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[snappyHexMesh] rotate searchableBox

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Old   October 17, 2017, 09:15
Question rotate searchableBox
  #1
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Fridrik Magnusson
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Hallo Everyone

Im trying to rotate a searchableBox 60 deg (pi/3) with the following command:

Code:
refinementBox4
  {
    type searchableBox;  
    min (0.355 0.190 -0.01);
    max (0.485 0.250 0.12);
    transform
            {
                coordinateSystem
                {
                    type    cartesian;
                    origin  (0 0 0); 
                    coordinateRotation
                    {
                      type    localAxesRotation;
                      e3      (60 0 0);
                    }
                }
            }
  }
but it is not rotating at all, can anybody give me a hint of what im doing wrong ?
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Old   August 12, 2018, 07:41
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KAWA
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Quote:
Originally Posted by Fridrik View Post
Hallo Everyone

Im trying to rotate a searchableBox 60 deg (pi/3) with the following command:

Code:
refinementBox4
  {
    type searchableBox;  
    min (0.355 0.190 -0.01);
    max (0.485 0.250 0.12);
    transform
            {
                coordinateSystem
                {
                    type    cartesian;
                    origin  (0 0 0); 
                    coordinateRotation
                    {
                      type    localAxesRotation;
                      e3      (60 0 0);
                    }
                }
            }
  }
but it is not rotating at all, can anybody give me a hint of what im doing wrong ?

Hi Fridrik,
Have you solved this problem, I have exactly the same problem?

Regards
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Old   November 9, 2019, 09:56
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  #3
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Kristina
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Quote:
Originally Posted by KMM080 View Post
Hi Fridrik,
Have you solved this problem, I have exactly the same problem?

Regards
I'm posting my solution in the following. Hope it will help someone.

I rotated searchableBox for 45 deg. around y-axes.

Code:
zone1
    {
		name zone1;
        	type searchableRotatedBox;
        	span    (1 1 1); //dimensions of the box
        	origin  (0 0 -0.707); //first corner of the box - origin of local coordinate system

		//definition of the axes of the local coordinate system (cartesian, left-handed coordinate system)
                
		e1      (0.707 0 0.707); //relationship of e1 local axes and global coord.system
                e3      (-0.707 0 0.707); //relationship of e3 local axes and global coord.system
    }
hogsonik, allanZHONG and davcrisp like this.
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Old   July 31, 2023, 03:19
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Quote:
Originally Posted by KKV_88 View Post
I'm posting my solution in the following. Hope it will help someone.

I rotated searchableBox for 45 deg. around y-axes.

Code:
zone1
    {
		name zone1;
        	type searchableRotatedBox;
        	span    (1 1 1); //dimensions of the box
        	origin  (0 0 -0.707); //first corner of the box - origin of local coordinate system

		//definition of the axes of the local coordinate system (cartesian, left-handed coordinate system)
                
		e1      (0.707 0 0.707); //relationship of e1 local axes and global coord.system
                e3      (-0.707 0 0.707); //relationship of e3 local axes and global coord.system
    }
Your solution is very interesting, but it seems that with you solution you can't decide where in your domain your box is. If I understood correctly, you set the length of each dimension of the box, then the origin for the rotation and the two vectors for the rotation.

Suppose my box is located with : min(x1, y1, z1), max(x2, y2, z2), and that the origin for the rotation is outside my box. How do I do that?

If you have a solution, I would be glad because I could not find anything relevant but your post.
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Old   July 31, 2023, 05:42
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Cool - I was not aware this is possible.


However - I would not approach this on the snappy-Level, but build this kind of geometry in a CAD tool where I can convince myself visually that it comes out right, export that to stl and use it as a refinement region.
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Old   August 1, 2023, 04:19
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I guess this is the simplest way and a no-echec solution, but that can take a lot of time if there is 3 internal refined meshes to rotate for 12 different angles. Good solution though. Thanks
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