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UDF looping over nodes of a Face

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Old   June 10, 2019, 07:58
Default UDF looping over nodes of a Face
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nguyenhoa
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Hi everyone!
I have a question about macros looping over nodes of a face.
I knew the function is F_NODE (f,t,n) where f is face, t is thread, and n is local node index number.
my question is how can i point a node, which have a local index number is knew (n=0). For example, i have node A(x0,y0). How i can assign NODE A = F_NODE(f,t,0)?


Best regards!
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Old   June 10, 2019, 22:12
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Quote:
Originally Posted by nguyenhoa View Post
Hi everyone!
I have a question about macros looping over nodes of a face.
I knew the function is F_NODE (f,t,n) where f is face, t is thread, and n is local node index number.
my question is how can i point a node, which have a local index number is knew (n=0). For example, i have node A(x0,y0). How i can assign NODE A = F_NODE(f,t,0)?


Best regards!
Mesh structure is fixed in Fluent. You can only get the node index number of a face. You can't change it.
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Old   June 10, 2019, 22:14
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Quote:
Originally Posted by gearboy View Post
Mesh structure is fixed in Fluent. You can only get the node index number of a face. You can't change it.
thank you so much!
i even have a question, how i can get the node index number of a face?

Best regards!
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Old   June 11, 2019, 05:55
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Quote:
Originally Posted by nguyenhoa View Post
thank you so much!
i even have a question, how i can get the node index number of a face?

Best regards!
int n;
Node *v;

f_node_loop(f,tf,n) // n will change from 0 to NodeCount-1 of face f
{
v = F_NODE(f,tf,n); // v is the node corresponding to Node index n
// now you can operate something for node v

}
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Old   June 11, 2019, 06:01
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Quote:
Originally Posted by gearboy View Post
int n;
Node *v;

f_node_loop(f,tf,n) // n will change from 0 to NodeCount-1 of face f
{
v = F_NODE(f,tf,n); // v is the node corresponding to Node index n
// now you can operate something for node v

}
well, so if v=F_NODE(f,tf,n) and I also have NODE_X (v) = x0, and NODE_Y (v) = y0 so how can i find "n"?

Thanks!
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