Difference between revisions of "FEA Mesh Generation Commands"
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* [[Origin Command]]: Define the coordinate system origin for entry of [[Keypoint Command|keypoints]] using polar coordinates. | * [[Origin Command]]: Define the coordinate system origin for entry of [[Keypoint Command|keypoints]] using polar coordinates. | ||
* <a href="element.html">Element</a>: Define type of element to use in the mesh. | * <a href="element.html">Element</a>: Define type of element to use in the mesh. | ||
* | * [[FlipTriangles]]: Select the direction of triangular elements in meshes that use those elements. | ||
* [[Resequence Command]]: To turn on the option to resequence the nodes, which will minimize the bandwidth of the problem and speed the calculations. | * [[Resequence Command]]: To turn on the option to resequence the nodes, which will minimize the bandwidth of the problem and speed the calculations. | ||
Revision as of 21:46, 10 September 2013
The best way to generate an FEA mesh is to use Keypoint, Path, and Area commands.
Scripted Input Files
In scripted input files, you build the mesh by using multiple mesh generation commands. These commands are usually grouped together, but may be at various locations in the input file. For example, a simple 2D, rectangular mesh of width #length, height #height, and thickness #thick with #horiz elements in the horizontal direction and #vert elements in the vertical direction (where terms beginning in number signs are script variables) can be created with:
Area #matname$,#thick Path "Bottom",#horiz Keypoint "BotLeft",0,0 Keypoint "BotRight",#length,0 EndPath Path "Right",#vert Keypoints "BotRight" Keypoint "TopRight",#length,#height EndPath Path "Top",#horiz Keypoints "TopRight" Keypoint "TopLeft",0,#height EndPath Path "Left",#vert Keypoints "TopLeft","BotRIght" EndPath EndArea Resequence "BotRight"
Basic Commands
The fundamental commands for generating a mesh are
- Area: Define an area for mesh generation.
- Path: Define a path used in defining areas.
- Paths: Add multiple defined paths to an area.
- Keypoint: Define a keypoint used in defining paths
- Keypoints: Add multiple defined keypoints to a path.
Mesh Attribute Commands
- Origin Command: Define the coordinate system origin for entry of keypoints using polar coordinates.
- <a href="element.html">Element</a>: Define type of element to use in the mesh.
- FlipTriangles: Select the direction of triangular elements in meshes that use those elements.
- Resequence Command: To turn on the option to resequence the nodes, which will minimize the bandwidth of the problem and speed the calculations.
XML Input Files
In XML input files, you build the mesh with mesh generation commands that must be within a single <Mesh> block. Here is a <Mesh> block that creates at 50X10 mm rectangular mesh with 6 elements in the horizontal direction and 3 in the vertical direction:
<Mesh> <Keypoints> <pt x='0' y='0' id='lowerleft'/> <pt x='0' y='10' id='upperleft'/> <pt x='50' y='0' id='lowerright'/> <pt x='50' y='10' id='upperright'/> </Keypoints> <Path id="bottom" intervals='6' ratio='1'> <keypt id='lowerleft'/> <keypt id='lowerright'/> </Path> <Path id="right" intervals='3'> <keypt id='lowerright'/> <keypt id='upperright'/> </Path> <Path id="top" intervals='6'> <keypt id='upperright'/> <keypt id='upperleft'/> </Path> <Path id="left" intervals='3'> <keypt id='upperleft'/> <keypt id='lowerleft'/> </Path> <Area mat="1" thick="10" type="4" flip="0" angle="0"> <path id="bottom"/> <path id="right"/> <path id="top"/> <path id="left"/> </Area> </Mesh>
Mesh Generation Commands
The fundamental XML commands for generating a mesh are:
- <Area>: Define an area for mesh generation.
- <Path>: Define a path used in defining areas.
- <Keypoints>: Define a key point used in defining paths
Using Images and Shapes
If some elements in the generate mesh are set the material id _NONE_ (see Area Command) or mat = 0 (see <Area> Command), you can follow mesh creation with image and shape commands to fill in material types, angles, and define the final mesh geometry. This option is described here.
Notes
- Once the mesh is created, an optional method to create complicated meshes is to define the materials, angles, and final geometry using images and shapes. This meshing method is described elsewhere.