="66.911%" class="whs24">
<p><img src="../image133.gif" width="134px" height="151px" border="0" class="img_whs12"> &nbsp;&nbsp;<img src="../image134.gif" width="136px" height="151px" border="0" class="img_whs13"> &nbsp;<img src="../image137.gif" width="140px" height="146px" border="0" class="img_whs25"></p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Group1
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Group2
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Group12b</p>
<p>&nbsp;</p>
<p>For example, we have two groups Group1 and Group2. </p>
<p>The result of their <span style="font-weight: bold;"><B>Cut</B></span> will
be Group12b &nbsp;&nbsp;</td></tr>
</table>
<p>&nbsp;</p>
<p class="whs4">In this dialog box you should specify the
name<span style="font-weight: bold;"> <B></B></span>of the resulting group and
two groups which will be cut.</p>
<p class="whs4">&nbsp;</p>
<p class="whs4">2. Click the <span style="font-weight: bold;"><B>Ok
</B></span>or <span style="font-weight: bold;"><B>&nbsp;Apply
</B></span>button to confirm creation of the group. &nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../grouping_elements.htm#bookmark3">&nbsp;Cut
of two Groups</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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<h1>Using operations on groups</h1>
<p><span style="font-weight: bold;"><B><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> </B></span>In MESH you can
perform some Boolean operations on groups, which belong to one and the
same mesh.</p>
<p>&nbsp;</p>
<ul type="disc" class="whs2">
<li class=kadov-p><p class="whs3"><a href="#Union">Union</a>
</p></li>
<li class=kadov-p><p class="whs3"><a href="#Intersection">Intersection</a></p></li>
<li class=kadov-p><p class="whs3"><a href="#Cut">Cut</a></p></li>
</ul>
<p>&nbsp;</p>
<h3><a name=Union></a>Union of two groups</h3>
<p>This operation allows to create a new group in such a way that all mesh
elements that are present in the initial groups will be added to the new
one.</p>
<p>&nbsp;</p>
<p class=TODO>To union two groups:</p>
<p class=TODO>&nbsp;</p>
<p class="whs4">1. In the <span style="font-weight: bold;"><B>Mesh
</B></span>menu select the <span style="font-weight: bold;"><B>Union Groups </B></span>item.
The following dialog box will appear:</p>
<p class="whs4">&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs5">
<col class="whs6">
<col class="whs7">
<tr valign="top" class="whs8">
<td width="32.6%" class="whs9">
<p><img src="../pics/uniongroups.png" x-maintain-ratio="TRUE" width="306px" height="253px" border="0" class="img_whs10"></td>
<td width="67.4%" class="whs11">
<p><img src="../image133.gif" width="134px" height="151px" border="0" class="img_whs12"> &nbsp;&nbsp;<img src="../image134.gif" width="136px" height="151px" border="0" class="img_whs13"> &nbsp;&nbsp;&nbsp;&nbsp;<img src="../image135.gif" width="133px" height="159px" border="0" class="img_whs14"></p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Group1
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Group2
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Group12</p>
<p>&nbsp;</p>
<p>For example, we have two groups Group1 and Group2. </p>
<p>The result of their <span style="font-weight: bold;"><B>Union</B></span> will
be Group12 &nbsp;&nbsp;</td></tr>
</table>
<p class="whs4">&nbsp;&nbsp;</p>
<p>&nbsp;<span style="margin-left: 40px;">In
this dialog box you should specify the name</span><span style="margin-left: 40px; font-weight: bold;">
<B></B></span><span style="margin-left: 40px;">of the resulting group and two
groups which will be united.</span></p>
<p class="whs4">&nbsp;</p>
<p class="whs4">2. Click the <span style="font-weight: bold;"><B>Ok
</B></span>or <span style="font-weight: bold;"><B>&nbsp;Apply
</B></span>button to confirm creation of the group. </p>
<p>&nbsp;</p>
<p class="whs15"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../grouping_elements.htm#bookmark2">Union
of two Groups</a> operation. &nbsp;</p>
<p class="whs15">&nbsp;</p>
<p class="whs15">&nbsp;</p>
<p>&nbsp;</p>
<h3><a name=Intersection></a>Intersection of two groups</h3>
<p>This operation allows to create a new group in such a way that all mesh
elements that are present in both initial groups are added to the new
one.</p>
<p>&nbsp;</p>
<p class=TODO>To intersect two groups:</p>
<p class=TODO>&nbsp;</p>
<p class="whs4">1. In the <span style="font-weight: bold;"><B>Mesh
</B></span>menu select the <span style="font-weight: bold;"><B>Intersect Groups
</B></span>item. The following dialog box will appear:</p>
<p class="whs4">&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs5">
<col class="whs16">
<col class="whs17">
<tr valign="top" class="whs8">
<td width="32.796%" class="whs18">
<p><img src="../pics/intersectgroups.png" x-maintain-ratio="TRUE" width="306px" height="253px" border="0" class="img_whs10"></td>
<td width="67.204%" class="whs19">
<p><img src="../image133.gif" width="134px" height="151px" border="0" class="img_whs12"> &nbsp;<img src="../image134.gif" width="136px" height="151px" border="0" class="img_whs13"><img src="../image136.gif" width="141px" height="157px" border="0" class="img_whs20"></p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Group1
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Group2
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Group12a</p>
<p>&nbsp;</p>
<p>For example, we have two groups Group1 and Group2. </p>
<p>The result of their <span style="font-weight: bold;"><B>Intersection</B></span>
will be Group12a &nbsp;&nbsp;</td></tr>
</table>
<p>&nbsp;</p>
<p class="whs15">In this dialog box you should specify the
name<span style="font-weight: bold;"> <B></B></span>of the resulting group and
two groups which will be intersected.</p>
<p class="whs4">&nbsp;</p>
<p class="whs4">2. Click the <span style="font-weight: bold;"><B>Ok
</B></span>or <span style="font-weight: bold;"><B>&nbsp;Apply
</B></span>button to confirm creation of the group. </p>
<p>&nbsp;</p>
<p>&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of an <a href="../grouping_elements.htm#bookmark3">&nbsp;Intersection
of two Groups</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<h3><a name=Cut></a>Cut of two groups</h3>
<p>This operation allows to create a new group in such a way that all mesh
elements that are present in the main group but are absent in the tool
group are added to the new one.</p>
<p>&nbsp;</p>
<p class=TODO>To cut two groups:</p>
<p class=TODO>&nbsp;</p>
<p class="whs4">1. In the <span style="font-weight: bold;"><B>Mesh
</B></span>menu select the <span style="font-weight: bold;"><B>Cut Groups </B></span>item.
The following dialog box will appear:</p>
<p class="whs4">&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="100%" class="whs5">
<col class="whs21">
<col class="whs22">
<tr valign="top" class="whs8">
<td width="33.089%" class="whs23">
<p><img src="../pics/cutgroups.png" x-maintain-ratio="TRUE" width="306px" height="253px" border="0" class="img_whs10"></td>
<td width="66.911%" class="whs24">
<p><img src="../image133.gif" width="134px" height="151px" border="0" class="img_whs12"> &nbsp;&nbsp;<img src="../image134.gif" width="136px" height="151px" border="0" class="img_whs13"> &nbsp;<img src="../image137.gif" width="140px" height="146px" border="0" class="img_whs25"></p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Group1
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Group2
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Group12b</p>
<p>&nbsp;</p>
<p>For example, we have two groups Group1 and Group2. </p>
<p>The result of their <span style="font-weight: bold;"><B>Cut</B></span> will
be Group12b &nbsp;&nbsp;</td></tr>
</table>
<p>&nbsp;</p>
<p class="whs4">In this dialog box you should specify the
name<span style="font-weight: bold;"> <B></B></span>of the resulting group and
two groups which will be cut.</p>
<p class="whs4">&nbsp;</p>
<p class="whs4">2. Click the <span style="font-weight: bold;"><B>Ok
</B></span>or <span style="font-weight: bold;"><B>&nbsp;Apply
</B></span>button to confirm creation of the group. &nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="../grouping_elements.htm#bookmark3">&nbsp;Cut
of two Groups</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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<h1>Mesh infos</h1>
<p>There are two types of information boxes: <span style="font-weight: bold;"><B>Standard
Mesh Infos</B></span> and <span style="font-weight: bold;"><B>Advanced</B></span>
<span style="font-weight: bold;"><B>Mesh Infos.</B></span></p>
<p>&nbsp;</p>
<p class="whs1">The <span style="font-weight: bold;"><B>Standard
Mesh Infos</B></span> box gives only the information on the number of 2D elements
of mesh and the number of nodes. However, from this Info you can learn
about groups selected on this mesh. </p>
<p class="whs1">To view the <span style="font-weight: bold;"><B>Standard
Mesh Infos, </B></span>select your mesh or submesh in the <span style="font-weight: bold;"><B>Object
Browser</B></span> and<span style="font-weight: bold;"> <B></B></span>select <span
style="font-weight: bold;"><B>Standard Mesh Infos </B></span>from<span style="font-weight: bold;">
<B></B></span>the <span style="font-weight: bold;"><B>Mesh </B></span>menu or click
<img src="../image49.gif" width="20px" height="26px" border="0" class="img_whs2"> button in the toolbar. The following information will
be displayed:</p>
<p class="whs1">&nbsp;</p>
<p class="whs3"><img src="../pics/a-standmeshinfo.png" x-maintain-ratio="TRUE" width="271px" height="269px" border="0" class="img_whs4"></p>
<p>&nbsp;</p>
<p>The<span style="font-weight: bold;"><B> Advanced</B></span> <span style="font-weight: bold;"><B>Mesh
Infos </B></span>gives more information about the mesh, including the total
number of faces and volumes and their geometrical types.</p>
<p>To view the <span style="font-weight: bold;"><B>Advanced Mesh Infos, </B></span>select
your mesh or submesh in the <span style="font-weight: bold;"><B>Object Browser</B></span>
and<span style="font-weight: bold;"> <B></B></span>select <span style="font-weight: bold;"><B>Advanced
Mesh Infos </B></span>from<span style="font-weight: bold;"> <B></B></span>the <span
style="font-weight: bold;"><B>Mesh </B></span>menu or click <img src="../image50.gif" width="22px" height="27px" border="0" class="img_whs5"> button
in the toolbar. The following information will be displayed:</p>
<p>&nbsp;</p>
<p class="whs3"><img src="../pics/a-advmeshinfo.png" x-maintain-ratio="TRUE" width="260px" height="485px" border="0" class="img_whs6"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">&nbsp;</p>
<p class="whs3">In case you get Mesh Infos via a TUI script,
the information is displayed in Python Console.</p>
<p class="whs3">&nbsp;</p>
<p class="whs3"><img src="../pics/b-mesh_infos.png" x-maintain-ratio="TRUE" width="866px" height="287px" border="0" class="img_whs7"></p>
<p>&nbsp;</p>
<p class="whs8">&nbsp;</p>
<p class="whs8">&nbsp;</p>
<p class="whs9">&nbsp;</p>
<p class="whs9">&nbsp;</p>
<p class="whs9">&nbsp;</p>
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<h1>Mesh infos</h1>
<p>There are two types of information boxes: <span style="font-weight: bold;"><B>Standard
Mesh Infos</B></span> and <span style="font-weight: bold;"><B>Advanced</B></span>
<span style="font-weight: bold;"><B>Mesh Infos.</B></span></p>
<p>&nbsp;</p>
<ul type="disc" class="whs1">
<li class=kadov-p><p class="whs2"><a
href="#standard_infos">Standard</a></p></li>
<li class=kadov-p><p class="whs2"><a
href="#advanced_infos">Advanced</a></p></li>
</ul>
<p class="whs2">&nbsp;</p>
<h3><a name=standard_infos>Standard Mesh Infos</a></h3>
<p class="whs3">The <span style="font-weight: bold;"><B>Standard
Mesh Infos</B></span> box gives only the information on the number of elements
of maximum dimension and the number of nodes in the mesh. However, from
this Info you can learn about groups selected on this mesh. </p>
<p class="whs3">To view the <span style="font-weight: bold;"><B>Standard
Mesh Infos, </B></span>select your mesh or submesh in the <span style="font-weight: bold;"><B>Object
Browser</B></span> and<span style="font-weight: bold;"> <B></B></span>select <span
style="font-weight: bold;"><B>Standard Mesh Infos </B></span>from<span style="font-weight: bold;">
<B></B></span>the <span style="font-weight: bold;"><B>Mesh </B></span>menu or click
<img src="../image49.gif" width="20px" height="26px" border="0" class="img_whs4"> button in the toolbar. The following information will
be displayed:</p>
<p class="whs3">&nbsp;</p>
<p class="whs5"><img src="../pics/a-standmeshinfo.png" x-maintain-ratio="TRUE" width="271px" height="269px" border="0" class="img_whs6"></p>
<p>&nbsp;</p>
<h3><a name="advanced infos">Advanced Mesh Infos</a></h3>
<p>The<span style="font-weight: bold;"><B> Advanced</B></span> <span style="font-weight: bold;"><B>Mesh
Infos </B></span>gives more information about the mesh, including the total
number of faces and volumes and their geometrical types.</p>
<p>To view the <span style="font-weight: bold;"><B>Advanced Mesh Infos, </B></span>select
your mesh or submesh in the <span style="font-weight: bold;"><B>Object Browser</B></span>
and<span style="font-weight: bold;"> <B></B></span>select <span style="font-weight: bold;"><B>Advanced
Mesh Infos </B></span>from<span style="font-weight: bold;"> <B></B></span>the <span
style="font-weight: bold;"><B>Mesh </B></span>menu or click <img src="../image50.gif" width="22px" height="27px" border="0" class="img_whs7"> button
in the toolbar. The following information will be displayed:</p>
<p>&nbsp;</p>
<p class="whs5"><img src="../pics/advanced_mesh_infos.png" x-maintain-ratio="TRUE" width="451px" height="506px" border="0" class="img_whs8"></p>
<p class="whs5">&nbsp;</p>
<p class="whs5">&nbsp;</p>
<p class="whs5">In case you get Mesh Infos via a <a href="../viewing_meshes.htm">TUI
script</a>, the information is displayed in Python Console.</p>
<p class="whs5">&nbsp;</p>
<p class="whs5"><img src="../pics/b-mesh_infos.png" x-maintain-ratio="TRUE" width="866px" height="287px" border="0" class="img_whs9"></p>
<p class="whs10">&nbsp;</p>
<p>&nbsp;</p>
<p class="whs11">&nbsp;</p>
<p class="whs11">&nbsp;</p>
<p class="whs11">&nbsp;</p>
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View File

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<h1>VTK 3D Viewer</h1>
<p class="whs1"><span style="font-weight: bold;"><B>VTK
3D viewer</B></span> is the default viewer for Mesh Module, allowing to visualize
meshes. It is also used in Post-Pro module for all 3D presentations except
for Gauss Points.</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">The functionalities of
VTK viewer are available via its Viewer Toolbar. Buttons marked with small
downward triangles have extended functionality which can be accessed by
locking on them with left mouse button. &nbsp;</p>
<p class="whs1">&nbsp;</p>
<p class="whs2"><img src="../pics/image107.gif" x-maintain-ratio="TRUE" width="249px" height="29px" border="0" class="img_whs3"></p>
<ul type="disc" class="whs4">
<li class=kadov-p><p class="whs1"><img src="../pics/image77.gif" x-maintain-ratio="TRUE" width="26px" height="25px" border="0" class="img_whs5"> <span style="font-weight: bold;"><B>Dump View</B></span> - exports
an object from the viewer in bmp, png, jpg or jpeg image format. </p></li>
<li class=kadov-p><p class="whs1"><img src="../pics/image78.gif" x-maintain-ratio="TRUE" width="27px" height="25px" border="0" class="img_whs6"> <span style="font-weight: bold;"><B>Show/Hide Trihedron</B></span>
- shows or hides coordinate axes. </p></li>
<li class=kadov-p><p class="whs1"><img src="../pics/image96.gif" x-maintain-ratio="TRUE" width="24px" height="23px" border="0" class="img_whs7"> &nbsp;<span style="font-weight: bold;"><B>Fit
all - </B></span>allows to select a point to be the center of a scene representing
all displayed objects in the visible area.<span style="font-weight: bold;">
<B></B></span></p></li>
<li class=kadov-p><p class="whs1">&nbsp;<img src="../pics/image97.gif" x-maintain-ratio="TRUE" width="24px" height="24px" border="0" class="img_whs8"> <span style="font-weight: bold;"><B>Fit area</B></span> - resizes
the view to place in the visible area only the contents of a frame drawn
with pressed left mouse button.</p></li>
<li class=kadov-p><p class="whs1"><img src="../pics/image98.gif" x-maintain-ratio="TRUE" width="25px" height="24px" border="0" class="img_whs9"> <span style="font-weight: bold;"><B>Zoom</B></span> - &nbsp;allows
to zoom in and out. </p></li>
<li class=kadov-p><p class="whs1"><img src="../pics/image99.gif" x-maintain-ratio="TRUE" width="23px" height="23px" border="0" class="img_whs10"> <span style="font-weight: bold;"><B>Panning</B></span> - if the
represented objects are greater that the visible area and you don't wish
to use <span style="font-weight: bold;"><B>Fit all</B></span> functionality,
click on this button and you'll be able to drag the scene to see its remote
parts. </p></li>
<li class=kadov-p><p class="whs1"><img src="../pics/image100.gif" x-maintain-ratio="TRUE" width="24px" height="24px" border="0" class="img_whs8"> <span style="font-weight: bold;"><B>Global panning</B></span> -
represents all displayed objects in the visible area. </p></li>
<li class=kadov-p><p class="whs1"><img src="../pics/image89.gif" x-maintain-ratio="TRUE" width="26px" height="26px" border="0" class="img_whs11"> <span style="font-weight: bold;"><B>Rotation</B></span> - allows
to rotate the selected object using the mouse. </p></li>
<li class=kadov-p><p class="whs1"><img src="../pics/image102.gif" x-maintain-ratio="TRUE" width="78px" height="147px" border="0" class="img_whs12"> These buttons orientate the scene strictly about coordinate
axes.</p></li>
<li class=kadov-p><p class="whs1"><img src="../pics/image91.gif" x-maintain-ratio="TRUE" width="26px" height="26px" border="0" class="img_whs11"> <span style="font-weight: bold;"><B>Reset</B></span> - restores
the default position (isometric) of objects in the scene.</p></li>
<li class=kadov-p><p class="whs1"><img src="../pics/image108.gif" x-maintain-ratio="TRUE" width="28px" height="25px" border="0" class="img_whs13"> <span style="font-weight: bold;"><B>Scaling</B></span> - represents
objects deformed (stretched or stuffed) along the axes of coordinates</p></li>
<li class=kadov-p><p class="whs1">&nbsp;<span
style="font-weight: bold;
margin-top: 0pt;
margin-bottom: 0pt;"><B><img src="../pics/image109.gif" x-maintain-ratio="TRUE" width="27px" height="27px" border="0" class="img_whs14">Graduated axes - </B></span><span style="margin-top: 0pt;
margin-bottom: 0pt;
font-weight: normal;">allows
to define parameters of axes and graduate them.</span></p></li>
</ul>
<p class="whs1">&nbsp;</p>
<p class="whs15"><img src="../pics/graduatedaxes1.png" x-maintain-ratio="TRUE" width="350px" height="453px" border="0" class="img_whs16"></p>
<ul type="disc" class="whs4">
<li class=kadov-p><p class="whs17">Axis name </p></li>
<li class=kadov-p><p class="whs18">Is visible - <span
style="font-weight: normal;">if checked the axis name is displayed in
the viewer.</span></p></li>
<li class=kadov-p><p class="whs18">Name<span style="font-weight: normal;">
- allows to redefine the name of the axis.</span></p></li>
<li class=kadov-p><p class="whs18">Font<span style="font-weight: normal;">
- allows to define color and properties of the font of axis name. </span></p></li>
<li class=kadov-p><p class="whs19">Labels<span style="font-weight: normal;">
</span></p></li>
<li class=kadov-p><p class="whs18">Is visible - <span
style="font-weight: normal;">if checked the labels are displayed in the
viewer.</span></p></li>
<li class=kadov-p><p class="whs18">Number<span style="font-weight: normal;">
- allows to define the number of labels.</span></p></li>
<li class=kadov-p><p class="whs18">Offset<span style="font-weight: normal;">
- allows to define the distance between labels.</span></p></li>
<li class=kadov-p><p class="whs18">Font<span style="font-weight: normal;">
- allows to define color and properties of the font of labels names.</span></p></li>
<li class=kadov-p><p class="whs20">Tick marks </p></li>
<li class=kadov-p><p class="whs18">Is visible - <span
style="font-weight: normal;">if checked the tick marks are displayed in
the viewer.</span></p></li>
<li class=kadov-p><p class="whs18">Length<span style="font-weight: normal;">
- allows to define the length of tick marks</span></p></li>
<li class=kadov-p><p class="whs20">Is visible <span style="font-weight: normal;">if
checked the axis is displayed in the viewer.</span></p></li>
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<h1>VTK 3D Viewer</h1>
<p class="whs1"><span style="font-weight: bold;"><B>VTK
3D viewer</B></span> is the default viewer for Mesh Module, allowing to visualize
meshes. It is also used in Post-Pro module for all 3D presentations except
for Gauss Points.</p>
<p class="whs1">&nbsp;</p>
<p class="whs1">The functionalities of
VTK viewer are available via its Viewer Toolbar. Buttons marked with small
downward triangles have extended functionality which can be accessed by
locking on them with left mouse button. &nbsp;</p>
<p class="whs1">&nbsp;</p>
<p class="whs2"><img src="../pics/image107.gif" x-maintain-ratio="TRUE" width="249px" height="29px" border="0" class="img_whs3"></p>
<ul type="disc" class="whs4">
<li class=kadov-p><p class="whs1"><img src="../pics/image77.gif" x-maintain-ratio="TRUE" width="26px" height="25px" border="0" class="img_whs5"> <span style="font-weight: bold;"><B>Dump View</B></span> - exports
an object from the viewer in bmp, png, jpg or jpeg image format. </p></li>
<li class=kadov-p><p class="whs1"><img src="../pics/image78.gif" x-maintain-ratio="TRUE" width="27px" height="25px" border="0" class="img_whs6"> <span style="font-weight: bold;"><B>Show/Hide Trihedron</B></span>
- shows or hides coordinate axes. </p></li>
<li class=kadov-p><p class="whs1"><img src="../pics/image96.gif" x-maintain-ratio="TRUE" width="24px" height="23px" border="0" class="img_whs7"> &nbsp;<span style="font-weight: bold;"><B>Fit
all - </B></span>allows to select a point to be the center of a scene representing
all displayed objects in the visible area.<span style="font-weight: bold;">
<B></B></span></p></li>
<li class=kadov-p><p class="whs1">&nbsp;<img src="../pics/image97.gif" x-maintain-ratio="TRUE" width="24px" height="24px" border="0" class="img_whs8"> <span style="font-weight: bold;"><B>Fit area</B></span> - resizes
the view to place in the visible area only the contents of a frame drawn
with pressed left mouse button.</p></li>
<li class=kadov-p><p class="whs1"><img src="../pics/image98.gif" x-maintain-ratio="TRUE" width="25px" height="24px" border="0" class="img_whs9"> <span style="font-weight: bold;"><B>Zoom</B></span> - &nbsp;allows
to zoom in and out. </p></li>
<li class=kadov-p><p class="whs1"><img src="../pics/image99.gif" x-maintain-ratio="TRUE" width="23px" height="23px" border="0" class="img_whs10"> <span style="font-weight: bold;"><B>Panning</B></span> - if the
represented objects are greater that the visible area and you don't wish
to use <span style="font-weight: bold;"><B>Fit all</B></span> functionality,
click on this button and you'll be able to drag the scene to see its remote
parts. </p></li>
<li class=kadov-p><p class="whs1"><img src="../pics/image100.gif" x-maintain-ratio="TRUE" width="24px" height="24px" border="0" class="img_whs8"> <span style="font-weight: bold;"><B>Global panning</B></span> -
represents all displayed objects in the visible area. </p></li>
<li class=kadov-p><p class="whs1"><img src="../pics/image89.gif" x-maintain-ratio="TRUE" width="26px" height="26px" border="0" class="img_whs11"> <span style="font-weight: bold;"><B>Rotation</B></span> - allows
to rotate the selected object using the mouse. </p></li>
<li class=kadov-p><p class="whs1"><img src="../pics/image102.gif" x-maintain-ratio="TRUE" width="78px" height="147px" border="0" class="img_whs12"> These buttons orientate the scene strictly about coordinate
axes.</p></li>
<li class=kadov-p><p class="whs1"><img src="../pics/image91.gif" x-maintain-ratio="TRUE" width="26px" height="26px" border="0" class="img_whs11"> <span style="font-weight: bold;"><B>Reset</B></span> - restores
the default position (isometric) of objects in the scene.</p></li>
<li class=kadov-p><p class="whs1"><img src="../pics/image108.gif" x-maintain-ratio="TRUE" width="28px" height="25px" border="0" class="img_whs13"> <span style="font-weight: bold;"><B>Scaling</B></span> - represents
objects deformed (stretched or stuffed) along the axes of coordinates</p></li>
<li class=kadov-p><p class="whs1">&nbsp;<span
style="font-weight: bold;
margin-top: 0pt;
margin-bottom: 0pt;"><B><img src="../pics/image109.gif" x-maintain-ratio="TRUE" width="27px" height="27px" border="0" class="img_whs14">Graduated axes - </B></span><span style="margin-top: 0pt;
margin-bottom: 0pt;
font-weight: normal;">allows
to define parameters of axes and graduate them.</span></p></li>
</ul>
<p class="whs1">&nbsp;</p>
<p class="whs15"><img src="../pics/graduatedaxes1.png" x-maintain-ratio="TRUE" width="350px" height="453px" border="0" class="img_whs16"></p>
<ul type="disc" class="whs4">
<li class=kadov-p><p class="whs17">Axis name </p></li>
<li class=kadov-p><p class="whs18">Is visible - <span
style="font-weight: normal;">if checked the axis name is displayed in
the viewer.</span></p></li>
<li class=kadov-p><p class="whs18">Name<span style="font-weight: normal;">
- allows to redefine the name of the axis.</span></p></li>
<li class=kadov-p><p class="whs18">Font<span style="font-weight: normal;">
- allows to define color and properties of the font of axis name. </span></p></li>
<li class=kadov-p><p class="whs19">Labels<span style="font-weight: normal;">
</span></p></li>
<li class=kadov-p><p class="whs18">Is visible - <span
style="font-weight: normal;">if checked the labels are displayed in the
viewer.</span></p></li>
<li class=kadov-p><p class="whs18">Number<span style="font-weight: normal;">
- allows to define the number of labels.</span></p></li>
<li class=kadov-p><p class="whs18">Offset<span style="font-weight: normal;">
- allows to define the distance between labels.</span></p></li>
<li class=kadov-p><p class="whs18">Font<span style="font-weight: normal;">
- allows to define color and properties of the font of labels names.</span></p></li>
<li class=kadov-p><p class="whs20">Tick marks </p></li>
<li class=kadov-p><p class="whs18">Is visible - <span
style="font-weight: normal;">if checked the tick marks are displayed in
the viewer.</span></p></li>
<li class=kadov-p><p class="whs18">Length<span style="font-weight: normal;">
- allows to define the length of tick marks</span></p></li>
<li class=kadov-p><p class="whs20">Is visible <span style="font-weight: normal;">if
checked the axis is displayed in the viewer.</span></p></li>
</ul>
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<h1>Warping</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> <span style="font-weight: bold;"><B>Warping</B></span> indicates
that a face is not planar and is applied only to 2D elements with 4 nodes.
This quality control criterion is based on a projection plane created
by:</p>
<p class="whs2">1. bisecting the four element edges, </p>
<p class="whs2">2. creating a point on the plane at the vector
average of the corners, where the x-axis extends from the point to the
bisector on edge 2. </p>
<p class="whs3">The plane normal is in the direction of the
cross product of the x-axis and the vector from the origin to the bisector
of edge 3. Every corner of the quad will then be a distance “h” from the
plane. The length of each half edge is measured and the shortest length
is assigned “l”. The warp angle is the arcsine of the ratio of the projection
height “h” to the half edge length “l”. </p>
<p>&nbsp;</p>
<p class="whs2"><img src="../image24.gif" width="496px" height="336px" border="0" class="img_whs4"></p>
<p class="whs2">&nbsp;</p>
<p class=TODO>&nbsp;</p>
<p class=TODO>To apply the Warping quality criterion to your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs2">1. Display your mesh in the viewer.</p>
<p class="whs2">&nbsp;</p>
<p class="whs2">2. Choose <span style="font-weight: bold;"><B>Controls
&gt; Warp </B></span>or click <img src="../image39.gif" width="23px" height="23px" border="0" class="img_whs5"> button of the toolbar. Your mesh
will be displayed in the viewer with its elements colored according to
the applied mesh quality control criterion:</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><img src="../image97.jpg" width="405px" height="308px" border="0" class="img_whs6"></p>
<p class="whs2">&nbsp;</p>
<p class="whs3"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../quality_controls.htm#bookmark10">Warping
quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p class="whs2">&nbsp;</p>
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<h1>Warping</h1>
<p><img src="../i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> <span style="font-weight: bold;"><B>Warping</B></span> indicates
that a face is not planar and is applied only to 2D elements with 4 nodes.
This quality control criterion is based on a projection plane created
by:</p>
<p class="whs2">1. bisecting the four element edges, </p>
<p class="whs2">2. creating a point on the plane at the vector
average of the corners, where the x-axis extends from the point to the
bisector on edge 2. </p>
<p class="whs3">The plane normal is in the direction of the
cross product of the x-axis and the vector from the origin to the bisector
of edge 3. Every corner of the quad will then be a distance “h” from the
plane. The length of each half edge is measured and the shortest length
is assigned “l”. The warp angle is the arcsine of the ratio of the projection
height “h” to the half edge length “l”. </p>
<p>&nbsp;</p>
<p class="whs2"><img src="../image24.gif" width="496px" height="336px" border="0" class="img_whs4"></p>
<p class="whs2">&nbsp;</p>
<p class=TODO>&nbsp;</p>
<p class=TODO>To apply the Warping quality criterion to your mesh:</p>
<p class=TODO>&nbsp;</p>
<p class="whs2">1. Display your mesh in the viewer.</p>
<p class="whs2">&nbsp;</p>
<p class="whs2">2. Choose <span style="font-weight: bold;"><B>Controls
&gt; Warp </B></span>or click <img src="../image39.gif" width="23px" height="23px" border="0" class="img_whs5"> button of the toolbar. Your mesh
will be displayed in the viewer with its elements colored according to
the applied mesh quality control criterion:</p>
<p class="whs2">&nbsp;</p>
<p class="whs2"><img src="../image97.jpg" width="405px" height="308px" border="0" class="img_whs6"></p>
<p class="whs2">&nbsp;</p>
<p class="whs3"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="../quality_controls.htm#bookmark10">Warping
quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p class="whs2">&nbsp;</p>
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<h1>Free borders</h1>
<p><img src="i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1">This mesh quality control highlights borders of faces
consisting of edges belonging to one face only.</p>
<p>&nbsp;</p>
<p><img src="pics/free_borders1.png" x-maintain-ratio="TRUE" width="278px" height="231px" border="0" class="img_whs2"> &nbsp;</p>
<p>&nbsp;</p>
<p>In this picture the free borders are displayed in white. </p>
<p>&nbsp;</p>
<p class="whs3"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="quality_controls.htm#bookmark1">Free
Borders quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Free borders</h1>
<p><img src="i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1">This mesh quality control highlights borders of faces
consisting of edges belonging to one face only.</p>
<p>&nbsp;</p>
<p class="whs2"><img src="pics/free_borders1.png" x-maintain-ratio="TRUE" width="278px" height="231px" border="0" class="img_whs3"> &nbsp;</p>
<p>&nbsp;</p>
<p>In this picture the free borders are displayed in white. </p>
<p>&nbsp;</p>
<p class="whs4"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="quality_controls.htm#bookmark">Free
Borders quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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View File

@ -1,117 +1,122 @@
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<h1>Free edges</h1>
<p><img src="i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> &nbsp;&nbsp;This
mesh quality control highlights borders of &nbsp;elements
of mesh consisting of edges belonging to one element of mesh only.</p>
<p>&nbsp;</p>
<p class="whs2"><img src="pics/free_edges.png" x-maintain-ratio="TRUE" width="395px" height="445px" border="0" class="img_whs3"></p>
<p class="whs2">&nbsp;</p>
<p class="whs2">In this picture some elements of mesh have
been deleted and the &quot;holes&quot; are outlined in red. </p>
<p class="whs2">&nbsp;</p>
<p class="whs4"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="quality_controls.htm#bookmark4">Free
Edges quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<script type="text/javascript" language="javascript1.2">
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<h1>Free edges</h1>
<p><img src="i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> &nbsp;&nbsp;This
mesh quality control highlights borders of &nbsp;elements
of mesh consisting of edges belonging to one element of mesh only.</p>
<p>&nbsp;</p>
<p class="whs2"><img src="pics/free_edges.png" x-maintain-ratio="TRUE" width="395px" height="445px" border="0" class="img_whs3"></p>
<p class="whs2">&nbsp;</p>
<p class="whs2">In this picture some elements of mesh have
been deleted and the &quot;holes&quot; are outlined in red. </p>
<p class="whs2">&nbsp;</p>
<p class="whs4"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="quality_controls.htm#bookmark3">Free
Edges quality control</a> operation. &nbsp;</p>
<p>&nbsp;</p>
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<h1>Length</h1>
<p><img src="i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> The Length quality control criterion returns a value
of length of edge.</p>
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<p class="whs3"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="quality_controls.htm#bookmark4">&nbsp;Length
quality control</a> operation. &nbsp;</p>
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<h1>Length</h1>
<p><img src="i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> The Length quality control criterion returns a value
of length of edge.</p>
<p>&nbsp;</p>
<p class="whs2"><img src="pics/length-crit.png" x-maintain-ratio="TRUE" width="165px" height="239px" border="0" class="img_whs3"></p>
<p>&nbsp;</p>
<p class="whs4">&nbsp;</p>
<p class="whs4"><span style="font-weight: bold;"><B>See Also</B></span>
a sample TUI Script of a <a href="quality_controls.htm#bookmark2">&nbsp;Length
quality control</a> operation. &nbsp;</p>
<p>.</p>
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@ -1,101 +1,101 @@
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<h1>Merging Elements</h1>
<p><img src="i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> This functionality allows to merge coincident elements
of a mesh selectable in the dialog box. </p>
<p><img src="pics/mergeelems.png" x-maintain-ratio="TRUE" width="313px" height="221px" border="0" class="img_whs2"></p>
<p>In this picture you see a triangle which coincides with one of the elements
of the mesh. After we apply <span style="font-weight: bold;"><B>Merge Elements</B></span>
functionality, the triangle will be completely merged with the mesh. </p>
<p><img src="pics/meshtrianglemergeelem1.png" x-maintain-ratio="TRUE" width="235px" height="150px" border="0" class="img_whs3"></p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="transforming_meshes.htm#bookmark8">Merge
Elements</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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<h1>Merging Elements</h1>
<p><img src="i_blue.jpg" x-maintain-ratio="TRUE" width="30px" height="30px" border="0" class="img_whs1"> This functionality allows to merge coincident elements
of a mesh selectable in the dialog box. </p>
<p><img src="pics/mergeelems.png" x-maintain-ratio="TRUE" width="313px" height="221px" border="0" class="img_whs2"></p>
<p>In this picture you see a triangle which coincides with one of the elements
of the mesh. After we apply <span style="font-weight: bold;"><B>Merge Elements</B></span>
functionality, the triangle will be completely merged with the mesh. </p>
<p><img src="pics/meshtrianglemergeelem1.png" x-maintain-ratio="TRUE" width="235px" height="150px" border="0" class="img_whs3"></p>
<p>&nbsp;&nbsp;<span style="font-weight: bold;"><B>See
Also</B></span> a sample TUI Script of a <a href="transforming_meshes.htm#bookmark8">Merge
Elements</a> operation. &nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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