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[blockMesh] blockMesh vertices

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Old   December 8, 2022, 12:13
Default blockMesh vertices
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I've been attempting to add new points to geometry for an existing case file, does it matter what order the points are listed in within the vertices section of blockMeshDict? At the moment I'm guessing that as long as the index of the point in the vertices section is used in the blocks section, then it's fine, but I'm not sure about this
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Old   December 8, 2022, 13:32
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Quote:
Originally Posted by canderous View Post
I've been attempting to add new points to geometry for an existing case file, does it matter what order the points are listed in within the vertices section of blockMeshDict? At the moment I'm guessing that as long as the index of the point in the vertices section is used in the blocks section, then it's fine, but I'm not sure about this
The order of the vertices is completely immaterial, but you do need to form correct hex-cells with these vertices.
Using the quick help from blockMesh -help:
Code:
  The ordering of vertex and face labels within a block as shown below. 
  For the local vertex numbering in the sequence 0 to 7: 
    Faces 0, 1 (x-direction) are left, right. 
    Faces 2, 3 (y-direction) are front, back. 
    Faces 4, 5 (z-direction) are bottom, top. 

                        7 ---- 6 
                 f5     |\     :\     f3 
                 |      | 4 ---- 5     \ 
                 |      3.|....2 |      \ 
                 |       \|     \|      f2 
                 f4       0 ---- 1 
    Y  Z 
     \ |                f0 ------ f1 
      \| 
       o--- X
So for example, if you swapped vertex 0 and 6, you would need to define a hex cell with the vertex order (6 1 2 3 4 5 0 7), otherwise it will be a complete jumble. The face vertices are also affected, but you can make your life a bit easier if you use block/face naming. For example,
Code:
boundary 
(
    walls 
    {
        type wall;
        faces
        (
            (0 0)  // x-min
            (0 1)  // x-max
            (0 2)  // y-min
            (0 3)  // y-max
            (0 4)  // z-min
            (0 5)  // z-max
        );
    }
);
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