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Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003

Volume Decomposition Examples

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Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003

Decomposition

Suggestions of how to decompose single volumes into multiple mesh-able volumes are shown in these examples. The following meshing tools are used:

Map Submap Tet-primitive Cooper

Volume decomposition is not needed for the Stairstep, Hex/Core or TGrid Tet/Hybrid meshing schemes.

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Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003

First Example (1)

A spherical void inside a brick

Construction

Create a sphere, a brick and a cylinder using volume primitives. The cylinder diameter should be smaller than the sphere and its length extending outside the brick Subtract the sphere from the brick Split the brick using the cylinder Create edges going diagonally over the top and bottom face of the brick and use the edges to create a diagonal face Split the brick-like volume using this face

Decomposition

Last two steps are not necessary but create higher quality mesh.

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Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003

First Example (2)

A spherical void inside a brick

Three of the four Cooper-able volumes

source faces

source faces
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Introductory GAMBIT Notes GAMBIT v2.1 Jul 2003

Second Example (1)

A handle

Construction:

Create a torus and a brick using volume primitives Split the torus using the brick Face as a tool Delete the left part of the torus Make a Bidirectional split of the remaining volumes

Decomposition:

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Second Example (2)

A handle

Alternative Construction/Decomposition:

Create a torus and a brick using volume primitives Perform a bi-directional split using the two volumes Delete the part of the torus that is outside the back of the brick Unite back the block and the pipe section inside the block again

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Second Example (3)

A handle

The two volumes meshed by the Cooper - tool

source face

source faces
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Third Example (1)

A box with rounded corners

Construction

Create a brick using volume primitives Use the blend option to round off one corner and three edges using the same radius (Setback option)
Create a second brick of the same size as the radius of the blend and move it such that its corner coincides with the center point of the blended corner. Split off the the rounded corner Sweep out the three triangular faces created by the split to the opposite ends of the brick Split off the three prismatic volumes from the main volume

Decomposition:

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Third Example (2)

A box with rounded corners

The volume can be meshed using the submap (1), the tet-primitive (not shown) and the Cooper (3) schemes.

source face source faces

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Fourth Example (1)

Pipe-pipe intersection (different radii)

Construction:

Create the pipes using volume primitives Create a stretched brick with a rectangular cross-section, where the side length should be between the two pipe diameters. Split the main pipe using the brick Unite the brick cut-out with the small cylinder

Decomposition

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Fourth Example (2)

Pipe-pipe intersection (different radii)

The three volumes meshed using the Cooper tool

source faces

source faces

source faces
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Fifth Example (1)

A sphere in three volumes

Construction

Create a sphere using volume primitives Create a cylinder and split the sphere using the cylinder Create a brick and move it such that one side of the brick is along the center of the cylinder Split the annular remainder of the sphere into two volumes All three volumes are basic Cooper-able volumes

Decomposition:

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Fifth Example (2)

A sphere

The final mesh for two of the volumes

source faces

source faces
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Fifth Example (3)

A sphere in eight volumes

Alternative Construction/decomposition

Create a sphere and a brick using volume primitives Intersect the two volumes to create a sphere octant Make a second copy by the use of Copy/Reflect and the z-plane Make six octants more using Copy/Rotate and 90 degree angle, twice Connect all faces using Real Connect

The same geometry could also have been created by splitting a sphere in all three major planes This decomposition will create a better mesh quality

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Fifth Example (4)

A sphere

The final mesh for seven out of the eight octants, all meshed using Tet Primitive

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