2.3 Edge Commands
The following commands are available on the Geometry/Edge subpad.
Symbol |
Command | Description |
| Create Edge | Creates a real or virtual edge | |
| Connect Edges Disconnect About Real Edge |
Connects real and/or virtual edges; disconnects edges that are common to two or more entities | |
| Modify Edge Color Modify Edge Label |
Changes an edge color; changes an edge label | |
| Move/Copy Edges Align Edges |
Moves and/or copies edges; aligns edges and connected geometry | |
| Split Edge Merge Edges |
Splits or merges edges | |
| Convert Edges | Converts non-real edges to real edges | |
| Summarize
Edges Check Edges Query Edges Total Edges |
Displays edge summary information; checks validity of edge topology and geometry; opens an edge query list; displays entity totals |
|
| Delete Edges | Deletes real or virtual edges |
The following sections describe the purpose and operation of each of the Edge commands listed above.
The Create Edge command button allows you to perform the following operations.
| Symbol | Command | Description |
| Create Straight Edge | Creates one or more straight edges between two or more existing vertices | |
| Create Real Circular Arc | Creates a circular arc edge | |
| Create Real Full Circle | Creates a full circle edge | |
| Create Real Elliptical Arc | Creates an elliptical arc edge | |
| Create Real Conic Arc | Creates a conic arc edge | |
| Create Real Fillet Arc | Creates a fillet arc of a specified radius between two existing edges | |
| Create Real Edge From Vertices | Creates a NURBS edge according to the specification of three or more existing vertices | |
| Revolve Vertices | Creates one or more circular arc edges by revolving existing vertices. | |
| Project Edge On Face | Projects an existing edge onto an existing face to create a new edge that follows the contour of the face. |
The following sections describe the procedures and specifications required to execute the commands listed above.

The Create Straight Edge command allows you to create one or more straight edges between any two or more existing vertices. The created edges can be real or virtual.
The Create Straight Edge command requires the following input parameters:Specifying the Endpoint Vertices
Creating a Single Edge
To create an edge by means of the Create Straight Edge command, you must specify two vertices that comprise the endpoints of the edge. GAMBIT defines the sense of the edge based on the order in which the vertices are specified. The edge sense points from the first (start) vertex to the second (end) vertex (see Figure 2-30).

Figure 2-30: Straight edge specifications
Creating Multiple Edges
If you specify more than two vertices on the Create Straight Edge form, GAMBIT creates multiple edges from a single operation. The order in which the vertices are specified determines the locations and connectivity of the created edges. For example, if you specify (in order) three vertices labeled vertex.1, vertex.7, and vertex.3 for a Create Straight Edge operation, GAMBIT creates two edges defined as follows.
|
Edge |
Start Vertex |
End Vertex |
|
edge.1 |
vertex.1 |
vertex.7 |
|
edge.2 |
vertex.7 |
vertex.3 |
Note that the two edges defined in the table above are connected to each other by means of vertex.7.
Specifying the Geometry Type
The Create Straight Edge command allows you to create either real or virtual edges. The geometry type (real or virtual) of the created edge is subject to the following constraints for vertex specification:
Specifying the Host Entity
If you create a virtual edge by means of the Create Straight Edge command, GAMBIT allows you to specify whether the virtual edge is hosted or unhosted. Hosted edges possess guest-host relationships with existing volumes, faces, or edges. Unhosted edges exist on their own and do not possess guest-host relationships with any other entities in the model.
To open the Create Straight Edge form (see below), click the Create Straight Edge command button on the Geometry/Edge subpad.

The Create Straight Edge form includes the following specifications.
|
Vertices |
specifies the vertices that constitute the endpoints of the edges. |
|
Type: |
—————————————————————————————————————— |
| Real |
specifies the creation of a real edge. |
| Virtual |
specifies the creation of a virtual edge. If you choose the Virtual option, you can also specify a host edge, face, or volume for the virtual edge. |
|
Host |
specifies that any created virtual edges are hosted by an existing volume, face, or edge. |
|
Volume |
specifies the host entity type. |
|
Volume |
specifies the host entity name. |
|
Label |
specifies a label for the new edge. (See Section 2.1.1.) |

The Create Real Circular Arc command allows you to create a real edge in the shape of a circular arc.
GAMBIT provides three methods for creating a circular arc edge. Two methods require you to specify three existing vertices to define the size and location of the arc. The other method requires the specification of the arc radius, angle, center, and coordinate plane. The input parameters associated with each method are as follows:
Method |
Parameters |
1 |
|
2 |
|
3 |
|
The following sections describe the specifications required to create a circular arc edge by means of the methods listed above.
Method 1Center Vertex and Two Endpoint Vertices
To create a circular arc edge by means of Method 1, you must specify one center vertex and two endpoint vertices. The endpoint vertices must be equidistant from the center vertex (see Figure 2-31). You must also specify whether the edge is to be created along the longer or shorter of the two circular arcs that can be constructed between the endpoint vertices.

Figure 2-31: Circular arc edge specificationsMethod 1
Method 2Three Vertices on the Arc
To create a circular arc edge by means of Method 2, you must specify three vertices each of which lies on the circle that defines the size and shape of the arc. GAMBIT constructs the edge from the first specified vertex through the second specified vertex to the third specified vertex (see Figure 2-32). Therefore, the first and third specified vertices constitute the endpoints of the edge.

Figure 2-32: Circular arc edge specificationsMethod 2
Method 3—Radius, Angle, Center, and Plane
To create a circular arc edge by means of Method 3, you must specify the following parameters (see Figure 2-33):

Figure 2-33: Circular arc edge specificationsMethod 3
The Radius, Start Angle, and End Angle specifications define the size and sweep of the arc. The Center vertex specification defines the global location of the arc. (NOTE: If you do not specify a Center vertex, GAMBIT locates the center of the arc at the center of the currently active coordinate system.) The Plane specification defines the coordinate plane in which the arc lies.
Using the Create Real Circular Arc Form
To open the Create Real Circular Arc form (see below), click the Create Real Circular Arc command button on the Geometry/Edge subpad.

The Create Real Circular Arc form includes the following specifications.
Method:
contains three radio buttons that allow you to specify the method by which the arc is created. The methods are briefly described as follows:The center section of the Create Real Circular Arc form varies according to the method selected to construct the arc edge. The specifications available on the center section of the form are as follows.
Method 1
|
Vertex: |
--------------------------------------- |
|
Center |
specifies the vertex that constitutes the center of the arc. |
|
End-Points |
specifies the vertices that constitute the endpoints of the arc. |
|
Arc: |
allows you to specify whether the created edge represents the shorter or longer arc between the endpoints. |
|
Label |
(both methods) specifies a label for the new edge. (See Section 2.1.1.) |
Method 2
When you specify Method 2 for the creation of a circular arc edge, the middle section of the Create Real Circular Arc form appears as shown below.

|
Vertices |
specifies the three vertices that lie on the arc. |
Method 3
When you specify Method 3 for the creation of a circular arc edge, the middle section of the Create Real Circular Arc form appears as shown below.

|
Radius |
specifies the radius of the arc. |
|
Start Angle |
specifies the start angle for the arc as measured from one of the two coordinate axes on the selected coordinate plane. |
|
End Angle |
specifies the end angle for the arc. |
|
R Center |
specifies that the center of the arc is defined by an existing vertex. |
|
Center |
specifies the vertex that defines the center of the arc. |
|
Plane |
————————————————————————— |
|
XY |
specifies the coordinate plane in which the arc lies. |

The Create Real Full Circle command allows you to create an edge in the shape of a full circle.
GAMBIT provides two methods for creating an edge in the shape of a full circle. Both methods require you to specify three existing vertices to define the size and location of the circle. The methods are defined as follows:
Method 1 (Figure 2-34(a)) requires that the two vertices that lie on the circle itself are equidistant from the vertex at the center of the circle. Method 2 (Figure 2-34(b)) requires only that the three specified vertices are not collinear.

Figure 2-34: Full-circle edge specifications
Using the Create Real Full Circle Form
To open the Create Real Full Circle form (see below), click the Create Real Full Circle command button on the Geometry/Edge subpad.

The Create Real Full Circle form includes the following specifications.
| Method: | contains two radio buttons that allow you to specify the
method by which the circle is created. For either method, you must specify three vertices.
The two methods differ in their treatment of the vertices as follows:
|
The center section of the Create Real Full Circle form varies according to the method selected to construct the circle. The specifications available on the center section of the form are as follows.
| Vertices: | -------------------------------------- |
| Center | specifies the vertex that constitutes the center of the circle. |
| End-Points | specifies the vertices that lie on the circle. |
| Label | (both methods) specifies a label for the new edge. (See Section 2.1.1.) |
When you specify Method 2 for the creation of a full circle, the middle section of the Create Real Full Circle form appears as shown below.

| Vertices | specifies the three vertices that lie on the circle. |

The Create Real Elliptical Arc command allows you to create an edge in the shape of an elliptical arc.
To create an elliptical arc edge, you must specify the following parameters (see Figure 2-35):

Figure 2-35: Elliptical arc edge specifications
The Center, Major, and On Edge vertices define the shape and size of the full ellipse of which the arc edge is a part. The Start angle and Stop angle define the length of the edge as well as its angular position relative to a reference vector constructed from the Center vertex to the Major vertex. (NOTE: The three vertices that define the ellipse must not be collinear.)
Using the Create Real Elliptical Arc Form
To open the Create Real Elliptical Arc form (see below), click the Create Real Elliptical Arc command button on the Geometry/Edge subpad.

The Create Real Elliptical Arc form includes the following specifications.
| Vertex: | -------------------------------------- |
| Center | specifies the vertex that constitutes the center of the ellipse. |
| Major | specifies the vertex that defines the major axis of the ellipse. |
| On Edge | specifies a vertex that lies on the edge of the full ellipse. If a vector drawn from the Center vertex to the On Edge vertex is at right angles to a vector drawn from the Center vertex to the Major vertex, then the distance between the Center vertex and the On Edge vertex exactly defines the length of the minor axis. |
| Angle: | allows you to specify the angle encompassed by the elliptical edge. The zero-angle reference vector points from the Center vertex to the Major vertex. |
| Start | specifies the start angle for the elliptical arc. |
| End | specifies the end angle for the elliptical arc. |
| Label | specifies a label for the new edge. (See Section 2.1.1.) |

The Create Real Conic Arc command allows you to create an edge in the shape of a conic arc.
To create a conic arc edge, you must specify the following parameters (see Figure 2-36):

Figure 2-36: Conic edge specifications
Specifying the Start, Shoulder, and End Vertices
The Start, Shoulder, and End vertices specify the location and sense of the conic arc edge. The sense of the edge points from the Start vertex to the End vertex.
The Shoulder vertex constitutes the apex of the conic arc, and its position of the Shoulder vertex determines whether or not the conic edge is symmetric with respect to the Start and End vertices. If the Shoulder vertex is equidistant from the Start and End vertices (as shown in Figure 2-36) then the conic arc edge is symmetric.
Specifying the Shape Parameter
The Shape Parameter specifies the shape of the conic arc edge. Its allowable values range from 0.01 to 0.99. The relationship between the Shape Parameter and the arc shape is as follows (see Figure 2-36).
Shape Parameter |
Arc Shape |
|
Elliptical |
|
Parabolic |
|
Hyperbolic |
Using the Create Real Conic Arc Form
To open the Create Real Conic Arc form (see below), click the Create Real Conic Arc command button on the Geometry/Edge subpad.

The Create Real Conic Arc form includes the following specifications.
| Vertex: | -------------------------------------- |
| Start | specifies the vertex that constitutes the start endpoint of the edge. |
| Shoulder | specifies the vertex that defines the apex of the conic edge. |
| End | specifies the vertex that constitutes the end endpoint of the edge. |
| Shape Parameter | specifies the shape parameter for the arc (see above). NOTE: GAMBIT displays the name of the shape corresponding to the currently specified Shape Parameter. |
| Label | specifies a label for the new edge. (See Section 2.1.1.) |

The Create Real Fillet Arc command allows you to create a fillet edge between two existing edges.
To create a fillet edge, you must specify the following parameters:
When you create a fillet edge, GAMBIT creates a circular arc edge between two existing edges that define the fillet. The defining edges may be straight or curved, but they must be coplanar. GAMBIT locates the fillet edge such that the circle that contains it is tangent to both edges. Furthermore, GAMBIT creates the fillet edge such that it constitutes the smaller of the two circular arcs that can be constructed between its endpoints (see Figure 2-37).

Figure 2-37: Fillet edge definition
Specifying Edge Selection Points
When you create a fillet edge between two existing edges, you must specify a selection point (u value) for each edge. The selection point is a dimensionless length parameter that corresponds to the distance between the selection point and one of the endpoints on the selected edge.
If an edge pair provides more than one possible location for a fillet of a specified radius, the selection points determine the location at which GAMBIT constructs the fillet edge. The effect of the selection point location varies according to whether or not the defining edges intersect each other. The general rules that apply to the effect of the selection point location are as follows.
Non-intersecting Edges
If a pair of edges does not intersect but does provide more than one possible location for a fillet, GAMBIT constructs the fillet edge nearest the selection point for one of the two edges. As an example, consider the two edges shown in Figure 2-38. In Figure 2-38(a), the selection points are both near the leftmost ends of the defining edges, therefore GAMBIT locates the fillet edge on the left. Similarly, in Figure 2-38(b), the selection points are near the rightmost ends of the defining edges, therefore GAMBIT locates the fillet edge on the right. In Figure 2-38(c), one of the selection points is near the left end of one edge, and the other selection point is near the right end of the other. In such cases, the final location of the fillet edge depends on the orientations and shapes of the defining edges.

Figure 2-38: Fillet locationnon-intersecting edges
Intersecting Edges
When the edges that define the fillet intersect each other, the fillet location depends on the following two factors:
Figure 2-39 illustrates the general effect of selection point locations for two perpendicular straight edges.

Figure 2-39: Fillet locationintersecting edges
When you create a fillet edge, the location of the fillet depends, in part, on the fillet radius. Figure 2-40 shows the effect of fillet radius on the location of a fillet edge constructed between two curved edges. Note that both fillet edges shown in Figure 2-40 are located such that the circles that contain them are tangent to the defining edges at their points of intersection.

Figure 2-40: The effect of fillet radius on fillet edge location
If you specify a fillet radius that is either too small or too large to result in points of tangency between the defining edges, GAMBIT does not create the fillet edge.
When you create a fillet edge, GAMBIT allows you to specify that both of the defining edges are trimmed when the fillet edge is created. If you select the trim-edges option, GAMBIT deletes two of the four edge segments that exist on either side of the fillet edge endpoints. Figure 2-41 shows the difference between trimmed and untrimmed edges when creating a fillet edge according to the specifications shown in Figure 2-37.

Figure 2-41: Fillet edgeeffect of trimming edges
The Effect of Selection Point on Trimmed Edges
When you specify that the defining edges are to be trimmed, GAMBIT uses the locations of the selection points to determine which edge segments to retain. As a general rule, GAMBIT retains the edge segments that contain the selection points.
Figure 2-42 shows the effect of edge trimming on two non-intersecting edges possessing shapes and orientations identical to those shown in Figure 2-38.

Figure 2-42: Fillet edge trimmingnon-intersecting edges
Figure 2-43 shows the effect of edge trimming on two perpendicular intersecting edges identical to those shown in Figure 2-39.

Figure 2-43: Fillet edge trimmingintersecting edges
Using the Create Real Fillet Arc Form
To open the Create Real Fillet Arc form (see below), click the Create Real Fillet Arc command button on the Geometry/Edge subpad.

The Create Real Fillet Arc form includes the following specifications.
| Edge 1 | specifies one of two edges that define the fillet. |
| Uval1 | specifies the location of the selection point for Edge 1. |
| Edge 2 | specifies the second of two edges that define the fillet. |
| Uval2 | specifies the location of the selection point for Edge 2. |
| Radius | specifies the fillet radius. |
| Trim edges | specifies that the defining edges are trimmed. |
| Label | specifies a name for the new edge. (See Section 2.1.1.) |
Create Real Edge From Vertices

The Create Real Edge From Vertices command allows you to create a NURBS edge the shape of which is defined by a set of vertices.
When you create an edge by means of the Create Real Edge >From Vertices form, GAMBIT forms the edge in the shape of a general NURBS curve of degree n. A NURBS curve of degree n is a piecewise rational polynomial function wherein the numerator and denominator are non-periodic B-splines of degree n. By default, GAMBIT employs a value of n = 3 and applies natural boundary conditions at the endpoint vertices. That is, the NURBS curve is created such that its second derivative is zero at the endpoints.
To create a NURBS edge, you must specify the following parameters:
The Create Real Edge From Vertices operation is subject to the following rules and restrictions:
Specifying the Curve Construction Method
GAMBIT provides two methods for constructing a NURBS edge (see Figure 2-44):
The Interpolate method forces the edge to pass through all specified vertices. The Approximate method creates an edge that passes near to all interior vertices to within a specified tolerance. In both cases, the new edge begins and ends at the first and last specified vertices. (NOTE: The Interpolate method is equivalent to the Approximate method with zero tolerance.)

Figure 2-44: NURBS curve methods
Using the Create Real Edge From Vertices Form
To open the Create Real Edge From Vertices form (see below), click the Create Real Edge From Vertices command button on the Geometry/Edge subpad.

The Create Real Edge From Vertices form includes the following specifications.
| Vertices | specifies the vertices to be used in creation of the edge. |
| Method: | -------------------------------------- |
| Interpolate (Real) | specifies that the edge passes through all vertices. |
| Approximate (Real) | specifies that the edge passes near to all internal vertices to within the specified Tolerance value. |
| Tolerance | specifies the maximum allowable distance between the NURBS curve and any of the internal vertices. |
| Label | specifies a label for the new edge. (See Section 2.1.1.) |

The Revolve Vertices command allows you to create one or more real circular arc edges by revolving existing real and/or non-real vertices about a specified axis.
The Revolve Vertices command requires the following input parameters:
Specifying Vertices to Be Revolved
When you create an edge by revolving a vertex, GAMBIT sweeps the vertex through the specified angle of revolution to create a circular arc edge (see Figure 2-45). (NOTE: If you revolve a non-real vertex, GAMBIT makes a real, in-place copy of the non-real vertex and revolves the real copy to create the edge.) The vertex specified for revolution (or real, in-place copy) constitutes the start endpoint of the created edge, and the edge sense points in the direction of revolution.

Figure 2-45: Revolve Vertices operation
You can specify any number of real and/or non-real vertices for the Revolve Vertices operation. As noted above, if you specify a non-real vertex, GAMBIT copies the virtual vertex to create a real vertex at the same location and revolves the real vertex to create a real edge. As a result, the Revolve Vertices command always creates a real edge regardless of the geometry type of the specified vertex.
Specifying the Axis and Angle of Revolution
To specify the axis of revolution, you must define the axis by means of the Vector Definition form. For a description of the Vector Definition form and its operation, see "Using the Vector Definition form," in Section 2.1.4.The conventions regarding the angle of revolution for the Revolve Vertices operation are identical to those described in "Rotating an Entity," in Section 2.1.4.
Using the Revolve Vertices Form
To open the Revolve Vertices form (see below), click the Revolve Vertices command button on the Geometry/Edge subpad.

The Revolve Vertices form includes the following specifications.
|
Vertices |
specifies one or more real and/or virtual vertices to be revolved. |
|
Angle |
specifies the angle through which the vertices are revolved. |
|
Axis: |
includes two components:
|
|
Label |
specifies a label for the new edge. (See Section 2.1.1) |
The Project Edge On Face command allows you to create a real edge that represents the projection of an existing real or virtual edge onto the surface of an existing real or virtual face.
Overview
When you execute the Project Edge On Face command, GAMBIT creates a real edge the shape of which represents the projection of the specified (projection) edge onto the surface of a specified (target) face (see Figure 2-46). The shape of the created edge follows the contours of the projection face, but the created edge is not connected to or topologically associated with the face.

Figure 2-46: Project Edge On Face-edge-project operation
If the projection of the edge in the direction of the face results in a curve that extends beyond the boundaries of the face, GAMBIT truncates the created edge at the face boundaries. In addition, if the projection of the edge crosses the face boundaries more than once, GAMBIT creates multiple edges from the Project Edge On Face operation (see Figure 2-47).

Figure 2-47: Project Edge On Face-creation of multiple edges
Projection Specifications
The Project Edge On Face command includes the following specifications:
Specifying the Projection Edge and Target Face
The projection edge and target face can represent any combination of real and/or virtual entities. For example, it is possible to project a real edge onto a virtual face or vice versa. Regardless of the geometry type(s) of the projection edge and face, however, the Project Edge On Face operation creates a real edge on the projection surface.
Specifying the Projection Direction
To specify the direction of projection, you must define the direction vector by means of the Vector Definition form. The Vector Definition form allows you to define the projection vector by means of either an existing edge, two points, two existing vertices, or a direction relative to any currently defined coordinate system. For a description of the Vector Definition form and its use, see "Using the Vector Definition Form" in Section 2.1.4.
Using the Project Edge On Face Form
To open the Project Edge On Face form (see below), click the Project Edge On Face command button on the Geometry/Face subpad.

The Project Edge On Face form includes the following specifications.
|
Edge |
specifies the real or virtual edge to be projected. |
|
Face |
specifies the real or virtual face that constitutes the projection surface. |
|
Direction: |
includes two components:
|
|
Label |
specifies a label for the new edge. (See Section 2.1.1.) |
2.3.2 Connect/Disconnect Edges
The Connect/Disconnect Edges command button allows you to perform the following operations.
Symbol |
Command | Description |
| Connect Edges | Connects coincident real edges or creates virtual edges that represent the connection of one or more existing edges | |
| Disconnect About Real Edge | Disconnects faces, and volumes that share a common real edge |
The following sections describe the procedures and specifications required to execute the operations listed above.
| NOTE: The Specify Color Mode command button on the Graphics/Windows Control toolpad allows you to display model colors based on entity connectivity rather than topology. For a description of the use of the Specify Color Mode command button, see the GAMBIT User's Guide, Section 3.4.2. |

The Connect Edges command allows you to connect two or more edges. (NOTE: If you connect two or more meshed edges, and the numbers of mesh nodes on each edge are identical to each other, GAMBIT preserves the meshes when connecting the edges.)
To connect edges, you must specify the following parameters:
Specifying the Edges to Be Connected
The edges to be connected can be real or virtual, but they are subject to certain restrictions imposed by the connection type (see below).
Specifying the Connection Type
GAMBIT allows the following types of edge-connect operations:
The following sections describe the basic features of each connection type.
Specifying a Real Connection
The Real option allows you to connect coincident real edges--that is, two or more real edges that possess identical orientations and the endpoint vertices of which are coincident to within a global tolerance value of 10-6. When you connect real edges and specify the Real option, GAMBIT deletes all but one of the specified edges and connects the remaining real edge to any and all faces to which the deleted edges were connected.
Specifying a Virtual (Forced) Connection
The Virtual (Forced) option allows you to connect real or virtual edges, regardless of their proximity to each other. When you connect edges and specify the Virtual (Forced) option, GAMBIT replaces the specified edges with a virtual edge. If a specified edge constitutes part of a face, GAMBIT overlays the face with a virtual face and shapes the virtual face according to the position of the new virtual edge. If the face is connected to a volume, GAMBIT overlays the volume with a virtual volume.
Specifying a Virtual (Tolerance) Connection
The Virtual (Tolerance) option allows you to specify that only those real and/or virtual edges that are near to each other to within a specified tolerance are connected. There are two ways to express the tolerance value:
The Tolerance specification represents the tolerance value as expressed in absolute distance units. The Shortest Edge% specification represents the tolerance value expressed as a percentage of the length of the shortest edge in the model.
If you specify the Virtual (Tolerance) option, you can also specify the T-Junctions option. The T-Junctions option allows the creation of T-junctions during the edge connect operation (see "Specifying the T-Junctions Option," below).
Specifying a Real and Virtual (Tolerance) Connection
When you specify the Real and Virtual (Tolerance) option, GAMBIT performs the following two operations in sequence:
When you employ the Virtual (Tolerance) or Real and Virtual (Tolerance) option, GAMBIT allows you to select the T-Junctions option. If you specify the T-Junctions option, GAMBIT performs virtual T-connect operations where appropriate to connect edges the endpoints of which are near to the virtual edge to within a specified tolerance. (For a description of virtual T-connect operations, see Appendix A of this guide.)
As an example of the use of the T-Junctions option, consider the edges shown in Figure 2-48(a). If you specify the T-Junctions option when performing a Virtual (Tolerance) or Real and Virtual (Tolerance) connection operation involving edge.1 and edge.2, GAMBIT splits edge.2 and creates a T-connection at v_vertex.5 (see Figure 2-48(b)).

Figure 2-48: Connecting edgesT-Junctions option
Preserving the First Edge Shape
If you connect a set of edges using a Virtual(Forced), Virtual (Tolerance), or Real and Virtual (Tolerance) operation, you can determine the shape of the resulting edge by means of the Preserve first edge shape option. When you select the Preserve first edge shape option, the edge that results from the connect operation retains the shape of the first edge listed in the Edges list. If you do not select the Preserve first edge shape option when connecting the edges, the shape and location of the edge that results from the connect operation represents an average of the shapes and locations of the edges to be connected.
Preserving the Split Edge Shape in T-Connection Operations
When you perform a T-connection operation, GAMBIT allows you to specify the Preserve split-edge shape option. When you select the Preserve split-edge shape option, GAMBIT retains the shape of the edge to be split during the T-connection operation.
As an example of the effect of the Preserve split-edge shape option, consider the two edges (edge.1 and edge.2) shown in Figure-2-49(a).
Figure 2-49: Effect of the Preserve split-edge shape option
| NOTE: The Preserve split-edge shape option takes precedence over the Preserve first edge shape option. |
To open the Connect Edges form (see below), click the Connect command button on the Geometry/Edge subpad.

The Connect Edges form includes the following specifications.
| Edges | specifies the edges to be connected. |
| Real | specifies that the edge that results from the connection of edges is a real edge. (NOTE: To obtain a real edge from the connection of two or more real edges, the specified edges must be coincident.) |
| Virtual (Forced) | specifies the following characteristics for the edge that
results from connection of edges:
|
| Virtual (Tolerance) | specifies the following characteristics for the edge that
results from connection of edges:
|
| Real and Virtual (Tolerance) | specifies the following sequence of operations:
|
| Tolerance | specifies the maximum allowable distance (absolute units) between edges to be connected. |
| Shortest Edge % | specifies the maximum allowable distance (percent of shortest edge) between edges to be connected. |
| Highlight shortest edge | highlights the shortest edge that exists in the current model. |
| Preserve first edge shape | preserves the shape of the first edge listed in the Edges list when performing the connect operation. |
| T-Junctions | specifies the creation of T-junctions where possible. |
| Vertices | (All or Pick) specifies vertices subject to the T-Junctions option. |
| Preserve split-edge shape | preserves the shape of the edge to be split during T-Junctions operations. |

The Disconnect About Real Edge command allows you to disconnect topological entities that share a common real edge.
When you disconnect faces or volumes about a common real edge, GAMBIT creates new edges for all but one of the entities to which the specified edge is connected. For example, if the specified edge is shared by three faces, GAMBIT creates two new edges that are coincident with the specified edge and connects them to two of the three faces. The original edge is connected to the remaining face.
Specifying Endpoint Vertex Options
GAMBIT provides the following options with respect to the treatment of endpoint vertices for the disconnected edge:
The following table describes the effects associated with each option.
Option |
Description |
Edge + Vertices |
GAMBIT disconnects the specified edge and its endpoint vertices. As a result, GAMBIT creates two new endpoint vertices for each new edge. |
Edge Only |
GAMBIT disconnects the edge but not its endpoint vertices. Each new edge created in the disconnection process shares the endpoint vertices of the specified edge. |
Edge + Select Vertex |
GAMBIT disconnects the edge and one of its two endpoint vertices (specified by the user). The other endpoint vertex is shared between all new edges. |
As an example of the difference between the options described above, consider the configuration shown in Figure 2-50, in which two faces are connected by means of a common edge (edge.4) the endpoint vertices of which (vertex.3 and vertex.4) are also common to both faces.

Figure 2-50: Two faces sharing a common edge
If you disconnect the faces about edge.4, GAMBIT creates a new edge that is coincident with edge.4 and connects it to one of the two facesfor example, face.2. The original edge (edge.4) remains connected to the other face (face.1).
The manner in which GAMBIT treats the endpoint vertices varies according to the option type as follows.
Option |
Description |
Edge + Vertices |
GAMBIT disconnects vertex.3 and vertex.4 and designates the vertices that result from the disconnection as the endpoints of the new edge. |
Edge Only |
GAMBIT does not disconnect vertex.3 and vertex.4. The new edge shares endpoint vertices with edge.4; that is, vertex.3 and vertex.4 are common to both edges. |
Edge + Select Vertex |
GAMBIT disconnects only one of the endpoint vertices of edge.4. The other vertex (vertex.3 or vertex.4) constitutes an endpoint of both the specified edge and the new edge. |
Using the Disconnect About Real Edge Form
To open the Disconnect About Real Edge form (see below), click the Disconnect About Real Edge command button on the Geometry/Edge subpad.

The Disconnect About Real Edge form includes the following specifications.
| Edge | specifies the edge about which geometry is to be disconnected. |
| Method: | -------------------------------------- |
| Edge + Vertices | specifies that the endpoint vertices of the specified edge are to be disconnected along with the edge. |
| Edge Only | specifies that the endpoint vertices of the specified edge are to remain connected when the edge is disconnected. |
| Edge + Select Vertex | specifies that only one of the two endpoint vertices for the specified edge is to be disconnected. |
| Vertex | specifies the vertex that is to be disconnected in conjunction with the specified edge. |
2.3.3 Modify Edge Color/Label
The Modify Edge Color/Label command button allows you to perform two operations.
Symbol |
Operation | Description |
| Modify Edge Color | Changes the color of the geometry and/or mesh nodes associated with one or more edges as displayed in the graphics window | |
| Modify Edge Label | Changes an edge label |
The following sections describe the procedures and specifications required to execute the operations listed above.

The Modify Edge Color command allows you to change the displayed color of the geometry and/or mesh nodes associated with one or more edges.
Using the Modify Edge Color Form
To open the Modify Edge Color form (see below), click the Modify Color command button on the Geometry/Edge subpad.

The Modify Edge Color form includes the following specifications.
| Edges | specifies one or more edges for which the color is to be changed. |
| Color: | -------------------------------------- |
| Geometry | specifies modifying the color of the specified edge(s). |
| Mesh | specifies modifying the color of the mesh node(s) associated with the specified edge(s).. |
For specific instructions on setting the Geometry or Mesh colors, see Section 2.2.4.

The Modify Edge Label command allows you to change the label associated with any edge.
Using the Modify Edge Label Form
To open the Modify Edge Label form (see below), click the Modify Label command button on the Geometry/Edge subpad.

The Modify Edge Label form includes the following specifications.
| Edge | specifies the edge to be modified. |
| Label | specifies a new label for the edge. (See Section 2.1.1). |
The Move/Copy/Align Edges command button allows you to perform two operations.
Symbol |
Operation | Description |
| Move/Copy Edges | Moves and copies edges | |
| Align Edges | Aligns edges and connected geometry with existing topological entities |
The following sections describe the procedures and specifications required to execute the operations listed above.

The Move/Copy Edges command allows you to reposition and/or reorient one or more edges or to create copies of edges. For a general description of the procedures and specifications required to move and/or copy entities, see "Moving an Entity" and "Copying an Entity," respectively, in Section 2.1.4.
Using the Move/Copy Edges Form
To open the Move/Copy Edges form (see below), click the Move/Copy command button on the Geometry/Edge subpad.

For a complete description of the specifications available on the Move/Copy Edges form, see "Using Move/Copy Forms" in Section 2.1.4.

The Align Edges command allows you to reposition and/or reorient an edge so that it coincides with another edge or is aligned with a vector drawn between two vertices. You cannot plane-align an edge, because edges are one-dimensional entities. (For a general description of the procedure and specifications required to align an entity, see "Aligning an Entity" in Section 2.1.4, above.)
To open the Align Edges form (see below), click the Align command button on the Geometry/Edge subpad.

For a complete description of the specifications available on the Align Edges form, see "Using Align Forms" in Section 2.1.4.
The Split/Merge Edges command button allows you to perform the following operations.
Symbol |
Command | Description |
| Split Edge | Splits an existing edge into two real or virtual edges | |
| Merge Edges (Virtual) | Merges two or more existing edges into a virtual edge |
The following sections describe the procedures and specifications required to execute the operations listed above.
Split Edge
The Split Edge command allows you to split an existing edge into two real or virtual edges. (NOTE: If you split an edge that is linked to one or more edges, GAMBIT splits every edge in the set of linked edges in addition to the specified edge.)
The Split Edge command includes the following input parameters:
Specifying the Edge to Be Split
GAMBIT allows you to split real or virtual edges but places the following restrictions on the type of edges that can be created from the split:
Specifying the Split Type
There are three types of edge split operations:
When you split a real edge, you must specify whether the two edges that replace it are real or virtual. If you replace a real edge with two real edges, you must specify whether the resulting edges are connected (Real connected) or disconnected (Real disconnected) at the split point. If you replace an edge with two virtual edges, GAMBIT connects the edges at the split point by means of a virtual vertex (Virtual connected).
| NOTE: GAMBIT does not allow you to employ the Real disconnected option when splitting edges that are associated with higher-topology face or volume entities. |
When you split an edge, you must specify the location at which the edge is to be split. To do so, you must designate a split tool-that is, the means of locating the split point. There are three types of split tools:
Specifying a Point as the Split Tool
If you split a real or virtual edge using a point as the split tool, you must specify a U Value parameter that identifies the location of the point on the edge. The U Value parameter represents the fraction of total edge length and is equivalent to the u value used when creating a vertex on an edge. (For a detailed description of the u value, see "Create Vertex On Edge," in Section 2.2.1.)
When you specify the Point option and pick the edge from the graphics window using the mouse, GAMBIT highlights the edge and shows the location of the split point. You can slide the split point along the edge until you release either the Shift key or the left mouse button-at which time GAMBIT fixes the position of the split point. To change the position of the split point, either re-pick (Shift-middle-click) the edge and move the point to another location, or input the desired u value in the U Value text box on the Split Edge form.
Specifying a Vertex as the Split Tool
If you split an edge using the Vertex option, you must specify an existing vertex that identifies the location of the split point. The rules governing the type of vertex that can be used to split an edge are as follows:Specifying the Split-edge Position
When you split an edge with a split-tool vertex that is not coincident with the edge, GAMBIT allows you to determine the final configuration of the edge shape and vertex location by means of the Split-edge Position specification. The Split-edge Position specification includes three options (see Figure 2-51):

Figure 2-51: Split-edge Position options
Specifying an Edge as the Split Tool
The Edge option allows you to split an edge at a location defined by the point(s) of intersection (or closest approach) between the specified (target) edge and an edge that serves as a split tool. If the target edge intersects or approaches the split-tool edge at more than one location, GAMBIT splits the target edge at each location.
GAMBIT provides three suboptions for the Edge split tool option:
The Retain suboption specifies that the split-tool edge is not deleted upon the completion of the Split Edge operation. (NOTE: If you do not select the Retain option, GAMBIT deletes the split-tool edge upon completion of the operation.)
The Bidirectional suboption splits both the target edge and the split-tool edge at their point(s) of intersection or closest approach. The target edge and split-tool edge are joined together at the split location. That is, the vertices created at the edge split locations are connected after the split operation is complete.
The Tolerance suboption performs the split operation at points of near intersection between the split-tool edge and the target edge. For the purposes of the edge-split operation, edges are considered to nearly intersect if they approach each other to within the user-specified Tolerance value on the Split Edge form.
To open the Split Edge form (see below), click the Split command button on the Geometry/Edge subpad.

The Split Edge form includes the following specifications.
|
Edge |
specifies the edge to be split |
|
Type |
------------------------- |
| Real connected |
specifies that the edges that result from the edge-split operation are real and connected. |
| Real disconnected |
specifies that the edges that result from the edge-split operation are real and disconnected. |
| Virtual connected |
specifies that the edges that result from the edge-split operation are virtual and connected. |
|
Split With |
------------------------- |
|
Point |
specifies the general nature of the split tool. |
The lower section of the Split Edge form allows you to specify parameters related to the Split With option selected (Point, Vertex, or Edge).
Point Option
|
U Value |
specifies the u value position parameter. |
|
Coordinate Sys. |
specifies the coordinate system with respect to which the split-tool point is specified. (See Section 2.1.3.) |
|
Type |
----------------------------------- |
|
Cartesian |
specifies the type of coordinate parameters to be used in locating the split point. |
|
Global|Local |
Specifies the location of the point with respect to either the Global or Local system. |
Vertex Option
When you specify the Split With:Vertex option, the middle section of the Split Edge form appears as shown below.
|
Vertex |
specifies the vertex to be used as the split tool. |
| Tolerance | (Virtual connected split operations only) specifies that the vertex is to be used as a split-tool if it is located near the target edge to within the specified tolerance value. |
| Split-edge Position |
(Virtual connected split operations only) --------------------------------------------------- |
| Interpolate | shapes split edges such that the connecting vertex is located between the original edge and split-tool vertex. |
| Preserve vertex location | shapes split edges such that the split-tool vertex is retained as the location of the connecting vertex between split edges. |
| Preserve edge shape | retains the edge shape and projects the split-tool vertex onto the edge to be split. |
Edge Option
When you specify the Split With:Edge option, the middle section of the Split Edge form appears as shown below.
|
Edge |
specifies the edge to be used as the split tool. |
|
Retain |
specifies that the split-tool edge is retained upon completion of the edge-split operation. |
|
Bidirectional |
specifies that the split-tool edge is retained and is split at the points of intersection upon completion of the edge-split operation. |
|
Tolerance |
specifies that a given location is considered a point of intersection if the target and split-tool edge approach to within the specified tolerance value. |
|
Tolerance |
specifies the tolerance value. |

The Merge Edges (Virtual) command allows you to merge two or more real and/or virtual edges into a single virtual edge. (NOTE: If you merge edges that possess identical boundary-zone type specifications, GAMBIT assigns the specification to the edge that results from the merge operation.)
To merge edges by means of the Merge Edges (Virtual) command, you must specify the following parameters:
Specifying the Edges to Be Merged
GAMBIT allows you to merge sets of two or more real and virtual edges but applies the following rules with respect to the set of edges to be merged (see Figure 2-52):

Figure 2-52: GAMBIT edge-merging rules
When you merge edges, you must specify the merge type. There are two types of edge-merging operations:
When you specify a Virtual (Forced) merge, GAMBIT merges all of the edges in the specified set, regardless of their respective lengths or angles with respect to each other. When you specify a Virtual (Tolerance) merge, GAMBIT performs the merge operation only if all edges in the set meet specified tolerance criteria.
Specifying Tolerance Criteria