Merge from branch BR_Dev_For_4_0 (from tag mergeto_BR_QT4_Dev_12Feb08)

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vsr 2008-02-12 15:47:41 +00:00
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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>Basic 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. </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>
<ol type="disc" class="whs3">
<ul type="disc" class="whs2">
<li style="list-style: circle;"
type=circle
class=kadov-p><p>Wire Discretisation meshing algorithm - splits
a wire into a number of mesh segments following any 1D hypothesis.</p></li>
<li style="list-style: circle;"
type=circle
class=kadov-p><p>Composite Side Discretisation algorithm -
allows to apply any 1D hypothesis to a whole side of a geometrical face
even if it is composed of several edges provided that they form C1 curve,
have the same hypotheses assigned and form one side in all faces of the
main shape of a mesh.</p></li>
</ul>
</ol>
<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>
<ol type="disc" class="whs3">
<ul type="circle" class="whs4">
<li class=kadov-p><p>Triangle meshing algorithms (Mefisto and Netgen
1D-2D ) - Faces are split into triangular elements.</p></li>
<li class=kadov-p><p>Quadrangle meshing algorithm (Mapping) - Faces
are split into quadrangular elements.</p></li>
</ul>
</ol>
<p>&nbsp;</p>
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<td width="42.826%" class="whs9">
<p class="whs10"><img src="../image123.gif" width="170px" height="170px" border="0" class="img_whs11"></td>
<td width="57.174%" class="whs12">
<p class="whs13"><img src="../image124.gif" width="182px" height="177px" border="0" class="img_whs14"></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>
<ol type="disc" class="whs3">
<ul type="circle" class="whs4">
<li class=kadov-p><p>Hexahedron meshing algorithm (i,j,k) - 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>
</ol>
<p>&nbsp;</p>
<table x-use-null-cells cellspacing="0" width="30.595%" class="whs15">
<col class="whs16">
<col class="whs17">
<tr valign="top" class="whs8">
<td width="50.334%" class="whs18">
<p><img src="../image125.gif" width="119px" height="299px" border="0" class="img_whs19"> </td>
<td width="49.666%" class="whs20">
<p><img src="../image126.gif" width="127px" height="298px" border="0" class="img_whs21"></td></tr>
</table>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>There also is a number of more specific algorithms: </p>
<ul type="disc" class="whs2">
<li class=kadov-p><p><a href="../projection_algorithms.htm">for meshing
by projection of another mesh</a></p></li>
<li class=kadov-p><p><a href="../radial_prism.htm">for meshing geometrical
objects with cavities</a></p></li>
<li class=kadov-p><p><a href="../prism_3d_algorithm.htm">for meshing
prismatic shapes.</a> </p></li>
</ul>
<h4 class="whs22"><a href="constructing_meshes.htm">Constructing
meshes</a> <span style="font-weight: normal;">page describes in detail
how to apply meshing algorithms.</span><a href="constructing_meshes.htm" style="font-weight: bold;">
</a></h4>
<p class="whs23"><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>
<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 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#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>
<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 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 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 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="370px" 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. The Mesh
Computation information box appears.</p>
<p class="whs3">&nbsp;</p>
<p class="whs3"><img src="../pics/meshcomputationsucceed.png" x-maintain-ratio="TRUE" width="457px" height="486px" border="0" class="img_whs13"></p>
<p class="whs3">&nbsp;</p>
<p class="whs3">If the mesh computation failed, the information
about the cause of the failure is provided. </p>
<p class="whs3">&nbsp;</p>
<p class="whs3"><img src="../pics/meshcomputationfail.png" x-maintain-ratio="TRUE" width="564px" height="402px" border="0" class="img_whs14"> </p>
<p class="whs3">&nbsp;</p>
<p class="whs3">After you select the error, <span style="font-weight: bold;"><B>Show
Subshape</B></span> button allows visualizing the mesh elements that cause
it</p>
<p class="whs3">&nbsp;</p>
<p class="whs3"><img src="../pics/failed_computation.png" x-maintain-ratio="TRUE" width="260px" height="270px" border="0" class="img_whs15"> </p>
<p class="whs3">&nbsp;</p>
<p class="whs3"><span style="font-weight: bold;"><B>Publish
Subshape</B></span> button allows importing it in a separate MED or UNV file.
</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/createmesh-inv2.png" x-maintain-ratio="TRUE" width="370px" 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"><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">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>
<table x-use-null-cells cellspacing="0" width="100%" class="whs10">
<col class="whs11">
<col class="whs11">
<tr valign="top" class="whs12">
<td width="50%" class="whs13">
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<p><img src="../image51.jpg" width="353px" height="300px" border="0" class="img_whs14"></td></tr>
</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>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>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> and <span style="font-weight: bold;"><B>UNV
</B></span>(I-DEAS 10) 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>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>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="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="420px" height="507px" border="0" class="img_whs3"></p>
<p class="whs2">&nbsp;</p>
<ul type="disc" class="whs4">
<li class=kadov-p><p class="whs2"><span style="font-weight: bold;"><B>Name</B></span>
is the name of the mesh whose nodes will be merged.</p></li>
<li class=kadov-p><p class="whs2"><span style="font-weight: bold;"><B>Tolerance</B></span>
is a maximum distance between nodes sufficient for merging.</p></li>
<li class=kadov-p><p class="whs5"><span style="font-weight: bold;"><B>Detect</B></span>
button generates the list of coincident nodes for the given <span style="font-weight: bold;"><B>Tolerance</B></span>.</p></li>
<li class=kadov-p><p class="whs2"><span style="font-weight: bold;"><B>Coincident
nodes</B></span> is a list of groupes of nodes for merging. All nodes of each
group will form one after the operation. </p></li>
<li class=kadov-p><p class="whs5"><span style="font-weight: bold;"><B>Remove</B></span>
button deletes the selected group from the list.</p></li>
<li class=kadov-p><p class="whs5"><span style="font-weight: bold;"><B>Add</B></span>
button adds to the list a group of nodes selected in the viewer with pressed
&quot;Shift&quot; key.</p></li>
<li class=kadov-p><p class="whs5"><span style="font-weight: bold;"><B>Select
all</B></span> checkbox selects all groups.</p></li>
<li class=kadov-p><p class="whs6">Edit
selected group<span style="font-weight: normal;"> list</span> <span style="font-weight: normal;">allows
editing the selected group:</span></p></li>
<li class=kadov-p><p class="whs5"><img src="../pics/add.gif" x-maintain-ratio="TRUE" width="37px" height="28px" border="0" class="img_whs7"> adds
to the group the node selected in the viewer.</p></li>
<li class=kadov-p><p class="whs5"><img src="../pics/remove.gif" x-maintain-ratio="TRUE" width="38px" height="30px" border="0" class="img_whs8"> removes
from the group the selected node.</p></li>
<li class=kadov-p><p class="whs5"><img src="../pics/sort.gif" x-maintain-ratio="TRUE" width="82px" height="27px" border="0" class="img_whs9"> moves
the selected node to the first position in the group. This means that
all other nodes will be merged into this one. </p></li>
</ul>
<p class="whs5">&nbsp;</p>
<p class="whs5">To confirm your choice click <span style="font-weight: bold;"><B>OK</B></span>
or <span style="font-weight: bold;"><B>Apply</B></span> button.</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_whs10"> &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_whs11"></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>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
style="margin-left: 40px;"><img src="../pics/createmesh-inv3.png" x-maintain-ratio="TRUE" width="370px" 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 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 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>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>
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<p class="whs3">&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. <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>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>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>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>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>, <span style="font-weight: bold;"><B>Advanced Mesh Infos</B></span> and <span style="font-weight: bold;"><B>Mesh Element Info.</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>
<li class=kadov-p><p class="whs2"><a
href="#element_infos">Mesh Element</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>&nbsp;</p>
<h3><a name=element_infos>Mesh Element Infos</a></h3>
<p>The <span style="font-weight: bold;"><B>Mesh Element Infos</B></span> box gives
basic information about the type and the coordinates of the selected mesh
element.</p>
<p>&nbsp;</p>
<p class="whs9"><img src="../pics/eleminfo1.png" x-maintain-ratio="TRUE" width="310px" height="391px" border="0" class="img_whs10"> &nbsp;&nbsp;<img src="../pics/eleminfo2.png" x-maintain-ratio="TRUE" width="310px" height="391px" border="0" class="img_whs11"></p>
<p class="whs12">&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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