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# Geometry Definition in the

March 7, 2016

Topics Presented

• Geometry 가져오기

## • 상기 내용은 ADINA 9.2에서 작성됨

Topics Presented
• Geometry types in the AUI:

## • Preparing geometry for meshing

• Importing geometry

## • These slides are applicable to ADINA 9.2

AUI Geometry Definition

##  ADINA-M/PS (Parasolid and IGES)

Simple geometry (points, lines, surfaces, volumes)

## Direct definition Conversion of certain

IGES wireframe
using dialog boxes B-rep geometries using
import

Simple Geometry: Lines
• 1 end point
• 2 end points Define Line Icon

Straight

Circle

Extruded Revolved
Arc

Polylines

## Define Line Icon

Bezier

Cubic B-Spline

Bi-Arc

Spline

Segmented

Simple Geometry: Surfaces
• 3-vertex (triangular)
Define Surface Icon
• More complex surface are
constructed from simple surfaces

## Three-sided Surface Four-sided Surface

Simple Geometry: Surfaces

## Define Surface Icon

Types of Surfaces:

Patch Vertex

Revolved

Grid Extruded

Simple Geometry: Volumes
• 4-vertex (tetrahedron)
• 5-vertex (pyramid) Define Volume Icon
• 6-vertex (prism)
• 8-vertex (hexahedron)

## Tetrahedron Pyramid Prism Hexahedron

Simple Geometry: Volumes

## Patch Vertex Revolved Extruded

• B-rep is short for “boundary representation”, where the
geometry is fully described by its boundary

## • The AUI includes two geometry engines that make use of

B-rep geometries:
systems.
Surface, and Volume

• B-rep is short for “boundary representation”. There are edges,
faces, and bodies and in each case the geometry is fully described
by its boundary
• In two dimensions, a face is fully described by its bounding edges

External loop

Face

Internal loop

• In three dimensions, a body is fully described by its
bounding faces.

Bounding face

Define Bodies icon
BODY BLOCK, etc
Block Torus

Cylinder

Sphere

Cone

Pipe

Prism (n-sided)

Sewing

BODY SEW

## Each face is an individual body A single body

• Boolean operations
– Merge
– Subtract
– Intersect

• Body Modifiers
– Blend
– Chamfer
– Section
– Hollow
– Offset
– Partition
– Project

Boolean Operations: Body Merge

## Boolean Operator icon

BODY MERGE
Body 2

Body 1

Body 1
(target body)

Boolean Operations: Body Subtract

## Boolean Operator icon

BODY SUBTRACT
Body 2

Body 1

Body 1
(target body)

Boolean Operations: Body Intersect

## Boolean Operator icon

BODY INTERSECT
Body 2

Body 1

Body 1
(target body)

Body Modifiers: Body Blend

## Body Modifier icon

BODY BLEND

Constant Round

Body Modifiers: Body Blend

## Body Modifier icon

BODY BLEND

Constant Fillet

Body Modifiers: Body Blend

## Body Modifier icon

BODY BLEND

Variable Round

Body Modifiers: Chamfer

## Body Modifier icon

BODY CHAMFER

Body Modifiers: Hollow

## Body Modifier icon

BODY HOLLOW

Body Modifiers: Body Section

## Body Modifier icon

Sheet 1
BODY SECTION

Body 1

Body 1 Body 2

Body Modifiers: Body Partition

## Body Modifier icon

BODY PARTITION

Body 2

Body 1 Face 1

Body 1

Body Modifiers: Body Projection

## Body Modifier icon

BODY PROJECTION

Project to
Project along
the Face normal
a vector

Body Modifiers: Body Offset
• Offsets faces by a specified amount
Body Modifier icon
• Different faces can be offset different amounts BODY OFFSET

T2

T1

Sheet Body
Can define sheets using
One external multiple body faces
line and two
internal lines.

Sheet body
with 2
internal loops

Revolved Body

BODY REVOLVED

Swept Body

## Body Sweep icon

BODY SWEEP

Swept Body with Mesh
Body Sweep icon
BODY SWEEP with mesh

Body Defeature

## • Removes small features

Body Mid-Surface Extraction
• Mid-Surface can be created with assigned thickness

Split Edge and Split Face

Lofted Body

## • A body can be created by lofting a set of profiles

• Used to create compatible meshes between two faces of

Without face-linking, mesh looks ok until you cull the front
face. Meshes at interface do not conform.

## Solution: use face-links prior to meshing

• Topologically identical faces are required for face link
• Hence, faces must be the same shape AND must share same
points and edges

Body 1 (B1)

Body 2 (B2)
be applied

• If faces are not identical, imprints by subtraction can be
used
Two new vertices are created by subtracting
B1 from B2 with “Keep Imprint”

Body 1 (B1)

Body 2 (B2)
be applied Two new vertices are created by subtracting
B2 from B1 with “Keep Imprint”

Keeping the Imprinted Edges
• By default, imprinted edges are removed

Keeping the Imprinted Edges
• Keeping imprinted edges can also for applying loads and
boundary conditions

Keeping the Imprinted Edges
• For this simple problem could use BODY PROJECTION

## Body Modifier icon

BODY PROJECTION

Project along
a vector

Keeping the Imprinted Edges
• Could also make an imprint using BODY SUBTRACT
• Subtracting body must be flush (just touching) with the
target body

Keep Internal Edges
It is sometimes useful to merge bodies and
keep internal edges (e.g. manual subdivision)

Geometry Import

## • By default, points within a distance < 1E-5 are considered

identical

Geometry Import

• Recommended to scale
geometry, rather than changing
tolerance

## • Internal tolerances in mesher

might cause problems when
nodes are <1E-5