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77 lines
2.6 KiB
Plaintext
77 lines
2.6 KiB
Plaintext
/*!
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\page a2d_meshing_hypo_page 2D Meshing Hypotheses
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<br>
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<ul>
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<li>\ref max_element_area_anchor "Max Element Area"</li>
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<li>\ref length_from_edges_anchor "Length from Edges"</li>
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<li>\ref hypo_quad_params_anchor "Quadrangle parameters"</li>
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<li>\ref quadrangle_preference_anchor "Quadrangle Preference"</li>
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<li>\ref triangle_preference_anchor "Triangle Preference"</li>
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</ul>
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<br>
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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 2D 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 meshing elements (depending on
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the chosen meshing algorithm it can be <b>triangles</b> or <b>quadrangles</b>),
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which will compose the mesh of these 2D faces.
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\image html a-maxelarea.png
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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
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operation.
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<br>
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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 segments having a
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length calculated as an average edge length for a given wire.
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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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<br>
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\anchor hypo_quad_params_anchor
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<h2>Quadrangle parameters</h2>
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<b>Quadrangle parameters</b> is a hypothesis for
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Quadrangle (Mapping), which allows using this algorithm for meshing of
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triangular faces.In this case it is necessary to select the <b>Base vertex</b>
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used as a degenerated edge.
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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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<br>
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\anchor quadrangle_preference_anchor
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<h2>Quadrangle Preference</h2>
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This algorithm can be used only together with Quadrangle (Mapping)
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algorithm. It allows to build quadrangular meshes even if the number
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of nodes at the opposite edges of a meshed face is not equal,
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otherwise this mesh will contain some triangular elements.
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<br>
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This hypothesis has one restriction on its work: the total quantity of
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segments on all four sides of the face must be even (divisible by 2).
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<br>
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\anchor triangle_preference_anchor
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<h2>Triangle Preference</h2>
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This algorithm can be used only together with Quadrangle (Mapping)
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algorithm. It allows to build triangular mesh faces in the refinement
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area if the number of nodes at the opposite edges of a meshed face is not equal,
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otherwise refinement area will contain some quadrangular elements.
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<br>
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*/
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