A Higher Order Basis Based Integral Equation Solver (HOBBIES) project consists of a geometry model, the electrical properties of the electromagnetic materials associated with that model, and the parametric settings of the solution. As is well known, the geometry modeling is very important since it describes the object that is essential in an electromagnetic simulation.
In general, HOBBIES provides two ways to create a model of the electromagnetic structure:
Users can draw arbitrary one-dimensional (1D), two-dimensional (2D), or three-dimensional (3D) objects using either of the procedures, as discussed in detail in this chapter. HOBBIES can also import geometric models of structures from other software, such as AutoCAD, Rhinoceros, and Pro/E, as described in Section 3.5.2 of Chapter 3.
To draw a model efficiently, one can perform various operations and manipulations with previously created objects (points, wires, surfaces, etc.). The operations include moving a point, dividing lines/surfaces, collapsing, Boolean operations, and so on. The manipulations include translation, rotation, mirroring, scale, offset, sweep, and align. These operations and manipulations of the model are discussed at the end of this chapter.
The geometric properties of a structure can be defined using nodes, wires, surfaces, junctions, volumes, or objects. In a HOBBIES project, the geometric modeling is implemented using HOBBIESStructureNodes, Wires, Surfaces, Volumes, Junctions, and Objects menus. Each menu will be described in detail in the next section.
Menu: HOBBIESStructureNodes
Toolbar:
A node is a point in space completely determined by its x-, y-, and z-coordinates. Click the HOBBIESStructureNodes menu, and the Node list window appears, as shown in Figure 4.1.
The following can be accomplished in the Node list window:
These commands will now be described in detail.
Add a node
1. Click on the Add icon in the Node list window. A new node is created. The default values for all coordinates are zero. The numbers in the Node column (first column in the Node list window) are the ID of the nodes in HOBBIES.
2. One can edit the node coordinates in the Node list window. Select the x-coordinate edit field of one node in the X column, and enter the new value. Then press the tab key or use the left mouse button to switch to the y-coordinate field (Y column) and enter the new value. The z-coordinate (Z column) can be edited as the x- and y-coordinates.
Delete a node
1. Click on the box in front of a node number to select the node, as shown in Figure 4.2.
2. Click on the Delete icon in the Node list window, and the selected node will be removed from the list, as shown in Figure 4.3.
Tips: 1. By checking the boxes for several nodes at a time, one can delete them simultaneously.
2. Check the boxes for the nodes, and one will see the corresponding node labels, as shown in Figure 4.4. The node labels will be discussed later in this section.
Go to the first/last/previous/next page of the Node list window
In the Node list window, each page contains at most 100 nodes. If there are more than 100 nodes, the Node list window will include more than one page. The icons , , , and allow one to go to the first, previous, next, and last page of the Node list window, respectively.
Search for a node
One can search for a node in the Node list window according to the node ID:
3. Click Ok in the Search node window, and the node with the ID of 200 will appear in current Node list window, as marked in Figure 4.7.
Show/hide node labels
Click on the Label icon in the Node list window to show all the node labels {Figure 4.8 (a)}, and click it again to hide the labels {Figure 4.8 (b)}. The nodes are labeled by 1, 2, 3, and so on. The function of this icon is the same as that of in the Toolbar (see Section 3.4.3).
Note: The Wire list, Surface list, Junction list, Volume list, Object list, and Symbol list window that will be introduced in the following sections also include the icons , , , , and . The basic functions of these labels are the same, and thus they will not be described in detail in the following sections.
Tips: Section 4.2.1 provides an alternative way of creating a node.
Menu: HOBBIESStructureWires
Toolbar:
Wires are modeled by right-truncated cones in the geometry. As discussed in Chapter 1, a method of moments (MoM) model of a right-truncated wire cone can be considered as a line with a radius and associated with it are properties of the medium in which it is embedded.
In general, a right-truncated cone is defined by its start and end points (nodes) and by its starting and ending radii. Wire nodes are specified by their ID, given in the Node list window.
A wire in HOBBIES is specified by (Figure 4.9):
The following can be accomplished in the Wire list window:
These commands will now be described in detail.
Add a wire
1. Click on the Add icon in the Wire list window. For example, enter the node IDs of 5 and 6 in Figure 4.8 (a) in the Nodes ID field (Figure 4.10) and click Ok; a line is created {Figure 4.11 (a)}, and an entry is added in the Wire list window {Figure 4.11 (b)}, which connects the two nodes.
Note: There must be two different nodes in the Node list window for defining a wire. Otherwise, the error windows containing help information will appear.
Tips: Section 4.2.2 provides an alternative way of creating a line.
2. Edit the wire parameters in the Wire list window.
Note: If the wire acts as an antenna or a feeding pin, the starting and ending radii cannot both be zero.
Example:
In the Wire list window shown in Figure 4.12, the wire number is 1 and the Line ID of the wire is also 1. The first (starting) and second (ending) nodes of the wire are nodes 5 and 6, respectively. The nodes 5 and 6 should have been defined in the Node list window (Section 4.1.1). The radii at the first and second nodes are both 3 mm. Domain 1 means that the wire is immersed in vacuum (Section 6.4 in Chapter 6). Nds is 0, which means that the degree of the polynomial basis for the current along the wire is automatically determined according to the electrical length of the wire (Section 6.10.2). Ncs is 0, which means the values of the current will not be displayed in the output results for the wire (Section 6.9.1). One can add multiple wires by following this process.
Delete a wire
1. Click the left mouse button on the box in front of a wire number to select the wire, as shown in Figure 4.13 (a).
2. Click the left mouse button on the Delete icon in the Wire list window, and the selected wire will be removed from the list.
This is similar to the procedure of deleting a node (Section 4.1.1).
Tips: 1. By checking the boxes of several wires at the same time, one can delete them simultaneously.
2. Check the box for a wire, and one will see the corresponding wire label, as shown in Figure 4.13. The wire labels will be discussed later in this section.
The icons , , , , and in the Wire list window have the same functions as those in the Node list window (Section 4.1.1), and thus, their descriptions are omitted.
Show/hide wire labels
Click the Label icon in the Wire list window to show all the wire labels {Figure 4.14 (a)} and click it again to hide the labels {Figure 4.14 (b)}. The wires are labeled by 1, 2, 3, and so on. See the function of this icon is the same as that of in the Toolbar (Section 3.4.3). Wire labels are shown with radii of wires, and wire labels can be shown together with node labels, as depicted in Figure 4.14 (c).
Menu: HOBBIESStructureSurfaces
Toolbar:
Quadrilateral surfaces are modeled by bilinear surfaces. In the general case, a bilinear surface is a curved quadrilateral completely determined by its four corner points (nodes), arbitrarily positioned in space. The nodes of a quadrilateral surfaces are specified by their IDs, given in the Node list window. The sequence of nodes defines the contour of the surface. A quadrilateral surface is modeled as a bilinear surface completely specified by:
The following can be done in the Surface list window, as shown in Figure 4.15:
These commands will be described in the next section.
1. Click the left mouse button on the Add icon in the Surface list window (Figure 4.15). If four different nodes are already defined in the Node list, the window shown in Figure 4.16 appears. Type in four different node IDs in the Nodes ID field and click Ok. A quadrilateral surface is created and added in the Surface list window (Figure 4.17). For example, from Figure 4.4, enter the nodes 1, 2, 3, and 4 in the Nodes ID window, as shown in Figure 4.16, and press the ESC key.
Note: There must be at least four different nodes in the Node list window to define a quadrilateral surface. Otherwise, an error window containing some help information will appear.
Tips: Section 4.2.3 provides a more convenient way of creating a surface.
2. Edit the surface parameters in the Surface list window.
One can add multiple surfaces by following the process described so far.
Delete a quadrilateral surface
1. Click the left mouse button on the box in front of a surface number to select the surface.
2. Click the left mouse button on the Delete icon in the Surface list window, and then the selected surface will be removed from the list.
This is similar to the procedure of deleting a node (Section 4.1.1).
Tips: 1. By checking the boxes of several surfaces at a time, one can delete them simultaneously.
2. Check the box for a surface, and one will see the corresponding surface label, as shown in Figure 4.18. The surface labels will be discussed later in this section.
The icons , , , , and in the Surface list window have the same functions as those in the Node list window (Section 4.1.1), and thus, the description is omitted.
Show/hide quadrilateral surface labels
Click the Label icon in the Surface list window to show all the surface labels {Figure 4.19 (a)}, and click it again to hide the labels (Figure 4.19 (b)). The surfaces are labeled by 1, 2, 3, and so on. The function of this icon is the same as that of in the Toolbar (see Section 3.4.3). Surface labels can be shown together with node labels, as depicted in Figure 4.19(c).
Menu: HOBBIESStructureJunctions
Toolbar:
Two wires having a common node and two quadrilateral surfaces having two common nodes (that define their common edge) are automatically considered to be connected. However, the wire-to-surface junction must be specified by the user, using the Junction list window (Figure 4.20). The junction is completely specified by a node of a wire situated on a surface. In the general case, the ends of a wire and a surface's short edges that are placed in an electrically small region can also be specified by the user to be electrically connected. A junction, in the general case, is completely specified by all nodes in the junction domain.
The following can be done in the Junction list window:
These commands will be described in the next section.
Add a junction
1. Click the left mouse button on the Add icon in the Junction list window and an information window appears (Figure 4.21). Note that the information window will not appear unless the Popup message in the Interface options frame on the General tab of Preferences (Appendix A) is set as Beginner.
2. Click OK in the information window, and select all nodes in the junction domain with the left mouse button. Press the ESC key and a junction is added in the Junction list window (Figure 4.22). Each row in the Junction list window defines one junction.
Note: A junction domain may include one node or several nodes (there is a limit of at most 12 nodes in the current version of HOBBIES).
Delete a junction
1. Click the left mouse button on the box in front of a junction number to select the junction.
2. Click the left mouse button on the Delete icon in the Junction list window, and then the selected junction will be removed from the list.
This is similar to the procedure of deleting a node (Section 4.1.1).
Tips: 1. By checking the boxes for several junctions at a time, one can delete them simultaneously.
2. Check the box for a junction and one will see the corresponding junction label, as shown in Figure 4.23. The junction labels will be discussed later in this section.
The icons , , , , and in the Junction list window have the same functions as those in the Node list window (Section 4.1.1), and thus, the description is omitted.
Show/hide junction labels
Click the Label icon in the Junction list window to show all junction labels {Figure 4.24 (a)}, and click it again to hide the labels {Figure 4.24 (b)}. The junctions are labeled by 1, 2, 3, and so on. The function of this icon is the same as that of in the Toolbar (see Section 3.4.3).
Examples:
Several typical junctions are depicted in Figure 4.25.
Menu: HOBBIESStructureVolumes
Toolbar:
A volume is an entity formed by a closed set of surfaces that share the lines between them. The HOBBIES computational kernel is based on the surface integral equation (see Chapter 1) and cannot use the volume entities or the mesh of volumes. The purpose of introducing volumes in HOBBIES is to utilize the volume Boolean operations for geometric modeling, which will be described in detail in Section 4.3.16.
The following can be done in the Volume list window, as shown in Figure 4.26:
These commands will be described in the following section.
Add a volume
Click the left mouse button on the Add icon in the Volume list window and then select some surfaces in the HOBBIES window with the left mouse button. Press the ESC key and a volume is added in the Volume list. Each row of the Volume list defines one volume.
To create a volume, some surfaces must be selected. The order of selection is not important but they all must join each other by sharing common lines and they must form a closed contour. Otherwise, there is an error and the volume is not created, and a window appears with some useful information.
For example, the information for a sphere is shown in the Volume list in Figure 4.27. It is seen that the sphere volume includes 4 surfaces, 4 lines and 2 points. The sphere with and without the volume element is shown in Figure 4.28.
Note: Press the ESC key once if one wants to create more volumes by following the same procedure. Press the ESC key twice if no additional volumes are to be created.
Delete a volume
1. Click the left mouse button on the box in front of a volume number to select the volume.
2. Click the left mouse button on the Delete icon in the Volume list window, and then the selected volume will be removed from the list.
This is similar to the procedure of deleting a node (Section 4.1.1).
Tips: 1. By checking the boxes for several volumes at a time, one can delete them simultaneously.
2. Check the box for a volume, and one will see the corresponding volume label, as shown in Figure 4.29. The volume labels will be discussed later in this section.
The icons , , , , and in the Volume list window have the same functions as those in the Node list window (Section 4.1.1), and thus, the description is omitted.
Show/hide volume labels
Click the Labels icon in the Volume list window to show all the volume labels {Figure 4.30 (a)}, and click it again to hide the labels {Figure 4.30 (b)}. The volumes are labeled by 1, 2, 3, and so on.
Note: Volumes should be deleted before meshing, while wires and surfaces should be maintained.
Menu: HOBBIESStructureObjects
Toolbar:
One can create typical models in the Object list. The models include:
The Object list is shown in Figure 4.31. The default tab is Spheres. One can switch to other tabs by clicking Cylinders, Cones, and so on. in the Object list.
The following can be done in each tab of the Object list:
Symbols can be used in the definition of models in the Object list (symbols will be described in Section 4.1.7). In addition, the mesh of models can be controlled in the Object list.
Note: Symbols cannot be utilized in the creation of objects by using the GeometryObject menu (Section 4.2.5) or the object icon in the Toolbar.
Each type of object in the Object list will now be described one by one in the next section.
Menu: HOBBIESStructureObjectsSpheres
The Spheres tab is shown in Figure 4.32. Each row of the list defines one sphere, which includes three parameters: Center, Radius, and Auto-mesh divisions.
Add a sphere
1. Click the left mouse button on the Add icon in the Sphere tab, and Press the ESC key. A new sphere is created (Figure 4.32). By default, the coordinates for the Center of the sphere (X, Y, Z) are zeros, the Radius is 1.0 m, and the Auto-mesh division is 0.0. Then the sphere will be displayed in the HOBBIES window as shown in Figure 4.33.
2. One can edit the geometric parameters and mesh size of the sphere in the list.
Delete a sphere
1. Click the left mouse button on the box in front of a sphere ID to select the sphere.
2. Click the left mouse button on the Delete icon in the Spheres tab, and the selected sphere will be removed from the list.
This is similar to the procedure of deleting a node (Section 4.1.1).
Tips: 1. By checking the boxes for several spheres at a time, one can delete them simultaneously.
2. Check the box for a sphere, and the corresponding sphere is displayed by a transparent green color, as shown in Figure 4.34.
Highlight spheres
Click the icon in the Spheres tab to highlight all spheres with the transparent green color {Figure 4.35 (a)}, and click it again to cancel the highlight {Figure 4.35 (b)}.
The commands , , , and in the Spheres tab have the same functions as those in the Node list window (Section 4.1.1), and thus, the description is omitted.
Menu: HOBBIESStructureObjectsCylinders
The Cylinders tab is shown in Figure 4.36. Each row of the list defines one cylinder, which includes five parameters: Base Center, Normal Vector, Radius, Height, and Auto-mesh divisions.
Add a cylinder
1. Click the left mouse button on the Add icon in the Cylinders tab and press the ESC key. A new cylinder is created (Figure 4.37). By default, the Base Center coordinates (X, Y, Z) are zeros, the Normal Vector is (0.0, 0.0, 1.0), the Radius is 1.0 m, the height is also 1.0 m, and the Auto-mesh divisions is 0.0.
2. One can edit the geometric parameters and mesh size of the cylinder in the list.
Delete a cylinder
1. Click the left mouse button on the box in front of a cylinder ID to select the cylinder.
2. Click the left mouse button on the Delete icon in the Cylinders tab, and the selected cylinder will be removed from the list.
This is similar to the procedure of deleting a node (Section 4.1.1).
Tips: 1. By checking the boxes for several cylinders at a time, one can delete them simultaneously.
2. Check the box for a cylinder and the corresponding cylinder is displayed by a transparent green color, as shown in Figure 4.38.
Highlight cylinders
Click the icon in the Cylinders tab to highlight all cylinders with a transparent green color (Figure 4.39(a)), and click it again to cancel the highlight (Figure 4.39(b)).
Other commands
The commands , , , , and in the Cylinders tab have the same functions as those in the Node list window (Section 4.1.1), and thus, the description is omitted.
Menu: HOBBIESStructureObjectsCones
The Cones tab is shown in Figure 4.40. Each row of the list defines one cone, which includes five parameters: Base Center, Normal Vector, Radius, Height, and Auto-mesh divisions.
Add a cone
1. Click the left mouse button on the Add icon in the Cones tab, and press the ESC key. A new cone is created (Figure 4.41). By default, the Base Center coordinates (X, Y, Z) are zeros, the Normal Vector is (0.0, 0.0, 1.0), the Radius is 1.0 m, the Height is also 1.0 m, and the Auto-mesh divisions is 0.0.
2. One can edit the geometric parameters and the mesh size of the cone in the list.
Delete a cone
1. Click the left mouse button on the box in front of a cone ID to select the cone.
2. Click the left mouse button on the Delete icon in the Cones tab, and the selected cone will be removed from the list.
This is similar to the procedure of deleting a node (Section 4.1.1).
Tips: 1. By checking the boxes for several cones at a time, one can delete them simultaneously.
2. Check the box for a cone, and the corresponding cone is displayed by a transparent green color, as shown in Figure 4.42.
Highlight cones
Click the icon in the Cones tab to highlight all cones with a transparent green color {Figure 4.43 (a)}, and click it again to cancel the highlight {Figure 4.43 (b)}.
Other commands
The commands , , , , and in the Cones tab have the same functions as those in the Node list window (Section 4.1.1), and thus, the description is omitted.
Menu: HOBBIESStructureObjectsPrisms
The Prisms tab is shown in Figure 4.44. Each row of the list defines one prism, which includes five parameters: Base Center, Normal Vector, Radius, Height, and Auto-mesh divisions.
Add a prism
1. Click the left mouse button on the Add icon in the Prisms tab and an information window appears (Figure 4.45). Enter the number of sides for the prism, click Ok, and a new prism is created (Figure 4.46). By default, the number of sides is 4, the Base Center coordinates (X, Y, Z) are zeros, the Normal Vector is (0.0, 0.0, 1.0), the Radius is 1.0 m, and the Height is also 1.0 m. Note that the Auto-mesh divisions is not available for prisms.
2. One can edit the geometric parameters of the prism in the list.
Delete a prism
1. Click the left mouse button on the box in front of a prism ID to select the prism.
2. Click the left mouse button on the Delete icon in the Prisms tab, and the selected prism will be removed from the list.
Tips: 1. By checking the boxes for several prisms at a time, one can delete them simultaneously.
2. Check the box for a prism, and the corresponding prism is displayed by a transparent green color, as shown in Figure 4.47.
Highlight prisms
Click the icon in the Prisms tab to highlight all prisms with a transparent green color {Figure 4.48 (a)}, and click it again to cancel the highlight {Figure 4.48 (b)}.
Other commands
The commands , , , , and in the Prisms tab have the same functions as those in the Node list window (Section 4.1.1), and thus, the description is omitted.
Menu: HOBBIESStructureObjectsParametric Surfaces
The Parametric Surfaces tab is shown in Figure 4.49. Each row of the list defines one parametric surface, which includes three parameters: Parametric Equations, U, and V.
Add a parametric surface
1. Click the left mouse button on the Add icon in the Parametric Surfaces tab and an information window appears (Figure 4.50). The required input data are the mathematical formulas of the coordinates X(u,v), Y(u,v), and Z(u,v), where u and v are the parameters of the surface, and their values belong to the intervals set in U from…to… and V from…to…, respectively. The surface is created by approximation and is a NURBS (Non-Uniform Rational B-Spline) surface, which is created with multiple points along the u and v directions.
One can also input the mathematical formulas manually or select the formulae in the drop-down menu of the Examples in Figure 4.51 (a). There are four types of parametric surfaces in the Examples drop-down menu: Band, Helicoid, Catenoid, and Dinni {Figure 4.51 (a)}. Select one of the Examples (e.g., Band), and the mathematical formulas are filled automatically in the corresponding fields {Figure 4.51 (b)}. Click Ok and the parametric surface is created and added in the Parametric Surfaces tab, as shown in Figure 4.52. Press the ESC key to leave the NURBS surface creation.
The valid mathematical operators are: + − * / % **.
The valid mathematical functions are as follows:
abs (arg): Returns the absolute value of arg. Arg may be either an integer or a floating-point, and the result is returned in the same form.
acos (arg): Returns the arc cosine of arg, in the range [0, π] radians. Arg should be in the range [−1, 1].
asin (arg): Returns the arc sine of arg, in the range [−π/2, π/2] radians. Arg should be in the range [−1, 1].
atan (arg): Returns the arc tangent of arg, in the range [−π/2, π/2] radians.
atan2 (y, x): Returns the arc tangent of y/x, in the range [−π, π] radians, x and cannot both be 0.
ceil (arg): Returns the smallest integral floating-point value (i.e., with a zero fractional part) not less than arg. The argument may be any numeric value.
cos (arg): Returns the cosine of arg, measured in radians.
cosh (arg): Returns the hyperbolic cosine of arg. If the result would cause an overflow, an error is returned.
double (arg): The argument may be any numeric value. If arg is a floating-point value, the function returns arg; otherwise, it converts arg to a floating-point and returns the converted value. May return Inf or –Inf when the argument is a numeric value that exceeds the floating-point range.
exp (arg): Returns the exponential of arg, defined as e**(arg). If the result would cause an overflow, an error is returned.
floor (arg): Returns the largest integral floating-point value (i.e., with a zero fractional part) not greater than arg. The argument may be any numeric value.
fmod (x, y): Returns the floating-point remainder of the division of x by y. If y is 0, an error is returned.
hypot (x, y): Computes the length of the hypotenuse of a right-angled triangle “sqrt [x × x + y × y]”
int (arg): The argument may be any numeric value. The integer part of arg is determined, and then the low-order bits of that integer value, up to the machine word size, are returned as an integer value.
log (arg): Returns the natural logarithm of arg. Arg must be a positive value.
log10 (arg): Returns the base 10 logarithm of arg. Arg must be a positive value.
pow (x, y): Computes the value of x raised to the power y. If x is negative, y must be an integer value.
rand : Returns a pseudo-random floating-point value in the range (0, 1). The generator algorithm is a simple linear congruential generator that is not cryptographically secure. Each result from rand completely determines all future results from subsequent calls to rand, so rand should not be used to generate a sequence of secrets, such as one-time passwords. The seed of the generator is initialized from the internal clock of the machine or may be set with the srand function.
round (arg): If arg is an integer value, the function returns arg; otherwise it converts arg to an integer by rounding, and returns the converted value.
sin (arg): Returns the sine of arg, measured in radians.
sinh (arg): Returns the hyperbolic sine of arg. If the result would cause an overflow, an error is returned.
sqrt (arg): The argument may be any non-negative numeric value. Returns a floating-point value that is the square root of arg. May return Inf when the argument is a numeric value that exceeds the square of the maximum value of the floating-point range.
srand (arg): The arg, which must be an integer, is used to reset the seed for the random number generator of rand. Returns the first random number (see rand) from that seed. Each interpreter has its own seed.
tan (arg): Returns the tangent of arg, measured in radians.
tanh (arg): Returns the hyperbolic tangent of arg.
2. One can edit the mathematical formulas of the parametric surfaces in the list.
Delete a parametric surface
1. Click the left mouse button on the box in front of a parametric surface ID to select the surface.
2. Click the left mouse button on the Delete icon in the Parametric Surfaces tab, and the selected surface will be removed from the list.
Tips: 1. By checking the boxes for several surfaces at a time, one can delete them simultaneously.
2. Check the box for a parametric surface, and the corresponding surface is displayed by a transparent green color, as shown in Figure 4.53.
Highlight parametric surfaces
Click the icon in the Parametric Surfaces tab to highlight all surfaces with a transparent green color {Figure 4.54 (a)}, and click it again to cancel the highlight {Figure 4.54 (b)}. The parametric formulas of the paraboloid surface in Figure 4.54 are given by:
where −1.5 ≤ u ≤ 1.5, −1.0 ≤ v ≤ 1.0.
Other commands
The commands , , , , and in the Parametric Surfaces tab have the same functions as those in the Node list window (Section 4.1.1), and thus, the description is omitted.
Menu: HOBBIESStructureObjectsParametric Lines
The Parametric Lines tab is shown in Figure 4.55. Each row of the list defines one parametric line, which includes two parameters: Parametric Equations and t.
1. Click the left mouse button on the Add icon in the Parametric lines tab and an information window appears (Figure 4.56). The required input data are the mathematical formulas of the coordinates X(t), Y(t), and Z(t), where t is the parameter of the line, and its value belongs to the intervals set in t from…to…. The line is created by approximation and is a NURBS line, which is created with N points. In HOBBIES, these kinds of curves are cubic (third-order). By default, the interval is [0, 1] and the number of points is 10.
2. Click Ok in the Parametric Lines window when finished entering the mathematical formulas, and a parametric line is created and added in the Object list (or, click Cancel to close the window).
3. One can edit the mathematical formulas of the parametric lines in the list.
4. If the parametric line acts as an antenna or a feeding pin, open the Wire list window (Section 4.1.2) and enter Radius for the wire. One can also edit Dom, Nds and Ncs for the wire.
The valid mathematical operators and functions are (see Section 4.1.6.5): +, −, *, /, %, **, abs, acos, as in, atan, atan2, ceil, cos, cosh, double, exp, floor, fmod, hypot, int, log, log10, pow, rand, round, sin, sinh, sqrt, srand, tan, tanh.
We fill the formula bars with the expression of a helix. That helix starts with radius R0 = 4 and finishes with a radius R0 = 4, performing N = 3 turns per unit length. Therefore, for t = 0.0 to t = 2.0 , it will constitute six turns of the helix. The height also changes from 0 to H = 10. The mathematical formulas are given below.
The parameters for the helix are shown in Figure 4.57, and the outline of the helix is shown in Figure 4.58.
Delete a parametric line
1. Click the left mouse button on the box in front of a parametric line ID to select the line.
2. Click the left mouse button on the Delete icon in the Parametric Lines tab, and the selected line will be removed from the list.
Tips: 1. By checking the boxes for several lines at a time, one can delete them simultaneously.
2. Check the box for a parametric line, and the corresponding line is displayed by a dark red color, as shown in Figure 4.59.
Highlight parametric lines
Click the icon in the Parametric Lines tab to highlight all lines with a dark red color {Figure 4.60 (a)}, and click it again to cancel the highlight {Figure 4.60 (b)}.
The parametric formulas of the parabolic curve in Figure 4.60 are as follows:
where, −5.0 ≤ t ≤ 5.0.
Other commands
The commands , , , , and in the Parametric Lines tab have the same functions as those in the Node list window (Section 4.1.1), and thus the description is omitted.
Menu: HOBBIESSymbols
Toolbar:
The node coordinates, wire radii, object parameters, etc., can be defined not only by numeric values but also through symbolic names. A combination of a minus sign and symbolic name is also allowed (for example, a symbolic name a can be used with a minus sign as −a). Symbols are defined in the Symbol list, as shown in Figure 4.61.
The symbol value is defined by a numeric value or by a symbolic expression. Symbolic expressions can use brackets, arithmetic operations (+, −, *, /, %, **) and functions (abs, acos, asin, atan, atan2, ceil, cos, cosh, double, exp, floor, fmod, hypot, int, log, log10, pow, rand, round, sin, sinh, sqrt, srand, tan, tanh).
One can also perform the following in the Symbol list:
Add a symbol
1. Click the Add icon (Figure 4.61) in the Symbol list window and then a window opens as shown in Figure 4.62.
2. Enter the new symbol in the blank field. It consists of the symbol name, followed by the equal sign and the symbol value. For example, symbol a with the value of 1 can be defined as a = 1.0, as shown in Figure 4.63.
The symbol value can be defined by a symbolic expression of the existing symbols, as depicted in Figure 4.64, where the value of symbol b is defined as a/2 and the value of symbol c is defined as a function of symbol a and symbol b as c = a*sin(b).
3. Click Ok in the Enter the New Symbol window in Step 2, and the new symbol is added in the Symbol list window. Each row of the Symbol list defines one symbol, which includes Real Value and Symbol Value, as shown in Figure 4.65.
Modify a symbol
The symbol value can be modified by double clicking the left mouse button on the row of an existing symbol. For example, when one double left clicks the first row of the symbol list as depicted in Figure 4.65, the modify the symbol window appears, as shown in Figure 4.66.
Note: When a symbol is modified, other symbols defined using this symbol will also be changed accordingly.
Delete a symbol
1. Click the left mouse button on the box in front of a symbol number to select the symbol (Figure 4.67).
2. Click the left mouse button on the Delete icon in the Symbol list window, and the selected symbol will be removed from the list.
Note: When a symbol is used to define the other symbols, it cannot be deleted before those other symbols that are related to it are deleted first. In this case, the Error window appears, as shown in Figure 4.68. Also the symbol cannot be deleted if it is used in a geometric model.
Other commands
The commands , , , , and in the Symbol list window have the same functions as those in the Node list window (Section 4.1.1), and thus, the description is omitted.
Note: Symbols can be only used in the Node list, Wire list, Object list, Define Domains, and Loading list windows. When the optimizer is used, symbols must be defined first.
The GeometryCreate menu is for the generation of all the different possible geometric entities. By default, new entities are created inside the current layer (see Layers in Appendix A).
Menu: GeometryCreatePoint
Toolbar:
Individual points are created by entering each point in any of the following ways:
The points can then be joined together to form lines.
Points are placed in the HOBBIES graphical window in the plane z = 0 according to the coordinates viewed in the window. Depending on the activated preferences (see Preferences in Appendix A), if one selects a region located in the vicinity of an existing point, HOBBIES asks whether it should create a new point or use the existing one.
HOBBIES offers the command line (Section 3.4.4) for entering points in order to create geometries easily, defining coordinates in the Cartesian coordinate system.
The coordinates of a point can be entered in the command line by following one of two possible formats, with or without the commas:
Coordinate z can be omitted in both cases.
The following are valid examples of point definitions:
The basic steps for creating points are:
1. Select the GeometryCreatePoint menu, or click the icon in the Toolbar.
2. Enter coordinates of a point in one of the valid formats in the command line, press the Enter key, and a point is created.
3. Create other points one by one by following the process in Step 1.
4. Press the ESC key to finish the entering process and to add all points created in the Node list window. You can edit the nodes in the Node list window, as described in Section 4.1.1.
Note: It is impossible to create new points joining old ones by using the mouse to select. Also, redundant points can be created through the node list.
The Number option in the Contextual menu (Section 3.4.2) lets one choose the label that will be assigned to the next point created. If a point with this number already exists, the old point changes its number.
Menu: GeometryCreateStraight line
Toolbar:
The steps for creating lines are:
1. Select the GeometryCreateStraight line menu, or click the icon in the Toolbar.
2. Enter two points to create a straight line, and then continue entering points in order to create more lines from the first one. Every part of the total line created is an independent line.
3. Press the ESC key to finish the line creation process and to add all lines created in the Wire list window.
4. If the wires act as antennas or feeding pins, open the Wire list window (Section 4.1.2) and enter the Radius for each wire. One can also edit Dom, Nds, and Ncs for each wire.
Note: It is important to note that when creating lines, new points are also being created (if existing ones are not used).
If two points already exist, one can connect the two points by following these steps:
1. Select the GeometryCreateStraight line menu, or click the icon in the Toolbar.
2. Click the right mouse button while the cursor is over the HOBBIES screen, select the ContextualJoin menu (keyboard shortcut: Ctrl-a), and the cursor becomes . Select the first point and the second point by clicking the left mouse button; press the ESC key to finish the line creation process and to add the line in the Wire list window.
Note: Press the ESC key once if one wants to create more lines by following the same procedure. Press the ESC key twice if there are no additional lines to be generated.
3. If the wire acts as an antenna or a feeding pin, open the Wire list window (Section 4.1.2) and enter the Radius for the wire. One can also edit Dom, Nds, and Ncs for the wire.
Menu: GeometryCreateNURBS line
Toolbar:
NURBS are Non-Uniform Rational B-Splines. They are a type of curve that can interpolate a set of points. NURBS can also be defined by their control polygon, another set of points that the curve approximates smoothly. There are two ways of creating a NURBS line using this command; either by entering some interpolated points or by entering the points that form the control polygon, or selecting the existing points by the mouse.
By default, a NURBS line is created by entering interpolated points, which is called Interpolant mode. The steps are as follows:
1. Select the GeometryCreate NURBS line menu, or click the icon in the Toolbar.
2. Enter two or more points to create a NURBS line that is a cubic polynomial passing through all the points.
3. Press the ESC key to finish the line creation process and to add the NURBS line created in the Wire list window.
Note: Press the ESC key once if you want to create more lines by following the same procedure. Press the ESC key twice if there are no additional lines to be created.
4. If the NURBS line acts as an antenna or a feeding pin, open the Wire list window (Section 4.1.2) and enter the Radius for the wire. One can also edit Dom, Nds, and Ncs for the wire.
An example of a NURBS line is given in Figure 4.69.
The Interpolant option can be changed by calling the ContextualBy Control Pnts option, which defines NURBS by their control polygon. This polygon is a set of points where the first and the last points match the first and last points of the curve. The rest of the points do not lie on the curve. It can be assumed that the curve approximates the points of the polygon in a smooth way. In this case, the user needs first to choose the degree of the curve, which will be the degree of the connected polynomials that define the NURBS.
Instead of entering interpolated points, the ContextualFitting option lets you approximate a line using a minimum squared criterion. One has also to select the degree of approximation for this curve.
When defining interpolating curves, one can choose to define the tangents to one or both ends (using the ContextualTangents option). These tangents can be customized, in that they can either be defined by picking their direction on the screen or by considering an existing line as a tangent to the NURBS if it follows a previous curve (the option ContextualByLine). The ContextualNext option allows only one tangent to be defined. In this way, it is possible to create a closed NURBS by selecting the initial point as the endpoint and choosing one of the options ContextualTangent, Next, or ByLine.
When a NURBS has been created, all the interior points (exclude the first and last) are not really entity points unless they previously existed.
The ContextualUndo option undoes the creation of the last point; this can be done all the way back to the first point.
The ContextualNumber option lets one choose the label that will be assigned to the next created line. If a line with this number already exists, its number is changed.
To enter rational weights on the curve, select the GeometryEditEdit NURBSLine/Surface menu (see Edit NURBS line/surface in Section 4.3.7).
Menu: GeometryCreateParametric line
The user can refer to Section 4.1.6.6 for a detailed description.
Menu: GeometryCreatePolyline
A polyline is a set of at least two other lines of any type (including polylines themselves). Every line must share one or two of its endpoints with the endpoints of other lines.
There are two possible ways to create a polyline; either by selecting one line and searching the rest until a corner or end is reached, or by selecting several lines. In the case of the latter, the order of selection is not important, but all of them must join each other by sharing common points. By default a polyline line is created by selecting several lines. The basic steps for creating a polyline are as follows:
1. Select the GeometryCreatePolyline menu.
2. Select two or more lines by clicking the left mouse button.
3. Press the ESC key and a polyline is created. The Wire list window is updated.
Note: Press the ESC key once if you want to create more lines by following the same procedure. Press the ESC key twice if there are no additional lines to create.
4. If the polyline acts as an antenna or a feeding pin, open the Wire list window (Section 4.1.2) and enter the radius of the wire. One can also edit Dom, Nds, and Ncs for the wire.
Polylines are drawn in green to show the difference from the other lines, which are drawn in blue, as show in Figure 4.70.
Instead of selecting several lines, the ContextualSearch option lets one create a polyline by selecting one line and searching the rest until a corner or end is reached.
Polylines are widely used when creating NURBS surfaces (see NURBS surface creation in Section 4.2.3.1). When deleting a polyline, all its lines are deleted. When exploding it (see Polyline in Section 4.3.6), the polyline will disappear and its individual lines will appear. It is not possible to create third-level polylines: One former polyline can be included inside another, but this is the limit and these two cannot be included within a further polyline.
The ContextualNumber option lets one choose the label that will be assigned to the next created line. If a line with this number already exists, its number is changed.
Menu: GeometryCreateArc
Toolbar:
To create an arc, one can either enter three points or enter a radius and the two tangent lines at the arc's ends (Fillet curves).
The steps for creating an arc by using three points are as follows:
1. Select the GeometryCreateArcBy 3 points menu, or click the icon in the Toolbar.
2. Enter three points to create an arc line. One can also select existing points (see Straight line creation in Section 4.2.2.1) to create arcs.
3. Press the ESC key to finish the line creation process and to add the arc created in the Wire list window.
4. If the arc acts as an antenna or a feeding pin, open the Wire list window (Section 4.1.2) and enter the radius of the wire. One can also edit Dom, Nds, and Ncs for the wire.
It is important to note that when creating an arc, new points are also being created (if existing ones are not being used).
The basic steps for creating an arc by using a radius and the two tangent lines at the arc's ends are as follows:
1. Select the GeometryCreateArcFillet curves menu.
2. Enter the radius in the command line, and then select two lines that share one common point to create two tangent lines.
3. Press the ESC key to finish the line creation process. An arc is created and the two lines are modified to be tangent and continuous with this new arc (Figure 4.71), which is added in the Wire list window.
4. If the arc acts as an antenna or a feeding pin, open the Wire list window (Section 4.1.2) and enter the radius of the wire. One can also edit Dom, Nds, and Ncs for the wire.
An example of a fillet curve is given in Figure 4.71.
An arc that begins and ends at the same point (i.e. where the first and third points are the same) will be created as a circle. An arc will always include the second point that is entered, although this point is only used as a reference and, if it is not an existing point, is automatically erased when the arc is created.
The ContextualUndo option undoes the creation of the last point (if it is a new one). It is possible to continue undoing all the way back to the first point.
To convert one arc to another one with the same center and in the same plane but with a complementary angle, the Swap arc command can be used (see Swap arc in Section 4.3.5).
Menu: GeometryCreateNURBS surface
Toolbar:
NURBS are Non-Uniform Rational B-Splines. They are a type of surface that is defined by its control polygon (one set of points that the surface approximates smoothly), one set of knots for the two directions u and v (a non-decreasing list of real numbers between 0 and 1), and optionally, one set of rational weights.
To draw the isoparametric lines in u, v = 0.5, check the Surface drawing type option in the UtilitiesPreferencesGraphical window as shown in Figure 4.72.
HOBBIES provides several ways in the GeometryCreateNURBS surface menu to create NURBS surfaces:
Note: The No Try Planar option (found in the Contextual mouse menu) avoids the creation of a trimmed NURBS surface when lines are coplanar.
To enter rational weights for the surface, use the Edit NURBS Surface command (see Edit NURBS line/surface in Section 4.3.7).
Caution: When creating more than one surface at a time, it is possible that some undesired surfaces may also be created. It is necessary to check the surfaces after creation and erase the undesired ones.
Note: The surface in Figure 4.78 is an approximation to the selected points, but there is no interpolation.
When NURBS surfaces are created, they are added in the Surface list window (Section 4.1.3) automatically. One can edit Domains (1st, 2nd), Degrees (Ndp, Nds), and Current (Ncp, Ncs) options in the Surface list window as described in Section 4.1.3.
Menu: GeometryCreateParametric surface
The user can refer to Section 4.1.6.5 for a detailed description.
Menu: GeometryCreateSurface mesh
With this option, a surface can be created by selecting triangular quadrilateral mesh elements. An example is shown in Figure 4.80.
Menu: GeometryCreateGeometry from mesh
This option converts all mesh models (only surface mesh, triangles, and quadrilaterals) to a geometry model, obtaining a NURBS surface-based definition. It creates a group of new layers called Reconstruction. Inside the Reconstruction layer, the user will see two new layers: The first “All Lines And Points” contains lines and points, and the second Reconstructed Nurbs contains the surfaces. If some surfaces could not be reconstructed, a third layer will appear, called SurfMeshes Not Reconstructed, containing the remaining parts. An example is shown in Figure 4.81.
Menu: GeometryCreateGeometry from elements
By using this option, the user can import meshes into HOBBIES and use them to create geometry models.
Here is an example using this option to create a geometry model from the 3DStudio mesh. The basic steps are as follows:
1. Import the mesh of a missile-shaped model by selecting FilesImport3DStudio mesh, as shown in Figure 4.82.
2. Click GeometryCreateGeometry from elements, a model will appear, as shown in Figure 4.83(a).
3. Create a new layer (e.g., Layer1), and send the points that can describe the shape of the geometric model to this layer (see Layers in Appendix A), as shown in Figure 4.83 (b). Keep this layer on and the rest layers off, and use these points to create NURBS lines, as shown in Figure 4.83 (c).
4. Create another layer (e.g., Layer2), and send the NURBS lines in Layer1 to it {Figure 4.83 (d)}. Create more lines that will be needed for surfaces by connecting the points, and create the NURBS surfaces using these lines, as shown in Figure 4.83 (e). To view the geometric model clearly, keep Layer2 on and the rest layers off, and display it in the Flat or Smooth render mode {Figure 4.83 (f)}. Note that in this example, only part of the full model is taken from the whole 3DS model for demonstration in Figures 4.83 (b)–(f).
Menu: GeometryCreateVolume
Toolbar:
A volume is an entity formed by a closed set of surfaces that share the lines between them. As described in Section 4.1.5, the purpose of introducing volumes is to utilize the volume Boolean operations for geometric modeling.
HOBBIES provides three ways to create a volume in the GeometryCreateVolume menu: By contour, Search, and Automatic 6-sided volumes.
The basic steps to create a volume by contour are as follows:
1. Choose the GeometryCreateVolumeBy contour menu, or click the icon in the Toolbar.
2. Select some surfaces by clicking the left mouse button. The order of selection is not important, but all surfaces must join each other by sharing common lines and they must form a closed contour.
3. Press the ESC key to create the volume and to add it in the Volume list (Section 4.1.5).
If there is an error and the volume is not created, a window appears with some useful information.
An example of a volume creation is shown in Figure 4.84.
The Search option lets one select one surface and create one of the volumes that contains this surface.
The Automatic 6-sided volumes option creates all possible volumes that have six sides (contour surfaces). It can be applied several times over the geometry and volumes will not be repeated. Every new volume will be created in the current layer. This can be useful for structured meshing (see Structured Mesh in Section 5.2).
Note: Volumes should be deleted before meshing, while wires and surfaces should be maintained.
Menu: GeometryCreateObject
Toolbar:
With this command, it is possible to create the following kinds of objects:
When creating an object, HOBBIES requires information about the definition of a center and a normal as shown in the area of the command line. To enter the coordinates of the center, one can click on the screen or select an existing point (see Point creation in Section 4.2.1). To enter the normal, HOBBIES displays a window (Figure 4.85) where one can choose one of the three axes or enter the coordinates of a point.
The In screen button in the Enter normal window lets one manually enter the coordinates of the point that defines the normal: One can directly click on the screen or pick an existing point using the Join option in the Contextual mouse menu.
When using the command, the volume of the object is also created. The user needs to delete the volume before meshing.
Example
The objects that can be created by the GeometryCreateObject menu are demonstrated in Figure 4.86.
Menu: GeometryEdit
These operations are the HOBBIES editing options for geometrical entities:
Menu: GeometryEditMove point
By using this command, an existing point is selected and moved. The new position is entered in the usual way (see Point definition in Section 4.2.1). If the new position is an existing point (when using join), HOBBIES will determine the distance between the points, and ask whether they should be joined. If the answer is yes, both points are converted into one. Any lines of surfaces that include the point in question will be moved accordingly so that the links are maintained. This may lead to these lines or surfaces being distorted, as shown in Figure 4.87.
Menu: GeometryEditDivide
The Divide command can be applied either to lines, polylines, surfaces (including trimmed surfaces), or volumes.
Polylines:
In the case of polylines, an existing interior point must be chosen. The polyline will be converted into two lines that may or may not be polylines.
Polyline division has the ContextualBy Angle option, which allows one to divide the polyline at all the points where the angle between the sub-lines is greater than a given value (Figure 4.88).
Caution: An interior point must belong to the first level of a polyline (see Polyline creation in Section 4.2.2.4).
Lines, Surfaces, and Volumes:
In the case of lines, surfaces, and volumes, once the entity has been selected, the division can be done in several ways:
An example is given in Figure 4.93.
Note: After the division, the old entity disappears and the new entities are created.
Menu: GeometryEditJoinSurfaces
This option is utilized to join surfaces with common boundary lines to create one single and complex surface.
Rebuild by boundary:
An example of three NURBS surfaces joined into one by using this command is shown in Figure 4.95.
Join only coplanars:
This command is similar to the Rebuild by boundary option, but it is only valid for coplanar surfaces.
Menu: GeometryEditLine operations
With this option, one can edit groups of lines with respect to their topology and shape.
Join lines end points:
With the command Join lines end points, two lines must be selected. HOBBIES determines the distance between the two closest end-points, draws both points, and asks for confirmation. If one of the lines is a polyline, interior points are also considered. If accepted, the points are converted into one and the lines are distorted. The new point will then take the place of the first line's point. See Move point in Section 4.3.1 for another method of converting two points to one. Figure 4.96 shows that two end-points from two lines are joined.
Caution: The second selected line cannot have higher entities (the second point is moved to the first).
Force to be tangent:
With the command Force to be tangent, two lines (which share at least one point) must be selected. They must be NURBS line; otherwise they will be rejected. You are asked to enter the maximum angle between tangents of lines to accept the operation, and HOBBIES will modify the selected NURBS lines and force them to be tangents at their common point. Figure 4.97 shows that two NURBS lines are forced to be tangent at point 2.
Menu: GeometryEditSwap arc
This command lets you select and alter arcs. Lines that are not arcs are rejected. When you confirm the operation, the arc is converted to a new arc with the same center and in the same plane but opposite the old one. The old arc disappears, and the angle of the new arc will be complementary to the angle of the old arc. Figure 4.98 shows that an arc is swapped.
Caution: Arcs belonging to higher entities cannot be swapped.
Menu: GeometryEditPolylines
Explode polyline:
This command lets you select which polylines you wish to explode. Lines that are not polylines or have higher entities or conditions are rejected. After confirmation, the polylines are exploded and converted back to their original lines. Polylines then disappear (see polyline creation in Section 4.2.2.4). Figure 4.99 shows that a polyline is exploded into two lines.
Edit polyline:
The command Edit Polyline allows you to select which polylines you wish to edit; lines that are not polylines are rejected. It is possible to choose several options for the polylines:
Menu: GeometryEditEdit NURBS
Edit NURBS line:
This option is a tool to modify some NURBS geometric properties, like control points, degree, and so on.
Once a NURBS line is selected (use the Pick button in the Edit NURBS Line window as shown in Figure 4.100 (a), you can edit its control points (see NURBS line creation in Section 4.2.2.2). Select the control points as if they were regular points and enter their new positions in the usual way (see Point definition in Section 4.2.1).
The Influence factor (Figure 4.100 (b)) affects the movement propagation of the neighboring control points.
Available options in the Edit NURBS Line window:
Edit NURBS surface:
Once a NURBS surface is selected (use the Pick button of the Edit NURBS Surface window as shown in Figure 4.101 (a)), you can edit its control points interactively (see NURBS surface creation in Section 4.2.3). Select the control points as if they were regular points, and enter their new positions in the usual way (see Point definition in Section 4.2.1).
Available options in the Edit NURBS surface window {Figure 4.101 (b)}:
The control polygon of a NURBS surface is depicted in Figure 4.102.
The Movement type menu of the Edit NURBS Surface window determines the way the selected knots will move. This movement can be along an axis (x-axis, y-axis, z-axis), can describe the Normal of the surface (Normal), can follow the screen movement of the mouse (Screen), or the new location of the knot can be defined by introducing the coordinates of a point (Point).
Note: The Insert knot and Elevate degree options can be chosen for either the u or the v parameter directions.
Menu: GeometryEditConvert to NURBS
This option converts the selected lines or surfaces to NURBS lines or NURBS surfaces.
Note: Some algorithms only work with NURBS entities.
Menu: GeometryEditSimplify NURBS
This option converts the selected NURBS lines or surfaces to other ones very similar to the originals but with a less complicated definition. It can be useful when importing data where a control polygon is too complex for HOBBIES to display or mesh quickly.
The Model option performs the operation over all the geometrical entities in the model.
Menu: GeometryEditHole NURBS surface
With this option, one can select one existing NURBS surface and a set of closed lines that are inside of it and which form a hole. The lines may be created by an intersection with another surface. The hole will be added to the existing surface, as illustrated in Figure 4.103.
Menu: GeometryEditHole volume
It is possible to add holes to a volume. To do so, start by creating the interior volumes as independent volumes. After this, click the Hole volume and select the outside volume. Then, select the interior volumes that form every hole, one by one. Finish with the ESC key.
It is possible to specify ContextualNo delete holes to not delete the volumes used to create the holes (or ContextualDelete holes to delete them).
Menu: GeometryEditCollapse
The Collapse function converts coincident entities (i.e., entities that are very close to each other) into one.
The UtilitiesPreferencesExchangeImport tolerance variable determines which entities will be collapsed. When the distance between two points is less than the tolerance, they will be converted into one. With lines and surfaces, the maximum distance between both entities is calculated, and if it is less than the Import tolerance, they are converted into one.
Select the type of entities—point, line, surface, or volume—when in geometry mode. All of the lower entities that belong to the selected entities will automatically be computed. Upon pressing the ESC key, the collapse operation will be performed.
The Model option performs the operation over all the geometrical entities in the model.
Menu: GeometryEditUncollapse
The Uncollapse function lets one select lines, surfaces, or volumes and duplicate all common lower entities. Typically, if two surfaces share one line as an edge, after applying this function to both surfaces, that line and its shared points will be duplicated and every line will belong to a different surface. This feature is useful, for example, if you want to disconnect joined bodies or generate a non-conformal mesh with fewer elements than a conformal one.
Menu: GeometryEditIntersection
By using this option, the intersection of many geometrical entities can be performed.
Intersection: Lines
This option lets one select several lines for which HOBBIES then tries to find as many intersection points as possible. Lines are divided where applicable.
The ContextualNo Divide Lines option creates an intersection point but does not modify the lines. The intersection of two straight lines is illustrated in Figure 4.104.
Intersection: Surface–2 pc nts
One surface and two points that lie approximately over it need to be selected. HOBBIES then calculates the line generated by the intersection between the surface and a plane defined by the two given points and the average normal to the surface of these points. Figure 4.105 shows the intersection of one surface with two points.
Note: See Point in line and Point in surface (found in Contextual mouse menu), which can be used to define the points.
Intersection: Surface–lines
One NURBS surface and several lines need to be selected. HOBBIES then calculates the intersection between the surface and the lines. Lines will be divided at the intersection point with ContextualDivide lines as the default option.
The ContextualNo Divide Lines option creates the intersection point but does not divide the lines.
Figure 4.106 shows the intersection of one surface with one line.
Intersection: Surfaces
This command creates the intersection lines between two surfaces.
The ContextualNo Divide Lines option creates the intersection point but does not split the contour lines. By default, the surfaces are divided, unless the ContextualNo divide surface option is selected.
Figure 4.107 shows the intersection of two surfaces.
Menu: GeometryEditSurface boolean op.
Two 2D surfaces located in the XY plane need to be selected (order is important when dealing with subtraction).
The valid surface Boolean operations are:
Menu: GeometryEditVolume boolean op.
The HOBBIES Volume Boolean Modeler has been designed to accomplish geometric feats, such as physically punching a hole through a volume, combining two volumes into one, and creating a new volume from the intersecting points of two separate volumes.
The valid volume Boolean operations are:
Menu: UtilitiesCopy…
Toolbar:
Copy is a general function that allows one to select a group of entities and copy them with a movement operation performed; either translation, rotation, mirror, scale, offset, sweep, or align. The entity types include points, lines, surfaces, and volumes.
The copy window is shown in Figure 4.116 (a), while the drop-down menu showing the entities is given in Figure 4.116 (b) and the drop-down menu for the transformation performed is illustrated in Figure 4.116 (c).
Select the type of entities to copy
In geometry mode (ViewModeGeometry), choose between point, line, surface, and volume; and in mesh mode (ViewModeMesh), choose between nodes and elements. All of the lower entities belonging to the selected one will automatically be computed. Next, the type of movement needs to be chosen and its parameters defined. The options are as follows:
The End scale factor determines how the figure is scaled along the path curve (the scale value starts at 1.0 and varies in a linear way until the End scale value). This scale value must be greater than zero. The extrusion (and the copy) always starts on the start point of the path line. If you select Twist modes to be on, then the relative position of the figure to copy, with respect to the start of the path line, is conserved along the line. This is illustrated in Figure 4.123.
In a non-planar curve, there is not only curvature, but also torsion. This may cause some unexpected behavior because the figure also has a rotation along the tangent direction of the path. Figure 4.124 shows the extruded surfaces with a natural twist option in twist mode for a non-planar structure.
Next, the XY plane option in Twist modes is used, which makes certain that the initial vector will remain in this plane during extrusion. In the example given in Figure 4.125, the axis is oriented along the z-direction.
The option ByDer2 in Twist modes uses the second derivate of the path line as a normal to the plane in which that initial vector has to remain. A rotation along the path line can be forced using the Angle parameter (degrees), as illustrated in Figure 4.126.
Finally, if the path line is a polyline, then the extrusion will be divided into several parts. The generation of a coaxial line by twist along a polyline is shown in Figure 4.127.
Other available options are as follows:
Note: Entities belonging to a frozen layer (see Layers in Appendix A and in details in [1]), are not checked when sharing old entities.
Menu: UtilitiesMove…
Move is a general function that allows you to select a group of entities and move them with a movement operation, either translation, rotation, mirror, scale, offset, and align. The entity types include points, lines, surfaces, volumes, and all types.
The Move window is shown in Figure 4.129 (a), while the drop-down menu showing the entities is given in Figure 4.129 (b) and the drop-down menu for the transformation performed is illustrated in Figure 4.129 (c).
This command works like Copy but moves the entities instead of copying them. The program automatically checks to see whether any of the entities must be copied instead of being moved (for example, if they also belong to other higher level entities) and performs the appropriate operation.
Options like Extrude, Multiple copies, and Create contacts are disabled for movements.
Menu: GeometryDelete
Toolbar:
The deletion of entities can be done in two ways: at one level (point, line, surface, or volume) or erasing all entities at once. A selection is made in both cases. After pressing the ESC key, the entities are erased.
To undo the selection of entities, press Clear Selection in the Contextual mouse menu.
Entities that form the basis of higher entities cannot be erased. For example, if a surface is created over some lines, it is necessary to erase the surface before erasing the lines.
In this chapter, how to create the geometry model for a structure in HOBBIES is explained in detail. The reader can use the submenus in the HOBBIES Structure menu to create simple-shaped models. The reader can also use commands in the toolbar and HOBBIES main menu to create complicated models. With these two flexible modeling methods, users can create HOBBIES geometry models for the structures to be simulated. Since NURBS modeling technology is used, HOBBIES can deal with structures associated with any real-world industrial production of today.
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