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2.4 Face Commands

The following commands are available on the Geometry/Face subpad.

Symbol

Command Description

Form FaceCreates a face from existing edges or vertices

Create Face Creates a face in one of three primitive shapes

Boolean Operations Unites, intersects, or subtracts faces

Connect Faces
Disconnect Faces
Connects real and virtual faces; disconnects faces shared between entities

Modify Face Color
Modify Face Label
Changes a face color; changes a face label

Move/Copy Faces
Align Faces
Moves and/or copies faces: aligns faces and connected geometry

Split Face
Merge Faces (Virtual)
Collapse Face (Virtual)
Simplify Faces
Splits faces about a face or vertices; merges faces; collapses a face; simplifies faces by removing dangling edges

Heal Real Faces
Convert Faces
Heals real face geometry; converts non-real faces to real faces

Summarize Faces
Check Faces
Query Faces
Total Entities

Displays face summary information; checks validity of topology and geometry; opens a face query list; displays entity totals

Delete Faces Deletes real or virtual faces


2.4.1 Form Face

The Form Face command button allows you to perform the following operations.

Symbol

Operation Description

Create Face From Wireframe Creates a face from existing edges

Create Real Parallelogram Face Creates a parallelogram face from three existing vertices

Create Real Polygon Face Creates a polygonal face from a set of three or more existing vertices

Create Real Circular Face From Vertices Creates a planar, circular face defined by a set of three vertices

Create Real Elliptical Face From Vertices Creates a planar, elliptical face defined by a set of vertices and angles

Create Real Skin Surface Face Creates a skin-surface face from a specified set of existing edges

Create Real Net Surface Face Creates a net-surface face from a specified set of edges

Create Real Face From Vertex Rows Creates a face from specified rows of existing vertices

Revolve Edges Creates a face by revolving an existing edge about an axis

Sweep Edges Creates a face by sweeping an existing edge a specified distance in a direction defined by a specified vector

The following sections describe the purpose and operation of each of the Face commands listed above.


Create Face From Wireframe

The Create Face From Wireframe command allows you to create a face from three or more existing edges.

To create a face by means of the Create Face From Wireframe option, you must specify the following parameters:

Specifying Edges of the Wireframe

GAMBIT employs the following rules for specifying edges used to create a face by means of the Create Face From Wireframe option.

Figure 2-53: Wireframe endpoint vertex requirements

Specifying the Face Type

GAMBIT allows you to create both real and virtual faces using the Create Face From Wireframe command. To create a real face, you must specify only real edges for the wireframe. To create a virtual face, you can specify any combination of real and/or virtual edges for the wireframe.

Creating a Real Face

The following rules apply to the creation of a real face.

Creating a Virtual Face

If you specify the creation of a virtual face, you can also specify a host face or volume.

Specifying the Tolerance Value

If you specify a host face for the creation of a virtual face, GAMBIT allows you to specify a Tolerance value. The tolerance value consitutes the maximum allowable distance between the wireframe edges and the surface of the host face.

Using the Create Face From Wireframe Form

To open the Create Face From Wireframe form (see below), click the Create Face From Wireframe command button on the Geometry/Face subpad.

The Create Face From Wireframe form includes the following specifications.

Edge specifies the edges to be used in creating the face.
Type: --------------------------------------
Real specifies creation of a real face.
Virtual specifies creation of a virtual face.
Host specifies that the virtual face is to be attached to a host face or volume.
Face
Volume
specifies whether the host entity is a face or a volume. The list box located at the right side of the option button allows you to pick the specific host entity.
Tolerance specifies the maximum allowable distance between the wireframe edges and the host face.
Label specifies a label for the new face. (See Section 2.1.1.)

Create Real Parallelogram Face

The Create Real Parallelogram Face command allows you to create a real, four-sided face in the shape of a parallelogram.

To create a face by means of the Create Real Parallelogram Face option, you must specify three existing real vertices that define the face. The vertices are designated as Origin, Base, and Inclineand are defined as shown in Figure 2-54.

Figure 2-54: Parallelogram—face vertex definitions

The edges formed in the creation of the face are defined such that their senses are from the Origin vertex to the Base vertex and from the Incline vertex to the Origin vertex. If you reverse the specifications regarding which vertices constitute the Base and Incline vertices, respectively, the shape of the resulting face does not change, but GAMBIT reverses the sense of each of its edges.

Using the Create Real Parallelogram Face Form

To open the Create Real Parallelogram Face form (see below), click the Create Real Parallelogram Face command button on the Geometry/Face subpad.

The Create Real Parallelogram Face form includes the following specifications.

Vertices: -------------------------
Origin specifies the vertex that constitutes a common endpoint for both the base edge and one of the inclined edges of the parallelogram.
Base specifies the vertex that constitutes the other endpoint of the base edge of the parallelogram.
Incline specifies the vertex that constitutes the other endpoint of one of the inclined edges of the parallelogram.
Label specifies a label for the new face. (See Section 2.1.1.)

Create Real Polygon Face

The Create Real Polygon Face command allows you to create a planar, polygonal face defined by a set of existing real vertices. (NOTE: If you specify a set of five or more vertices, all vertices in the set must be coplanar.)

To execute the Create Real Polygon Face command, you must specify a set of at least three vertices. To create the polygonal face, GAMBIT first creates a closed loop of edges that join the specified vertices then creates a face bounded by the closed loop.

The order in which the vertices are specified on the Create Real Polygon Face form determines the order in which the bounding edges are created— which, in turn, affects the shape of the created face. As an example of this effect, consider the set of six vertices shown in Figure 2-55(a).

Figure 2-55: Effect of vertex specification sequence

Figure 2-55(b) and Figure 2-55(c) show two example faces created using the vertex specification sequences listed in the following table.

Figure 2-55(b)

Figure 2-55(c)

vertex.1
vertex.2
vertex.3
vertex.4
vertex.5
vertex.6

vertex.1
vertex.2
vertex.4
vertex.3
vertex.5
vertex.6

Using the Create Real Polygon Face Form

To open the Create Real Polygon Face form (see below), click the Create Real Polygon Face command button on the Geometry/ Face subpad.

The Create Real Polygon Face form includes the following specifications.

Vertices

specifies the vertices that define the bounding region of the polygonal face.

Label

specifies a label for the new face. (See Section 2.1.1.)


Create Real Circular Face From Vertices

The Create Real Circular Face From Vertices command allows you to create a planar face in the shape of a full circle.

GAMBIT provides two methods for creating a face 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 2-56(a)) requires that the two vertices that lie on the circular bounding edge are equidistant from the vertex at the center of the circle. Method 2 (Figure 2-56(b)) requires only that the three specified vertices are not collinear.

Figure 2-56: Circular face specifications

Using the Create Real Circular Face From Vertices Form

To open the Create Real Circular Face From Vertices form (see below), click the Create Real Circular Face From Vertices command button on the Geometry/ Face subpad.

The Create Real Circular Face From Vertices form includes the following specifications.

Method:

contains two radio buttons that allow you to specify the method by which the circular face is created. For either method, you must specify three vertices. The two methods differ in their treatment of the vertices as follows:

  • Method 1—One vertex constitutes the center of the circle and the other two vertices lie on the bounding circular edge
  • Method 2—All three vertices lie on the bounding circular edge

The center section of the Create Real Circular Face From Vertices form varies according to the method selected to construct the bounding circle. The specifications available on the center section of the form are as follows.

Method 1

Vertices:

——————————————————————————————————————

Center

specifies the vertex that constitutes the center of the circle.

End-Points

specifies the vertices that lie on the bounding circular edge.

Label

specifies a label for the new face. (See Section 2.1.1.)

Method 2

When you specify Method 2 for the creation of a circular face, the middle section of the Create Real Circular Face From Vertices form appears as shown below.

Vertices

specifies the three vertices that lie on the circular bounding edge.


Create Real Elliptical Face From Vertices

The Create Real Elliptical Face From Vertices command allows you to create a face that represents a section of a full ellipse.

To create an elliptical face, you must specify the following parameters (see Figure 2-57):

Figure 2-57: Elliptical face specifications

The Center, Major, and On Edge vertices define the shape and size of the full ellipse of which the face constitutes a section. The Start Angle and Stop Angle define the size and position of the face relative to the Center vertex and major axis. (NOTE: The three vertices that define the ellipse must not be collinear.)

Using the Create Real Elliptical Face From Vertices Form

To open the Create Real Elliptical Face From Vertices form (see below), click the Create Real Elliptical Face From Vertices command button on the Geometry/ Face subpad.

The Create Real Elliptical Face From Vertices form includes the following specifications.

Center

specifies the vertex that constitutes the center of the full ellipse.

Major

specifies the vertex that defines the major axis of the full 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 of the ellipse.

Angle:

specifies the size of the face relative to the region bounded by the full ellipse. The zero-angle reference vector points from the Center vertex to the Major vertex.

Start Angle

————————————————————————

Start Angle

specifies the start angle for the elliptical arc that defines the curved bounding edge for the face.

End Angle

————————————————————————

End Angle

specifies the end angle for the elliptical arc that defines the curved bounding edge for the face.

R Label

specifies a label for the new face. (See Section 2.1.1.)


Create Real Skin Surface Face

The Create Real Skin Surface Face command allows you to create a real, four-sided face by specifying a series of edges that define its surface.

Specifying Edges for a Skin-Surface Face

To create a face by means of the Create Real Skin Surface Face option, you must specify two or more existing edges that define the face. The first and last edges that you specify comprise two of the four sides of the face. The other two sides consist of continuous curves fit through the start and end endpoint vertices of all specified edges. The surface of the created face constitutes an interpolation through all of the edges specified for the face.

As an example of edge specification for the Create Real Skin Surface Face operation, consider the four edges shown in Figure 2-58(a). If you use all four edges to create a face by means of the Create Real Skin Surface Face operation, GAMBIT creates a face such as that shown in Figure 2-58(b).

Figure 2-58: Create Skin Surface Face edge specifications

The first and last edges specified (1 and 4, respectively) comprise two of the four boundary edges of the skin-surface face. The other two boundary edges (5 and 6) consist of continuous curves constructed through the endpoint vertices of the original four edges.

NOTE (1): The order in which you specify edges determines the shape of the resulting face. For example, to create the face shown in Figure 2-58(b), you must specify the edges in the order (1, 2, 3, 4) or (4, 3, 2, 1), rather than (1, 4, 2, 3) or (3, 2, 1, 4).
NOTE (2): GAMBIT ignores edge sense when creating a face by means of the Create Skin Surface Face operation. For example, the final shape of the face shown in Figure 2-58(b) is independent of the senses of the edges that define its surface.

Using the Create Real Skin Surface Face Form

To open the Create Real Skin Surface Face form (see below), click the Create Real Skin Surface Face command button on the Geometry/Face subpad.

The Create Real Skin Surface Face form includes the following specifications.

Edges specifies the existing edges that define the face.
Label specifies a label for the new face. (See Section 2.1.1.)

Create Real Net Surface Face

The Create Real Net Surface Face command allows you to create a real, four-sided face by specifying two sets of logically parallel edges that define the boundaries and shape of its surface.

Specifying Edges for a Net-Surface Face

To create a face by means of the Create Real Net Surface Face option, you must specify two or more sets of existing edges that define the shape of the face. Each set must include at least two edges. The surface of the created face constitutes an interpolation through all of the edges specified for the face.

As an example of edge specification for the Create Real Net Surface Face operation, consider the edges shown in Figure 2-59(a). The figure consists of nine edges, four of which (designated by the letter u) are logically perpendicular to the other five (designated by the letter v).

Figure 2-59: Create Net Surface Face edge specifications

If you use all four edges in the u direction and all five edges in the v direction to create a net-surface face, GAMBIT creates a face such as that shown in Figure 2-59(b). If you specify edges in either direction the lengths of which exceed the boundary defined by the first or last edges specified in the other direction, GAMBIT truncates the created face. As an example of such truncation, consider the edges shown in Figure 2-59(a), above. If you specify edges 2, 3, and 4 in the u direction and edges 2, 3, 4, and 5 in the v direction, GAMBIT creates the net-surface face shown in Figure 2-59(c). Note that the final form of the net-surface face approximates the intersection of skin-surface faces created by means of edges 2, 3, and 4 in the u direction and edges 2, 3, 4, and 5 in the v direction.

NOTE (1): To create a face by means of the Create Net Surface Face operation, you must specify the edges monotonically in each direction with respect to their relative positions in defining the face. For example, to create the face shown in Figure 2-59(b), you must specify the u-direction edges in the order (1, 2, 3, 4) or (4, 3, 2, 1) and the v-direction edges in the order (1, 2, 3, 4, 5) or (5, 4, 3, 2, 1).

NOTE (2): GAMBIT ignores edge sense when creating a face by means of the Create Net Surface Face operation. For example, the final shape of the face shown in Figure 2-59(b) is independent of the senses of the edges that define its surface.

Specifying the Tolerance Option

If the edges in the u direction do not exactly intersect the edges in the v direction (or vice versa), you must select the Tolerance option and specify a tolerance value. The tolerance value is the maximum allowable distance between any of the edges and the resulting face.

Using the Create Real Net Surface Face Form

To open the Create Real Net Surface Face form (see below), click the Create Real Net Surface Face command button on the Geometry/Face subpad.

The Create Real Net Surface Face form includes the following specifications.

U Dir. Edges specifies the edges that define the surface of the face with respect to the u direction (see Figure 2-59(a)).
V Dir. Edges specifies the edges that define the surface of the face with respect to the v direction (see Figure 2-59(a)).
Tolerance specifies the allowable tolerance between any of the edges and the surface of the resulting face.
Tolerance specifies the tolerance value.
Label specifies a label for the new face. (See Section 2.1.1.)

Create Real Face From Vertex Rows

The Create Real Face From Vertex Rows command allows you to create a four-sided face by specifying a series of vertex rows that define the surface of the face.

To create a face by means of the Create Real Face From Vertex Rows option, you must specify the following parameters:

The vertex locations define the overall shape of the face. The number of rows determines the shape and numbering of the edges created in the creation of the face.

Specifying the Vertex Sequence

When you specify vertices for the Create Real Face From Vertex Rows operation, you must select the vertices in an ordered sequence that represents the position of each vertex in a sequential series of rows. That is, you must specify all the vertices that constitute the first row, then all the vertices that constitute the second row, and so on.

The first and last rows of vertices specified define edges that comprise two of the four sides of the face. The other two sides of the face consist of continuous curves fit through two sets of vertices defined as follows:

As an example of vertex specification for the Create Real Face From Vertex Rows operation, consider the face shown in Figure 2-60. The face is defined by four rows of three vertices each. The numbers associated with the vertices in the figure indicate the sequence in which the vertices are specified when creating the face.

Figure 2-60: Create Real Face From Vertex Rows specifications—4 rows

Specifying the Number of Vertex Rows

When you create a face by means of the Create Real Face From Vertex Rows operation, you must specify the number of rows represented by the specified vertices. The total number of vertices must represent an integer multiple of the number of vertex rows. For example, if you specify a total of 12 vertices, you must specify either 2, 3, 4, or 6 vertex rows. The number of vertices in each row is equal to the total number of vertices divided by the number of rows.

It is possible to create a face of a given shape using two different specifications for the number of rows. For example, the face shown in Figure 2-61 represents a face created from the same set of vertices employed to create the face in Figure 2-60. The face differs from the face in Figure 2-60 in that it is created by specifying three rows of four vertices each rather than four rows of three vertices each.

Figure 2-61: Create Real Face From Vertex Rows specifications—3 rows

Although the shapes of the two faces are identical to each other, they differ in two respects:

Specifying the Curve Fit Method

GAMBIT allows you to specify one of two methods by which curves are fit through the vertex rows to define the face. The two methods are as follows.

If you select the Approximate method, you must also specify a Tolerance value. (For a description of the Interpolate and Approximate methods and the Tolerance value, see "Specifying the Curve Construction Method" in Section 2.3.1, above.)

Using the Create Real Face From Vertex Rows Form

To open the Create Real Face From Vertex Rows form (see below), click the Create Real Face From Vertex Rows command button on the Geometry/ Face subpad.

The Create Real Face From Vertex Rows form includes the following specifications.

Vertices specifies the vertices to be used in the creation of the face.
No. of Rows specifies the total number of vertex rows. (NOTE: The total number of vertices specified must be equal to an integer multiple of the number of vertex rows.)
Method: -------------------------
Interpolate specifies that the face passes through all vertices.
Approximate specifies that the face passes near to the internal vertices to within the specified Tolerance value.
Tolerance specifies the maximum allowable distance between the face and any of the internal vertices.
Label specifies a label for the new face. (See Section 2.1.1.)

Revolve Edges

The Revolve Edges command allows you to create real, two-, three-, or four-sided faces by revolving existing edges about a specified axis.

To create a face by means of the Revolve Edges option, you must specify the following parameters:

When you create a face by revolving an edge, GAMBIT sweeps the edge through the specified angle of rotation (see Figure 2-62). One of the edges that GAMBIT creates in the process of creating the face is a duplicate of the edge to be revolved. The other two edges are circular arc edges centered at the axis of rotation. If the axis of rotation passes through either endpoint of an edge to be swept, GAMBIT does not execute the Revolve Edges operation.

Figure 2-62: Revolve Edge operation

Specifying Edges to Be Revolved

To create faces by means of the Revolve Edges form, you must specify one or more real or non-real edges to be revolved about the axis of rotation. GAMBIT creates a separate face corresponding to each specified edge. The specified edges can be straight or curved, and they do not have to be coplanar with the axis of rotation.

NOTE: If you revolve a non-real edge to create a face, GAMBIT first creates a real copy of the non-real edge, then revolves the real copy to create the face.

Specifying the Axis and Angle of Rotation

To specify the axis of rotation, 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 rotation for the Revolve Edges operation are identical to those described in "Rotating an Entity" in Section 2.1.4.

Using the Revolve Edges Form

To open the Revolve Edges form (see below), click the Revolve Edges command button on the Geometry/Face subpad.

The Revolve Edges form includes the following specifications.

Edges specifies one or more edges to be revolved.
Angle specifies the angle through which the edges are revolved.
Axis: includes two components:
  • A Define command button that allows you to define the axis around which the edge is to be revolved
  • The coordinates of the start and end points for a vector defining the rotational axis
Label specifies a label for the new face. (See Section 2.1.1.)

Sweep Edges

The Sweep Edges command creates real faces by sweeping one or more edges along a specified path. If you sweep a non-real edge to create a face, GAMBIT first creates a real copy of the non-real edge, then sweeps the real copy to create the face.

To create a face by means of the Sweep Edges command , you must spec­ify the following parameters.

The profile consists of one or more edges to be swept. The path constitutes the trajectory of the sweep operation. The sweep type defines the final shape and orientation of the created face relative to those of the profile and path.

Specifying the Sweep Profile

When you create a face by sweeping an edge, you must specify a set of one or more edges that constitute the sweep profile. The edges that comprise the profile can be straight or curved, and they may or may not be connected to each other. Each type of sweep operation is governed by its own set of rules regarding whether or not an edge constitutes a valid profile component. In general, however, GAMBIT does not allow you to specify profile edges that are parallel to the sweep path.

Specifying the Sweep Path

You can define the sweep path by means of either of the following specifica­tions: When you define the sweep path by specifying an edge, GAMBIT defines the path according to the shape, length, and sense of the specified edge. You can reverse the direction of the sweep path relative to the sense of the specified edge by means of the Reverse option on the Sweep Edges form.

When you define the sweep path by specifying a vector, GAMBIT defines the path as a straight line possessing the magnitude and direction of the vector. You must define the vector by means of the Vector Definition form (see "Using the Vector Definition Form" in Section 2.1.4).

Specifying the Sweep Type

GAMBIT provides two general types of sweep operations:

When you specify a rigid sweep, GAMBIT sweeps the profile along the entire length of the specified path without altering the profile orientation. When you specify a perpendicular sweep, you can modify the orienta­tion of the pro­file over the length of the path.

Performing a Rigid Sweep

When you perform a rigid sweep operation, GAMBIT projects the profile along the entire length of the specified path without altering the orienta­tion of the profile. The shape and orientation of a face created by means of a rigid sweep operation depend on two factors:

The profile edge can be straight or curved and can be located anywhere in the model domain as long as it is not strictly parallel to the path. The shape and direction of the path depend, in part, on whether you specify an edge or a vector to define the path. If you specify an edge to define the path, the path can be straight or curved—depending on the shape of the edge. If you specify a vector to define the path, the path is straight by definition.

The following examples demonstrate the effects of the shapes and orienta­tions of the profile and path on the final form of a face created by means of a simple rigid sweep operation.

Rigid Sweep—Profile Perpendicular to the Path

Figure 2-63 illustrates a rigid sweep operation in which the path and profile consist of straight edges oriented perpendicular to each other. In this case, the profile is aligned with the x coordinate axis, and the path lies in the y-z coordinate plane.

Figure 2-63: Rigid sweep—straight, perpendicular profile and path

To create a face by means of the rigid sweep operation, GAMBIT performs the following two-step procedure (see Figure 2-63(b)):

  1. Project copies of the path onto the profile endpoints.
  2. Project a copy of the profile, itself, to connect the upper endpoints of the projected paths.
The original profile edge and the three edges resulting from the copy-and-project operations constitute the boundary wireframe for the created face.

Rigid Sweep—Profile Not Perpendicular to the Path

The profile edges for a rigid sweep operation can be located anywhere in the model domain as long as they are not parallel to the path. For example, Figure 2-64 shows a rigid sweep operation similar to that shown in Figure 2-63 but in which the profile consists of a curved, circular arc edge that lies in the x-z plane. As in the previous example, the boundary edges of the created face consist of the original profile edge, a projected copy of the profile edge, and two edges that represent projected copies of the path.

Figure 2-64: Rigid sweep—profile not perpendicular to the path

Rigid Sweep—Curved Path

The path used for a rigid sweep opera­tion can be straight or curved. To employ a straight path, you can define the path by means of either a straight edge or a vector. To employ a curved path, you must define the path by means of a curved edge.

Figure 2-65 shows a rigid sweep operation similar to that shown in Figure 2-64 but for which the path consists of a circular arc edge that lies in the y-z plane. As in the two previous examples, the boundary edges of the created face consist of the original profile edge, a projected copy of the profile edge, and two edges that represent projected copies of the path.

Figure 2-65: Rigid sweep—curved profile, curved path

Performing a Perpendicular Sweep

Overview

Perpendicular sweep operations differ from rigid sweep opera­tions in that, for perpendicular sweeps, the initial orientation between the profile and path is main­tained along the entire length of the sweep path. Rigid sweeps, by contrast, maintain the orientation of the profile with respect to the global coordinate system along the sweep path.

As an example of the difference between rigid and perpendicular sweep operations, consider the profile and path shown in Figure 2-66(a). In this case, the profile consists of a straight edge aligned with the y coordinate axis, and the path is defined by a circular arc edge that lies in the y-z plane.

Figure 2-66: Example Rigid and Perpendicular sweep operations—curved path

The differences between the created faces can be summarized as follows.

Perpendicular Sweep Options

Perpendicular sweep operations can be modified such that the boundary edges of the created face deviate from the projected sweep path by a specified angle. Such modifications are specified by means of the following options on the Sweep Edges form:

The Draft option specifies a fixed angle of deviation between the path and the swept surface that constitutes the created face. The Twist option revolves the profile through a specified angle along the length of the path.

Draft Option

To sweep a single profile edge-such as that shown in Figure 2-66, above-by means of the perpendicular draft operation, GAMBIT performs the following procedure (see Figure 2-67):

  1. Project a copy of the path onto the start endpoint of the profile edge (Figure 2-67(a)).
  2. Trace the end endpoint of the profile edge along the projected path, maintaining the original angle between the profile and projected path (Figure 2-67(b)).
  3. Project a copy of the profile, itself, to connect the endpoints of the projected profile and traced end endpoint (Figure 2-67(c)).
The boundary edges of the created face (Figure 2-67(d)) consist of the original profile edge, the copy of the path projected to the profile start endpoint, an edge that represents the traced end endpoint of the profile edge, and the projected profile.

NOTE: The procedure described above applies strictly only to sweep operations that involve a zero draft angle. For a description of the effect of draft angle on faces resulting from perpendicular draft sweep operations, see "Effect of Draft Angle," below.

Figure 2-67: Perpendicular draft method—procedure

The characteristics of the face created from a perpendicular draft sweep operation depend, in part, on the following factors:

The direction (or sense) of the path relative to the sense and position of the profile can also strongly affect the shape of the created face, but such effects are difficult to generalize and depend strongly on the shapes, lengths, and orientations of the profiles and paths.

Effect of Profile Edge Sense

As noted above, when you sweep an edge by means of the perpendicular draft method and specify a zero draft angle, GAMBIT copies and projects the profile onto the start endpoint of the profile edge and maintains the angle between the profile and path along the entire length of the path. Consequently, the start and end endpoint designations (which determine the edge sense) influence the shape of the created face.

As an example of the dependence on edge sense described above, consider the path and profile shown in Figure 2-68(a). The path consists of a circular arc edge that lies in the y-z plane, and the profile consists of a single edge aligned with the y coordinate axis.

Figure 2-68: Effect of profile sense on swept face

The characteristics of the face created by means of a perpendicular draft sweep of the profile shown in Figure 2-68(a) depend on the sense of the profile edge in the following manner.

NOTE: If the profile edge shown in Figure 2-68(a) were aligned with the x coordinate axis, rather than the y coordinate axis, the characteristics of the face resulting from the sweep operation would be independent of the profile edge sense.

Effect of Draft Angle

When you perform a sweep operation by means of the draft method, GAMBIT allows you to specify a draft angle for the created face. The draft angle specifies the angle by which the boundary edges of the created face deviate from the projected path.

The effect of the draft angle specification depends strongly on the shapes and orientations of the profile and path relative to each other. Figure 2-69 shows the effect of draft angle for two simple profiles and paths similar to those shown above.

Figure 2-69: Effect of draft angle on swept face

In Figure 2-69(a), the path and profile consist, respectively, of a circular arc edge aligned with the y-z plane and a straight edge aligned with the y coordinate axis. In this case, the draft angle determines the angle by which the plane that contains the created face deviates from the y-z plane.

NOTE (1): For the path and profile configuration shown in Figure 2-69(a), the perpendicular draft sweep operation always creates a planar face aligned with the y coordinate axis, regardless of draft angle.

NOTE (2): The projections of the three faces shown in Figure 2-69(a) onto the y-z coordinate plane are identical to each other in shape, size, and orientation.

In Figure 2-69(b), the path consists of a circular arc edge aligned with the y-z plane the profile edge is aligned with the x coordinate axis. In this case, the draft angle specification serves to increase or decrease the size of the swept arc represented by the created face.

Twist Option

When you perform a perpendicular sweep operation by means of the twist option, GAMBIT revolves the profile through a specified angle as it sweeps the profile along the length of the path. The profile and path can be either straight or curved, but curved paths require an additional restriction with respect to the orientation between the profile and path (see below).

Using a Straight Path

Figure 2-70 illustrates the effect of the perpendicular twist sweep operation for a configuration that involves a straight sweep path. In this case, the profile is defined by a circular arc edge that lies in the x-z plane, the path is defined by a straight edge that is similar in orientation to that shown in Figure 2-63, above, and the twist angle is specified as 360o.

Figure 2-70: Effect of perpendicular twist sweep operation—straight path

Using a Curved Path

Under certain circumstances, GAMBIT allows you to perform twist sweep operations using a curved path. Figure 2-71 illustrates the effect of the twist sweep operation for a configuration that involves a curved path. In this case, the path is defined by a circular arc edge similar in orientation to that shown in Figure 2-65. The profile consists of a single, straight edge one endpoint of which is connected to the start point of the path, and the twist angle is specified as 180o.

Figure 2-71: Effect of perpendicular twist sweep operation—curved path

Using the Sweep Edges Form

To open the Sweep Edges form (see below), click the Sweep Edges command button on the Geometry/Face subpad.

The Sweep Edges form includes the following specifications.

Edges specifies one or more edges that constitute the sweep profile. (NOTE: GAMBIT creates a separate face for each specified edge.)
Path: --------------------------------------
Edge specifies that the path is described by the length, orientation, and sense of an existing edge.
Edge specifies the existing edge to be used as the sweep path.
Reverse reverses the direction of the path relative to the sense of the specified edge.
Vector specifies that the path is described by a vector.

When you select the Vector option, GAMBIT displays a command button titled Define Vector. When you click the Define Vector command button, GAMBIT opens the Vector Definition form, which allows you to specify parameters that define the path vector. For instructions on using the Vector Definition form, see "Using the Vector Definition Form" in Section 2.1.4.

Type: --------------------------------------
Rigid specifies a rigid sweep operation.
Perpendicular specifies a perpendicular sweep operation
Option: ----------------------------------
Draft specifies the draft perpendicular sweep method.
Twist specifies the twist perpendicular sweep method.
Angle specifies the draft angle or twist angle.
Label specifies a label for the new face. (See Section 2.1.1.)

2.4.2 Create Face

The Create Face command button allows you to perform the following operations.

Symbol

Operation

Description

Create Real Rectangular Face

Creates a real face in the shape of a rectangle

Create Real Circular Face

Creates a real face in the shape of a circle

Create Real Elliptical Face

Creates a real face in the shape of an ellipse

The following sections describe the purpose and operation of each of the commands listed above.


Create Real Rectangular Face

The Create Real Rectangular Face command creates a real planar face in the shape of a rectangle.

When you execute the Create Real Rectangular Face command, GAMBIT creates a real rectangular, planar face. GAMBIT orients and locates the face such that it is aligned with one of the coordinate planes of a specified reference coordinate system. The Create Real Rectangular Face command includes the following input parameters:

The Width and Height parameters determine the dimensions of the rectangular face. (NOTE: If you do not specify the Height parameter, GAMBIT creates a square face with sides of the length specified by the Width parameter (and vice versa)). The Coordinate Sys. parameter specifies the reference coordinate system for the face creation operation. The Direction parameter specifies the orientation and location of the face relative to the reference coordinate system.

Using the Create Real Rectangular Face Form

To open the Create Real Rectangular Face form (see below), click the Create Real Rectangular Face command button on the Geometry/Face subpad.

The Create Real Rectangular Face form includes the following specifications.

Width

specifies the width of the rectangular face. (NOTE: For faces created in the x-y, y-z, and z-x planes, the Width dimension is aligned with x, y, and z directions, respectively.)

Height

specifies the height of the rectangular face. (NOTE: For faces created in the x-y, y-z, and z-x planes, the Height dimension is aligned with y, z, and x directions, respectively.)

Coordinate Sys.

specifies the reference coordinate system for the face creation operation (default = currently active coordinate system).

Direction

——————————————————————————————————————

+X +Y
+X -Y
-X +Y
-X -Y
XY Centered
+Y +Z
+Y -Z
-Y +Z
-Y -Z
YZ Centered
+Z +X
+Z -X
-Z +X
-Z -X
ZX Centered

specifies the face orientation plane relative to the reference coordinate system and the region of the orientation plane in which the face is created.

Label

specifies a label for the new face. (See Section 2.1.1.)


Create Real Circular Face

The Create Real Circular Face command creates a real planar face in the shape of a circle.

When you execute the Create Real Circular Face command, GAMBIT creates a real circular, planar face. GAMBIT orients and locates the face such that it is aligned with one of the coordinate planes of a specified reference coordinate system. The Create Real Circular Face command includes the following input parameters:

The Radius parameter determines the size of the circular face. The Coordinate Sys. parameter specifies the reference coordinate system for the face creation operation. The Plane parameter specifies the orientation of the face relative to the reference coordinate system. (NOTE: The created face is always centered at the origin of the reference coordinate system.)

Using the Create Real Circular Face Form

To open the Create Real Circular Face form (see below), click the Create Real Circular Face command button on the Geometry/Face subpad.

The Create Real Circular Face form includes the following specifications.

Radius

specifies the radius of the circular face.

Coordinate Sys.

specifies the reference coordinate system for the face creation operation (default = currently active coordinate system).

Plane

——————————————————————————————————————

XY
YZ
ZX

specifies the face orientation plane relative to the reference coordinate system.

Label

specifies a label for the new face. (See Section 2.1.1.)


Create Real Elliptical Face

The Create Real Elliptical Face command creates a real planar face in the shape of an ellipse.

When you execute the Create Real Elliptical Face command, GAMBIT creates a real elliptical, planar face. GAMBIT orients and locates the face such that it is aligned with one of the coordinate planes of a specified reference coordinate system. The Create Real Elliptical Face command includes the following input parameters:

Radius 1 and Radius 2 represent the lengths of the major and minor axes of the ellipse. For the purposes of this command, the major and minor axes are always aligned with the coordinate axes of the plane in which the elliptical face is created. Either parameter, Radius 1 or Radius 2, can serve as the major or minor axis of the ellipse. (NOTE: If you do not specify Radius 2, GAMBIT creates a circular face of radius Radius 1.)

The Coordinate Sys. parameter specifies the reference coordinate system for the face creation operation. The Plane parameter specifies the orientation of the face relative to the reference coordinate system. (NOTE: The created face is always centered at the origin of the reference coordinate system.)

Using the Create Real Elliptical Face Form

To open the Create Real Elliptical Face form (see below), click the Create Real Elliptical Face command button on the Geometry/Face subpad.

The Create Real Elliptical Face form includes the following specifications.

Radius 1

specifies the length of the major or minor axis of the ellipse.

Radius 2

specifies the length of the minor or major axis of the ellipse.

Coordinate Sys.

specifies the reference coordinate system for the face creation operation (default = currently active coordinate system).

Plane

——————————————————————————————————————

XY
YZ
ZX

specifies the orientation plane for the face relative to the reference coordinate system.

Label

specifies a label for the new face. (See Section 2.1.1.)


2.4.3 Boolean Operations

The Boolean Operations command button allows you to perform the following operations.

Symbol

Operation

Description

Unite Real Faces Unites two or more real faces into one real face

Subtract Real Faces Subtracts the intersecting region(s) between two or more faces

Intersect Real Faces Creates a face representing the intersection of two or more faces

Overview

Each of the commands listed above allows you to perform a Boolean operation involving two or more faces. The specified faces do not have to be planar, but they must be coincident in the intersecting region between them. (NOTE: For the lone exception to this rule, see "Unite Real Faces," below.)

Figure 2-74 illustrates the general results of each of the Boolean face operations on a coplanar circle and square.

Figure 2-74: Boolean face operations

Retaining the Specified Faces

Each Boolean operation form includes at least one Retain option. When you perform a Boolean operation involving a set of specified faces, GAMBIT replaces the specified faces with a single face that constitutes the result of the operation. If you select the Retain option, GAMBIT retains the original faces when it performs the Boolean operation.


Unite Real Faces

The Unite Real Faces command allows you to unite two or more overlapping faces into one or more real faces.

When you unite overlapping faces by means of the Unite Real Faces command, GAMBIT creates one real face that represents the union of the overlapping faces. If you specify a set of faces on the Unite Real Faces form such that the set consists of two or more subsets of faces that overlap each other but do not overlap the faces of any other subset, GAMBIT creates a separate real face for each subset.

Using the Unite Real Faces Form

To open the Unite Real Faces form (see below), click the Unite command button on the Geometry/Face subpad.

The Unite Real Faces form includes the following specifications.

Faces

specifies the set of faces to be united.

Retain

specifies that all original specified faces are retained.


Subtract Real Faces

The Subtract Real Faces command allows you to perform a Boolean subtraction involving two or more real faces.

Using the Subtract Real Faces Form

To open the Subtract Real Faces form (see below), click the Subtract command button on the Geometry/Face subpad.

The Subtract Real Faces form includes the following specifications.

Face

specifies the target face from which overlapping regions are to be subtracted.

Retain

specifies that the target face is retained.

Subtract

--------------------------------------

Faces

specifies one or more faces that constitute subtraction tools.

Retain

specifies that all subtraction-tool faces are retained.


Intersect Real Faces

The Intersect Real Faces command allows you to perform a Boolean intersection of two or more real faces.

Using the Intersect Real Faces Form

To open the Intersect Real Faces form (see below), click the Intersect command button on the Geometry/Face subpad.

The Intersect Real Faces form includes the following specifications.

Faces

specifies two or more faces for the intersection operation.

Retain

specifies that all original specified faces are retained.


2.4.4 Connect/Disconnect Faces

The Connect/Disconnect Faces command button allows you to perform two operations.

Symbol

Operation Description

Connect Faces Connects coincident real faces or creates virtual faces that represent the connection of one or more existing faces

Disconnect About Real Face Disconnects volumes that share a common real face

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.


Connect Faces

The Connect Faces command allows you to connect two or more faces. (NOTE: If you connect two or more meshed faces, and the meshes on each face are topologically identical to each other, GAMBIT preserves the meshes when connecting the faces.)

To connect faces, you must specify the following parameters:

Specifying the Faces to Be Connected

The faces 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

There are four types of face connection 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 faces--that is, two or more real faces the edges of which are coincident. When you connect real faces and specify the Real option, GAMBIT deletes all but one of the specified faces and connects the remaining real face to any and all volumes of which the deleted faces were a part.

Specifying a Virtual (Forced) Connection

The Virtual (Forced) option allows you to connect real and/or virtual faces, regardless of their proximity to each other. When you connect faces and specify the Virtual (Forced) option, GAMBIT replaces the specified faces with a virtual face. If a specified face constitutes part of a volume, GAMBIT overlays the volume with a virtual volume and forms the virtual volume according to the shape and position of the new virtual face.

Specifying a Virtual (Tolerance) Connection

The Virtual (Tolerance) option allows you to specify that only those real and/or virtual faces the edges of which 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.

Specifying a Real and Virtual (Tolerance) Connection

When you specify the Real and Virtual (Tolerance) option, GAMBIT performs the following two operations in sequence:

  1. Real connect operations for faces that are coincident to within the global tolerance value
  2. Virtual (Tolerance) connect operations for unconnected, specified faces that are near to each other to within the user-specified tolerance
(NOTE: When you connect faces by means of a virtual face-connect operation, GAMBIT replaces the original faces with a single virtual face, the boundary edges of which are interpolations between the corresponding boundary edges of the original faces. If you mesh the created virtual face, GAMBIT locates the edge mesh nodes on the boundary edges of the face but projects the face mesh nodes onto the surface of the first face picked for the virtual face-connect operation—that is, the topmost face in the Faces pick list.)

Using the Connect Faces Form

To open the Connect Faces form (see below), click the Connect command button on the Geometry/Face subpad.

The Connect Faces form includes the following specifications.

Faces specifies the faces to be connected.
Real specifies that the face that results from the connection of faces is a real face. (NOTE: To obtain a real face from the connection of two or more real faces, the specified faces must be coincident.)
Virtual (Forced) specifies the following characteristics for the face that results from connection of faces:
  • The face is a virtual face
  • The face is created irrespective of the distance between the specified faces
Virtual (Tolerance) specifies the following characteristics for the face that results from connection of faces:
  • The face is a virtual face
  • The specified faces are connected only if the distance between them is less than a specified tolerance (see below)
Real and Virtual (Tolerance) specifies the following sequence of operations:
  1. Real connect operations where possible
  2. Virtual (Tolerance) connect operations for the remaining specified, unconnected faces
Tolerance specifies the maximum allowable distance (absolute units) between faces to be connected.
Shortest Edge % specifies the maximum allowable distance (percent of shortest edge) between faces to be connected.
Highlight shortest edge highlights the shortest edge that exists in the current model.

Disconnect About Real Face

The Disconnect About Real Face command allows you to disconnect individual real faces and/or volumes that share a common face.

When you disconnect faces, GAMBIT creates a new face for all but one of the entities to which the specified face is connected. For example, if the specified face is shared by three volumes, GAMBIT creates two new faces that are coincident with the specified face and connects them to two of the three volumes. The original face is connected to the remaining volume.

Specifying the Edge and Vertex Options

GAMBIT provides the following three options with respect to the treatment of endpoint vertices for the disconnected edges:

The following table describes the effects associated with each option.

Option

Description

Face + Edges/Vertices

GAMBIT disconnects the specified face and all of its component edges and vertices.

Face Only

GAMBIT disconnects the face but not its edges. Each new face created in the disconnection process shares the edges of the specified face.

Face + Selected Edges

GAMBIT disconnects the face and one or more of its edges (specified by the user). The remaining edges are shared between all new faces created in the disconnection process.

Using the Disconnect About Real Face Form

To open the Disconnect About Real Face form (see below), click the Disconnect command button on the Geometry/Face subpad.

The Disconnect About Real Face form includes the following specifications.

Face specifies the face to be disconnected.
Face + Edges/ Vertices specifies that all edges and vertices that are components of the face are to be disconnected.
Face Only specifies that only the face is to be disconnected and that any new faces created in the disconnection process share the edges and vertices of the specified face.
Face + Selected Edges specifies that one or more user-specified edges are to be disconnected along with the face. Any edges not specified are shared between the specified face and any new faces created in the disconnection process.
Edge specifies the edges to be disconnected in conjunction with the specified face.

2.4.5 Modify Face Color/Label

The Modify Face Color/Label command button allows you to perform two operations.

Symbol

Operation Description

Modify Face Color Changes the color of the geometry and/or mesh associated with one or more faces as displayed in the graphics window

Modify Face Label Changes a face label

The following sections describe the procedures and specifications required to execute the operations listed above.


Modify Face Color

The Modify Face Color command allows you to change the displayed color of the geometry and/or mesh and/or shading associated with one or more faces.

Using the Modify Face Color Form

To open the Modify Face Color form (see below), click the Modify Color command button on the Geometry/Face subpad.

The Modify Face Color form includes the following specifications.

Faces specifies one or more faces for which the color is to be changed.
Color: -------------------------------------
Geometry specifies modifying the color of the face(s).
Mesh specifies modifying the color of the mesh associated with the face(s).
Shade specifies modifying the color of the shading associated with the face(s).

For specific instructions on setting colors, see "Using the Set Color Form" in Section 2.2.4.


Modify Face Label

The Modify Face Label command allows you to change the label associated with any face.

Using the Modify Face Label Form

To open the Modify Face Label form (see below), click the Modify Label command button on the Geometry/Face subpad.

The Modify Face Label form includes the following specifications.

Face specifies the face to be modified.
Label specifies a new label for the face. (See Section 2.1.1.)

2.4.6 Move/Copy/Align Faces

The Move/Copy/Align Faces command button allows you to perform two operations.

Symbol Description Operation

Move/Copy Faces Moves and copies faces

Align Faces Aligns faces and connected geometry with existing topological entities

The following sections describe the procedures and specifications required to execute the operations listed above.


Move/Copy Faces

The Move/Copy Faces command allows you to reposition and/or reorient one or more faces or to create copies of faces. 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 Faces Form

To open the Move/Copy Faces form (see below), click the Move/Copy command button on the Geometry/Face subpad.

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


Align Faces

The Align Faces command allows you to reposition and/or reorient a face so that it coincides with another face or is aligned with a plane defined by three vertices. (For a general description of the procedure and specifications required to align an entity, see "Aligning an Entity," in Section 2.1.4, above.)

Using the Align Faces Form

To open the Align Faces form (see below), click the Align command button on the Geometry/Face subpad.

For a complete description of the specifications available on the Align Faces form, see "Using Align Forms" in Section 2.1.4.


2.4.7 Split/Merge/Collapse/Simplify Faces

The Split/Merge/Collapse/Simplify Faces command button allows you to perform the following operations.

Symbol

Operation Description

Split Face Splits an existing face into two real or virtual faces

Merge Faces (Virtual) Merges two or more existing faces into a virtual face

Collapse Face (Virtual) Collapses two or more real or virtual faces into a virtual edge or vertex.

Simplify Faces Simplifies face geometry by removing dangling edges

The following sections describe the procedures and specifications required to execute the operations listed above.


Split Face

The Split Face command allows you to split an existing face into one or two real or virtual faces. (NOTE: If you split a face that is linked to one or more faces, GAMBIT splits every face in the set of linked faces in addition to the specified face.)

To split a face by means of the Split Face command, you must specify the fol­lowing parameters:

The target face specifies the face to be split by the Split Face operation. The split type determines the type of split tool to be used for the split (face, edges, vertices, or locations) and type of geometry to be produced from the operation (real, virtual, or faceted).

Specifying the Target Face

GAMBIT allows you to split either real or virtual faces by means of the Split Face operation but places the fol­low­ing restrictions on the type of faces that can be created from the split:

Specifying the Split Type

GAMBIT provides the following types of face-split options:

Each option differs from the others with respect to the type of split tool used and the type of geometry created from the split operation. The following subsections describe the options listed above.

Specifying a Face (Real) Split Operation

The Face (Real) split option allows you to split a real target face using a real split-tool face. (NOTE: You cannot use the Face (Real) option to split a non-real face.) When you split a face using the Face (Real) split option, GAMBIT creates a set of real faces from the split operation.

The general rules that govern the relationship between the target and split-tool faces for a Face (Real) split operation are as follows:

The Face (Real) split option includes two suboptions: If you specify the Retain option, GAMBIT retains the split-tool face upon completion of the split operation. If you do not specify the Retain option, GAMBIT deletes the split-tool face.

If you specify the Connected option, GAMBIT connects the faces that result from the split operation along their common edge(s). If you do not specify the Connected option, the split operation creates disconnected faces.

Specifying a Face (Faceted) Split Operation

The Face (Faceted) split option allows you to split a faceted target face using a faceted split-tool face—that is, the Face (Faceted) split operation cannot be used to split real or virtual target faces or to split a faceted face with a real or virtual split-tool face.

The Face (Faceted) operation includes a Retain option. If you specify the Retain option, GAMBIT retains the split-tool face upon completion of the split operation. If you do not specify the Retain option, GAMBIT deletes the split-tool face.

Specifying an Edges (Virtual) Split Operation

The Edges (Virtual) split option allows you to split a real or non-real target face using a split-tool consisting of one or more real or non-real edges. Regardless of the type(s) of edge(s) used in the operation, the Edge (Virtual) split operation produces only connected, virtual faces.

The Edges (Virtual) split-tool can consist of either a single edge or of a chain of connected edges. In either case, the endpoints of the split-tool edge or outermost endpoints of the split-tool chain must comprise components of the boundary for the target face. If you specify a chain of connected edges as the split tool, GAMBIT transforms the chain into a single, virtual edge along which the faces that result from the split operation are connected.

The Edges (Virtual) split option includes a Tolerance suboption that allows you to specify an allowable tolerance between the split-tool edge or edge-chain and the surface of the target face.

Specifying a Vertices (Virtual) Split Operation

The Vertices (Virtual) split option allows you to split a real or non-real target face using a split-tool consisting of two or more real or non-real vertices. Regardless of the type(s) of vertices used in the operation, the Vertices (Virtual) split operation produces connected, virtual faces.

The Vertices (Virtual) split-tool can consist of either a pair of vertices or a series of vertices located on the surface of the face. In either case, the vertex pair or outermost endpoints of the vertex series must comprise components of the boundary for the target face. If you specify a series of vertices as the split tool, GAMBIT transforms the series into a chain of straight virtual edges that serves as the boundary between the faces resulting from the split operation.

The Vertices (Virtual) split option includes two suboptions:

The Tolerance suboption allows you to specify an allowable tolerance between vertices comprising components of a split-tool series and the surface of the target face.

The Shaped Edge suboption specifies that the edge resulting from the split operation is shaped such that it bisects the face boundary at its endpoints (see Figure 2-76).

Figure 2-76: Effect of Shaped Edge option

NOTE: The Shaped Edge option is available for the Vertices (Virtual) operation only when the face is split by two vertices. If you specify more than two vertices for the Vertices (Virtual) face split operation, GAMBIT creates a chain of straight virtual edges that serves as the boundary between the faces resulting from the split operation.

Using the Split Face Form

To open the Split Face form (see below), click the Split command button on the Geometry/Face subpad.

The specifications on the Split Face form are as follows.

Face specifies the face to be split.
Split with -------------------------
Face (Real)
Face (Faceted)
Edges (Virtual)
Vertices (Virtual)
specifies the split type.

The specifications available on the lower section of the Split Face form depend on the specified Split with option as follows.

Face (Real) Split Option

When you specify the Face (Real) option, the lower section of the Split Face form appears as shown above and includes the following specifications.

Face specifies the real face that constitutes the split tool.
Retain specifies retaining the split-tool face at the conclusion of the split operation.
Connected specifies connecting the edge(s) that constitute(s) the boundary between the faces resulting from the split operation.

Face (Faceted) Split Option

When you specify the Face (Faceted) option, the lower section of the Split Face form appears as shown below and includes the following specifications.

Face specifies the faceted face that constitutes the split tool.
Retain specifies retaining the split-tool face at the conclusion of the split operation.

Edges (Virtual) Split Option

When you specify the Edges (Virtual) option, the lower section of the Split Face form appears as shown below and includes the following specifications.

Edges specifies the real or non-real edge(s) that constitute(s) the split tool.
Tolerance specifies that the split operation is performed if the split-tool edges are located in proximity to the face to within the specified tolerance value.

Vertices (Virtual) Split Option

When you specify the Vertices (Virtual) option, the lower section of the Split Face form appears as shown below and includes the following specifications.

Vertices specifies the real or non-real vertices that constitute the split tool.
Tolerance specifies that the split operation is performed if the split-tool vertices are located in proximity to the face to within the specified tolerance value.
Shaped Edge shapes the resulting splitting edge so that it is normal to the face boundary edges at its endpoints.


Merge Faces (Virtual)

The Merge Faces (Virtual) command allows you to merge two or more real and/or virtual faces into a single virtual face. (NOTE: If you merge faces that possess identical boundary-zone type specifications, GAMBIT retains the specification and assigns it to the face that results from the merge operation. If the faces differ with respect to their boundary-zone specifications, GAMBIT does not assign a specification to the resulting face.)

To merge faces by means of the Merge Faces (Virtual) command, you must specify the following parameters:

Specifying the Faces to Be Merged

GAMBIT allows you to merge two or more real and/or virtual faces into a single virtual face but applies the following rules with respect to the set of faces to be merged:

Specifying the Merge Type

When you merge faces, you must specify the merge type. There are two types of face-merge operations:

When you specify a Virtual (Forced) merge, GAMBIT merges all of the faces in the specified set, regardless of the lengths of their sides. (NOTE: GAMBIT does not allow you to merge faces oriented such that they form sharp angles. You can set the angle criteria by means of the Edit Defaults form (default = 90).) When you specify a Virtual (Tolerance) merge, GAMBIT performs the merge operation only if all edges in the set meet specified tolerance criteria.

Virtual (Tolerance) Criteria

There are two types of face-merging Virtual (Tolerance) criteria:

The Max Distance criterion is based on a theoretical plane fit through all faces specified for the merge operation. When you specify the Virtual (Tolerance) option, GAMBIT includes in the merge operation only those faces that are located near the theoretical plane to within the specified distance.

The Min Angle criterion is based on the internal angles between pairs of neighboring faces. When you specify the Virtual (Tolerance) option, GAMBIT merges only those face pairs the internal angle of which is greater than the specified tolerance. For example, to merge two side faces of a regular, six-sided prism using the Virtual (Tolerance) option, you must specify a Min Angle value of 119°.

Specifying the Merge edges Option

When you specify the Merge edges option, GAMBIT merges the edges that result from the face-merge operation. As an example of the effect of the Merge edges option, consider the two square, coplanar faces shown in Figure 2-77, which are connected by means of edge.1.

NOTE: Edges to be merged as a result of the Merge edges option on the Merge Faces (Virtual) command must satisfy the standard edge-merging criteria (see “Merge Edges (Virtual),” in Section 2.3.5, above).

Figure 2-77: Face merge—effect of Merge edges option, original faces

Figure 2-78: Face merge—effect of Merge edges option, merged faces

Using the Merge Faces (Virtual) Form

To open the Merge Faces (Virtual) form (see below), click the Merge command button on the Geometry/Face subpad.

The Merge Faces (Virtual) form includes the following specifications.

Faces specifies the set of faces to be merged.
Type: --------------------------------------
Virtual (Forced) specifies that the faces in the set are to be merged regardless of their orientation to each other. (NOTE: None of the angles between faces in the set are allowed to be less than 90.)
Virtual (Tolerance) specifies that the edges in the set are to be merged only if their distances and orientations with respect to neighboring faces meet specified tolerance criteria.
Max. Distance specifies the maximum allowable distance between any face and a theoretical plane fit through all faces to be merged.
Min. Angle specifies the minimum allowable angle between neighboring faces to be merged.
Merge edges merges edges that result from the face-merge operation.

Collapse Faces (Virtual)

The Collapse Face (Virtual) command allows you to collapse a real or virtual face that lies between two or more neighboring real and/or virtual faces.

When you collapse a face, GAMBIT performs the following operations:

  1. Split the face into two or more faces of approximately equal size.
  2. Merge the resulting faces with their specified neighboring faces.

Each of the neighboring faces specified for the collapse operation must be connected to the face to be collapsed by means of one or more common edges. The virtual faces that result from the collapse operation share the virtual edge or vertex that replaces the collapsed face.

The following sections illustrate the results of the face collapse operation for three different situations involving planar faces.

Three Coplanar Faces in a Line

In Figure 2-79, three square faces—labeled face.1, face.2, and face.3—are arranged in a line, and face.2 is connected to face.1 and face.3 at edge.4 and edge.8, respectively. The face-collapse operation replaces face.2 with a virtual edge (v_edge.11) and overlays two virtual faces (v_face.4 and v_face.5) onto face.1 and face.3.

Figure 2-79: Face collapse—3 coplanar faces arranged in a line

Three Coplanar Faces at an Angle

In Figure 2-80, three square faces are arranged at an angle with respect to each other. As in the previous example, the face-collapse operation replaces face.1 with a virtual edge and overlays two virtual faces onto face.1 and face.3.

Figure 2-80: Face collapse—3 coplanar faces arranged at an angle

Four Non-coplanar Faces

In Figure 2-81, a triangular face is surrounded by three faces that are arranged at right angles with respect to each other. The face-collapse operation replaces face.4 with a virtual vertex (v_vertex.12), and overlays three virtual faces that share the vertex.

Figure 2-81: Face collapse—4 non-coplanar faces

Face Collapse Specifications

To collapse a face by means of the Collapse Face (Virtual) form, you must specify the following parameters:

The following general rules govern the specifications of parameters for the face-collapse operation:

Using the Collapse Face (Virtual) Form

To open the Collapse Face (Virtual) form (see below), click the Collapse command button on the Geometry/Face subpad.

The Collapse Face (Virtual) form includes the following specifications.

Face specifies the face to be collapsed.
Between --------------------------------------
Faces specifies the neighboring faces that define the collapse operation.

Simplify Faces

The Simplify Faces command removes (deletes) dangling edges from faces. Dangling edges are edges that are included in the list of edges that define a face but which do not constitute necessary parts of the closed edge loop that circumscribes the face. They most often result from face-split operations in which the split-tool face only partially intersects the target face (see “Split Face,” above).

Figure 2-82 shows two different types of dangling edges, both of which can be removed by means of the Simplify Faces command. In Figure 2-82(a), the dangling edge is connected to the boundary-edge loop of its associated face. In Figure 2-82(b), the dangling edge exists apart from and is not connected to the boundary even though it is included in the list of edges associated with the face.

Figure 2-82: Faces that include dangling edges

Using the Simplify Faces Form

To open the Simplify Faces form (see below), click the Simplify command button on the Geometry/Face subpad.

The Simplify Faces form includes the following specification.

Faces specifies one or more faces for which dangling edges are to be deleted.

2.4.8 Heal Real Faces/Convert Faces

The Heal Real Faces/Convert Faces command button allows you to perform two operations.

Symbol

Operation Description

Heal Real Faces Heals real face geometry

Convert Faces Converts non-real faces to real faces

The following sections describe the procedures and specifications required to execute the operations listed above.


Heal Real Faces

The Heal Real Faces command attempts to heal geometry and topology problems that sometimes occur in sets of real faces.

Overview

GAMBIT real geometry operations employ ACIS modeling techniques. ACIS modeling algorithms require a high degree of precision and accuracy in the geometric data that describe the model. Such precision and accuracy manifests in the form of tight distance tolerances and completeness of connectivity information.

In most cases, model geometry data generated from within GAMBIT automatically meet the stringent integrity standards required by the ACIS modeler. However, several GAMBIT operations-for example, Boolean operations-can sometimes produce geometry that fails to meet the ACIS standards. In addition, geometry imported to GAMBIT from outside sources may not meet such standards due to any of the following factors:

The Heal Real Faces command attempts to detect and repair geometry and topology problems that involve face entities. The healing operation is a three-step process that involves simplifying geometry, stitching together loose faces (if necessary), and building new geometry to repair geometry and topology problems.

NOTE: The GAMBIT healing operations—Heal Real Faces and Heal Real Volume (see Section 2.5.8)—are not guaranteed to correct all geometry and topology problems in the model. In general, both operations should be used with caution, because they are not robust and sometimes produce peculiar model geometry.

Specifying the Heal Real Faces Options

As noted above, the healing operation involves three steps:

In the geometry simplification step, GAMBIT converts NURBS data to analytic data, where possible, to within a specified tolerance. In the stitching step, GAMBIT attempts to connect edges and vertices within an iterated tolerance value. In the geometry building step, GAMBIT modifies surface and edge geometry to bring it within a specified tolerance (if possible).

GAMBIT allows you to control the geometry simplification and stitching steps by means of the Geometry simplification and Stitch faces options, respectively, on the Heal Real Faces form.

Geometry simplification Option

The Geometry simplification option allows you to specify whether or not GAMBIT employs geometry simplification when healing faces. If you select the Geometry simplification option, you can also specify a Tolerance value. The Tolerance value is used to determine whether or not NURBS surfaces can be approximated by analytic surfaces. If the Geometry simplification Tolerance is too loose, approximate analytic fits to NURBS geometry may be obtained. In such cases, the gaps between surfaces may increase, and healing in subsequent steps may be more difficult or may fail.

Stitch faces Option

The Stitch faces option allows you to specify whether or not GAMBIT stitches faces during the healing operation. If you select the Stitch faces option, you can also specify Minimum tolerance and Maximum tolerance values. The Minimum tolerance and Maximum tolerance values specify the range in which GAMBIT performs stitching between edges. GAMBIT begins stitching at the Minimum tolerance value and increases in steps toward the Maximum tolerance value.

At each step, GAMBIT stitches only those edges the lengths of which are greater than the current tolerance value. Consequently, the Minimum tolerance must be smaller than the length of the shortest edge in the model. The Maximum tolerance value represents the maximum gap size for which GAMBIT performs stitching.

Repairing Gaps Between Faces

One of the primary purposes of the Heal Real Faces command is to repair gaps between adjacent faces. If you perform the Heal Real Faces operation on a set of unconnected faces the bounding edges of which are located near to each other (see Figure 2-83(a)), GAMBIT stitches the faces together and connects their adjacent boundary edges (see Figure 2-83(b)).

Figure 2-83: Heal Real Faces operation on faces with boundary edge gaps

If the set of connected faces resulting from the Heal Real Faces operation represents a closed three-dimensional region, GAMBIT creates a volume bounded by the set of faces (see Figure 2-84).

Figure 2-84: Heal Real Faces operation-volume creation

Using the Heal Real Faces Form

To open the Heal Real Faces form (see below), click the Heal command button on the Geometry/Face subpad.

The specification on the Heal Real Faces form is as follows.

Faces specifies the faces for which GAMBIT attempts the heal operation.
Geometry simplification attempts to simplify geometry during the healing operation.
Tolerance specifies the tolerance value for simplification.
Stitch faces attempts to stitch faces during the healing operation.
Minimum tolerance specifies the minimum tolerance for the stitching operation.
Maximum tolerance specifies the maximum tolerance for the stitching operation.

Convert Faces

The Convert Faces command converts one or more non-real (faceted and/or virtual) faces to real faces. The conversion process preserves both the topology and any existing mesh(es) associated with the converted face(s). In addition, all non-real edges and vertices associated with the face(s) are converted to real edges and vertices.

NOTE (1): Only non-real faces that include a mapped mesh can be converted to real faces.

NOTE (2): Hidden entities that serve as hosts for virtual entities may become active (that is, visible) when their guest entities are converted to real geometry.

Using the Convert Faces Form

To open the Convert Faces form (see below), click the Convert Faces command button on the Geometry/Face subpad.

The Convert Faces form includes the following specifications.

Faces specifies which non-real faces are to be converted to real faces.
All
Pick
  • All specifies all faces in the model.
  • Pick specifies faces selected by means of the Faces list box. (NOTE: If you pick a face in the graphics window or click in the Faces list box, GAMBIT automatically selects the Pick option.)

2.4.9 Summarize/Check/Query Faces and Total Entities

The Summarize/Check/Query Faces and Total Entities command button allows you to perform the following operations.

Symbol

Operation Description

Summarize Faces Displays face summary information in the Transcript window

Check Faces

Checks the topological and geometrical validity of model faces

Query Faces Opens the face query list

Total Entities Displays in the Transcript window the total number of entities of one or more specified types

The following sections describe the procedures and specifications required to execute the operations listed above.


Summarize Faces

The Summarize Faces command displays face summary information in the Transcript window.

Using the Summarize Faces Form

To open the Summarize Faces form (see below), click the Summarize command button on the Geometry/Face subpad.

The Summarize Faces form includes the following specifications.
Faces specifies the faces for which information is to be summarized in the Transcript window.
All
Pick
  • All specifies all faces in the model.
  • Pick specifies faces selected by means of the Faces list box. (NOTE: If you pick a face in the graphics window or click in the Faces list box, GAMBIT automatically selects the Pick option.)


Check Faces

The Check Faces command assesses the topological and/or geometrical validity of faces in the model and summarizes the results in the Transcript window.

When you execute the Check Faces command, GAMBIT checks the model to determine its validity with respect to either or both of the following types of characteristics:

Topology refers to the spatial relationships between entities. Geometry refers to proximity and shape characteristics of the model.

Topology Check

Topological validity is an assessment of the underlying organization of the model-for example, the correct associations between a face entity and the edges that comprise its boundaries or between entities that are associated with each other by virtue of a virtual-geometry, guest-host relationship.

For a given face, the Check Faces topology check operation examines the model to ensure that it meets the following criteria:

NOTE: Failure of the topology check for any face in the model constitutes a serious problem for the model as a whole. GAMBIT does not currently include any tools that allow you to repair problems that cause failures of topology checks.

Geometry Check

Geometrical validity is an assessment of the model with respect to proximity and shape characteristics-such as the distances between connected edges and/or the mathematical continuity of model curves and surfaces. The Check Faces geometry check criteria are as follows:

NOTE: Face-check errors may not represent a serious problem for certain geometry or meshing operations. For example, a face may be meshable even if other operations-such as Boolean operations-fail.

It is sometimes possible to repair geometry errors for faces by means of face- or volume-healing operations (see Sections 2.4.7 and 2.5.8, respectively). Healing processes operate on a set of faces (which may belong to a volume) by modifying geometry near edge and vertex boundaries so that the geometry is within tolerance. Healing operations do not modify regions distant from edge or vertex boundaries. When edges or vertices of different faces are located near to each other, healing operations attempt to modify the geometry in order to connect these edges or vertices.

Using the Check Faces Form

To open the Check Faces form (see below), click the Check command button on the Geometry/Face subpad.

The Check Faces form includes the following specifications.

Faces specifies the faces to be included in the checking operations.
All
Pick
  • All specifies all faces in the model.
  • Pick specifies faces selected by means of the Faces list box. (NOTE: If you pick a face in the graphics window or click in the Faces list box, GAMBIT automatically selects the Pick option.)
Check Topology specifies a topology check on the selected faces.
Check Geometry specifies a geomtery check on the selected faces.


Query Faces

The Query Faces command allows you to identify the locations and/or the names of specific faces.

Using the Query Faces Form

To open the Query Faces form (see below), click the Query command button on the Geometry/Face subpad.

For a general description of using the Query Faces form, see "Using the Query Vertices Form" in Section 2.2.7, above.


Total Entities

The Total Entities command displays in the Transcript window the total number of geometry and/or mesh entities that currently exist in the model. For example, if you select only the Geometry entities option on the Total Entities form and click Apply, GAMBIT displays in the Transcript window the total numbers of vertices, edges, faces, volumes, groups, and coordinate systems that currently exist in the model.

Using the Total Entities Form

For a description of the options available on the Total Entities form, see "Total Entities," in Section 2.2.7.


2.4.10 Delete Faces

The Delete Faces command deletes one or more faces from the model.

The Delete Faces operation is subject to the following restrictions:

Retaining Face Edges

By default, when you delete a face, GAMBIT deletes the edges that constitute parts of the face as well as their endpoint vertices. To retain the edges and vertices when the face is deleted, unselect the Lower Geometry option at the bottom of the Delete Faces form. When you delete a face and retain its edges, the edges remained connected to each other by means of their common endpoint vertices.

Retaining and Deleting Associated Vertices

When you delete a face with associated vertices created by means of the Create Vertex On Face command, GAMBIT retains or deletes the vertices depending on whether they are real or virtual entities, respectively. For example, if you delete a face that is associated with one real vertex and one virtual vertex—both of which were created by means of the Create Vertex On Face command—GAMBIT retains the real vertex and deletes the virtual vertex. (The virtual vertex cannot exist without the host face.)

Deleting Virtual Faces

If you delete a virtual face, GAMBIT deletes all lower topology and virtual hierarchy that is associated with the face and is not associated with any other entities in the model.

Using the Delete Faces Form

To open the Delete Faces form (see below), click the Delete command button on the Geometry/Face subpad.

The Delete Faces form includes the following specifications.

Faces specifies one or more faces to be deleted.
All
Pick
  • All specifies all faces in the model.
  • Pick specifies faces selected by means of the Faces list box. (NOTE: If you pick a face in the graphics window or click in the Faces list box, GAMBIT automatically selects the Pick option.)
Lower Geometry specifies that all edges and vertices that constitute parts of the faces are deleted.

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