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148 lines
6.0 KiB
Plaintext
148 lines
6.0 KiB
Plaintext
/*!
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\page a2d_meshing_hypo_page 2D Meshing Hypotheses
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- \ref max_element_area_anchor "Max Element Area"
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- \ref length_from_edges_anchor "Length from Edges"
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- \ref hypo_quad_params_anchor "Quadrangle parameters"
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\anchor max_element_area_anchor
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<h2>Max Element Area</h2>
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<b>Max Element Area</b> hypothesis is applied for meshing of faces
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composing your geometrical object. Definition of this hypothesis
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consists of setting the <b>maximum area</b> of mesh elements,
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which will compose the mesh of these faces.
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\image html a-maxelarea.png
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\n
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\image html max_el_area.png "In this example, Max. element area is very small compared to the 1D hypothesis"
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<b>See Also</b> a sample TUI Script of a
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\ref tui_max_element_area "Maximum Element Area" hypothesis operation.
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\anchor length_from_edges_anchor
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<h2>Length from Edges</h2>
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<b>Length from edges</b> hypothesis builds 2D mesh elements having a
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maximum linear size calculated as an average segment length for a wire
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of a given face.
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<b>See Also</b> a sample TUI Script of a
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\ref tui_length_from_edges "Length from Edges" hypothesis operation.
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\anchor hypo_quad_params_anchor
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<h2>Quadrangle parameters</h2>
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\image html hypo_quad_params_dialog.png "Quadrangle parameters: Transition"
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<b>Quadrangle parameters</b> is a hypothesis for Quadrangle (Mapping) algorithm.
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<b>Transition</b> tab is used to define the algorithm of transition
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between opposite sides of faces with a different number of
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segments on them. The following types of transition
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algorithms are available:
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- <b>Standard</b> is the default case, when both triangles and quadrangles
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are possible in the transition area along the finer meshed sides.
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- <b>Triangle preference</b> forces building only triangles in the
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transition area along the finer meshed sides.
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\note This type corresponds to <b>Triangle Preference</b> additional hypothesis,
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which is obsolete now.
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- <b>Quadrangle preference</b> forces building only quadrangles in the
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transition area along the finer meshed sides. This hypothesis has a
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restriction: the total quantity of segments on all
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four sides of the face must be even (divisible by 2).
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\note This type corresponds to <b>Quadrangle Preference</b> additional hypothesis,
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which is obsolete now.
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- <b>Quadrangle preference (reversed)</b> works in the same way and
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with the same restriction as <b>Quadrangle preference</b>, but
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the transition area is located along the coarser meshed sides.
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- <b>Reduced</b> type forces building only quadrangles and the transition
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between the sides is made gradually, layer by layer. This type has
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a limitation on the number of segments: one pair of opposite sides must have
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the same number of segments, the other pair must have an even difference
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between the numbers of segments on the sides. In addition, the number
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of rows between sides with different discretization
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should be enough for the transition. Following the fastest transition
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pattern, three segments become one (see the image below), hence
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the least number of face rows needed to reduce from Nmax segments
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to Nmin segments is log<sub>3</sub>( Nmax / Nmin ). The number of
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face rows is equal to the number of segments on each of equally
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discretized sides.
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\image html reduce_three_to_one.png "The fastest transition pattern: 3 to 1"
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<b>Base vertex</b> tab allows using Quadrangle (Mapping)
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algorithm for meshing of trilateral faces. In this case it is
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necessary to select the vertex, which will be used as the fourth edge
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(degenerated).
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\image html hypo_quad_params_dialog_vert.png "Quadrangle parameters: Base Vertex"
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\image html hypo_quad_params_1.png "A face built from 3 edges"
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\image html hypo_quad_params_res.png "The resulting mesh"
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This parameter can be also used to mesh a segment of a circular face.
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Please, consider that there is a limitation on the selection of the
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vertex for the faces built with the angle > 180 degrees (see the picture).
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\image html hypo_quad_params_2.png "3/4 of a circular face"
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In this case, selection of a wrong vertex for the <b>Base vertex</b>
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parameter will generate a wrong mesh. The picture below
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shows the good (left) and the bad (right) results of meshing.
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\image html hypo_quad_params_res_2.png "The resulting meshes"
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\image html hypo_quad_params_dialog_enf.png "Quadrangle parameters: Enforced nodes"
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<b>Enforced nodes</b> tab allows defining points, where the
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algorithm should create nodes. There are two ways to define positions
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of the enforced nodes.
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<ul>
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<li>\b Vertices group allows to set up shapes whose vertices will
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define positions of the enforced nodes. Only vertices successfully
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projected to the meshed face and located close enough to the
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meshed face will be used to create the enforced nodes.</li>
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<li> \b Points group allows to explicitly define coordinates of
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points used to create the enforced nodes. Only points successfully
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projected to the meshed face and located close enough to the
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meshed face will be used to create the enforced nodes.</li>
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</ul>
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Let us see how the algorithm works:
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<ul>
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<li> Initially positions of nodes are computed without taking into
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account the enforced vertex (yellow point).</li>
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\image html hypo_quad_params_enfnodes_algo1.png "Initial mesh"
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<li> Then the node closest to the enforced vertex is
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detected. Extreme nodes of the row and column of the detected node
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are used to create virtual edges (yellow lines) ending at the
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enforced vertex. </li>
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\image html hypo_quad_params_enfnodes_algo2.png "Creation of virtual edges"
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<li> Consequently, the meshed face is divided by the virtual
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edges into four quadrilateral sub-domains each of which is meshed
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as usually: the nodes of the row and column of the detected node are
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moved to the virtual edges and the quadrilateral elements are
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constructed.
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\image html hypo_quad_params_enfnodes_algo3.png "Final mesh"
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</ul>
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If there are several enforced vertices, the algorithm is applied
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recursively to the formed sub-domains.
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<b>See Also</b> a sample TUI Script of a
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\ref tui_quadrangle_parameters "Quadrangle Parameters" hypothesis.
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<br>
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*/
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