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how to merge two separate triSurface

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Old   June 26, 2017, 07:54
Default how to merge two separate triSurface
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I wonder if it is possible to merge two separate triSurface. To be more specific, I have two separate distributedTriSurfaceMesh as defined in viewFactorsGen/searchingEngine.H:

Code:
distributedTriSurfaceMesh surfacesMesh
(
    IOobject
    (
        "wallSurface.stl",
        runTime.constant(),     // directory
        "triSurface",           // instance
        runTime,                // registry
        IOobject::NO_READ,
        IOobject::NO_WRITE
    ),
    localSurface,
    dict
);

distributedTriSurfaceMesh surfacesMesh2
(
    IOobject
    (
        "wallSurface2.stl",
        runTime.constant(),     // directory
        "triSurface",           // instance
        runTime,                // registry
        IOobject::NO_READ,
        IOobject::NO_WRITE
    ),
    localSurface2,
    dict
);
Is it possible to merge these two into single one?
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Old   June 26, 2017, 09:43
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Tobias Holzmann
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Hi Mike,

I am not so familiar with the tools that FOAM provides in that section because for me FOAM is the calculator which handles matrix systems etc. My suggestion (maybe not the one you would like) is to use Blender for that. Open both STL files and join them, save it and done.

A brief instruction:

  • Open blender
  • Press the a key twice (selects the box, camera and light)
  • Press the del key and delete it
  • Load STL1
  • Load STL2
  • Press the a key twice (selects both)
  • Press CNTR-j (join)
  • Export as STL
  • Done
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Old   June 26, 2017, 12:06
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Dear Tobias,

Thank you for the suggestion. Actually, I am trying to handle radiation exchange in a domain with cyclic boundary conditions. That is the main reason I am trying to do it within the utility.

So far, I have found that the utility surfaceAdd deals with something similar. I have been able to implement it in a similar way within the searchingEngine.H. Basically, I translated the triSurface in all directions and then merged them in a similar way to what's done in surfaceAdd. Currently, I am testing this.
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