I'm trying to make a mesh of a piece of beam with stirrup and bars, but I'm having some trouble with stirrup, it is inside the main domain, and I do not know how to solve it. I'm attaching the .geo file, hoping someone could help. Maybe there are other way to mesh it, I do not know.
SetFactory("OpenCASCADE");
// Input
Rectangle(1) = {0, 0, 0, 300, 300, 0};
Disk(2) = {50, 50, 0, 10, 10};
Disk(3) = {50,250,0,10,10};
Disk(4) = {250,250,0,10,10};
Disk(5) = {250,50,0,10,10};
Rectangle(6) = {30,30,146,240,240,10};
Rectangle(7) = {40,40,146,220,220,10};
// Start Operations
s() = BooleanFragments{ Surface{1}; Delete; }{ Surface{2,3,4,5}; Delete;};
ext() = Extrude{0,0,300} {Surface{s()}; Layers{10}; Recombine;};
st() = BooleanFragments{ Surface{6}; Delete;}{Surface{7}; Delete;};
Recursive Delete {Surface{7}; }
Extrude{0,0,10} {Surface{22}; Layers{10}; Recombine;}
BooleanFragments{ Volume{5}; Delete;}{Volume{6}; Delete;}
// Mesh Options all elements needs to be Hexa
Mesh.RecombineAll = 2;
Not a complete answer; however, I think I identified the problem that probably causes the major troubles:
The circular extrusions (cylinders) touch the stirrup exactly at the vertices, thus creating complications to OpenCASCADE-based BooleanFragments operation.
The following code:
SetFactory("OpenCASCADE");
// Input
Rectangle(1) = {0, 0, 0, 300, 300, 0};
Disk(2) = {52, 52, 0, 10, 10};
Disk(3) = {52,248,0,10,10};
Disk(4) = {248,248,0,10,10};
Disk(5) = {248,52,0,10,10};
Rectangle(6) = {30,30,146,240,240,10};
Rectangle(7) = {40,40,146,220,220,10};
// Start Operations
s() = BooleanFragments{ Surface{1}; Delete; }{ Surface{2,3,4,5}; Delete;};
ext() = Extrude{0,0,300} {Surface{s()}; Layers{10}; Recombine;};
st() = BooleanFragments{ Surface{6}; Delete;}{Surface{7}; Delete;};
Recursive Delete {Surface{7}; }
Extrude{0,0,10} {Surface{22}; Layers{10}; Recombine;}
BooleanFragments{ Volume{5}; Delete;}{Volume{6}; Delete;}
// Mesh Options all elements needs to be Hexa
Mesh.RecombineAll = 2;
where I slightly shifted the cylinders to the inside (50->52 and 250 -> 248) should not have the meshing problem.
However, this disconnects the cylinders from the loop and modifies the problem drastically. Here is a zoom on the problematic part in the original, unmodified setup.
So, what you required from the CAD tool, is to handle the merging of those two surfaces (the loop and the cylinder) automatically using BooleanFragments, which might be problematic, especially if one has to take floating-point arithmetic aspects into account.
Related
I'm trying to use gmsh 4.7.1 to create a mesh within a 3D volume, that is a sphere with a concentric spherical hole (in other words, I have a spherical shell). In order to do so, I wrote the following .geo file:
// Gmsh project created on Wed Feb 17 15:22:45 2021
SetFactory("OpenCASCADE");
//+
Sphere(1) = {0, 0, 0, 0.1, -Pi/2, Pi/2, 2*Pi};
//+
Sphere(2) = {0, 0, 0, 1, -Pi/2, Pi/2, 2*Pi};
//+
Surface Loop(3) = {2};
//+
Surface Loop(4) = {1};
//+
Volume(3) = {3, 4};
//+
Physical Surface(1) = {1};
//+
Physical Surface(2) = {2};
//+
Physical Volume(3) = {3};
But, as soon as I create a 3D mesh by using the 3D command in the gmsh gui, my inner hole gets meshed too, while I'd like to have no elements of the mesh within the hole.
What am I doing wrong? How can I obtain the desired result? Thank you.
There are several issues at play here:
Sphere command, already creates a volume, not surfaces as you expect.
due to the point above, the command Surface Loop(3) = {2}; is assumed to create a surface loop from a volume, which is 1) not a supported operation. 2) will try to use the surface with the tag 2. It is unclear, what it will do in reality (as a surface with the tag 2 probably still exists).
Thus, the Volume command gets some weird things as an input
and it is all connected with the fact that the characteristic length is not setup, thus the mesh density is quite arbitrary.
If you insist on using the OpenCASCADE kernel, you probably want to use boolean operations.
Here is the code I have with an arbitrarily chosen characteristic length of 0.05 for all the points defining the solid spherical shell:
SetFactory("OpenCASCADE");
Sphere(1) = {0, 0, 0, 0.1, -Pi/2, Pi/2, 2*Pi};
Sphere(2) = {0, 0, 0, 1, -Pi/2, Pi/2, 2*Pi};
BooleanDifference(3) = { Volume{2}; Delete; }{ Volume{1}; Delete; };
Characteristic Length{ PointsOf{ Volume{3}; } } = 0.05;
Visualization from Paraview of the produced mesh with clipping:
I made a trinagle in Gmsh. The .geo file looks like this:
// Gmsh project created on Tue Jun 30 13:15:37 2020
SetFactory("OpenCASCADE");
//+
Point(1) = {0, 0, 0, 1.0};
//+
Point(2) = {1, 0, 0, 1.0};
//+
Point(3) = {0, 1, 0, 1.0};
//+
Line(1) = {1, 2};
//+
Line(2) = {2, 3};
//+
Line(3) = {3, 1};
//+
Curve Loop(1) = {1, 2, 3};
//+
Plane Surface(1) = {1};
Now I need a .msh V2 Ascii file. I export it (I tried checking the options "Save all elements" and "Save parametric coordinates" and I always get the following:
$MeshFormat
2.2 0 8
$EndMeshFormat
$Nodes
0
$EndNodes
$Elements
0
$EndElements
So it's basically empty and I just can't figure out whats wrong.
It is highly likely, that you have not generated the mesh yet. Thus, there are no elements to be exported.
Since you have a surface model, you are probably up for a 2-D mesh:
Mesh->2D
After that, you can proceed with exporting it in a .msh V2 format as you identified in your question.
The same can be achieved by pressing m->2 on the keyboard.
While this will work, the model you currently have is missing Physical Surfaces. And, potentially, Physical Lines if you are interested in 1-D meshes as well. By default, GMSH outputs all elements; however, very often one needs finer control over what mesh elements are exported and with which tags.
Your mesh is a 2D problem. You can generate the msh file in ascii v2 by exectuing in the terminal:
gmsh -2 <input_name>.geo -o <output_name>.msh -format msh2
The -2 indicates the dimension (for a 3D problem, it would be -3) and msh2 will save the file in ascii v2.
I have a grayscale image that serves as a soft mask and I want to use it on a group of PDF objects (images or paths).
The mask and the objects do not necessarily use the same transformation matrix, and there might be more than one object to mask, so that excludes the possibility of using the SMask attribute of the ImageXObject dictionary.
So after reading some of the PDF specification, it looks like I should do the following: create a transparency group with the objects to mask, then draw it with the soft mask set on the graphics state.
Will that work? How can I achieve this, preferably with PDFBox?
Here's an example. I have these two images: the mask and another image.
The mask image is 200x200. It is drawn with the matrix [[4 0 100] [0 4 100]].
The image is 400x300. It is drawn with the matrix [[2 0 100] [0 2 150]].
Additionally, a 400x400 black square is drawn below the image with no transform matrix.
So a transparency group is created with the image and the square, then it's drawn with the mask image. Here's the expected result:
Rather ugly as far as the effect goes, but that's just an example.
As far as I can see establishing an extended graphics state soft mask is a very manual task in PDFBox. You can do so as follows:
try ( PDDocument document = new PDDocument() ) {
final PDImageXObject image = RETRIEVE PHOTO IMAGE;
final PDImageXObject mask = RETRIEVE MASK IMAGE;
PDTransparencyGroupAttributes transparencyGroupAttributes = new PDTransparencyGroupAttributes();
transparencyGroupAttributes.getCOSObject().setItem(COSName.CS, COSName.DEVICEGRAY);
PDTransparencyGroup transparencyGroup = new PDTransparencyGroup(document);
transparencyGroup.setBBox(PDRectangle.A4);
transparencyGroup.setResources(new PDResources());
transparencyGroup.getCOSObject().setItem(COSName.GROUP, transparencyGroupAttributes);
try ( PDFormContentStream canvas = new PDFormContentStream(transparencyGroup) ) {
canvas.drawImage(mask, new Matrix(400, 0, 0, 400, 100, 100));
}
COSDictionary softMaskDictionary = new COSDictionary();
softMaskDictionary.setItem(COSName.S, COSName.LUMINOSITY);
softMaskDictionary.setItem(COSName.G, transparencyGroup);
PDExtendedGraphicsState extendedGraphicsState = new PDExtendedGraphicsState();
extendedGraphicsState.getCOSObject().setItem(COSName.SMASK, softMaskDictionary);
PDPage page = new PDPage(PDRectangle.A4);
document.addPage(page);
try ( PDPageContentStream canvas = new PDPageContentStream(document, page) ) {
canvas.saveGraphicsState();
canvas.setGraphicsStateParameters(extendedGraphicsState);
canvas.setNonStrokingColor(Color.BLACK);
canvas.addRect(100, 100, 400, 400);
canvas.fill();
canvas.drawImage(image, new Matrix(400, 0, 0, 300, 100, 150));
canvas.restoreGraphicsState();
}
document.save(new File(RESULT_FOLDER, "SoftMaskedImageAndRectangle.pdf"));
}
The result:
If I were you, though, I would not use a bitmap image for the soft mask but instead a PDF gradient. The result most likely will be much less pixelated.
I am trying to use an alppha mask filter to apply a texture to a canvas element but cannot seem to get things to work. I have a base image which is a flat white color and to which I want to apply a color filter at runtime based on a users selection for example:
bitmap = new createjs.Bitmap(image);
bitmap.filters = [
new createjs.ColorFilter(0,0, 0.5, 1, 0, 0, 120, 0)
];
bitmap.cache(0, 0, 500, 500, 2);
I then want to use a second image which is a texture png that will add various shading texture to that first one. Looking over the docs it would seem that I need to use an AlphaMaskFilter but that does not seem to work and nothing is rendered onto the canvas. For example:
//filterImage contains the transparent image which has a shaded texture
var bitmap2 = new createjs.Bitmap(filterImage);
bitmap2.cache(0, 0, 500, 500, 2);
var bitmap = new createjs.Bitmap(image);
bitmap.filters = [
new createjs.ColorFilter(0,0, 0.5, 1, 0, 0, 120, 0),
new createjs.AlphaMaskFilter(bitmap2.cacheCanvas)
];
bitmap.cache(0, 0, 500, 500, 2);
Can someone help point me in the right direction here or if I am trying to do something which is just not possible using that filter.
It appears that, in SpriteKit, when I use a mask in a SKCropNode to hide some content, it fails to change the frame calculated by calculateAccumulatedFrame. I'm wondering if there's any way to calculate the visible frame.
A quick example:
import SpriteKit
let par = SKCropNode()
let bigShape = SKShapeNode(rect: CGRect(x: 0, y: 0, width: 100, height: 100))
bigShape.fillColor = UIColor.redColor()
bigShape.strokeColor = UIColor.clearColor()
par.addChild(bigShape)
let smallShape = SKShapeNode(rect: CGRect(x: 0, y: 0, width: 20, height: 20))
smallShape.fillColor = UIColor.greenColor()
smallShape.strokeColor = UIColor.clearColor()
par.maskNode = smallShape
par.calculateAccumulatedFrame() // returns (x=0, y=0, width=100, height=100)
I expected par.calculateAccumulatedFrame() to return (x=0, y=0, width=20, height=20) based on the crop node mask.
I thought maybe I could code the function myself as an extension that basically reimplements calculateAccumulatedFrame with support for checking for SKCropNodes and their masks, but it occurred to me that I would need to consider the alpha of that mask to determine if there's actual content that grows the frame. Sounds difficult.
Is there an easy way to calculate this?