\input texinfo.tex @c -*-texinfo-*- @c Gmsh - Copyright (C) 1997-2013 C. Geuzaine, J.-F. Remacle @c @c See the LICENSE.txt file for license information. Please report all @c bugs and problems to the public mailing list <gmsh@geuz.org>. @c @c ========================================================================= @c @c This is the Gmsh documentation texinfo source file @c @c Things to do -> "Ctrl+s todo:" @c @c Indexing: @c @c * @cindex = concept index, e.g. "File formats" @c * @tindex + @findex = type + function index, e.g. "Sqrt(expression)" @c @c Before release, run C-u C-c C-u C-a in GNU Emacs. This updates all node @c pointers and menus. @c @c ========================================================================= @c %**start of header @setfilename gmsh.info @set GMSH-VERSION 2.7 @set COPYRIGHT @copyright{} 1997-2013 Christophe Geuzaine, Jean-Fran@,{c}ois Remacle @settitle Gmsh @value{GMSH-VERSION} @footnotestyle separate @setchapternewpage odd @paragraphindent 0 @finalout @c %**end of header @c merge function index into type index @syncodeindex fn tp @c ========================================================================= @c Info directives @c ========================================================================= @ifinfo @dircategory Math @direntry * Gmsh: (gmsh). 3D finite element mesh generator with built-in pre- and post-processing facilities @end direntry @noindent This is the @cite{Gmsh Reference Manual} for Gmsh @value{GMSH-VERSION} (@today{}). @noindent Copyright @value{COPYRIGHT} @end ifinfo @c ========================================================================= @c Title page @c ========================================================================= @shorttitlepage Gmsh @titlepage @title Gmsh Reference Manual @subtitle The documentation for Gmsh @value{GMSH-VERSION} @subtitle A finite element mesh generator with built-in pre- and post-processing facilities @subtitle @subtitle @today{} @author Christophe Geuzaine @author Jean-Fran@,{c}ois Remacle @page @vskip 0pt plus 1filll Copyright @value{COPYRIGHT} @sp 1 Permission is granted to make and distribute verbatim copies of this manual provided the copyright notice and this permission notice are preserved on all copies. @end titlepage @c ========================================================================= @c Table of contents @c ========================================================================= @ifnothtml @summarycontents @end ifnothtml @contents @c ========================================================================= @c Top node (for all output, except TeX) @c ========================================================================= @ifnottex @node Top, Obtaining Gmsh, (dir), (dir) @top Gmsh Christophe Geuzaine and Jean-Fran@,{c}ois Remacle Gmsh is an automatic 3D finite element mesh generator with build-in pre- and post-processing facilities. This is the @cite{Gmsh Reference Manual} for Gmsh @value{GMSH-VERSION} (@today{}). @end ifnottex @c ========================================================================= @c Master menu @c ========================================================================= @menu * Obtaining Gmsh:: Where to get your copy of Gmsh * Copying conditions:: Terms and conditions of use * Overview:: What is Gmsh? * How to read this manual?:: Which parts of this manual should you read (if any)? * Running Gmsh on your system:: How can you run Gmsh on your machine? * General tools:: Description of general commands and options * Geometry module:: Description of all Geometry commands * Mesh module:: Description of all Mesh commands * Solver module:: Description of all Solver commands * Post-processing module:: Description of all Post-Processing commands * File formats:: Input and output file formats * Tutorial:: A step-by-step tutorial * Options:: List of all available options * Information for developers:: Info for Gmsh developers * Frequently asked questions:: The Gmsh FAQ * Version history:: Changelog * Copyright and credits:: Copyright information and list of contributors * License:: Complete copy of the license * Concept index:: Index of concepts * Syntax index:: Index of reserved keywords in the Gmsh language @detailmenu --- The Detailed Node Listing --- Overview * Geometry:: * Mesh:: * Solver:: * Post-processing:: * What Gmsh is pretty good at:: * and what Gmsh is not so good at:: * Bug reports:: How to read this reference manual? * Syntactic rules:: Running Gmsh on your system * Interactive mode:: * Non-interactive mode:: * Command-line options:: * Mouse actions:: * Keyboard shortcuts:: General tools * Comments:: * Expressions:: * Operators:: * Built-in functions:: * User-defined functions:: * Loops and conditionals:: * General commands:: * General options:: Expressions * Floating point expressions:: * Character expressions:: * Color expressions:: Geometry module * Geometry commands:: * Geometry options:: Geometry commands * Points:: * Lines:: * Surfaces:: * Volumes:: * Extrusions:: * Transformations:: * Miscellaneous geometry commands:: Mesh module * Choosing the right unstructured algorithm:: * Elementary vs physical entities:: * Mesh commands:: * Mesh options:: Mesh commands * Specifying mesh element sizes:: * Structured grids:: * Miscellaneous mesh commands:: Solver module * Solver options:: Post-processing module * Post-processing commands:: * Post-processing plugins:: * Post-processing options:: File formats * MSH ASCII file format:: * MSH binary file format:: * Node ordering:: * Legacy formats:: Legacy formats * MSH file format version 1.0:: * POS ASCII file format:: * POS binary file format:: Tutorial * t1.geo:: * t2.geo:: * t3.geo:: * t4.geo:: * t5.geo:: * t6.geo:: * t7.geo:: * t8.geo:: * t9.geo:: * t10.geo:: * t11.geo:: * t12.geo:: * t13.geo:: * t14.geo:: Options * General options list:: * Geometry options list:: * Mesh options list:: * Solver options list:: * Post-processing options list:: Information for developers * Getting the source:: * Source code structure:: * Coding style:: * Adding a new option:: Frequently asked questions * The basics:: * Installation problems:: * General questions:: * Geometry module questions:: * Mesh module questions:: * Solver module questions:: * Post-processing module questions:: @end detailmenu @end menu @c ========================================================================= @c Obtaining Gmsh @c ========================================================================= @node Obtaining Gmsh, Copying conditions, Top, Top @unnumbered Obtaining Gmsh @cindex Web site @cindex Internet address @cindex Download The source code and various pre-compiled versions of Gmsh (for Windows, Mac and Unix) can be downloaded from @uref{http://geuz.org/gmsh/}. Gmsh is also directly available in pre-packaged form in various Linux and BSD distributions (Debian, Ubuntu, FreeBSD, ...). If you use Gmsh, we would appreciate that you mention it in your work by citing the following paper: ``C. Geuzaine and J.-F. Remacle, @emph{Gmsh: a three-dimensional finite element mesh generator with built-in pre- and post-processing facilities}. International Journal for Numerical Methods in Engineering, Volume 79, Issue 11, pages 1309-1331, 2009''. A preprint of that paper as well as other references and the latest news about Gmsh development are available on @uref{http://geuz.org/gmsh/}. @c ========================================================================= @c Copying Conditions @c ========================================================================= @node Copying conditions, Overview, Obtaining Gmsh, Top @unnumbered Copying conditions @cindex Copyright @cindex License Gmsh is ``free software''; this means that everyone is free to use it and to redistribute it on a free basis. Gmsh is not in the public domain; it is copyrighted and there are restrictions on its distribution, but these restrictions are designed to permit everything that a good cooperating citizen would want to do. What is not allowed is to try to prevent others from further sharing any version of Gmsh that they might get from you. Specifically, we want to make sure that you have the right to give away copies of Gmsh, that you receive source code or else can get it if you want it, that you can change Gmsh or use pieces of Gmsh in new free programs, and that you know you can do these things. To make sure that everyone has such rights, we have to forbid you to deprive anyone else of these rights. For example, if you distribute copies of Gmsh, you must give the recipients all the rights that you have. You must make sure that they, too, receive or can get the source code. And you must tell them their rights. Also, for our own protection, we must make certain that everyone finds out that there is no warranty for Gmsh. If Gmsh is modified by someone else and passed on, we want their recipients to know that what they have is not what we distributed, so that any problems introduced by others will not reflect on our reputation. The precise conditions of the license for Gmsh are found in the General Public License that accompanies the source code (@pxref{License}). Further information about this license is available from the GNU Project webpage @uref{http://www.gnu.org/copyleft/gpl-faq.html}. Detailed copyright information can be found in @ref{Copyright and credits}. If you want to integrate parts of Gmsh into a closed-source software, or want to sell a modified closed-source version of Gmsh, you will need to obtain a different license. Please @uref{http://geuz.org, contact us directly} for more information. @c ========================================================================= @c Overview @c ========================================================================= @node Overview, How to read this manual?, Copying conditions, Top @chapter Overview @cindex Introduction @cindex Overview Gmsh is a three-dimensional finite element grid generator with a build-in CAD engine and post-processor. Its design goal is to provide a fast, light and user-friendly meshing tool with parametric input and advanced visualization capabilities. Gmsh is built around four modules: geometry, mesh, solver and post-processing. All geometrical, mesh, solver and post-processing instructions are prescribed either interactively using the graphical user interface (GUI) or in text files using Gmsh's own scripting language. Interactive actions generate language bits in the input files, and vice versa. This makes it possible to automate all treatments, using loops, conditionals and external system calls. A brief description of the four modules is given hereafter. @menu * Geometry:: * Mesh:: * Solver:: * Post-processing:: * What Gmsh is pretty good at:: * and what Gmsh is not so good at:: * Bug reports:: @end menu @c ------------------------------------------------------------------------- @c Geometry: geometrical entity definition @c ------------------------------------------------------------------------- @node Geometry, Mesh, Overview, Overview @section Geometry: geometrical entity definition Gmsh uses a boundary representation (``BRep'') to describe geometries. Models are created in a bottom-up flow by successively defining points, oriented lines (line segments, circles, ellipses, splines, @dots{}), oriented surfaces (plane surfaces, ruled surfaces, triangulated surfaces, @dots{}) and volumes. Groups of geometrical entities (called ``physical groups'') can also be defined, based on these elementary geometric entities. Gmsh's scripting language allows all geometrical entities to be fully parametrized. @c ------------------------------------------------------------------------- @c Mesh: finite element mesh generation @c ------------------------------------------------------------------------- @node Mesh, Solver, Geometry, Overview @section Mesh: finite element mesh generation A finite element mesh is a tessellation of a given subset of the three-dimensional space by elementary geometrical elements of various shapes (in Gmsh's case: lines, triangles, quadrangles, tetrahedra, prisms, hexahedra and pyramids), arranged in such a way that if two of them intersect, they do so along a face, an edge or a node, and never otherwise. All the finite element meshes produced by Gmsh are considered as ``unstructured'', even if they were generated in a ``structured'' way (e.g., by extrusion). This implies that the elementary geometrical elements are defined only by an ordered list of their nodes but that no predefined order relation is assumed between any two elements. The mesh generation is performed in the same bottom-up flow as the geometry creation: lines are discretized first; the mesh of the lines is then used to mesh the surfaces; then the mesh of the surfaces is used to mesh the volumes. In this process, the mesh of an entity is only constrained by the mesh of its boundary. For example, in three dimensions, the triangles discretizing a surface will be forced to be faces of tetrahedra in the final 3D mesh only if the surface is part of the boundary of a volume; the line elements discretizing a curve will be forced to be edges of tetrahedra in the final 3D mesh only if the curve is part of the boundary of a surface, itself part of the boundary of a volume; a single node discretizing a point in the middle of a volume will be forced to be a vertex of one of the tetrahedra in the final 3D mesh only if this point is connected to a curve, itself part of the boundary of a surface, itself part of the boundary of a volume. This automatically assures the conformity of the mesh when, for example, two surfaces share a common line. But this also implies that the discretization of an ``isolated'' (@var{n}-1)-th dimensional entity inside an @var{n}-th dimensional entity does @emph{not} constrain the @var{n}-th dimensional mesh---unless it is explicitly told to do so (@pxref{Miscellaneous mesh commands}). Every meshing step is constrained by a ``size field'' (sometimes called ``characteristic length field''), which prescribes the desired size of the elements in the mesh. This size field can be uniform, specified by values associated with points in the geometry, or defined by general ``fields'' (for example related to the distance to some boundary, to a arbitrary scalar field defined on another mesh, etc.). For each meshing step, all structured mesh directives are executed first, and serve as additional constraints for the unstructured parts @footnote{Note that mixing structured volume grids with unstructured volume grids generated with the default 3D Delaunay algorithm can result, in certain cases, to non-conform surface meshes on their shared boundary. If this happens, you may consider using the frontal algorithm for the unstructured part.}. @c ------------------------------------------------------------------------- @c Solver: external solver interface @c ------------------------------------------------------------------------- @node Solver, Post-processing, Mesh, Overview @section Solver: external solver interface External solvers can be interfaced with Gmsh through Unix or TCP/IP sockets, which permits to modify solver parameters, launch external computations and process the results directly from within Gmsh's post-processing module. The default solver interfaced with Gmsh is GetDP (@uref{http://geuz.org/getdp/}). Examples on how to interface other solvers are available in the source distribution (in the @file{utils/solvers/} directory). @c ------------------------------------------------------------------------- @c Post-processing: scalar, vector and tensor field visualization @c ------------------------------------------------------------------------- @node Post-processing, What Gmsh is pretty good at, Solver, Overview @section Post-processing: scalar, vector and tensor field visualization Gmsh can load and manipulate multiple post-processing scalar, vector or tensor maps along with the geometry and the mesh. Scalar fields are represented by iso-value lines/surfaces or color maps, while vector fields are represented by three-dimensional arrows or displacement maps. Post-processing functions include section computation, offset, elevation, boundary and component extraction, color map and range modification, animation, vector graphic output, etc. All the post-processing options can be accessed either interactively or through the input script files. Scripting permits to automate all post-processing operations, as for example to create animations. User-defined operations can also be performed on post-processing views through dynamically loadable plugins. @c ------------------------------------------------------------------------- @c What Gmsh is pretty good at... @c ------------------------------------------------------------------------- @node What Gmsh is pretty good at, and what Gmsh is not so good at, Post-processing, Overview @section What Gmsh is pretty good at @dots{} Here is a tentative list of what Gmsh does best: @itemize @bullet @item quickly describe simple and/or ``repetitive'' geometries, thanks to user-defined functions, loops, conditionals and includes (see @ref{User-defined functions}, @ref{Loops and conditionals}, and @ref{General commands}); @item parametrize these geometries. Gmsh's scripting language enables all commands and command arguments to depend on previous calculations (see @ref{Expressions}, and @ref{Geometry commands}); @item generate 1D, 2D and 3D simplicial (i.e., using line segments, triangles and tetrahedra) finite element meshes for CAD models in their native format (without translations) when linked with the appropriate CAD kernel (see @ref{Mesh module}); @item specify target element sizes accurately. Gmsh provides several mechanisms to control the size of the elements in the final mesh: through interpolation from sizes specified at geometry points or using flexible mesh size fields (@pxref{Mesh commands}); @item create simple extruded geometries and meshes (see @ref{Geometry commands}, and @ref{Mesh commands}); @item interact with external solvers through a simple client-server architecture (@pxref{Solver module}); @item visualize and export computational results in a great variety of ways. Gmsh can display scalar, vector and tensor datasets, perform various operations on the resulting post-processing views (@pxref{Post-processing module}), can export plots in many different formats (@pxref{General options list}), and can generate complex animations (see @ref{General tools}, and @ref{t8.geo}); @item run on low end machines and/or machines with no graphical interface. Gmsh can be compiled with or without the GUI, and all versions can be used either interactively or directly from the command line (@pxref{Running Gmsh on your system}); @item configure your preferred options. Gmsh has a large number of configuration options that can be set interactively using the GUI, scattered inside command files, changed on the fly in scripts, set in per-user configuration files, or specified on the command-line (see @ref{Running Gmsh on your system} and @ref{Options}); @item and do all the above on various platforms (Windows, Mac and Unix), for free (@pxref{Copying conditions}), using simple script files and/or a small but powerful GUI. @end itemize @c ------------------------------------------------------------------------- @c ... and what Gmsh is not so good at @c ------------------------------------------------------------------------- @node and what Gmsh is not so good at, Bug reports, What Gmsh is pretty good at, Overview @section @dots{} and what Gmsh is not so good at As of version 2.7, here are some known weaknesses of Gmsh: @itemize @bullet @item the BRep approach for describing geometries can become inconvenient/inefficient for large models. For complex models, or if you want to use a solid-modeler approach, you should link Gmsh with an external CAD kernel and import native files directly. (The binary versions available on @uref{http://geuz.org/gmsh/} are linked with the free CAD kernel OpenCASCADE, which enables native BREP import as well as STEP and IGES import.) @item Gmsh's internal CAD engine is fairly limited: it only handles simple primitives and does not perform any complex geometrical operations (e.g. no calculation of intersections). For such features you should link Gmsh with an external CAD kernel (see above). @item Gmsh is not a multi-bloc mesh generator: all meshes produced by Gmsh are conforming in the sense of finite element meshes; @item Gmsh's user interface is only exposing a limited number of the available features, and many aspects of the interface could be enhanced (especially manipulators). @item Gmsh's scripting language is fairly limited, providing only very crude loop controls and user-defined functions, with no local variables. @item there is no global ``undo'' capability. You will often need to edit a text file to correct mistakes. @end itemize If you have the skills and some free time, feel free to join the project: we gladly accept any code contributions (@pxref{Information for developers}) to remedy the aforementioned (and all other) shortcomings! @c ------------------------------------------------------------------------- @c Bug reports @c ------------------------------------------------------------------------- @node Bug reports, , and what Gmsh is not so good at, Overview @section Bug reports @cindex Bugs, reporting @cindex Reporting bugs @cindex Contact information @cindex Mailing list @cindex Authors, e-mail @cindex E-mail, authors If you think you have found a bug in Gmsh, you can report it by email to the public Gmsh mailing list at @email{gmsh@@geuz.org}, or file it directly into our bug tracking database at @url{https://geuz.org/trac/gmsh/report} (login: gmsh, password: gmsh). Please send as precise a description of the problem as you can, including sample input files that produce the bug. Don't forget to mention both the version of Gmsh and the version of your operation system (@pxref{Command-line options} to see how to get this information). See @ref{Frequently asked questions}, and the bug tracking system to see which problems we already know about. @c ========================================================================= @c How to read this manual? @c ========================================================================= @node How to read this manual?, Running Gmsh on your system, Overview, Top @chapter How to read this reference manual? Gmsh can be used at three levels: @enumerate @item as a stand-alone graphical program, driven by an interactive graphical user interface (GUI); @item as a stand-alone script-driven program; @item as a library. @end enumerate You can skip most of this reference manual if you only want to use Gmsh at the first level (i.e., interactively with the GUI). Just read the next chapter (@pxref{Running Gmsh on your system}) to learn how to launch Gmsh on your system, then go experiment with the GUI and the tutorial files (@pxref{Tutorial}) provided in the distribution. Screencasts that show how to use the GUI are available here: @uref{http://geuz.org/gmsh/screencasts/}. The aim of the reference manual is to explain everything you need to use Gmsh at the second level, i.e., using the built-in scripting language. A Gmsh script file is an ASCII text file that contains instructions in Gmsh's built-in scripting language. Such a file is interpreted by Gmsh's parser, and can be given any extension (or no extension at all). By convention, Gmsh uses the @file{.geo} extension for geometry scripts, and the @file{.pos} extension for parsed post-processing datasets. Once you master the tutorial (read the source files: they are heavily commented!), start reading chapter @ref{General tools}, then proceed with the next four chapters, which detail the syntax of the geometry, mesh, solver and post-processing scripting commands. You will see that most of the interactive actions in the GUI have a direct equivalent in the scripting language. If you want to use Gmsh as a pre- or post-processor for your own software, you will also want to learn about the non-scripting input/output files that Gmsh can read/write. In addition to Gmsh's native ``MSH'' file format (@pxref{File formats}), Gmsh can read/write many standard mesh files, depending on how it was built: check the `File->Save As' menu for a list of available formats. Finally, to use Gmsh at the third level (i.e., to link the Gmsh library with your own code), you will need to learn the internal Gmsh Application Programming Interface (API). No complete documentation of this API is available yet; a good starting point is @ref{Source code structure}, which gives a short introduction to Gmsh's internal source code structure. Then have a look e.g. at the examples in the @file{utils/api_demos/} directory in the source code. Due to the many possible configuration options (and associated external dependencies), we currently do not distibute precompiled versions of the Gmsh library. To build the library see the instructions in the top-level @file{README.txt} file in the source distribution. @c ------------------------------------------------------------------------- @c Syntactic rules used in the manual @c ------------------------------------------------------------------------- @menu * Syntactic rules:: @end menu @node Syntactic rules, , How to read this manual?, How to read this manual? @section Syntactic rules used in the manual @cindex Syntax, rules @cindex Rules, syntactic @cindex Document syntax Here are the rules we tried to follow when writing this reference manual. Note that metasyntactic variable definitions stay valid throughout the manual (and not only in the sections where the definitions appear). @enumerate @item Keywords and literal symbols are printed like @code{this}. @item Metasyntactic variables (i.e., text bits that are not part of the syntax, but stand for other text bits) are printed like @var{this}. @item A colon (@code{:}) after a metasyntactic variable separates the variable from its definition. @item Optional rules are enclosed in @code{<} @code{>} pairs. @item Multiple choices are separated by @code{|}. @item Three dots (@dots{}) indicate a possible (multiple) repetition of the preceding rule. @end enumerate @c ========================================================================= @c Running Gmsh on your system @c ========================================================================= @node Running Gmsh on your system, General tools, How to read this manual?, Top @chapter Running Gmsh on your system @cindex Operating system @cindex Running Gmsh @menu * Interactive mode:: * Non-interactive mode:: * Command-line options:: * Mouse actions:: * Keyboard shortcuts:: @end menu @c ------------------------------------------------------------------------- @c Interactive mode @c ------------------------------------------------------------------------- @node Interactive mode, Non-interactive mode, Running Gmsh on your system, Running Gmsh on your system @section Interactive mode @cindex Interactive mode To launch Gmsh in interactive mode, just double-click on the Gmsh icon, or type @example > gmsh @end example @noindent at your shell prompt in a terminal. This will open the main Gmsh window, with a tree-like menu on the left, a graphic area on the right, and a status bar at the bottom. (You can detach the tree menu using `Window->Attach/Detach Menu'.) To open the first tutorial file (@pxref{Tutorial}), select the `File->Open' menu, and choose @file{t1.geo}. When using a terminal, you can specify the file name directly on the command line, i.e.: @example > gmsh t1.geo @end example To perform the mesh generation, go to the mesh module (by selecting `Mesh' in the tree) and choose the dimension (`1D' will mesh all the lines; `2D' will mesh all the surfaces---as well as all the lines if `1D' was not called before; `3D' will mesh all the volumes---and all the surfaces if `2D' was not called before). To save the resulting mesh in the current mesh format click on `Save', or select the appropriate format and file name with the `File->Save As' menu. The default mesh file name is based on the name of the current active model, with an appended extension depending on the mesh format@footnote{Nearly all the interactive commands have keyboard shortcuts: see @ref{Keyboard shortcuts}, or select `Help->Keyboard and Mouse Usage' in the menu. For example, to quickly save a mesh, you can press @kbd{Ctrl+Shift+s}.}. To create a new geometry or to modify an existing geometry, select 'Geometry' in the tree. For example, to create a spline, select `Elementary', `Add', `New' and `Spline'. You will then be asked to select a list of points, and to type @kbd{e} to finish the selection (or @kbd{q} to abort it). Once the interactive command is completed, a text string is automatically added at the end of the current script file. You can edit the script file by hand at any time by pressing the `Edit' button in the `Geometry' menu and then reloading the model by pressing `Reload'. For example, it is often faster to define variables and points directly in the script file, and then use the GUI to define the lines, the surfaces and the volumes interactively. Several files can be loaded simultaneously in Gmsh. When specified on the command line, the first one defines the active model and the others are `merged' into this model. You can merge such files with the `File->Merge' menu. For example, to merge the post-processing views contained in the files @file{view1.pos} and @file{view5.msh} together with the geometry of the first tutorial @file{t1.geo}, you can type the following command: @example > gmsh t1.geo view1.pos view5.msh @end example In the Post-Processing module (select `Post-Processing' in the tree), three items will appear, respectively labeled `A scalar map', `Nodal scalar map' and `Element 1 vector'. In this example the views contain several time steps: you can loop through them with the small ``remote-control'' icons in the status bar. A mouse click on the view name will toggle the visibility of the selected view, while a click on the arrow button on the right will provide access to the view's options. Note that all the options specified interactively can also be directly specified in the script files. You can save the current options of the current active model with the `File->Save Model Options'. This will create a new option file with the same filename as the active model, but with an extra @file{.opt} extension added. The next time you open this model, the associated options will be automatically loaded, too. To save the current options as your default preferences for all future Gmsh sessions, use the `File->Save Options As Default' menu instead. Finally, you can also save the current options in an arbitrary file by choosing the `Gmsh options' format in `File->Save As'. For more information about available options (and how to reset them to their default values), see @ref{Options}. A full list of options with their current values is also available in the `Help->Current Options' menu. @c ------------------------------------------------------------------------- @c Non-interactive mode @c ------------------------------------------------------------------------- @node Non-interactive mode, Command-line options, Interactive mode, Running Gmsh on your system @section Non-interactive mode @cindex Non-interactive mode Gmsh can be run non-interactively in `batch' mode, without GUI@footnote{If you compile Gmsh without the GUI, this is the only mode you have access to.}. For example, to mesh the first tutorial in batch mode, just type: @example > gmsh t1.geo -2 @end example To mesh the same example, but with the background mesh available in the file @file{bgmesh.pos}, type: @example > gmsh t1.geo -2 -bgm bgmesh.pos @end example For the list of all command-line options, see @ref{Command-line options}. @c ------------------------------------------------------------------------- @c Command-line options @c ------------------------------------------------------------------------- @node Command-line options, Mouse actions, Non-interactive mode, Running Gmsh on your system @section Command-line options @cindex Command-line options @cindex Options, command-line @include commandline.texi @c ------------------------------------------------------------------------- @c Mouse actions @c ------------------------------------------------------------------------- @node Mouse actions, Keyboard shortcuts, Command-line options, Running Gmsh on your system @section Mouse actions @cindex Mouse, actions @cindex Bindings, mouse @include mouse.texi For a 2 button mouse, Middle button = Shift+Left button. For a 1 button mouse, Middle button = Shift+Left button, Right button = Alt+Left button. @c ------------------------------------------------------------------------- @c Keyboard shortcuts @c ------------------------------------------------------------------------- @node Keyboard shortcuts, , Mouse actions, Running Gmsh on your system @section Keyboard shortcuts @cindex Keyboard, shortcuts @cindex Shortcuts, keyboard @cindex Bindings, keyboard (On Mac Ctrl is replaced by Cmd (the `Apple key') in the shortcuts below.) @include shortcuts.texi @c ========================================================================= @c General tools @c ========================================================================= @node General tools, Geometry module, Running Gmsh on your system, Top @chapter General tools This chapter describes the general commands and options that can be used in Gmsh's script files. By ``general'', we mean ``not specifically related to one of the geometry, mesh, solver or post-processing modules''. Commands peculiar to these modules will be introduced in @ref{Geometry module}, @ref{Mesh module}, @ref{Solver module}, and @ref{Post-processing module}, respectively. @menu * Comments:: * Expressions:: * Operators:: * Built-in functions:: * User-defined functions:: * Loops and conditionals:: * General commands:: * General options:: @end menu @c ------------------------------------------------------------------------- @c Comments @c ------------------------------------------------------------------------- @node Comments, Expressions, General tools, General tools @section Comments @cindex Comments @cindex File, comments @findex /*, */ @findex // Gmsh script files support both C and C++ style comments: @enumerate @item any text comprised between @code{/*} and @code{*/} pairs is ignored; @item the rest of a line after a double slash @code{//} is ignored. @end enumerate These commands won't have the described effects inside double quotes or inside keywords. Also note that `white space' (spaces, tabs, new line characters) is ignored inside all expressions. @c ------------------------------------------------------------------------- @c Expressions @c ------------------------------------------------------------------------- @node Expressions, Operators, Comments, General tools @section Expressions @cindex Expressions, definition @cindex Constants The two constant types used in Gmsh scripts are @var{real} and @var{string} (there is no integer type). These types have the same meaning and syntax as in the C or C++ programming languages. @menu * Floating point expressions:: * Character expressions:: * Color expressions:: @end menu @c ......................................................................... @c Floating point expressions @c ......................................................................... @node Floating point expressions, Character expressions, Expressions, Expressions @subsection Floating point expressions @cindex Expressions, floating point @cindex Real numbers @cindex Numbers, real @cindex Floating point numbers Floating point expressions (or, more simply, ``expressions'') are denoted by the metasyntactic variable @var{expression} (remember the definition of the syntactic rules in @ref{Syntactic rules}), and are evaluated during the parsing of the script file: @example @var{expression}: @var{real} | @var{string} | @var{string} [ @var{expression} ] | # @var{string} [ ] | ( @var{expression} ) | @var{operator-unary-left} @var{expression} | @var{expression} @var{operator-unary-right} | @var{expression} @var{operator-binary} @var{expression} | @var{expression} @var{operator-ternary-left} @var{expression} @var{operator-ternary-right} @var{expression} | @var{built-in-function} | @var{real-option} | StrFind(@var{char-expression}, @var{char-expression}) | TextAttributes(@var{char-expression}<,@var{char-expression}@dots{}>)| GetValue("@var{string}", @var{expression}) @end example Such @w{@var{expression}s} are used in most of Gmsh's scripting commands. The third and fourth cases in this definition permit to extract one item from a list (see below) and get the size of a list, respectively. The operators @var{operator-unary-left}, @var{operator-unary-right}, @var{operator-binary}, @var{operator-ternary-left} and @var{operator-ternary-right} are defined in @ref{Operators}. For the definition of @w{@var{built-in-function}s}, see @ref{Built-in functions}. The various @w{@var{real-option}s} are listed in @ref{Options}. @code{StrFind} searches the first @var{char-expression} for any occurrence of the second @var{char-expression}. @code{TextAttributes} creates attributes for text strings. The last case in the definition allows to ask the user for a value interactively. For example, inserting @code{GetValue("Value of parameter alpha?", 5.76)} in an input file will query the user for the value of a certain parameter alpha, assuming the default value is 5.76. If the option @code{General.NoPopup} is set (@pxref{General options list}), no question is asked and the default value is automatically used. @cindex Expressions, lists List of expressions are also widely used, and are defined as: @example @var{expression-list}: @var{expression-list-item} <, @var{expression-list-item}> @dots{} @end example @noindent with @example @var{expression-list-item}: @var{expression} | @var{expression} : @var{expression} | @var{expression} : @var{expression} : @var{expression} | @var{string} [ ] | @var{string} ( ) | List [ @var{string} ] | @var{string} [ @{ @var{expression-list} @} ] | @var{string} ( @{ @var{expression-list} @} ) | Point @{ @var{expression} @} | @var{transform} | @var{extrude} Point @{ @var{expression} @} | Point|Line|Surface|Volume "*" | Physical Point|Line|Surface|Volume @{ @var{expression-list} @} @c @var{duplicata} - already implemented: should we explain this? @end example The second case in this last definition permits to create a list containing the range of numbers comprised between two @w{@var{expression}s}, with a unit incrementation step. The third case also permits to create a list containing the range of numbers comprised between two @w{@var{expression}s}, but with a positive or negative incrementation step equal to the third @var{expression}. The fourth, fifth and sixth cases permit to reference an expression list. The seventh and eight cases permit to reference an expression sublist (whose elements are those corresponding to the indices provided by the @var{expression-list}). The next two cases permit to retrieve the indices of entities created through geometrical transformations and extrusions (see @ref{Transformations}, and @ref{Extrusions}). The last three cases permit to retrieve the coordinates of a given geometry point (@pxref{Points}), to retrieve the id numbers of all points, lines, surfaces or volumes in the model, or to retrieve the elementary entities making up physical groups. To see the practical use of such expressions, have a look at the first couple of examples in @ref{Tutorial}. Note that, in order to lighten the syntax, you can omit the braces @code{@{@}} enclosing an @var{expression-list} if this @var{expression-list} only contains a single item. Also note that a braced @var{expression-list} can be preceded by a minus sign in order to change the sign of all the @w{@var{expression-list-item}s}. @c ......................................................................... @c Character expressions @c ......................................................................... @node Character expressions, Color expressions, Floating point expressions, Expressions @subsection Character expressions @cindex Expressions, character @cindex Strings Character expressions are defined as: @example @var{char-expression}: "@var{string}" | Today | StrPrefix ( @var{char-expression} ) | StrRelative ( @var{char-expression} ) | StrCat ( @var{char-expression} , @var{char-expression} ) | Sprintf ( @var{char-expression} , @var{expression-list} ) | Sprintf ( @var{char-expression} ) | Sprintf ( @var{char-option} ) | GetEnv ( @var{char-expression} ) | GetString ( @var{char-expression} , @var{char-expression} ) @end example @noindent The third and fourth cases in this definition permit to take the prefix (e.g. to remove the extension) or the relative path of a string. The fifth case permits to concatenate two character expressions, and the sixth and seventh are equivalent to the @code{sprintf} C function (where @var{char-expression} is a format string that can contain floating point formatting characters: @code{%e}, @code{%g}, etc.). The eigth case permits to use the value of a @var{char-option} as a @var{char-expression}. The ninth case gets the value of an environment variable from the operating system. The last case in the definition allows to ask the user for a value interactively. The various @w{@var{char-option}s} are listed in @ref{Options}. Character expressions are mostly used to specify non-numeric options and input/output file names. See @ref{t8.geo}, for an interesting usage of @w{@var{char-expression}s} in an animation script. @c ......................................................................... @c Color expressions @c ......................................................................... @node Color expressions, , Character expressions, Expressions @subsection Color expressions @cindex Expressions, color @cindex Colors Colors expressions are hybrids between fixed-length braced @w{@var{expression-list}s} and @w{@var{string}s}: @example @var{color-expression}: @var{string} | @{ @var{expression}, @var{expression}, @var{expression} @} | @{ @var{expression}, @var{expression}, @var{expression}, @var{expression} @} | @var{color-option} @end example @noindent The first case permits to use the X Windows names to refer to colors, e.g., @code{Red}, @code{SpringGreen}, @code{LavenderBlush3}, @dots{} (see @file{Common/Colors.h} in the source code for a complete list). The second case permits to define colors by using three expressions to specify their red, green and blue components (with values comprised between 0 and 255). The third case permits to define colors by using their red, green and blue color components as well as their alpha channel. The last case permits to use the value of a @var{color-option} as a @var{color-expression}. The various @w{@var{color-option}s} are listed in @ref{Options}. See @ref{t3.geo}, for an example of the use of color expressions. @c ------------------------------------------------------------------------- @c Operators @c ------------------------------------------------------------------------- @node Operators, Built-in functions, Expressions, General tools @section Operators @cindex Operators, definition @cindex Unary operators @cindex Binary operators @cindex Ternary operators @findex @var{operator-unary-left} @findex @var{operator-unary-right} @findex @var{operator-binary} @findex @var{operator-unary-left} @findex @var{operator-ternary-left} @findex @var{operator-ternary-right} Gmsh's operators are similar to the corresponding operators in C and C++. Here is the list of the unary, binary and ternary operators currently implemented. @noindent @var{operator-unary-left}: @ftable @code @item - Unary minus. @item ! Logical not. @end ftable @noindent @var{operator-unary-right}: @ftable @code @item ++ Post-incrementation. @item -- Post-decrementation. @end ftable @noindent @var{operator-binary}: @ftable @code @item ^ Exponentiation. @item * Multiplication. @item / Division. @item % Modulo. @item + Addition. @item - Subtraction. @item == Equality. @item != Inequality. @item > Greater. @item >= Greater or equality. @item < Less. @item <= Less or equality. @item && Logical `and'. @item || Logical `or'. (Warning: the logical `or' always implies the evaluation of both arguments. That is, unlike in C or C++, the second operand of @code{||} is evaluated even if the first one is true). @end ftable @noindent @var{operator-ternary-left}: @ftable @code @item ? @end ftable @var{operator-ternary-right}: @ftable @code @item : The only ternary operator, formed by @var{operator-ternary-left} and @var{operator-ternary-right}, returns the value of its second argument if the first argument is non-zero; otherwise it returns the value of its third argument. @end ftable @cindex Evaluation order @cindex Order, evaluation @cindex Operator precedence @cindex Precedence, operators @findex () The evaluation priorities are summarized below@footnote{The affectation operators are introduced in @ref{General commands}.} (from stronger to weaker, i.e., @code{*} has a highest evaluation priority than @code{+}). Parentheses @code{()} may be used anywhere to change the order of evaluation: @enumerate @item @code{()}, @code{[]}, @code{.}, @code{#} @item @code{^} @item @code{!}, @code{++}, @code{--}, @code{-} (unary) @item @code{*}, @code{/}, @code{%} @item @code{+}, @code{-} @item @code{<}, @code{>}, @code{<=}, @code{>=} @item @code{==}, @code{!=} @item @code{&&} @item @code{||} @item @code{?:} @item @code{=}, @code{+=}, @code{-=}, @code{*=}, @code{/=} @end enumerate @c ------------------------------------------------------------------------- @c Built-in functions @c ------------------------------------------------------------------------- @node Built-in functions, User-defined functions, Operators, General tools @section Built-in functions @cindex Functions, built-in @findex @var{build-in-function} A built-in function is composed of an identifier followed by a pair of parentheses containing an @var{expression-list} (the list of its arguments)@footnote{For compatibility with GetDP (@uref{http://geuz.org/getdp/}), parentheses can be replaced by brackets @code{[]}.}. Here is the list of the built-in functions currently implemented: @noindent @var{build-in-function}: @ftable @code @item Acos ( @var{expression} ) Arc cosine (inverse cosine) of an @var{expression} in [-1,1]. Returns a value in [0,Pi]. @item Asin ( @var{expression} ) Arc sine (inverse sine) of an @var{expression} in [-1,1]. Returns a value in [-Pi/2,Pi/2]. @item Atan ( @var{expression} ) Arc tangent (inverse tangent) of @var{expression}. Returns a value in [-Pi/2,Pi/2]. @item Atan2 ( @var{expression}, @var{expression} ) Arc tangent (inverse tangent) of the first @var{expression} divided by the second. Returns a value in [-Pi,Pi]. @item Ceil ( @var{expression} ) Rounds @var{expression} up to the nearest integer. @item Cos ( @var{expression} ) Cosine of @var{expression}. @item Cosh ( @var{expression} ) Hyperbolic cosine of @var{expression}. @item Exp ( @var{expression} ) Returns the value of e (the base of natural logarithms) raised to the power of @var{expression}. @item Fabs ( @var{expression} ) Absolute value of @var{expression}. @item Fmod ( @var{expression}, @var{expression} ) Remainder of the division of the first @var{expression} by the second, with the sign of the first. @item Floor ( @var{expression} ) Rounds @var{expression} down to the nearest integer. @item Hypot ( @var{expression}, @var{expression} ) Returns the square root of the sum of the square of its two arguments. @item Log ( @var{expression} ) Natural logarithm of @var{expression} (@var{expression} > 0). @item Log10 ( @var{expression} ) Base 10 logarithm of @var{expression} (@var{expression} > 0). @item Modulo ( @var{expression}, @var{expression} ) see @code{Fmod( @var{expression}, @var{expression} )}. @item Rand ( @var{expression} ) Random number between zero and @var{expression}. @item Sqrt ( @var{expression} ) Square root of @var{expression} (@var{expression} >= 0). @item Sin ( @var{expression} ) Sine of @var{expression}. @item Sinh ( @var{expression} ) Hyperbolic sine of @var{expression}. @item Tan ( @var{expression} ) Tangent of @var{expression}. @item Tanh ( @var{expression} ) Hyperbolic tangent of @var{expression}. @end ftable @c ------------------------------------------------------------------------- @c User-defined functions @c ------------------------------------------------------------------------- @node User-defined functions, Loops and conditionals, Built-in functions, General tools @section User-defined functions @cindex Functions, user-defined User-defined functions take no arguments, and are evaluated as if a file containing the function body was included at the location of the @code{Call} statement. @ftable @code @item Function @var{string} Begins the declaration of a user-defined function named @var{string}. The body of the function starts on the line after `@code{Function @var{string}}', and can contain any Gmsh command. @item Return Ends the body of the current user-defined function. Function declarations cannot be imbricated. @item Call @var{string}; Executes the body of a (previously defined) function named @var{string}. @end ftable See @ref{t5.geo}, for an example of a user-defined function. A shortcoming of Gmsh's scripting language is that all variables are ``public''. Variables defined inside the body of a function will thus be available outside, too! @c ------------------------------------------------------------------------- @c Loops and conditionals @c ------------------------------------------------------------------------- @node Loops and conditionals, General commands, User-defined functions, General tools @section Loops and conditionals @cindex Loops @cindex Conditionals Loops and conditionals are defined as follows, and can be imbricated: @ftable @code @item For ( @var{expression} : @var{expression} ) Iterates from the value of the first @var{expression} to the value of the second @var{expression}, with a unit incrementation step. At each iteration, the commands comprised between `@code{For ( @var{expression} : @var{expression} )}' and the matching @code{EndFor} are executed. @item For ( @var{expression} : @var{expression} : @var{expression} ) Iterates from the value of the first @var{expression} to the value of the second @var{expression}, with a positive or negative incrementation step equal to the third @var{expression}. At each iteration, the commands comprised between `@code{For ( @var{expression} : @var{expression} : @var{expression} )}' and the matching @code{EndFor} are executed. @item For @var{string} In @{ @var{expression} : @var{expression} @} Iterates from the value of the first @var{expression} to the value of the second @var{expression}, with a unit incrementation step. At each iteration, the value of the iterate is affected to an expression named @var{string}, and the commands comprised between `@code{For @var{string} In @{ @var{expression} : @var{expression} @}}' and the matching @code{EndFor} are executed. @item For @var{string} In @{ @var{expression} : @var{expression} : @var{expression} @} Iterates from the value of the first @var{expression} to the value of the second @var{expression}, with a positive or negative incrementation step equal to the third @var{expression}. At each iteration, the value of the iterate is affected to an expression named @var{string}, and the commands comprised between `@code{For @var{string} In @{ @var{expression} : @var{expression} : @var{expression} @}}' and the matching @code{EndFor} are executed. @item EndFor Ends a matching @code{For} command. @item If ( @var{expression} ) The body enclosed between `@code{If ( @var{expression} )}' and the matching @code{Endif} is evaluated if @var{expression} is non-zero. @item EndIf Ends a matching @code{If} command. @end ftable See @ref{t5.geo}, for an example of @code{For} and @code{If} commands. Gmsh does not provide any @code{Else} (or similar) command at the time of this writing. @c ------------------------------------------------------------------------- @c General commands @c ------------------------------------------------------------------------- @node General commands, General options, Loops and conditionals, General tools @section General commands @cindex General commands @cindex Commands, general @cindex Expressions, affectation @cindex Expressions, identifiers @findex = @findex += @findex -= @findex *= @findex /= The following commands can be used anywhere in a Gmsh script: @ftable @code @item @var{string} = @var{expression}; Creates a new expression identifier @var{string}, or affects @var{expression} to an existing expression identifier. Thirteen expression identifiers are predefined (hardcoded in Gmsh's parser): @ftable @code @item Pi Returns 3.1415926535897932. @item GMSH_MAJOR_VERSION Returns Gmsh's major version number. @item GMSH_MINOR_VERSION Returns Gmsh's minor version number. @item GMSH_PATCH_VERSION Returns Gmsh's patch version number. @item MPI_Size Returns the number of processors on which Gmsh is running (always 1, except if you compiled Gmsh's parallel extensions). @item MPI_Rank Returns the rank of the current processor. @item newp Returns the next available point number. As explained in @ref{Geometry module}, a unique number must be associated with every geometrical point: @code{newp} permits to know the highest number already attributed (plus one). This is mostly useful when writing user-defined functions (@pxref{User-defined functions}) or general geometric primitives, when one does not know @emph{a priori} which numbers are already attributed, and which ones are still available. @item newl Returns the next available line number. @item news Returns the next available surface number. @item newv Returns the next available volume number. @item newll Returns the next available line loop number. @item newsl Returns the next available surface loop number. @item newreg Returns the next available region number. That is, @code{newreg} returns the maximum of @code{newp}, @code{newl}, @code{news}, @code{newv}, @code{newll}, @code{newsl} and all physical entity numbers@footnote{For compatibility purposes, the behavior of @code{newl}, @code{news}, @code{newv} and @code{newreg} can be modified with the @code{Geometry.OldNewReg} option (@pxref{Geometry options list}).}. @end ftable @item @var{string} = @{ @}; Creates a new expression list identifier @code{@var{string}} with an empty list. @item @var{string} = @{ @var{expression-list} @}; Creates a new expression list identifier @code{@var{string}} with the list @var{expression-list}, or affects @var{expression-list} to an existing expression list identifier. The following syntax is also allowed: @code{@var{string}[] = @{ @var{expression-list} @};} @item @var{string} [ @{ @var{expression-list} @} ] = @{ @var{expression-list} @}; Affects each item in the right hand side @var{expression-list} to the elements (indexed by the left hand side @var{expression-list}) of an existing expression list identifier. The two @w{@var{expression-list}s} must contain the same number of items. @item @var{string} ( @{ @var{expression-list} @} ) = @{ @var{expression-list} @}; Same as above. @item @var{string} += @var{expression}; Adds and affects @var{expression} to an existing expression identifier. @item @var{string} -= @var{expression}; Subtracts and affects @var{expression} to an existing expression identifier. @item @var{string} *= @var{expression}; Multiplies and affects @var{expression} to an existing expression identifier. @item @var{string} /= @var{expression}; Divides and affects @var{expression} to an existing expression identifier. @item @var{string} += @{ @var{expression-list} @}; Appends @var{expression-list} to an existing expression list or creates a new expression list with @var{expression-list}. @item @var{string} -= @{ @var{expression-list} @}; Removes the items in @var{expression-list} from the existing expression list. @item @var{string} [ @{ @var{expression-list} @} ] += @{ @var{expression-list} @}; Adds and affects, item per item, the right hand side @var{expression-list} to an existing expression list identifier. @item @var{string} [ @{ @var{expression-list} @} ] -= @{ @var{expression-list} @}; Subtracts and affects, item per item, the right hand side @var{expression-list} to an existing expression list identifier. @item @var{string} [ @{ @var{expression-list} @} ] *= @{ @var{expression-list} @}; Multiplies and affects, item per item, the right hand side @var{expression-list} to an existing expression list identifier. @item @var{string} [ @{ @var{expression-list} @} ] /= @{ @var{expression-list} @}; Divides and affects, item per item, the right hand side @var{expression-list} to an existing expression list identifier. @item @var{string} = @var{char-expression}; Creates a new character expression identifier @code{@var{string}} with a given @var{char-expression}. @item @var{real-option} = @var{expression}; Affects @var{expression} to a real option. @item @var{char-option} = @var{char-expression}; Affects @var{char-expression} to a character option. @item @var{color-option} = @var{color-expression}; Affects @var{color-expression} to a color option. @item @var{real-option} += @var{expression}; Adds and affects @var{expression} to a real option. @item @var{real-option} -= @var{expression}; Subtracts and affects @var{expression} to a real option. @item @var{real-option} *= @var{expression}; Multiplies and affects @var{expression} to a real option. @item @var{real-option} /= @var{expression}; Divides and affects @var{expression} to a real option. @item Abort; Aborts the current script. @item Exit; Exits Gmsh. @item Printf ( @var{char-expression} <, @var{expression-list}> ); Prints a character expression in the information window and/or on the terminal. @code{Printf} is equivalent to the @code{printf} C function: @var{char-expression} is a format string that can contain formatting characters (@code{%f}, @code{%e}, etc.). Note that all @w{@var{expression}s} are evaluated as floating point values in Gmsh (@pxref{Expressions}), so that only valid floating point formatting characters make sense in @var{char-expression}. See @ref{t5.geo}, for an example of the use of @code{Printf}. @item Printf ( @var{char-expression} , @var{expression-list} ) > @var{char-expression}; Same as @code{Printf} above, but output the expression in a file. @item Printf ( @var{char-expression} , @var{expression-list} ) >> @var{char-expression}; Same as @code{Printf} above, but appends the expression at the end of the file. @item Error ( @var{char-expression} <, @var{expression-list}> ); Same as @code{Printf}, but raises an error. @item Merge @var{char-expression}; Merges a file named @var{char-expression}. This command is equivalent to the `File->Merge' menu in the GUI. If the path in @var{char-expression} is not absolute, @var{char-expression} is appended to the path of the current file. @item Draw; Redraws the scene. @item BoundingBox; Recomputes the bounding box of the scene (which is normally computed only after new geometrical entities are added or after files are included or merged). The bounding box is computed as follows: @enumerate @item If there is a mesh (i.e., at least one mesh vertex), the bounding box is taken as the box enclosing all the mesh vertices; @item If there is no mesh but there is a geometry (i.e., at least one geometrical point), the bounding box is taken as the box enclosing all the geometrical points; @item If there is no mesh and no geometry, but there are some post-processing views, the bounding box is taken as the box enclosing all the primitives in the views. @end enumerate @item BoundingBox @{ @var{expression}, @var{expression}, @var{expression}, @var{expression}, @var{expression}, @var{expression} @}; Forces the bounding box of the scene to the given @w{@var{expression}s} (X min, X max, Y min, Y max, Z min, Z max). @item Delete Model; Deletes the current model (all geometrical entities and their associated meshes). @item Delete Physicals; Deletes all physical groups. @item Delete Variables; Deletes all the expressions. @item Delete Options; Deletes the current options and revert to the default values. @item Delete @var{string}; Deletes the expression @var{string}. @item Mesh @var{expression}; Generates @var{expression}-D mesh. @item RefineMesh; Refines the current mesh by splitting all elements. If @code{Mesh.SecondOrderLinear} is set, the new vertices are inserted by linear interpolatinon. Otherwise they are snapped on the actual geometry. @item SetOrder @var{expression}; Changes the order of the elements in the current mesh. @item Print @var{char-expression}; Prints the graphic window in a file named @var{char-expression}, using the current @code{Print.Format} (@pxref{General options list}). If the path in @var{char-expression} is not absolute, @var{char-expression} is appended to the path of the current file. @item Sleep @var{expression}; Suspends the execution of Gmsh during @var{expression} seconds. @item SystemCall @var{char-expression}; Executes a (blocking) system call. @item NonBlockingSystemCall @var{char-expression}; Executes a (non-blocking) system call. @item SetName @var{char-expression}; Changes the name of the current model. @item SyncModel; Forces an immediate transfer from the old geometrical database into the new one (this transfer normally occurs right after a file is read). @item Include @var{char-expression}; Includes the file named @var{char-expression} at the current position in the input file. The include command should be given on a line of its own. If the path in @var{char-expression} is not absolute, @var{char-expression} is appended to the path of the current file. @end ftable @c ------------------------------------------------------------------------- @c General options @c ------------------------------------------------------------------------- @node General options, , General commands, General tools @section General options The list of all the general @w{@var{char-option}s}, @w{@var{real-option}s} and @w{@var{color-option}s} (in that order---check the default values to see the actual types) is given in @ref{General options list}. Most of these options are accessible in the GUI, but not all of them. When running Gmsh interactively, changing an option in the script file will modify the option in the GUI in real time. This permits for example to resize the graphical window in a script, or to interact with animations in the script and in the GUI at the same time. @c ========================================================================= @c Geometry module @c ========================================================================= @node Geometry module, Mesh module, General tools, Top @chapter Geometry module @cindex Geometry, module @cindex Module, geometry Gmsh's geometry module provides a simple CAD engine, using a boundary representation (``BRep'') approach: you need to first define points (using the @code{Point} command: see below), then lines (using @code{Line}, @code{Circle}, @code{Spline}, @dots{}, commands or by extruding points), then surfaces (using for example the @code{Plane Surface} or @code{Ruled Surface} commands, or by extruding lines), and finally volumes (using the @code{Volume} command or by extruding surfaces). These geometrical entities are called ``elementary'' in Gmsh's jargon, and are assigned identification numbers when they are created: @enumerate @item each elementary point must possess a unique identification number; @item each elementary line must possess a unique identification number; @item each elementary surface must possess a unique identification number; @item each elementary volume must possess a unique identification number. @end enumerate @noindent Elementary geometrical entities can then be manipulated in various ways, for example using the @code{Translate}, @code{Rotate}, @code{Scale} or @code{Symmetry} commands. They can be deleted with the @code{Delete} command, provided that no higher-dimension entity references them. Groups of elementary geometrical entities can also be defined and are called ``physical'' entities. These physical entities cannot be modified by geometry commands: their only purpose is to assemble elementary entities into larger groups, possibly modifying their orientation, so that they can be referred to by the mesh module as single entities. As is the case with elementary entities, each physical point, physical line, physical surface or physical volume must be assigned a unique identification number. See @ref{Mesh module}, for more information about how physical entities affect the way meshes are saved. @menu * Geometry commands:: * Geometry options:: @end menu @c ------------------------------------------------------------------------- @c Geometry commands @c ------------------------------------------------------------------------- @node Geometry commands, Geometry options, Geometry module, Geometry module @section Geometry commands @cindex Geometry commands @cindex Commands, geometry The next subsections describe all the available geometry commands. These commands can be used anywhere in a Gmsh script file. Note that the following general syntax rule is followed for the definition of geometrical entities: ``If an @var{expression} defines a new entity, it is enclosed between parentheses. If an @var{expression} refers to a previously defined entity, it is enclosed between braces.'' @menu * Points:: * Lines:: * Surfaces:: * Volumes:: * Extrusions:: * Transformations:: * Miscellaneous geometry commands:: @end menu @c ......................................................................... @c Points @c ......................................................................... @node Points, Lines, Geometry commands, Geometry commands @subsection Points @cindex Elementary points @cindex Points, elementary @cindex Physical points @cindex Points, physical @ftable @code @item Point ( @var{expression} ) = @{ @var{expression}, @var{expression}, @var{expression} <, @var{expression} > @}; Creates an elementary point. The @var{expression} inside the parentheses is the point's identification number; the three first @w{@var{expression}s} inside the braces on the right hand side give the three X, Y and Z coordinates of the point in the three-dimensional Euclidean space; the optional last @var{expression} sets the prescribed mesh element size at that point. See @ref{Specifying mesh element sizes}, for more information about how this value is used in the meshing process. @item Physical Point ( @var{expression} | @var{char-expression} ) = @{ @var{expression-list} @}; Creates a physical point. The @var{expression} inside the parentheses is the physical point's identification number (if a @var{char-expression} is given instead, a unique identification number is automatically created); the @var{expression-list} on the right hand side should contain the identification numbers of all the elementary points that need to be grouped inside the physical point. @end ftable @c ......................................................................... @c Lines @c ......................................................................... @node Lines, Surfaces, Points, Geometry commands @subsection Lines @cindex Elementary lines @cindex Lines, elementary @cindex Physical lines @cindex Lines, physical @ftable @code @c @item Bezier ( @var{expression} ) = @{ @var{expression-list} @}; @c Creates a Bezier curve. The @var{expression} inside the parentheses is the @c Bezier curve's identification number; the @var{expression-list} on the right @c hand side should contain the identification numbers of all the curve's @c control points. @item BSpline ( @var{expression} ) = @{ @var{expression-list} @}; Creates a B-spline curve. The @var{expression} inside the parentheses is the B-spline curve's identification number; the @var{expression-list} on the right hand side should contain the identification numbers of all the B-spline's control points. Repeating control points has the expected effect. @item Circle ( @var{expression} ) = @{ @var{expression}, @var{expression}, @var{expression} @}; Creates a circle arc (strictly) smaller than Pi. The @var{expression} inside the parentheses is the circle arc's identification number; the first @var{expression} inside the braces on the right hand side gives the identification number of the start point of the arc; the second @var{expression} gives the identification number of the center of the circle; the last @var{expression} gives the identification number of the end point of the arc. @c todo: @c @item Circle ( @var{expression} ) = @{ @var{expression}, @var{expression}, @var{expression} @} Plane @{ @var{expression}, @var{expression}, @var{expression} @}; @item CatmullRom ( @var{expression} ) = @{ @var{expression-list} @}; @code{CatmullRom} is a synonym for @code{Spline}. @item Ellipse ( @var{expression} ) = @{ @var{expression}, @var{expression}, @var{expression}, @var{expression} @}; Creates an ellipse arc. The @var{expression} inside the parentheses is the ellipse arc's identification number; the first @var{expression} inside the braces on the right hand side gives the identification number of the start point of the arc; the second @var{expression} gives the identification number of the center of the ellipse; the third @var{expression} gives the identification number of any point located on the major axis of the ellipse; the last @var{expression} gives the identification number of the end point of the arc. @item Line ( @var{expression} ) = @{ @var{expression}, @var{expression} @}; Creates a straight line segment. The @var{expression} inside the parentheses is the line segment's identification number; the two @w{@var{expression}s} inside the braces on the right hand side give identification numbers of the start and end points of the segment. @c todo: multi-lines not authorized yet @c todo: @c @item Nurbs ( @var{expression} ) = @{ @var{expression-list} @}; @c todo: @c @item Parametric ( @var{expression} ) = @{ @var{expression}, @var{expression}, "@var{string}", "@var{string}", "@var{string}" @}; @item Spline ( @var{expression} ) = @{ @var{expression-list} @}; Creates a spline curve. The @var{expression} inside the parentheses is the spline's identification number; the @var{expression-list} on the right hand side should contain the identification numbers of all the spline's control points. @item Line Loop ( @var{expression} ) = @{ @var{expression-list} @}; Creates an oriented line loop. The @var{expression} inside the parentheses is the line loop's identification number; the @var{expression-list} on the right hand side should contain the identification numbers of all the elementary lines that constitute the line loop. A line loop must be a closed loop, and the elementary lines should be ordered and oriented (using negative identification numbers to specify reverse orientation). If the orientation is correct, but the ordering is wrong, Gmsh will actually reorder the list internally to create a consistent loop. Although Gmsh supports it, it is not recommended to specify multiple line loops (or subloops) in a single @code{Line Loop} command. (Line loops are used to create surfaces: see @ref{Surfaces}.) @item Compound Line ( @var{expression} ) = @{ @var{expression-list} @}; Creates a compound line from several elementary lines. When meshed, a compound line will be reparametrized as a single line, whose mesh can thus cross internal boundaries. The @var{expression} inside the parentheses is the compound line's identification number; the @var{expression-list} on the right hand side contains the identification number of the elementary lines that should be reparametrized as a single line. See @code{Compound Surface} for additional information on compound entities. @item Physical Line ( @var{expression} | @var{char-expression} ) = @{ @var{expression-list} @}; Creates a physical line. The @var{expression} inside the parentheses is the physical line's identification number (if a @var{char-expression} is given instead, a unique identification number is automatically created); the @var{expression-list} on the right hand side should contain the identification numbers of all the elementary lines that need to be grouped inside the physical line. Specifying negative identification numbers in the @var{expression-list} will reverse the orientation of the mesh elements belonging to the corresponding elementary lines in the saved mesh. @end ftable @c ......................................................................... @c Surfaces @c ......................................................................... @node Surfaces, Volumes, Lines, Geometry commands @subsection Surfaces @cindex Elementary surfaces @cindex Surfaces, elementary @cindex Physical surfaces @cindex Surfaces, physical @ftable @code @item Plane Surface ( @var{expression} ) = @{ @var{expression-list} @}; Creates a plane surface. The @var{expression} inside the parentheses is the plane surface's identification number; the @var{expression-list} on the right hand side should contain the identification numbers of all the line loops defining the surface. The first line loop defines the exterior boundary of the surface; all other line loops define holes in the surface. A line loop defining a hole should not have any lines in common with the exterior line loop (in which case it is not a hole, and the two surfaces should be defined separately). Likewise, a line loop defining a hole should not have any lines in common with another line loop defining a hole in the same surface (in which case the two line loops should be combined). @item Ruled Surface ( @var{expression} ) = @{ @var{expression-list} @} < In Sphere @{ @var{expression} @} >; Creates a ruled surface, i.e., a surface that can be interpolated using transfinite interpolation. The @var{expression} inside the parentheses is the ruled surface's identification number; the first @var{expression-list} on the right hand side should contain the identification number of a line loop composed of either three or four elementary lines. The optional @code{In Sphere} argument forces the surface to be a spherical patch (the extra parameter gives the identification number of the center of the sphere). @item Surface Loop ( @var{expression} ) = @{ @var{expression-list} @}; Creates a surface loop (a shell). The @var{expression} inside the parentheses is the surface loop's identification number; the @var{expression-list} on the right hand side should contain the identification numbers of all the elementary surfaces that constitute the surface loop. A surface loop must always represent a closed shell, and the elementary surfaces should be oriented consistently (using negative identification numbers to specify reverse orientation). (Surface loops are used to create volumes: see @ref{Volumes}.) @item Compound Surface ( @var{expression} ) = @{ @var{expression-list} @} < Boundary @{ @{ @var{expression-list} @}, @{ @var{expression-list} @}, @{ @var{expression-list} @}, @{ @var{expression-list} @} @} > ; Creates a compound surface from several elementary surfaces. When meshed, a compound surface will be reparametrized as a single surface, whose mesh can thus cross internal boundaries. Compound surfaces are mostly useful for remeshing discrete models; see ``J.-F. Remacle, C. Geuzaine, G. Compere and E. Marchandise, @emph{High Quality Surface Remeshing Using Harmonic Maps}, International Journal for Numerical Methods in Engineering, 2009'' for details as well as the wiki for more examples. The @var{expression} inside the parentheses is the compound surface's identification number; the mandatory @var{expression-list} on the right hand side contains the identification number of the elementary surfaces that should be reparametrized as a single surface. @item Physical Surface ( @var{expression} | @var{char-expression} ) = @{ @var{expression-list} @}; Creates a physical surface. The @var{expression} inside the parentheses is the physical surface's identification number (if a @var{char-expression} is given instead, a unique identification number is automatically created); the @var{expression-list} on the right hand side should contain the identification numbers of all the elementary surfaces that need to be grouped inside the physical surface. Specifying negative identification numbers in the @var{expression-list} will reverse the orientation of the mesh elements belonging to the corresponding elementary surfaces in the saved mesh. @end ftable @c ......................................................................... @c Volumes @c ......................................................................... @node Volumes, Extrusions, Surfaces, Geometry commands @subsection Volumes @cindex Elementary volumes @cindex Volumes, elementary @cindex Physical volumes @cindex Volumes, physical @ftable @code @item Volume ( @var{expression} ) = @{ @var{expression-list} @}; Creates a volume. The @var{expression} inside the parentheses is the volume's identification number; the @var{expression-list} on the right hand side should contain the identification numbers of all the surface loops defining the volume. The first surface loop defines the exterior boundary of the volume; all other surface loops define holes in the volume. A surface loop defining a hole should not have any surfaces in common with the exterior surface loop (in which case it is not a hole, and the two volumes should be defined separately). Likewise, a surface loop defining a hole should not have any surfaces in common with another surface loop defining a hole in the same volume (in which case the two surface loops should be combined). @item Compound Volume ( @var{expression} ) = @{ @var{expression-list} @}; Creates a compound volume from several elementary volumes. When meshed, a compound volume will be reparametrized as a single volume, whose mesh can thus cross internal boundaries. The @var{expression} inside the parentheses is the compound volume's identification number; the @var{expression-list} on the right hand side contains the identification number of the elementary volumes that should be reparametrized as a single volume. See @code{Compound Surface} for additional information on compound entities. @item Physical Volume ( @var{expression} | @var{char-expression} ) = @{ @var{expression-list} @}; Creates a physical volume. The @var{expression} inside the parentheses is the physical volume's identification number (if a @var{char-expression} is given instead, a unique identification number is automatically created); the @var{expression-list} on the right hand side should contain the identification numbers of all the elementary volumes that need to be grouped inside the physical volume. @end ftable @c ......................................................................... @c Extrusions @c ......................................................................... @node Extrusions, Transformations, Volumes, Geometry commands @subsection Extrusions @cindex Extrusion, geometry @cindex Geometry, extrusion @findex @var{extrude} Lines, surfaces and volumes can also be created through extrusion of points, lines and surfaces, respectively. Here is the syntax of the geometrical extrusion commands (go to @ref{Structured grids}, to see how these commands can be extended in order to also extrude the mesh): @var{extrude}: @ftable @code @item Extrude @{ @var{expression-list} @} @{ @var{extrude-list} @} Extrudes all elementary entities (points, lines or surfaces) in @var{extrude-list} using a translation. The @var{expression-list} should contain three @w{@var{expression}s} giving the X, Y and Z components of the translation vector. @item Extrude @{ @{ @var{expression-list} @}, @{ @var{expression-list} @}, @var{expression} @} @{ @var{extrude-list} @} Extrudes all elementary entities (points, lines or surfaces) in @var{extrude-list} using a rotation. The first @var{expression-list} should contain three @w{@var{expression}s} giving the X, Y and Z direction of the rotation axis; the second @var{expression-list} should contain three @w{@var{expression}s} giving the X, Y and Z components of any point on this axis; the last @var{expression} should contain the rotation angle (in radians). @item Extrude @{ @{ @var{expression-list} @}, @{ @var{expression-list} @}, @{ @var{expression-list} @}, @var{expression} @} @{ @var{extrude-list} @} Extrudes all elementary entities (points, lines or surfaces) in @var{extrude-list} using a translation combined with a rotation. The first @var{expression-list} should contain three @w{@var{expression}s} giving the X, Y and Z components of the translation vector; the second @var{expression-list} should contain three @w{@var{expression}s} giving the X, Y and Z direction of the rotation axis; the third @var{expression-list} should contain three @w{@var{expression}s} giving the X, Y and Z components of any point on this axis; the last @var{expression} should contain the rotation angle (in radians). @end ftable @noindent with @example @var{extrude-list}: Point | Line | Surface @{ @var{expression-list} @}; @dots{} @end example As explained in @ref{Floating point expressions}, @var{extrude} can be used in an expression, in which case it returns a list of identification numbers. By default, the list contains the ``top'' of the extruded entity at index 0 and the extruded entity at index 1, followed by the ``sides'' of the extruded entity at indices 2, 3, etc. For example: @example Point(1) = @{0,0,0@}; Point(2) = @{1,0,0@}; Line(1) = @{1, 2@}; out[] = Extrude@{0,1,0@}@{ Line@{1@}; @}; Printf("top line = %g", out[0]); Printf("surface = %g", out[1]); Printf("side lines = %g and %g", out[2], out[3]); @end example This behaviour can be changed with the @code{Geometry.ExtrudeReturnLateralEntities} option (@pxref{Geometry options list}). @c ......................................................................... @c Transformations @c ......................................................................... @node Transformations, Miscellaneous geometry commands, Extrusions, Geometry commands @subsection Transformations @cindex Transformations, geometry @cindex Geometry, transformations @cindex Rotation @cindex Scale @cindex Symmetry @cindex Translation @findex @var{transform} Geometrical transformations can be applied to elementary entities, or to copies of elementary entities (using the @code{Duplicata} command: see below). The syntax of the transformation commands is: @var{transform}: @ftable @code @item Dilate @{ @{ @var{expression-list} @}, @var{expression} @} @{ @var{transform-list} @} Scales all elementary entities in @var{transform-list} by a factor @var{expression}. The @var{expression-list} should contain three @w{@var{expression}s} giving the X, Y and Z direction of the homothetic transformation. @item Rotate @{ @{ @var{expression-list} @}, @{ @var{expression-list} @}, @var{expression} @} @{ @var{transform-list} @} Rotates all elementary entities in @var{transform-list} by an angle of @var{expression} radians. The first @var{expression-list} should contain three @w{@var{expression}s} giving the X, Y and Z direction of the rotation axis; the second @var{expression-list} should contain three @w{@var{expression}s} giving the X, Y and Z components of any point on this axis. @item Symmetry @{ @var{expression-list} @} @{ @var{transform-list} @} Transforms all elementary entities symmetrically to a plane. The @var{expression-list} should contain four @w{@var{expression}s} giving the coefficients of the plane's equation. @item Translate @{ @var{expression-list} @} @{ @var{transform-list} @} Translates all elementary entities in @var{transform-list}. The @var{expression-list} should contain three @w{@var{expression}s} giving the X, Y and Z components of the translation vector. @item Boundary @{ @var{transform-list} @} (Not a transformation per-se.) Returns the boundary of the elementary entities in @var{transform-list}. @item CombinedBoundary @{ @var{transform-list} @} (Not a transformation per-se.) Returns the boundary of the elementary entities, combined as if a single entity, in @var{transform-list}. Useful to compute the boundary of a complex part. @c @item Intersect Line @{ @var{expression-list} @} Surface @{ @var{expression} @} @c (Not a transformation per-se.) Returns the intersections of the lines @c given in @var{expression-list} with the specified surface. @end ftable @noindent with @example @var{transform-list}: Point | Line | Surface | Volume @{ @var{expression-list} @}; @dots{} | Duplicata @{ Point | Line | Surface | Volume @{ @var{expression-list} @}; @dots{} @} | @var{transform} @end example @c ......................................................................... @c Miscellaneous @c ......................................................................... @node Miscellaneous geometry commands, , Transformations, Geometry commands @subsection Miscellaneous Here is a list of all other geometry commands currently available: @ftable @code @item Coherence; Removes all duplicate elementary geometrical entities (e.g., points having identical coordinates). Note that Gmsh executes the @code{Coherence} command automatically after each geometrical transformation, unless @code{Geometry.AutoCoherence} is set to zero (@pxref{Geometry options list}). @item Delete @{ Point | Line | Surface | Volume @{ @var{expression-list} @}; @dots{} @} Deletes all elementary entities whose identification numbers are given in @var{expression-list}. If an entity is linked to another entity (for example, if a point is used as a control point of a curve), @code{Delete} has no effect (the line will have to be deleted before the point can). @item Hide @{ Point | Line | Surface | Volume @{ @var{expression-list} @}; @dots{} @} Hide the entities listed in @var{expression-list}, if @code{General.VisibilityMode} is set to @code{0} or @code{1}. @item Hide @var{char-expression}; Hide the entity @var{char-expression}, if @code{General.VisibilityMode} is set to @code{0} or @code{1} (@var{char-expression} can for example be @code{"*"}). @item Show @{ Point | Line | Surface | Volume @{ @var{expression-list} @}; @dots{} @} Show the entities listed in @var{expression-list}, if @code{General.VisibilityMode} is set to @code{0} or @code{1}. @item Show @var{char-expression}; Show the entity @var{char-expression}, if @code{General.VisibilityMode} is set to @code{0} or @code{1} (@var{char-expression} can for example be @code{"*"}). @end ftable @c ------------------------------------------------------------------------- @c Geometry options @c ------------------------------------------------------------------------- @node Geometry options, , Geometry commands, Geometry module @section Geometry options @cindex Options, geometry @cindex Geometry, options The list of all the options that control the behavior of geometry commands, as well as the way geometrical entities are handled in the GUI, is give in @ref{Geometry options list}. @c ========================================================================= @c Mesh module @c ========================================================================= @node Mesh module, Solver module, Geometry module, Top @chapter Mesh module @cindex Mesh, module @cindex Module, Mesh Gmsh's mesh module regroups several 1D, 2D and 3D meshing algorithms, all producing grids conforming in the sense of finite elements (@pxref{Mesh}): @itemize @bullet @item The 2D @emph{unstructured} algorithms generate triangles or both triangles and quadrangles (when @code{Recombine Surface} is used: see @ref{Miscellaneous mesh commands}). The 3D @emph{unstructured} algorithms generate tetrahedra. @item The 2D @emph{structured} algorithms (transfinite and extrusion) generate triangles by default, but quadrangles can be obtained by using the @code{Recombine} commands (see @ref{Structured grids}, and @ref{Miscellaneous mesh commands}). The 3D @emph{structured} algorithms generate tetrahedra, hexahedra, prisms and pyramids, depending on the type of the surface meshes they are based on. @end itemize All meshes can be subdivided to generate fully quadrangular or fully hexahedral meshes with the @code{Mesh.SubdivisionAlgorihm} option (@pxref{Mesh options list}). However, beware that the quality of subdivided elements initially generated with an @emph{unstructured} algorithm can be quite poor. @c todo: explain what happens if we have a degenerate geometry (incorrect @c holes with surfaces in contact with the exterior shell, intersecting @c primitives, etc.) @menu * Choosing the right unstructured algorithm:: * Elementary vs physical entities:: * Mesh commands:: * Mesh options:: @end menu @c ------------------------------------------------------------------------- @c Choosing the right unstructured algorithm @c ------------------------------------------------------------------------- @node Choosing the right unstructured algorithm, Elementary vs physical entities, Mesh module, Mesh module @section Choosing the right unstructured algorithm Gmsh currently provides a choice between three 2D unstructured algorithms and between two 3D unstructured algorithms. Each algorithm has its own advantages and disadvantages. For all 2D unstructured algorithms a Delaunay mesh that contains all the points of the 1D mesh is initially constructed using a divide-and-conquer algorithm@footnote{R. A. Dwyer, @emph{A simple divide-and-conquer algorithm for computing Delaunay triangulations in O(n log n) expected time}, In Proceedings of the second annual symposium on computational geometry, Yorktown Heights, 2--4 June 1986.}. Missing edges are recovered using edge swaps@footnote{N. P. Weatherill, @emph{The integrity of geometrical boundaries in the two-dimensional Delaunay triangulation}, Commun. Appl. Numer. Methods 6(2), pp. 101--109, 1990.}. After this initial step three different algorithms can be applied to generate the final mesh: @enumerate @item The ``MeshAdapt'' algorithm@footnote{C. Geuzaine and J.-F. Remacle, @emph{Gmsh: a three-dimensional finite element mesh generator with built-in pre- and post-processing facilities}, International Journal for Numerical Methods in Engineering 79(11), pp. 1309--1331, 2009.} is based on local mesh modifications. This technique makes use of edge swaps, splits, and collapses: long edges are split, short edges are collapsed, and edges are swapped if a better geometrical configuration is obtained. @item The ``Delaunay'' algorithm is inspired by the work of the GAMMA team at INRIA@footnote{P.-L. George and P. Frey, @emph{Mesh generation}, Hermes, Lyon, 2000.}. New points are inserted sequentially at the circumcenter of the element that has the largest adimensional circumradius. The mesh is then reconnected using an anisotropic Delaunay criterion. @item The ``Frontal'' algorithm is inspired by the work of S. Rebay@footnote{S. Rebay, @emph{Efficient unstructured mesh generation by means of Delaunay triangulation and Bowyer-Watson algorithm}, J. Comput. Phys. 106, pp. 25--138, 1993.}. @end enumerate These algorithms can be ranked as follows: @example Robustness Performance Element quality MeshAdapt 1 3 2 Delaunay 2 1 2 Frontal 3 2 1 @end example For very complex curved surfaces the ``MeshAdapt'' algorithm is the best choice. When high element quality is important, the ``Frontal'' algorithm should be tried. For very large meshes of plane surfaces the ``Delaunay'' algorithm is the fastest. The ``Automatic'' algorithm tries to select the best algorithm automatically for each surface in the model. As of Gmsh 2.7, the ``Automatic'' algorithm selects ``Delaunay'' for plane surfaces and ``MeshAdapt'' for all other surfaces. In 3D two unstructured algorithms are available: @enumerate @item The ``Delaunay'' algorithm is split into two separate steps. First, an initial mesh of the union of all the volumes in the model is performed using H. Si's Tetgen algorithm@footnote{H. Si, @emph{Tetgen: a quality tetrahedral mesh generator and three-dimensional Delaunay triangulator}, 2004.}. Then a three-dimensional version of the 2D Delaunay algorithm described above is applied. @item The ``Frontal'' algorithm uses J. Schoeberl's Netgen algorithm @footnote{J. Schoeberl, @emph{Netgen, an advancing front 2d/3d-mesh generator based on abstract rules}, Comput. Visual. Sci., 1, pp. 41--52, 1997.}. @end enumerate The ``Delaunay'' algorithm is the most robust and the fastest, and is the only one that supports the @code{Field} mechanism to specify element sizes (@pxref{Specifying mesh element sizes}). However, this algorithm will sometimes modify the surface mesh, and is thus not suitable for producing hybrid structured/unstructured grids. In that case the ``Frontal'' algorithm should be preferred. The quality of the elements produced by both algorithms is comparable. If element quality is important the mesh optimizer(s) should be applied. @c ------------------------------------------------------------------------- @c Elementary vs. physical entities @c ------------------------------------------------------------------------- @node Elementary vs physical entities, Mesh commands, Choosing the right unstructured algorithm, Mesh module @section Elementary vs. physical entities If only elementary geometrical entities are defined (or if the @code{Mesh.SaveAll} option is set; see @ref{Mesh options list}), the grid produced by the mesh module will be saved ``as is''. That is, all the elements in the grid will be saved using the identification number of the elementary entities they discretize as their elementary region number (and 0 as their physical region number@footnote{This behaviour was introduced in Gmsh 2.0. In older versions, both the elementary and the physical region numbers would be set to the identification number of the elementary region.}; @ref{File formats}). This can sometimes be inconvenient: @itemize @bullet @item mesh elements cannot be duplicated; @item the orientation of the mesh elements (the ordering of their nodes) is determined entirely by the orientation of their ``parent'' elementary entities, and cannot be modified; @item elements belonging to different elementary entities cannot be linked as being part of a larger group having a physical or mathematical meaning (like `Left wing', `Metallic part', `Dirichlet boundary condition', @dots{}). @end itemize To remedy these problems, the geometry module (@pxref{Geometry module}) introduces the notion of ``physical'' entities (also called ``physical groups''). The purpose of physical entities is to assemble elementary entities into larger, possibly overlapping groups, and to control the orientation of the elements in these groups. The introduction of physical entities in large models usually greatly facilitates the manipulation of the model (e.g., using `Tools->Visibility' in the GUI) and the interfacing with external solvers. In the MSH file format (@pxref{File formats}), if physical entities are defined, the output mesh only contains those elements that belong to physical entities. Other file formats each treat physical entities in slightly different ways, depending on their capability to define groups. In all cases, Gmsh reindexes the mesh vertices and elements so that they are numbered in a continuous sequence in the output files. Note that the numbers displayed on screen after mesh generation thus usually differ from the ones saved in the mesh files. To check the actual numbers saved in the output file just load the file back using `File->Open'. @c ------------------------------------------------------------------------- @c Mesh commands @c ------------------------------------------------------------------------- @node Mesh commands, Mesh options, Elementary vs physical entities, Mesh module @section Mesh commands @cindex Mesh commands @cindex Commands, mesh The mesh module commands mostly permit to modify the mesh element sizes and specify structured grid parameters. The actual mesh ``actions'' (i.e., ``mesh the lines'', ``mesh the surfaces'' and ``mesh the volumes'') cannot be specified in the script files. They have to be given either in the GUI or on the command line (see @ref{Running Gmsh on your system}, and @ref{Command-line options}). @menu * Specifying mesh element sizes:: * Structured grids:: * Miscellaneous mesh commands:: @end menu @c ......................................................................... @c Specifying mesh element sizes @c ......................................................................... @node Specifying mesh element sizes, Structured grids, Mesh commands, Mesh commands @subsection Specifying mesh element sizes @cindex Characteristic lengths @cindex Mesh, element size @cindex Size, elements @cindex Mesh, background @cindex Background mesh There are three ways to specify the size of the mesh elements for a given geometry: @enumerate @item First, if @code{Mesh.CharacteristicLengthFromPoints} is set (it is by default), you can simply specify desired mesh element sizes at the geometrical points of the model (with the @code{Point} command: see @ref{Points}). The size of the mesh elements will then be computed by linearly interpolating these values on the initial mesh (see @ref{Mesh}). This might sometimes lead to over-refinement in some areas, so that you may have to add ``dummy'' geometrical entities in the model in order to get the desired element sizes. This method works with all the algorithms implemented in the mesh module. The final element sizes are of course constrained by the structured algorithms for which the element sizes are explicitly specified (e.g., transfinite and extruded grids: see @ref{Structured grids}). @item Second, if @code{Mesh.CharacteristicLengthFromCurvature} is set (it is not by default), the mesh will be adapted with respect to the curvature of the geometrical entities. @item Finally, you can specify general mesh size ``fields''. Various fields exist: @itemize @bullet @item A @code{PostView} field specifies an explicit background mesh in the form of a scalar post-processing view (see @ref{Post-processing commands}, and @ref{File formats}) in which the nodal values are the target element sizes. This method is very general but it requires a first (usually rough) mesh and a way to compute the target sizes on this mesh (usually through an error estimation procedure, in an iterative process of mesh adaptation). Warning: only parsed (@file{.pos}) files can currently be used as background meshes (@file{.msh} files cannot be used, since the mesh used to define the field will be destroyed during the meshing process). (Note that you can also load a background mesh directly from the command line using the @code{-bgm} option (@pxref{Command-line options}), or in the GUI by selecting `Apply as background mesh' in the post-processing view option menu.) @item A @code{Box} field specifies the size of the elements inside and outside of a parallelepipedic region. @item A @code{Threshold} field specifies the size of the mesh according to the distance to some geometrical entities. These entities can for example be geometry points and lines specified by an @code{Attractor} field. @item A @code{MathEval} field specifies the size of the mesh using an explicit mathematical function. @item A @code{Min} field specifies the size as the minimum of the sizes computed using other fields @item @dots{} @end itemize Fields are supported by all the algorithms except those based on Netgen. The list of available fields with their options is given below. @end enumerate The three aforementioned methods can be used simultaneously, in which case the smallest element size is selected at any given point. All element sizes are further constrained by the @code{Mesh.CharacteristicLengthMin}, @code{Mesh.CharacteristicLengthMax} and @code{Mesh.CharacteristicLengthFactor} options (@pxref{Mesh options list}) Here are the mesh commands that are related to the specification of mesh element sizes: @ftable @code @item Characteristic Length @{ @var{expression-list} @} = @var{expression}; Modify the prescribed mesh element size of the points whose identification numbers are listed in @var{expression-list}. The new value is given by @var{expression}. @item Field[@var{expression}] = @var{string}; Create a new field (with id number @var{expression}), of type @var{string}. @item Field[@var{expression}].@var{string} = @var{char-expression} | @var{expression} | @var{expression-list}; Set the option @var{string} of the @var{expression}-th field. @item Background Field = @var{expression}; Select the @var{expression}-th field as the one used to compute element sizes. Only one background field can be given; if you want to combine several field, use the @code{Min} or @code{Max} field (see below). @end ftable Here is the list of all available fields with their associated options: @include opt_fields.texi @c ......................................................................... @c Structured grids @c ......................................................................... @node Structured grids, Miscellaneous mesh commands, Specifying mesh element sizes, Mesh commands @subsection Structured grids @cindex Extrusion, mesh @cindex Mesh, extrusion @cindex Transfinite, mesh @cindex Mesh, transfinite @ftable @code @item Extrude @{ @var{expression-list} @} @{ @var{extrude-list} @var{layers} @} Extrudes both the geometry and the mesh using a translation (@pxref{Extrusions}). The @var{layers} option determines how the mesh is extruded and has the following syntax: @example @var{layers}: @group Layers @{ @var{expression} @} | Layers @{ @{ @var{expression-list} @}, @{ @var{expression-list} @} @} | Recombine; @dots{} @end group @end example In the first @code{Layers} form, @var{expression} gives the number of elements to be created in the (single) layer. In the second form, the first @var{expression-list} defines how many elements should be created in each extruded layer, and the second @var{expression-list} gives the normalized height of each layer (the list should contain a sequence of @var{n} numbers 0 < @var{h1} < @var{h2} < @dots{} < @var{hn} <= 1). See @ref{t3.geo}, for an example. For line extrusions, the @code{Recombine} option will recombine triangles into quadrangles when possible. For surface extrusions, the @code{Recombine} option will recombine tetrahedra into prisms, hexahedra or pyramids. Please note that, starting with Gmsh 2.0, region numbers cannot be specified explicitly anymore in @code{Layers} commands. Instead, as with all other geometry commands, you must use the automatically created entity identifier created by the extrusion command. For example, the following extrusion command will return the id of the new ``top'' surface in @code{num[0]} and the id of the new volume in @code{num[1]}: @example num[] = Extrude @{0,0,1@} @{ Surface@{1@}; Layers@{10@}; @}; @end example @item Extrude @{ @{ @var{expression-list} @}, @{ @var{expression-list} @}, @var{expression} @} @{ @var{extrude-list} @var{layers} @} Extrudes both the geometry and the mesh using a rotation (@pxref{Extrusions}). The @var{layers} option is defined as above. @item Extrude @{ @{ @var{expression-list} @}, @{ @var{expression-list} @}, @{ @var{expression-list} @}, @var{expression} @} @{ @var{extrude-list} @var{layers} @} Extrudes both the geometry and the mesh using a combined translation and rotation (@pxref{Extrusions}). The @var{layers} option is defined as above. @item Extrude @{ Surface @{ @var{expression-list} @}; @var{layers} < Using Index[@var{expr}]; > < Using View[@var{expr}]; > @} Extrudes a boundary layer from the specified surfaces. If no view is specified, the boundary layer is created using gouraud-shaped (smoothed) normal field. Specifying a boundary layer index allows to extrude several independent boundary layers (with independent normal smoothing). @item Transfinite Line @{ @var{expression-list} @} | "*" = @var{expression} < Using Progression | Bump @var{expression} >; Selects the lines in @var{expression-list} to be meshed with the 1D transfinite algorithm. The @var{expression} on the right hand side gives the number of nodes that will be created on the line (this overrides any other mesh element size prescription---see @ref{Specifying mesh element sizes}). The optional argument `@code{Using Progression @var{expression}}' instructs the transfinite algorithm to distribute the nodes following a geometric progression (@code{Progression 2} meaning for example that each line element in the series will be twice as long as the preceding one). The optional argument `@code{Using Bump @var{expression}}' instructs the transfinite algorithm to distribute the nodes with a refinement at both ends of the line. @item Transfinite Surface @{ @var{expression-list} @} | "*" < = @{ @var{expression-list} @} > < Left | Right | Alternate > ; Selects surfaces to be meshed with the 2D transfinite algorithm. The @var{expression-list} on the right-hand-side should contain the identification numbers of three or four points on the boundary of the surface that define the corners of the transfinite interpolation. If no identification numbers are given, the transfinite algorithm will try to find the corners automatically. The optional argument specifies the way the triangles are oriented when the mesh is not recombined. @item Transfinite Volume @{ @var{expression-list} @} | "*" < = @{ @var{expression-list} @} > ; Selects five- or six-face volumes to be meshed with the 3D transfinite algorithm. The @var{expression-list} on the right-hand-side should contain the identification numbers of the six or eight points on the boundary of the volume that define the corners of the transfinite interpolation. If no identification numbers are given, the transfinite algorithm will try to find the corners automatically. @end ftable @c ......................................................................... @c Miscellaneous @c ......................................................................... @node Miscellaneous mesh commands, , Structured grids, Mesh commands @subsection Miscellaneous Here is a list of all other mesh commands currently available: @ftable @code @item Point | Line @{ @var{expression-list} @} In Surface @{ @var{expression} @}; Embed the point(s) or line(s) in the given surface. The surface mesh will conform to the mesh of the point(s) or lines(s). Note that embedded lines only work with the MeshAdapt 2-D algorithm. @item Periodic Line @{ @var{expression-list} @} = @{ @var{expression-list} @}; Force mesh of lines on the left-hand side (slaves) to match the mesh of the lines on the right-hand side (masters). @item Periodic Surface @var{expression} @{ @var{expression-list} @} = @var{expression} @{ @var{expression-list} @}; Force mesh of the surface on the left-hand side (slave, with boundary edges specified between braces) to match the mesh of the surface on the right-hand side (master, with boundary edges specified between braces). @item Coherence Mesh; Removes all duplicate mesh vertices. @item Color @var{color-expression} @{ Point | Line | Surface | Volume @{ @var{expression-list} @}; @dots{} @} Sets the mesh color of the entities in @var{expression-list} to @var{color-expression}. @item Hide @{ Point | Line | Surface | Volume @{ @var{expression-list} @}; @dots{} @} Hides the mesh of the entities in @var{expression-list}, if @code{General.VisibilityMode} is set to @code{0} or @code{2}. @item Hide @var{char-expression}; Hides the mesh of the entity @var{char-expression}, if @code{General.VisibilityMode} is set to @code{0} or @code{2} (@var{char-expression} can for example be @code{"*"}). @item Recombine Surface @{ @var{expression-list} @} | "*" < = @var{expression} >; Recombines the triangular meshes of the surfaces listed in @var{expression-list} into mixed triangular/quadrangular meshes. The optional @var{expression} on the right hand side specifies the maximum difference (in degrees) allowed between the largest angle of a quadrangle and a right angle (a value of 0 would only accept quadrangles with right angles; a value of 90 would allow degenerate quadrangles; default value is 45). @item Save @var{char-expression}; Saves the mesh in a file named @var{char-expression}, using the current @code{Mesh.Format} (@pxref{Mesh options list}). If the path in @var{char-expression} is not absolute, @var{char-expression} is appended to the path of the current file. @item Show @{ Point | Line | Surface | Volume @{ @var{expression-list} @}; @dots{} @} Shows the mesh of the entities in @var{expression-list}, if @code{General.VisibilityMode} is set to @code{0} or @code{2}. @item Show @var{char-expression}; Shows the mesh of the entity @var{char-expression}, if @code{General.VisibilityMode} is set to @code{0} or @code{2} (@var{char-expression} can for example be @code{"*"}). @item Smoother Surface @{ @var{expression-list} @} = @var{expression}; Sets number of elliptic smoothing steps for the surfaces listed in @var{expression-list} (smoothing only applies to transfinite meshes at the moment). @item Homology ( @{ @var{expression-list} @} ) @{ @{ @var{expression-list} @} , @{ @var{expression-list} @} @}; Compute a basis representation for homology spaces after a mesh has been generated. The first @var{expression-list} is a list of dimensions whose homology bases are computed; if empty, all bases are computed. The second @var{expression-list} is a list physical groups that constitute the computation domain; if empty, the whole mesh is the domain. The third @var{expression-list} is a list of physical groups that constitute the relative subdomain of relative homology computation; if empty, absolute homology is computed. Resulting basis representation chains are stored as physical groups in the mesh. @item Cohomology ( @{ @var{expression-list} @} ) @{ @{ @var{expression-list} @} , @{ @var{expression-list} @} @}; Similar to command @code{Homology}, but computes a basis representation for cohomology spaces instead. @end ftable @c ------------------------------------------------------------------------- @c Mesh options @c ------------------------------------------------------------------------- @node Mesh options, , Mesh commands, Mesh module @section Mesh options @cindex Options, mesh @cindex Mesh, options The list of all the options that control the behavior of mesh commands, as well as the way meshes are displayed in the GUI, is given in @ref{Mesh options list}. @c ========================================================================= @c Solver module @c ========================================================================= @node Solver module, Post-processing module, Mesh module, Top @chapter Solver module @cindex Solver, module @cindex Module, Solver External solvers can be driven by Gmsh through the ONELAB @url{http://www.onelab.info} interface. To add a new solver in the solver module, you need to specify its name (@code{Solver.Name0}, @code{Solver.Name1}, etc.) and the path to the executable (@code{Solver.Executable0}, @code{Solver.Executable1}, etc.); see @ref{Solver options list}). The client-server API for the solver interface is defined in the @file{onelab.h} header. See @file{utils/solvers/c++/solver.cpp} for a simple example on how to use the ONELAB programming interface. See the sources of GetDP (@url{http://geuz.org/getdp} for a more comprehensive example. @menu * Solver options:: @end menu @c ------------------------------------------------------------------------- @c Solver options @c ------------------------------------------------------------------------- @node Solver options, , Solver module, Solver module @section Solver options @cindex Solver commands @cindex Options, geometry The list of all the solver options is given in @ref{Solver options list}. @c ========================================================================= @c Post-processing module @c ========================================================================= @node Post-processing module, File formats, Solver module, Top @chapter Post-processing module @cindex Post-processing, module @cindex Module, Post-processing @cindex 2D plots @cindex 3D plots @cindex Plots @cindex Graphs @cindex Views Gmsh's post-processing module can handle multiple scalar, vector or tensor datasets along with the geometry and the mesh. The datasets can be given in several formats: in human-readable ``parsed'' format (these are just part of a standard input script, but are usually put in separate files with a @file{.pos} extension), in native MSH files (ASCII or binary files with @file{.msh} extensions: see @ref{File formats}), or in standard third-party formats (like MED: @uref{http://www.code-aster.org/outils/med/}). Once loaded into Gmsh, scalar fields can be displayed as iso-value lines and surfaces or color maps, whereas vector fields can be represented either by three-dimensional arrows or by displacement maps. (Tensor fields are currently displayed as Von-Mises effective stresses, min/max eigenvalues, eigenvectors, ellipsis or ellipsoid. To display other (combinations of) components, you can use the @code{Force scalar} or @code{Force vector} options, or use @code{Plugin(MathEval)}: see @ref{Post-processing plugins}.) In Gmsh's jargon, each dataset is called a ``view''. Each view is given a name, and can be manipulated either individually (each view has its own button in the GUI and can be referred to by its index in a script) or globally (see the @code{PostProcessing.Link} option in @ref{Post-processing options list}). By default, Gmsh treats all post-processing views as three-dimensional plots, i.e., draws the scalar, vector and tensor primitives (points, lines, triangles, tetrahedra, etc.) in 3D space. But Gmsh can also represent each post-processing view containing @emph{scalar points} as two-dimensional (``X-Y'') plots, either space- or time-oriented: @itemize @bullet @item in a `2D space' plot, the scalar points are taken in the same order as they are defined in the post-processing view: the abscissa of the 2D graph is the curvilinear abscissa of the curve defined by the point series, and only one curve is drawn using the values associated with the points. If several time steps are available, each time step generates a new curve; @item in a `2D time' plot, one curve is drawn for each scalar point in the view and the abscissa is the time step. @end itemize Although visualization is usually mostly an interactive task, Gmsh exposes all the post-processing commands and options to the user in its scripting language to permit a complete automation of the post-processing process (see e.g., @ref{t8.geo}, and @ref{t9.geo}). The two following sections summarize all available post-processing commands and options. Most options apply to both 2D and 3D plots (colormaps, point/line sizes, interval types, time step selection, etc.), but some are peculiar to 3D (lightning, element selection, etc.) or 2D plots (abscissa labels, etc.). Note that 2D plots can be positioned explicitly inside the graphical window, or be automatically positioned in order to avoid overlaps. Sample post-processing files in human-readable ``parsed'' format and in the native MSH file format are available in the @file{tutorial} directory of Gmsh's distribution (@file{.pos} and @file{.msh} files). The ``parsed'' format is defined in the next section (cf. the @code{View} command); the MSH format is defined in @ref{File formats}. @menu * Post-processing commands:: * Post-processing plugins:: * Post-processing options:: @end menu @c ------------------------------------------------------------------------- @c Post-processing commands @c ------------------------------------------------------------------------- @node Post-processing commands, Post-processing plugins, Post-processing module, Post-processing module @section Post-processing commands @cindex Post-processing commands @cindex Commands, post-processing @ftable @code @item Alias View[@var{expression}]; Creates an alias of the @var{expression}-th post-processing view. Note that @code{Alias} creates a logical duplicate of the view without actually duplicating the data in memory. This is very useful when you want multiple simultaneous renderings of the same large dataset (usually with different display options), but you cannot afford to store all copies in memory. If what you really want is multiple physical copies of the data, just merge the file containing the post-processing view multiple times. @item AliasWithOptions View[@var{expression}]; Creates an alias of the @var{expression}-th post-processing view and copies all the options of the @var{expression}-th view to the new aliased view. @item Combine ElementsByViewName; Combines all the post-processing views having the same name into new views. The combination is done ``spatially'', i.e., simply by appending the elements at the end of the new views. @item Combine ElementsFromAllViews | Combine Views; Combines all the post-processing views into a single new view. The combination is done ``spatially'', i.e., simply by appending the elements at the end of the new view. @item Combine ElementsFromVisibleViews; Combines all the visible post-processing views into a single new view. The combination is done ``spatially'', i.e., simply by appending the elements at the end of the new view. @item Combine TimeStepsByViewName | Combine TimeSteps; Combines the data from all the post-processing views having the same name into new multi-time-step views. The combination is done ``temporally'', i.e., as if the data in each view corresponds to a different time instant. The combination will fail if the meshes in all the views are not identical. @item Combine TimeStepsFromAllViews; Combines the data from all the post-processing views into a new multi-time-step view. The combination is done ``temporally'', i.e., as if the data in each view corresponds to a different time instant. The combination will fail if the meshes in all the views are not identical. @item Combine TimeStepsFromVisibleViews; Combines the data from all the visible post-processing views into a new multi-time-step view. The combination is done ``temporally'', i.e., as if the data in each view corresponds to a different time instant. The combination will fail if the meshes in all the views are not identical. @item Delete View[@var{expression}]; Deletes (removes) the @var{expression}-th post-processing view. Note that post-processing view numbers start at 0. @item Delete Empty Views; Deletes (removes) all the empty post-processing views. @item Background Mesh View[@var{expression}]; Applies the @var{expression}-th post-processing view as the current background mesh. Note that post-processing view numbers start at 0. @item Plugin (@var{string}) . Run; Executes the plugin @var{string}. The list of default plugins is given in @ref{Post-processing plugins}. @item Plugin (@var{string}) . @var{string} = @var{expression} | @var{char-expression}; Sets an option for a given plugin. See @ref{Post-processing plugins}, for a list of default plugins and @ref{t9.geo}, for some examples. @item Save View[@var{expression}] @var{char-expression}; Saves the the @var{expression}-th post-processing view in a file named @var{char-expression}. If the path in @var{char-expression} is not absolute, @var{char-expression} is appended to the path of the current file. @item View "@var{string}" @{ @var{string} < ( @var{expression-list} ) > @{ @var{expression-list} @}; @dots{} @}; Creates a new post-processing view, named @code{"@var{string}"}. This is an easy and quite powerful way to import post-processing data: all the values are @var{expressions}, you can embed datasets directly into your geometrical descriptions (see, e.g., @ref{t4.geo}), the data can be easily generated ``on-the-fly'' (there is no header containing @emph{a priori} information on the size of the dataset). The syntax is also very permissive, which makes it ideal for testing purposes. However this ``parsed format'' is read by Gmsh's script parser, which makes it inefficient if there are many elements in the dataset. Also, there is no connectivity information in parsed views and all the elements are independent (all fields can be discontinuous), so a lot of information can be duplicated. For large datasets, you should thus use the mesh-based post-processing file format described in @ref{File formats}, or use one of the standard formats like MED. More explicitly, the syntax for a parsed @code{View} is the following @example @group View "@var{string}" @{ @var{type} ( @var{list-of-coords} ) @{ @var{list-of-values} @}; @dots{} < TIME @{ @var{expression-list} @}; > < INTERPOLATION_SCHEME @{ @var{val-coef-matrix} @} @{ @var{val-exp-matrix} @} < @{ @var{geo-coef-matrix} @} @{ @var{geo-exp-matrix} @} > ; > @}; @end group @end example where the 47 object @w{@var{type}s} that can be displayed are: @smallexample @var{type} #@var{list-of-coords} #@var{list-of-values} -------------------------------------------------------------------- Scalar point SP 3 1 * @var{nb-time-steps} Vector point VP 3 3 * @var{nb-time-steps} Tensor point TP 3 9 * @var{nb-time-steps} Scalar line SL 6 2 * @var{nb-time-steps} Vector line VL 6 6 * @var{nb-time-steps} Tensor line TL 6 18 * @var{nb-time-steps} Scalar triangle ST 9 3 * @var{nb-time-steps} Vector triangle VT 9 9 * @var{nb-time-steps} Tensor triangle TT 9 27 * @var{nb-time-steps} Scalar quadrangle SQ 12 4 * @var{nb-time-steps} Vector quadrangle VQ 12 12 * @var{nb-time-steps} Tensor quadrangle TQ 12 36 * @var{nb-time-steps} Scalar tetrahedron SS 12 4 * @var{nb-time-steps} Vector tetrahedron VS 12 12 * @var{nb-time-steps} Tensor tetrahedron TS 12 36 * @var{nb-time-steps} Scalar hexahedron SH 24 8 * @var{nb-time-steps} Vector hexahedron VH 24 24 * @var{nb-time-steps} Tensor hexahedron TH 24 72 * @var{nb-time-steps} Scalar prism SI 18 6 * @var{nb-time-steps} Vector prism VI 18 18 * @var{nb-time-steps} Tensor prism TI 18 54 * @var{nb-time-steps} Scalar pyramid SY 15 5 * @var{nb-time-steps} Vector pyramid VY 15 15 * @var{nb-time-steps} Tensor pyramid TY 15 45 * @var{nb-time-steps} 2D text T2 3 arbitrary 3D text T3 4 arbitrary @end smallexample The coordinates are given `by node', i.e., @itemize @bullet @item @code{(@var{coord1}, @var{coord2}, @var{coord3})} for a point, @item @code{(@var{coord1-node1}, @var{coord2-node1}, @var{coord3-node1},}@* @code{ @var{coord1-node2}, @var{coord2-node2}, @var{coord3-node2})} for a line, @item @code{(@var{coord1-node1}, @var{coord2-node1}, @var{coord3-node1},}@* @code{ @var{coord1-node2}, @var{coord2-node2}, @var{coord3-node2},}@* @code{ @var{coord1-node3}, @var{coord2-node3}, @var{coord3-node3})} for a triangle, @item etc. @end itemize The ordering of the nodes is given in @ref{Node ordering}. The values are given by time step, by node and by component, i.e.: @example @var{comp1-node1-time1}, @var{comp2-node1-time1}, @var{comp3-node1-time1}, @var{comp1-node2-time1}, @var{comp2-node2-time1}, @var{comp3-node2-time1}, @var{comp1-node3-time1}, @var{comp2-node3-time1}, @var{comp3-node3-time1}, @var{comp1-node1-time2}, @var{comp2-node1-time2}, @var{comp3-node1-time2}, @var{comp1-node2-time2}, @var{comp2-node2-time2}, @var{comp3-node2-time2}, @var{comp1-node3-time2}, @var{comp2-node3-time2}, @var{comp3-node3-time2}, @dots{} @end example For the 2D text objects, the two first @w{@var{expression}s} in @var{list-of-coords} give the X-Y position of the string in screen coordinates, measured from the top-left corner of the window. If the first (respectively second) @var{expression} is negative, the position is measured from the right (respectively bottom) edge of the window. If the value of the first (respectively second) @var{expression} is larger than 99999, the string is centered horizontally (respectively vertically). If the third @var{expression} is equal to zero, the text is aligned bottom-left and displayed using the default font and size. Otherwise, the third @var{expression} is converted into an integer whose eight lower bits give the font size, whose eight next bits select the font (the index corresponds to the position in the font menu in the GUI), and whose eight next bits define the text alignment (0=bottom-left, 1=bottom-center, 2=bottom-right, 3=top-left, 4=top-center, 5=top-right, 6=center-left, 7=center-center, 8=center-right). For the 3D text objects, the three first @w{@var{expression}s} in @var{list-of-coords} give the XYZ position of the string in model (real world) coordinates. The fourth @var{expression} has the same meaning as the third @var{expression} in 2D text objects. For both 2D and 3D text objects, the @var{list-of-values} can contain an arbitrary number of @w{@var{char-expression}s}. The optional @code{TIME} list can contain a list of expressions giving the value of the time (or any other variable) for which an evolution was saved. The optional @code{INTERPOLATION_SCHEME} lists can contain the interpolation matrices used for high-order adaptive visualization. Let us assume that the approximation of the view's value over an element is written as a linear combination of @var{d} basis functions @var{f}[@var{i}], @var{i}=0, ..., @var{d}-1 (the coefficients being stored in @var{list-of-values}). Defining @var{f}[@var{i}] = Sum(@var{j}=0, ..., @var{d}-1) @var{F}[@var{i}][@var{j}] @var{p}[@var{j}], with @var{p}[@var{j}] = @var{u}^@var{P}[@var{j}][0] @var{v}^@var{P}[@var{j}][1] @var{w}^@var{P}[@var{j}][2] (@var{u}, @var{v} and @var{w} being the coordinates in the element's parameter space), then @var{val-coef-matrix} denotes the @var{d} x @var{d} matrix @var{F} and @var{val-exp-matrix} denotes the @var{d} x @var{3} matrix @var{P}. In the same way, let us also assume that the coordinates @var{x}, @var{y} and @var{z} of the element are obtained through a geometrical mapping from parameter space as a linear combination of @var{m} basis functions @var{g}[@var{i}], @var{i}=0, ..., @var{m}-1 (the coefficients being stored in @var{list-of-coords}). Defining @var{g}[@var{i}] = Sum(@var{j}=0, ..., @var{m}-1) @var{G}[@var{i}][@var{j}] @var{q}[@var{j}], with @var{q}[@var{j}] = @var{u}^@var{Q}[@var{j}][0] @var{v}^@var{Q}[@var{j}][1] @var{w}^@var{Q}[@var{j}][2], then @var{val-coef-matrix} denotes the @var{m} x @var{m} matrix @var{G} and @var{val-exp-matrix} denotes the @var{m} x @var{3} matrix @var{Q}. Here are for example the interpolation matrices for a first order quadrangle: @smallexample INTERPOLATION_SCHEME @{ @{1/4,-1/4, 1/4,-1/4@}, @{1/4, 1/4,-1/4,-1/4@}, @{1/4, 1/4, 1/4, 1/4@}, @{1/4,-1/4,-1/4, 1/4@} @} @{ @{0, 0, 0@}, @{1, 0, 0@}, @{0, 1, 0@}, @{1, 1, 0@} @}; @end smallexample @end ftable @c ------------------------------------------------------------------------- @c Post-processing plugins @c ------------------------------------------------------------------------- @node Post-processing plugins, Post-processing options, Post-processing commands, Post-processing module @section Post-processing plugins @cindex Post-processing plugins @cindex Plugins, post-processing Post-processing plugins permit to extend the functionality of Gmsh's post-processing module. The difference between regular post-processing options (@pxref{Post-processing options list}) and post-processing plugins is that regular post-processing options only change the way the data is displayed, while post-processing plugins either create new post-processing views, or modify the data stored in a view (in a destructive, non-reversible way). Plugins are available in the GUI by right-clicking on a view button (or by clicking on the black arrow next to the view button) and then selecting the `Plugin' submenu. Here is the list of the plugins that are shipped by default with Gmsh: @include opt_plugin.texi @c ------------------------------------------------------------------------- @c Post-processing options @c ------------------------------------------------------------------------- @node Post-processing options, , Post-processing plugins, Post-processing module @section Post-processing options @cindex Post-processing, options @cindex Options, post-processing General post-processing option names have the form `@code{PostProcessing.@var{string}}'. Options peculiar to post-processing views take two forms. @enumerate @item options that should apply to all views can be set through `@code{View.@var{string}}', @emph{before any view is loaded}; @item options that should apply only to the @var{n}-th view take the form `@code{View[@var{n}].@var{string}}' (@var{n} = 0, 1, 2, @dots{}), @emph{after the @var{n}-th view is loaded}. @end enumerate The list of all post-processing and view options is given in @ref{Post-processing options list}. See @ref{t8.geo}, and @ref{t9.geo}, for some examples. @c ========================================================================= @c File Formats @c ========================================================================= @node File formats, Tutorial, Post-processing module, Top @chapter File formats @cindex File formats This chapter describes Gmsh's native ``MSH'' file format, used to store meshes and associated post-processing datasets. The MSH format exists in two flavors: ASCII and binary. The format has a version number (currently: 2.2) that is independent of Gmsh's main version number. (Remember that for small post-processing datasets you can also use human-readable ``parsed'' post-processing views, as described in @ref{Post-processing commands}. Such ``parsed'' views do not require an underlying mesh, and can therefore be easier to use in some cases.) @menu * MSH ASCII file format:: * MSH binary file format:: * Node ordering:: * Legacy formats:: @end menu @c ------------------------------------------------------------------------- @c MSH ASCII file format @c ------------------------------------------------------------------------- @node MSH ASCII file format, MSH binary file format, File formats, File formats @section MSH ASCII file format @cindex Mesh, file format @cindex File format, mesh @cindex MSH file The MSH ASCII file format contains one mandatory section giving information about the file (@code{$MeshFormat}), followed by several optional sections defining the nodes (@code{$Nodes}), elements (@code{$Elements}), region names (@code{$PhysicalName}), periodicity relations (@code{$Periodic}) and post-processing datasets (@code{$NodeData}, @code{$ElementData}, @code{$ElementNodeData}). When @code{$Elements} are given, @code{$Nodes} should also be provided, before the @code{$Elements} section. Currently only one @code{$Nodes} and one @code{$Elements} section are allowed per file. (This might/will change in the future.) Any section with an unrecognized header is simply ignored: you can thus add comments in a @file{.msh} file by putting them e.g. inside a @code{$Comments}/@code{$EndComments} section. Sections can be repeated in the same file, and post-processing sections can be put into separate files (e.g. one file per time step). Nodes are assumed to be defined before elements. The format is defined as follows: @example $MeshFormat @var{version-number} @var{file-type} @var{data-size} $EndMeshFormat $Nodes @var{number-of-nodes} @var{node-number} @var{x-coord} @var{y-coord} @var{z-coord} @dots{} $EndNodes $Elements @var{number-of-elements} @var{elm-number} @var{elm-type} @var{number-of-tags} < @var{tag} > @dots{} @var{node-number-list} @dots{} $EndElements $Periodic @var{number-of-periodic-entities} @var{dimension} @var{slave-entity-tag} @var{master-entity-tag} @var{number-of-nodes} @var{slave-node-number master-node-number} @dots{} $EndPeriodic $PhysicalNames @var{number-of-names} @var{physical-dimension} @var{physical-number} "@var{physical-name}" @dots{} $EndPhysicalNames $NodeData @var{number-of-string-tags} < "@var{string-tag}" > @dots{} @var{number-of-real-tags} < @var{real-tag} > @dots{} @var{number-of-integer-tags} < @var{integer-tag} > @dots{} @var{node-number} @var{value} @dots{} @dots{} $EndNodeData $ElementData @var{number-of-string-tags} < "@var{string-tag}" > @dots{} @var{number-of-real-tags} < @var{real-tag} > @dots{} @var{number-of-integer-tags} < @var{integer-tag} > @dots{} @var{elm-number} @var{value} @dots{} @dots{} $EndElementData $ElementNodeData @var{number-of-string-tags} < "@var{string-tag}" > @dots{} @var{number-of-real-tags} < @var{real-tag} > @dots{} @var{number-of-integer-tags} < @var{integer-tag} > @dots{} @var{elm-number} @var{number-of-nodes-per-element} @var{value} @dots{} @dots{} $EndElementNodeData $InterpolationScheme "@var{name}" @var{number-of-element-topologies} @var{elm-topology} @var{number-of-interpolation-matrices} @var{num-rows} @var{num-columns} @var{value} @dots{} @dots{} $EndInterpolationScheme @end example @noindent where @table @code @item @var{version-number} is a real number equal to 2.2 @item @var{file-type} is an integer equal to 0 in the ASCII file format. @item @var{data-size} is an integer equal to the size of the floating point numbers used in the file (currently only @var{data-size} = sizeof(double) is supported). @item @var{number-of-nodes} is the number of nodes in the mesh. @item @var{node-number} is the number (index) of the @var{n}-th node in the mesh; @var{node-number} must be a postive (non-zero) integer. Note that the @w{@var{node-number}s} do not necessarily have to form a dense nor an ordered sequence. @item @var{x-coord} @var{y-coord} @var{z-coord} are the floating point values giving the X, Y and Z coordinates of the @var{n}-th node. @item @var{number-of-elements} is the number of elements in the mesh. @item @var{elm-number} is the number (index) of the @var{n}-th element in the mesh; @var{elm-number} must be a postive (non-zero) integer. Note that the @w{@var{elm-number}s} do not necessarily have to form a dense nor an ordered sequence. @item @var{elm-type} defines the geometrical type of the @var{n}-th element: @table @code @item 1 2-node line. @item 2 3-node triangle. @item 3 4-node quadrangle. @item 4 4-node tetrahedron. @item 5 8-node hexahedron. @item 6 6-node prism. @item 7 5-node pyramid. @item 8 3-node second order line (2 nodes associated with the vertices and 1 with the edge). @item 9 6-node second order triangle (3 nodes associated with the vertices and 3 with the edges). @item 10 9-node second order quadrangle (4 nodes associated with the vertices, 4 with the edges and 1 with the face). @item 11 10-node second order tetrahedron (4 nodes associated with the vertices and 6 with the edges). @item 12 27-node second order hexahedron (8 nodes associated with the vertices, 12 with the edges, 6 with the faces and 1 with the volume). @item 13 18-node second order prism (6 nodes associated with the vertices, 9 with the edges and 3 with the quadrangular faces). @item 14 14-node second order pyramid (5 nodes associated with the vertices, 8 with the edges and 1 with the quadrangular face). @item 15 1-node point. @item 16 8-node second order quadrangle (4 nodes associated with the vertices and 4 with the edges). @item 17 20-node second order hexahedron (8 nodes associated with the vertices and 12 with the edges). @item 18 15-node second order prism (6 nodes associated with the vertices and 9 with the edges). @item 19 13-node second order pyramid (5 nodes associated with the vertices and 8 with the edges). @item 20 9-node third order incomplete triangle (3 nodes associated with the vertices, 6 with the edges) @item 21 10-node third order triangle (3 nodes associated with the vertices, 6 with the edges, 1 with the face) @item 22 12-node fourth order incomplete triangle (3 nodes associated with the vertices, 9 with the edges) @item 23 15-node fourth order triangle (3 nodes associated with the vertices, 9 with the edges, 3 with the face) @item 24 15-node fifth order incomplete triangle (3 nodes associated with the vertices, 12 with the edges) @item 25 21-node fifth order complete triangle (3 nodes associated with the vertices, 12 with the edges, 6 with the face) @item 26 4-node third order edge (2 nodes associated with the vertices, 2 internal to the edge) @item 27 5-node fourth order edge (2 nodes associated with the vertices, 3 internal to the edge) @item 28 6-node fifth order edge (2 nodes associated with the vertices, 4 internal to the edge) @item 29 20-node third order tetrahedron (4 nodes associated with the vertices, 12 with the edges, 4 with the faces) @item 30 35-node fourth order tetrahedron (4 nodes associated with the vertices, 18 with the edges, 12 with the faces, 1 in the volume) @item 31 56-node fifth order tetrahedron (4 nodes associated with the vertices, 24 with the edges, 24 with the faces, 4 in the volume) @item 92 64-node third order hexahedron (8 nodes associated with the vertices, 24 with the edges, 24 with the faces, 8 in the volume) @item 93 125-node fourth order hexahedron (8 nodes associated with the vertices, 36 with the edges, 54 with the faces, 27 in the volume) @end table See below for the ordering of the nodes. @item @var{number-of-tags} gives the number of integer tags that follow for the @var{n}-th element. By default, the first @var{tag} is the number of the physical entity to which the element belongs; the second is the number of the elementary geometrical entity to which the element belongs; the third is the number of mesh partitions to which the element belongs, followed by the partition ids (negative partition ids indicate ghost cells). A zero tag is equivalent to no tag. @item @var{node-number-list} is the list of the node numbers of the @var{n}-th element. The ordering of the nodes is given in @ref{Node ordering}. @item @var{number-of-string-tags} gives the number of string tags that follow. By default the first @var{string-tag} is interpreted as the name of the post-processing view and the second as the name of the interpolation scheme. The interpolation scheme is provided in the @code{$InterpolationScheme} section (see below). @item @var{number-of-real-tags} gives the number of real number tags that follow. By default the first @var{real-tag} is interpreted as a time value associated with the dataset. @item @var{number-of-integer-tags} gives the number of integer tags that follow. By default the first @var{integer-tag} is interpreted as a time step index (starting at 0), the second as the number of field components of the data in the view (1, 3 or 9), the third as the number of entities (nodes or elements) in the view, and the fourth as the partition index for the view data (0 for no partition). @item @var{number-of-nodes-per-elements} gives the number of node values for an element in an element-based view. @item @var{value} is a real number giving the value associated with a node or an element. For @code{NodeData} (respectively @code{ElementData}) views, there are @var{ncomp} values per node (resp. per element), where @var{ncomp} is the number of field components. For @code{ElementNodeData} views, there are @var{ncomp} times @var{number-of-nodes-per-elements} values per element. @item @var{number-of-element-topologies} is the number of element topologies for which interpolation matrices are provided @item @var{elm-topology} is the id tag of a given element topology: 1 for points, 2 for lines, 3 for triangles, 4 for quadrangles, 5 for tetrahedra, 6 for pyramids, 7 for prisms, 8 for hexahedra, 9 for polygons and 10 for polyhedra. @item @var{number-of-interpolation-matrices} is the number of interpolation matrices provided for this element topology. Currently you should provide 2 matrices, i.e., the matrices that specify how to interpolate the data (they have the same meaning as in @ref{Post-processing commands}). The matrices are specified by 2 integers (@var{num-rows} and @var{num-columns}) followed by the values. @end table Below is a small example (a mesh consisting of two quadrangles with an associated nodal scalar dataset; the comments are not part of the actual file!): @smallexample $MeshFormat 2.2 0 8 $EndMeshFormat $Nodes 6 @emph{six mesh nodes:} 1 0.0 0.0 0.0 @emph{ node #1: coordinates (0.0, 0.0, 0.0)} 2 1.0 0.0 0.0 @emph{ node #2: coordinates (1.0, 0.0, 0.0)} 3 1.0 1.0 0.0 @emph{ etc.} 4 0.0 1.0 0.0 5 2.0 0.0 0.0 6 2.0 1.0 0.0 $EndNodes $Elements 2 @emph{two elements:} 1 3 2 99 2 1 2 3 4 @emph{ quad #1: type 3, physical 99, elementary 2, nodes 1 2 3 4} 2 3 2 99 2 2 5 6 3 @emph{ quad #2: type 3, physical 99, elementary 2, nodes 2 5 6 3} $EndElements $NodeData 1 @emph{one string tag:} "A scalar view" @emph{ the name of the view ("A scalar view")} 1 @emph{one real tag:} 0.0 @emph{ the time value (0.0)} 3 @emph{three integer tags:} 0 @emph{ the time step (0; time steps always start at 0)} 1 @emph{ 1-component (scalar) field} 6 @emph{ six associated nodal values} 1 0.0 @emph{value associated with node #1 (0.0)} 2 0.1 @emph{value associated with node #2 (0.1)} 3 0.2 @emph{etc.} 4 0.0 5 0.2 6 0.4 $EndNodeData @end smallexample @c ------------------------------------------------------------------------- @c MSH binary file format @c ------------------------------------------------------------------------- @node MSH binary file format, Node ordering, MSH ASCII file format, File formats @section MSH binary file format The binary file format is similar to the ASCII format described above: @example $MeshFormat @var{version-number} @var{file-type} @var{data-size} @var{one-binary} $EndMeshFormat $Nodes @var{number-of-nodes} @var{nodes-binary} $EndNodes $Elements @var{number-of-elements} @var{element-header-binary} @var{elements-binary} @var{element-header-binary} @var{elements-binary} @dots{} $EndElements [ all other sections are identical to ASCII, except that @var{node-number}, @var{elm-number}, @var{number-of-nodes-per-element} and @var{values} are written in binary format ] @end example @noindent where @table @code @item @var{version-number} is a real number equal to 2.2. @item @var{file-type} is an integer equal to 1. @item @var{data-size} has the same meaning as in the ASCII file format. Currently only @var{data-size} = sizeof(double) is supported. @item @var{one-binary} is an integer of value 1 written in binary form. This integer is used for detecting if the computer on which the binary file was written and the computer on which the file is read are of the same type (little or big endian). Here is a pseudo C code to write @var{one-binary}: @example int one = 1; fwrite(&one, sizeof(int), 1, file); @end example @item @var{number-of-nodes} has the same meaning as in the ASCII file format. @item @var{nodes-binary} is the list of nodes in binary form, i.e., a array of @var{number-of-nodes} * (4 + 3 * @var{data-size}) bytes. For each node, the first 4 bytes contain the node number and the next (3 * @var{data-size}) bytes contain the three floating point coordinates. Here is a pseudo C code to write @var{nodes-binary}: @example for(i = 0; i < number_of_nodes; i++)@{ fwrite(&num_i, sizeof(int), 1, file); double xyz[3] = @{node_i_x, node_i_y, node_i_z@}; fwrite(&xyz, sizeof(double), 3, file); @} @end example @item @var{number-of-elements} has the same meaning as in the ASCII file format. @item @var{element-header-binary} is a list of 3 integers in binary form, i.e., an array of (3 * 4) bytes: the first four bytes contain the type of the elements that follow (same as @var{elm-type} in the ASCII format), the next four contain the number of elements that follow, and the last four contain the number of tags per element (same as @var{number-of-tags} in the ASCII format). Here is a pseudo C code to write @var{element-header-binary}: @example int header[3] = @{elm_type, num_elm_follow, num_tags@}; fwrite(&header, sizeof(int), 2, file); @end example @item @var{elements-binary} is a list of elements in binary form, i.e., an array of ``number of elements that follow'' * (4 + @var{number-of-tags} * 4 + #@var{node-number-list} * 4) bytes. For each element, the first four bytes contain the element number, the next (@var{number-of-tags} * 4) contain the tags, and the last (#@var{node-number-list} * 4) contain the node indices. Here is a pseudo C code to write @var{elements-binary} for triangles with the 2 standard tags (the physical and elementary regions): @example for(i = 0; i < number_of_triangles; i++)@{ int data[6] = @{num_i, physical, elementary, node_i_1, node_i_2, node_i_3@}; fwrite(data, sizeof(int), 6, file); @} @end example @end table @c ------------------------------------------------------------------------- @c Node ordering @c ------------------------------------------------------------------------- @node Node ordering, Legacy formats, MSH binary file format, File formats @section Node ordering @cindex Nodes, ordering Historically, Gmsh developpers have started by implementing linear elements (lines, triangles, quads, tets, prisms and hexes). Then, second and sometimes third order elements have been hardcoded. We here distinguish ``low order elements'' that have been hardcoded initially and ``high order elements'' that have been coded in a general fashion, theoretically valid for any order. @subsection Low order elements For all mesh and post-processing file formats, the reference elements are defined as follows. @smallexample @group Line: Line3: Line4: 0----------1 --> u 0-----2----1 0----2----3----1 @end group @end smallexample @smallexample @group Triangle: Triangle6: Triangle9/10: Triangle12/15: v ^ 2 | | \ 2 2 2 9 8 |`\ |`\ | \ | \ | `\ | `\ 7 6 10 (14) 7 | `\ 5 `4 | \ | \ | `\ | `\ 8 (9) 5 11 (12) (13) 6 | `\ | `\ | \ | \ 0----------1 --> u 0-----3----1 0---3---4---1 0---3---4---5---1 @end group @end smallexample @smallexample @group Quadrangle: Quadrangle8: Quadrangle9: v ^ | 3-----------2 3-----6-----2 3-----6-----2 | | | | | | | | | | | | | | | +---- | --> u 7 5 7 8 5 | | | | | | | | | | | | 0-----------1 0-----4-----1 0-----4-----1 @end group @end smallexample @smallexample @group Tetrahedron: Tetrahedron10: v . ,/ / 2 2 ,/|`\ ,/|`\ ,/ | `\ ,/ | `\ ,/ '. `\ ,6 '. `5 ,/ | `\ ,/ 8 `\ ,/ | `\ ,/ | `\ 0-----------'.--------1 --> u 0--------4--'.--------1 `\. | ,/ `\. | ,/ `\. | ,/ `\. | ,9 `\. '. ,/ `7. '. ,/ `\. |/ `\. |/ `3 `3 `\. ` w @end group @end smallexample @smallexample @group Hexahedron: Hexahedron20: Hexahedron27: v 3----------2 3----13----2 3----13----2 |\ ^ |\ |\ |\ |\ |\ | \ | | \ | 15 | 14 |15 24 | 14 | \ | | \ 9 \ 11 \ 9 \ 20 11 \ | 7------+---6 | 7----19+---6 | 7----19+---6 | | +-- |-- | -> u | | | | |22 | 26 | 23| 0---+---\--1 | 0---+-8----1 | 0---+-8----1 | \ | \ \ | \ 17 \ 18 \ 17 25 \ 18 \ | \ \ | 10 | 12| 10 | 21 12| \| w \| \| \| \| \| 4----------5 4----16----5 4----16----5 @end group @end smallexample @smallexample @group Prism: Prism15: Prism18: w ^ | 3 3 3 ,/|`\ ,/|`\ ,/|`\ ,/ | `\ 12 | 13 12 | 13 ,/ | `\ ,/ | `\ ,/ | `\ 4------+------5 4------14-----5 4------14-----5 | | | | 8 | | 8 | | ,/|`\ | | | | | ,/|`\ | | ,/ | `\ | | | | | 15 | 16 | |,/ | `\| | | | |,/ | `\| ,| | |\ 10 | 11 10-----17-----11 ,/ | 0 | `\ | 0 | | 0 | u | ,/ `\ | v | ,/ `\ | | ,/ `\ | | ,/ `\ | | ,6 `7 | | ,6 `7 | |,/ `\| |,/ `\| |,/ `\| 1-------------2 1------9------2 1------9------2 @end group @end smallexample @smallexample @group Pyramid: Pyramid13: Pyramid14: 4 4 4 ,/|\ ,/|\ ,/|\ ,/ .'|\ ,/ .'|\ ,/ .'|\ ,/ | | \ ,/ | | \ ,/ | | \ ,/ .' | `. ,/ .' | `. ,/ .' | `. ,/ | '. \ ,7 | 12 \ ,7 | 12 \ ,/ .' w | \ ,/ .' | \ ,/ .' | \ ,/ | ^ | \ ,/ 9 | 11 ,/ 9 | 11 0----------.'--|-3 `. 0--------6-.'----3 `. 0--------6-.'----3 `. `\ | | `\ \ `\ | `\ \ `\ | `\ \ `\ .' +----`\ - \ -> v `5 .' 10 \ `5 .' 13 10 \ `\ | `\ `\ \ `\ | `\ \ `\ | `\ \ `\.' `\ `\` `\.' `\` `\.' `\` 1----------------2 1--------8-------2 1--------8-------2 `\ u @end group @end smallexample @subsection High order elements The node ordering of a higher order (possibly curved) element is compatible with the numbering of low order element (it is a generalization). We number nodes in the following order: @itemize -- @item the element principal or corner vertices; @item the internal nodes for each edge; @item the internal nodes for each face; @item the volume internal nodes. @end itemize The numbering for internal nodes is recursive, ie. the numbering follows that of the nodes of an embedded edge/face/volume of lower order. The higher order nodes are assumed to be equispaced. Edges and faces are numbered following the lowest order template that generates a single high-order on this edge/face. Furthermore, an edge is oriented from the vertex with the lowest to the highest index. The orientation of a face is such that the computed normal points outward; the starting point is the vertex with the lowest index. @c ------------------------------------------------------------------------- @c Legacy formats @c ------------------------------------------------------------------------- @node Legacy formats, , Node ordering, File formats @section Legacy formats This section describes Gmsh's older native file formats. Future versions of Gmsh will continue to support these formats, but we recommend that you do not use them in new applications. @c ......................................................................... @c MSH file format version 1.0 @c ......................................................................... @menu * MSH file format version 1.0:: * POS ASCII file format:: * POS binary file format:: @end menu @node MSH file format version 1.0, POS ASCII file format, Legacy formats, Legacy formats @subsection MSH file format version 1.0 (Legacy) The MSH file format version 1.0 is Gmsh's old native mesh file format, now superseded by the format described in @ref{MSH ASCII file format}. It is defined as follows: @example $NOD @var{number-of-nodes} @var{node-number} @var{x-coord} @var{y-coord} @var{z-coord} @dots{} $ENDNOD $ELM @var{number-of-elements} @var{elm-number} @var{elm-type} @var{reg-phys} @var{reg-elem} @var{number-of-nodes} @var{node-number-list} @dots{} $ENDELM @end example @noindent where @table @code @item @var{number-of-nodes} is the number of nodes in the mesh. @item @var{node-number} is the number (index) of the @var{n}-th node in the mesh; @var{node-number} must be a postive (non-zero) integer. Note that the @w{@var{node-number}s} do not necessarily have to form a dense nor an ordered sequence. @item @var{x-coord} @var{y-coord} @var{z-coord} are the floating point values giving the X, Y and Z coordinates of the @var{n}-th node. @item @var{number-of-elements} is the number of elements in the mesh. @item @var{elm-number} is the number (index) of the @var{n}-th element in the mesh; @var{elm-number} must be a postive (non-zero) integer. Note that the @w{@var{elm-number}s} do not necessarily have to form a dense nor an ordered sequence. @item @var{elm-type} defines the geometrical type of the @var{n}-th element: @table @code @item 1 2-node line. @item 2 3-node triangle. @item 3 4-node quadrangle. @item 4 4-node tetrahedron. @item 5 8-node hexahedron. @item 6 6-node prism. @item 7 5-node pyramid. @item 8 3-node second order line (2 nodes associated with the vertices and 1 with the edge). @item 9 6-node second order triangle (3 nodes associated with the vertices and 3 with the edges). @item 10 9-node second order quadrangle (4 nodes associated with the vertices, 4 with the edges and 1 with the face). @item 11 10-node second order tetrahedron (4 nodes associated with the vertices and 6 with the edges). @item 12 27-node second order hexahedron (8 nodes associated with the vertices, 12 with the edges, 6 with the faces and 1 with the volume). @item 13 18-node second order prism (6 nodes associated with the vertices, 9 with the edges and 3 with the quadrangular faces). @item 14 14-node second order pyramid (5 nodes associated with the vertices, 8 with the edges and 1 with the quadrangular face). @item 15 1-node point. @item 16 8-node second order quadrangle (4 nodes associated with the vertices and 4 with the edges). @item 17 20-node second order hexahedron (8 nodes associated with the vertices and 12 with the edges). @item 18 15-node second order prism (6 nodes associated with the vertices and 9 with the edges). @item 19 13-node second order pyramid (5 nodes associated with the vertices and 8 with the edges). @end table See below for the ordering of the nodes. @item @var{reg-phys} is the number of the physical entity to which the element belongs; @var{reg-phys} must be a postive integer, or zero. If @var{reg-phys} is equal to zero, the element is considered not to belong to any physical entity. @item @var{reg-elem} is the number of the elementary entity to which the element belongs; @var{reg-elem} must be a postive (non-zero) integer. @item @var{number-of-nodes} is the number of nodes for the @var{n}-th element. This is redundant, but kept for backward compatibility. @item @var{node-number-list} is the list of the @var{number-of-nodes} node numbers of the @var{n}-th element. The ordering of the nodes is given in @ref{Node ordering}. @end table @c ......................................................................... @c POS ASCII file format @c ......................................................................... @node POS ASCII file format, POS binary file format, MSH file format version 1.0, Legacy formats @subsection POS ASCII file format (Legacy) The POS ASCII file is Gmsh's old native post-processing format, now superseded by the format described in @ref{MSH ASCII file format}. It is defined as follows: @example $PostFormat 1.4 @var{file-type} @var{data-size} $EndPostFormat $View @var{view-name} @var{nb-time-steps} @var{nb-scalar-points} @var{nb-vector-points} @var{nb-tensor-points} @var{nb-scalar-lines} @var{nb-vector-lines} @var{nb-tensor-lines} @var{nb-scalar-triangles} @var{nb-vector-triangles} @var{nb-tensor-triangles} @var{nb-scalar-quadrangles} @var{nb-vector-quadrangles} @var{nb-tensor-quadrangles} @var{nb-scalar-tetrahedra} @var{nb-vector-tetrahedra} @var{nb-tensor-tetrahedra} @var{nb-scalar-hexahedra} @var{nb-vector-hexahedra} @var{nb-tensor-hexahedra} @var{nb-scalar-prisms} @var{nb-vector-prisms} @var{nb-tensor-prisms} @var{nb-scalar-pyramids} @var{nb-vector-pyramids} @var{nb-tensor-pyramids} @var{nb-scalar-lines2} @var{nb-vector-lines2} @var{nb-tensor-lines2} @var{nb-scalar-triangles2} @var{nb-vector-triangles2} @var{nb-tensor-triangles2} @var{nb-scalar-quadrangles2} @var{nb-vector-quadrangles2} @var{nb-tensor-quadrangles2} @var{nb-scalar-tetrahedra2} @var{nb-vector-tetrahedra2} @var{nb-tensor-tetrahedra2} @var{nb-scalar-hexahedra2} @var{nb-vector-hexahedra2} @var{nb-tensor-hexahedra2} @var{nb-scalar-prisms2} @var{nb-vector-prisms2} @var{nb-tensor-prisms2} @var{nb-scalar-pyramids2} @var{nb-vector-pyramids2} @var{nb-tensor-pyramids2} @var{nb-text2d} @var{nb-text2d-chars} @var{nb-text3d} @var{nb-text3d-chars} @var{time-step-values} < @var{scalar-point-value} > @dots{} < @var{vector-point-value} > @dots{} < @var{tensor-point-value} > @dots{} < @var{scalar-line-value} > @dots{} < @var{vector-line-value} > @dots{} < @var{tensor-line-value} > @dots{} < @var{scalar-triangle-value} > @dots{} < @var{vector-triangle-value} > @dots{} < @var{tensor-triangle-value} > @dots{} < @var{scalar-quadrangle-value} > @dots{} < @var{vector-quadrangle-value} > @dots{} < @var{tensor-quadrangle-value} > @dots{} < @var{scalar-tetrahedron-value} > @dots{} < @var{vector-tetrahedron-value} > @dots{} < @var{tensor-tetrahedron-value} > @dots{} < @var{scalar-hexahedron-value} > @dots{} < @var{vector-hexahedron-value} > @dots{} < @var{tensor-hexahedron-value} > @dots{} < @var{scalar-prism-value} > @dots{} < @var{vector-prism-value} > @dots{} < @var{tensor-prism-value} > @dots{} < @var{scalar-pyramid-value} > @dots{} < @var{vector-pyramid-value} > @dots{} < @var{tensor-pyramid-value} > @dots{} < @var{scalar-line2-value} > @dots{} < @var{vector-line2-value} > @dots{} < @var{tensor-line2-value} > @dots{} < @var{scalar-triangle2-value} > @dots{} < @var{vector-triangle2-value} > @dots{} < @var{tensor-triangle2-value} > @dots{} < @var{scalar-quadrangle2-value} > @dots{} < @var{vector-quadrangle2-value} > @dots{} < @var{tensor-quadrangle2-value} > @dots{} < @var{scalar-tetrahedron2-value} > @dots{} < @var{vector-tetrahedron2-value} > @dots{} < @var{tensor-tetrahedron2-value} > @dots{} < @var{scalar-hexahedron2-value} > @dots{} < @var{vector-hexahedron2-value} > @dots{} < @var{tensor-hexahedron2-value} > @dots{} < @var{scalar-prism2-value} > @dots{} < @var{vector-prism2-value} > @dots{} < @var{tensor-prism2-value} > @dots{} < @var{scalar-pyramid2-value} > @dots{} < @var{vector-pyramid2-value} > @dots{} < @var{tensor-pyramid2-value} > @dots{} < @var{text2d} > @dots{} < @var{text2d-chars} > @dots{} < @var{text3d} > @dots{} < @var{text3d-chars} > @dots{} $EndView @end example @noindent where @table @code @item @var{file-type} is an integer equal to 0 in the ASCII file format. @item @var{data-size} is an integer equal to the size of the floating point numbers used in the file (usually, @var{data-size} = sizeof(double)). @item @var{view-name} is a string containing the name of the view (max. 256 characters). @item @var{nb-time-steps} is an integer giving the number of time steps in the view. @item @var{nb-scalar-points} @item @var{nb-vector-points} @item @dots{} are integers giving the number of scalar points, vector points, @dots{}, in the view. @item @var{nb-text2d} @item @var{nb-text3d} are integers giving the number of 2D and 3D text strings in the view. @item @var{nb-text2d-chars} @item @var{nb-text3d-chars} are integers giving the total number of characters in the 2D and 3D strings. @item @var{time-step-values} is a list of @var{nb-time-steps} double precision numbers giving the value of the time (or any other variable) for which an evolution was saved. @item @var{scalar-point-value} @item @var{vector-point-value} @item @dots{} are lists of double precision numbers giving the node coordinates and the values associated with the nodes of the @var{nb-scalar-points} scalar points, @var{nb-vector-points} vector points, @dots{}, for each of the @var{time-step-values}. For example, @var{vector-triangle-value} is defined as: @example @var{coord1-node1} @var{coord1-node2} @var{coord1-node3} @var{coord2-node1} @var{coord2-node2} @var{coord2-node3} @var{coord3-node1} @var{coord3-node2} @var{coord3-node3} @var{comp1-node1-time1} @var{comp2-node1-time1} @var{comp3-node1-time1} @var{comp1-node2-time1} @var{comp2-node2-time1} @var{comp3-node2-time1} @var{comp1-node3-time1} @var{comp2-node3-time1} @var{comp3-node3-time1} @var{comp1-node1-time2} @var{comp2-node1-time2} @var{comp3-node1-time2} @var{comp1-node2-time2} @var{comp2-node2-time2} @var{comp3-node2-time2} @var{comp1-node3-time2} @var{comp2-node3-time2} @var{comp3-node3-time2} @dots{} @end example The ordering of the nodes is given in @ref{Node ordering}. @item @var{text2d} is a list of 4 double precision numbers: @example @var{coord1} @var{coord2} @var{style} @var{index} @end example where @var{coord1} and @var{coord2} give the X-Y position of the 2D string in screen coordinates (measured from the top-left corner of the window) and where @var{index} gives the starting index of the string in @var{text2d-chars}. If @var{coord1} (respectively @var{coord2}) is negative, the position is measured from the right (respectively bottom) edge of the window. If @var{coord1} (respectively @var{coord2}) is larger than 99999, the string is centered horizontally (respectively vertically). If @var{style} is equal to zero, the text is aligned bottom-left and displayed using the default font and size. Otherwise, @var{style} is converted into an integer whose eight lower bits give the font size, whose eight next bits select the font (the index corresponds to the position in the font menu in the GUI), and whose eight next bits define the text alignment (0=bottom-left, 1=bottom-center, 2=bottom-right, 3=top-left, 4=top-center, 5=top-right, 6=center-left, 7=center-center, 8=center-right). @item @var{text2d-chars} is a list of @var{nb-text2d-chars} characters. Substrings are separated with the null `@code{\0}' character. @item @var{text3d} is a list of 5 double precision numbers @example @var{coord1} @var{coord2} @var{coord3} @var{style} @var{index} @end example where @var{coord1}, @var{coord2} and @var{coord3} give the XYZ coordinates of the string in model (real world) coordinates, @var{index} gives the starting index of the string in @var{text3d-chars}, and @var{style} has the same meaning as in @var{text2d}. @item @var{text3d-chars} is a list of @var{nb-text3d-chars} chars. Substrings are separated with the null `@code{\0}' character. @end table @c ......................................................................... @c POS binary file format @c ......................................................................... @node POS binary file format, , POS ASCII file format, Legacy formats @subsection POS binary file format (Legacy) The POS binary file format is the same as the POS ASCII file format described in @ref{POS ASCII file format}, except that: @enumerate @item @var{file-type} equals 1. @item all lists of floating point numbers and characters are written in binary format @item there is an additional integer, of value 1, written before @var{time-step-values}. This integer is used for detecting if the computer on which the binary file was written and the computer on which the file is read are of the same type (little or big endian). @end enumerate Here is a pseudo C code to write a post-processing file in binary format: @example int one = 1; fprintf(file, "$PostFormat\n"); fprintf(file, "%g %d %d\n", 1.4, 1, sizeof(double)); fprintf(file, "$EndPostFormat\n"); fprintf(file, "$View\n"); fprintf(file, "%s %d " "%d %d %d %d %d %d %d %d %d " "%d %d %d %d %d %d %d %d %d " "%d %d %d %d %d %d %d %d %d " "%d %d %d %d %d %d %d %d %d " "%d %d %d %d %d %d %d %d %d " "%d %d %d %d\n", view-name, nb-time-steps, nb-scalar-points, nb-vector-points, nb-tensor-points, nb-scalar-lines, nb-vector-lines, nb-tensor-lines, nb-scalar-triangles, nb-vector-triangles, nb-tensor-triangles, nb-scalar-quadrangles, nb-vector-quadrangles, nb-tensor-quadrangles, nb-scalar-tetrahedra, nb-vector-tetrahedra, nb-tensor-tetrahedra, nb-scalar-hexahedra, nb-vector-hexahedra, nb-tensor-hexahedra, nb-scalar-prisms, nb-vector-prisms, nb-tensor-prisms, nb-scalar-pyramids, nb-vector-pyramids, nb-tensor-pyramids, nb-scalar-lines2, nb-vector-lines2, nb-tensor-lines2, nb-scalar-triangles2, nb-vector-triangles2, nb-tensor-triangles2, nb-scalar-quadrangles2, nb-vector-quadrangles2, nb-tensor-quadrangles2, nb-scalar-tetrahedra2, nb-vector-tetrahedra2, nb-tensor-tetrahedra2, nb-scalar-hexahedra2, nb-vector-hexahedra2, nb-tensor-hexahedra2, nb-scalar-prisms2, nb-vector-prisms2, nb-tensor-prisms2, nb-scalar-pyramids2, nb-vector-pyramids2, nb-tensor-pyramids2, nb-text2d, nb-text2d-chars, nb-text3d, nb-text3d-chars); fwrite(&one, sizeof(int), 1, file); fwrite(time-step-values, sizeof(double), nb-time-steps, file); fwrite(all-scalar-point-values, sizeof(double), ..., file); ... fprintf(file, "\n$EndView\n"); @end example In this pseudo-code, @var{all-scalar-point-values} is the array of double precision numbers containing all the @var{scalar-point-value} lists, put one after each other in order to form a long array of doubles. The principle is the same for all other kinds of values. @c ========================================================================= @c Tutorial @c ========================================================================= @node Tutorial, Options, File formats, Top @appendix Tutorial @cindex Examples @cindex Tutorial The following examples introduce new features gradually, starting with @file{t1.geo}. The files corresponding to these examples are available in the @file{tutorial} directory of the Gmsh distribution. To learn how to run Gmsh on your computer, see @ref{Running Gmsh on your system}. Screencasts that show how to use the GUI are available on @uref{http://geuz.org/gmsh/screencasts/}. @menu * t1.geo:: * t2.geo:: * t3.geo:: * t4.geo:: * t5.geo:: * t6.geo:: * t7.geo:: * t8.geo:: * t9.geo:: * t10.geo:: * t11.geo:: * t12.geo:: * t13.geo:: * t14.geo:: @end menu @c ------------------------------------------------------------------------- @c t1.geo @c ------------------------------------------------------------------------- @node t1.geo, t2.geo, Tutorial, Tutorial @section @file{t1.geo} @verbatiminclude ../../tutorial/t1.geo @c ------------------------------------------------------------------------- @c t2.geo @c ------------------------------------------------------------------------- @node t2.geo, t3.geo, t1.geo, Tutorial @section @file{t2.geo} @verbatiminclude ../../tutorial/t2.geo @c ------------------------------------------------------------------------- @c t3.geo @c ------------------------------------------------------------------------- @node t3.geo, t4.geo, t2.geo, Tutorial @section @file{t3.geo} @verbatiminclude ../../tutorial/t3.geo @c ------------------------------------------------------------------------- @c t4.geo @c ------------------------------------------------------------------------- @node t4.geo, t5.geo, t3.geo, Tutorial @section @file{t4.geo} @verbatiminclude ../../tutorial/t4.geo @c ------------------------------------------------------------------------- @c t5.geo @c ------------------------------------------------------------------------- @node t5.geo, t6.geo, t4.geo, Tutorial @section @file{t5.geo} @verbatiminclude ../../tutorial/t5.geo @c ------------------------------------------------------------------------- @c t6.geo @c ------------------------------------------------------------------------- @node t6.geo, t7.geo, t5.geo, Tutorial @section @file{t6.geo} @verbatiminclude ../../tutorial/t6.geo @c ------------------------------------------------------------------------- @c t7.geo @c ------------------------------------------------------------------------- @node t7.geo, t8.geo, t6.geo, Tutorial @section @file{t7.geo} @verbatiminclude ../../tutorial/t7.geo @c ------------------------------------------------------------------------- @c t8.geo @c ------------------------------------------------------------------------- @node t8.geo, t9.geo, t7.geo, Tutorial @section @file{t8.geo} @verbatiminclude ../../tutorial/t8.geo @c ------------------------------------------------------------------------- @c t9.geo @c ------------------------------------------------------------------------- @node t9.geo, t10.geo, t8.geo, Tutorial @section @file{t9.geo} @verbatiminclude ../../tutorial/t9.geo @c ------------------------------------------------------------------------- @c t10.geo @c ------------------------------------------------------------------------- @node t10.geo, t11.geo, t9.geo, Tutorial @section @file{t10.geo} @verbatiminclude ../../tutorial/t10.geo @c ------------------------------------------------------------------------- @c t11.geo @c ------------------------------------------------------------------------- @node t11.geo, t12.geo, t10.geo, Tutorial @section @file{t11.geo} @verbatiminclude ../../tutorial/t11.geo @c ------------------------------------------------------------------------- @c t12.geo @c ------------------------------------------------------------------------- @node t12.geo, t13.geo, t11.geo, Tutorial @section @file{t12.geo} @verbatiminclude ../../tutorial/t12.geo @c ------------------------------------------------------------------------- @c t13.geo @c ------------------------------------------------------------------------- @node t13.geo, t14.geo, t12.geo, Tutorial @section @file{t13.geo} @verbatiminclude ../../tutorial/t13.geo @c ------------------------------------------------------------------------- @c t14.geo @c ------------------------------------------------------------------------- @node t14.geo, , t13.geo, Tutorial @section @file{t14.geo} @verbatiminclude ../../tutorial/t14.geo @c ========================================================================= @c Options @c ========================================================================= @node Options, Information for developers, Tutorial, Top @appendix Options This appendix lists all the available options. Gmsh's default behavior is to save some of these options in a per-user ``session resource'' file (cf. ``Saved in: @code{General.SessionFileName}'' in the lists below) every time Gmsh is shut down. This permits for example to automatically remember the size and location of the windows or which fonts to use. A second set of options can be saved (automatically or manually with the `File->Save Options->As Default' menu) in a per-user ``option'' file (cf. ``Saved in: @code{General.OptionsFileName}'' in the lists below), automatically loaded by Gmsh every time it starts up. Finally, other options are only saved to disk manually, either by explicitely saving an option file with `File->Save As', or when saving per-model options with `File->Save Options->For Current File' (cf. ``Saved in: @code{-}'' in the lists below). To reset all options to their default values, use the `Restore default options' button in `Tools->Options->General->Advanced', or erase the @code{General.SessionFileName} and @code{General.OptionsFileName} files by hand. @c All the included files are generated automatically with `gmsh -doc' @menu * General options list:: * Geometry options list:: * Mesh options list:: * Solver options list:: * Post-processing options list:: @end menu @c ------------------------------------------------------------------------- @c General options list @c ------------------------------------------------------------------------- @node General options list, Geometry options list, Options, Options @section General options list @include opt_general.texi @include opt_print.texi @c ------------------------------------------------------------------------- @c Geometry options list @c ------------------------------------------------------------------------- @node Geometry options list, Mesh options list, General options list, Options @section Geometry options list @include opt_geometry.texi @c ------------------------------------------------------------------------- @c Mesh options list @c ------------------------------------------------------------------------- @node Mesh options list, Solver options list, Geometry options list, Options @section Mesh options list @include opt_mesh.texi @c ------------------------------------------------------------------------- @c Solver options list @c ------------------------------------------------------------------------- @node Solver options list, Post-processing options list, Mesh options list, Options @section Solver options list @include opt_solver.texi @c ------------------------------------------------------------------------- @c Post-processing options list @c ------------------------------------------------------------------------- @node Post-processing options list, , Solver options list, Options @section Post-processing options list @include opt_post.texi @include opt_view.texi @c todo: @c @sp 1 @c The @code{ColorTable} is defined as a list... @c ========================================================================= @c Information for developers @c ========================================================================= @node Information for developers, Frequently asked questions, Options, Top @appendix Information for developers @cindex Developer, information @cindex Programming, notes Gmsh is written in C++, the scripting language is parsed using Lex and Yacc (actually, Flex and Bison), and the GUI relies on OpenGL for the 3D graphics and FLTK (@uref{http://www.fltk.org}) for the widget set. Gmsh's build system is based on CMake (@uref{http://www.cmake.org}). Practical notes on how to compile Gmsh's source code are included in the distribution. See @ref{Frequently asked questions}, for more information. @menu * Getting the source:: * Source code structure:: * Coding style:: * Adding a new option:: @end menu @c ------------------------------------------------------------------------- @c Getting the source @c ------------------------------------------------------------------------- @node Getting the source, Source code structure, Information for developers, Information for developers @section Getting the source Stable releases and nightly source snapshots are available from @uref{http://geuz.org/gmsh/src/}. You can also access the subversion repository directly: @enumerate @item The first time you want to download the latest full source, type: @example svn co https://geuz.org/svn/gmsh/trunk gmsh @end example You will be asked to accept the security certificate and to provide your username and password. (Use gmsh/gmsh for read-only access.) @item To update your local version to the latest and greatest, go in the gmsh directory and type: @example svn update @end example @item If you have write access, to commit your changes to the central repository, go in the gmsh directory and type: @example svn commit @end example @end enumerate @c ------------------------------------------------------------------------- @c Source code structure @c ------------------------------------------------------------------------- @node Source code structure, Coding style, Getting the source, Information for developers @section Source code structure Gmsh's code is structured in several subdirectories, roughly separated between the four core modules (@file{Geo}, @file{Mesh}, @file{Solver}, @file{Post}) and associated utilities (@file{Common}, @file{Numeric}) on one hand, and the graphics (@file{Graphics}) and interface (@file{Fltk}, @file{Parser}) code on the other. The geometry and mesh modules are based on an object-oriented model class (@file{Geo/GModel.h}), built upon abstract geometrical entity classes (@file{Geo/GVertex.h}, @file{Geo/GEdge.h}, @file{Geo/GFace.h} and @file{Geo/GRegion.h}). Concrete implementations of the geometrical entity classes are provided for each supported CAD kernel (e.g. @file{Geo/gmshVertex.h} for geometry points in Gmsh's native CAD format, or @file{Geo/OCCVertex.h} for geometry points from OpenCASCADE). The post-processing module is based on the concept of views (@file{Post/PView.h}) and abstract data containers (derived from @file{Post/PViewData.h}). @c ------------------------------------------------------------------------- @c Coding style @c ------------------------------------------------------------------------- @node Coding style, Adding a new option, Source code structure, Information for developers @section Coding style If you plan to contribute code to the Gmsh project, here are some easy rules to make the code easy to read/debug/maintain: @enumerate @item Please enable full warnings for your compiler (e.g. @code{-Wall} with @code{g++}) and don't commit until there is no warning left. @item Use memory checking tools to detect memory leaks and other nasty memory problems. For example, you can use @itemize @bullet @item Valgrind on Linux: @example valgrind --leak-check=yes --show-reachable=yes gmsh file.geo -3 @end example @item GMALLOC on Mac OS X: @example (gdb) set env DYLD_INSERT_LIBRARIES /usr/lib/libgmalloc.dylib @end example @item LIBNJAMD: @example export LD_PRELOAD=libnjamd.so kill -USR1 @end example @item Purify @item Memprof @item @dots{} @end itemize @item always use the @code{Msg::} class to print information or errors @item indent your files (2 spaces) and convert all tabs to spaces @item follow the style used in the existing code when adding something new (spaces after commas, opening braces for functions on a separate line, opening braces for loops and tests on the same line, etc.) @end enumerate @c ------------------------------------------------------------------------- @c Adding a new option @c ------------------------------------------------------------------------- @node Adding a new option, , Coding style, Information for developers @section Adding a new option To add a new option in Gmsh: @enumerate @item create the option in the @code{CTX} class (@file{Common/Context.h}) if it's a classical option, or in the @code{PViewOptions} class (@file{Post/PViewOptions.h}) if it's a post-processing view-dependent option; @item in @file{Common/DefaultOptions.h}, give a name (for the parser to be able to access it), a reference to a handling routine (i.e. @code{opt_XXX}) and a default value for this option; @item create the handling routine @code{opt_XXX} in @file{Common/Options.cpp} (and add the prototype in @file{Common/Options.h}); @item optional: create the associated widget in @file{Fltk/optionWindow.cpp}; @end enumerate @c ------------------------------------------------------------------------- @c Using Gmsh as a library @c ------------------------------------------------------------------------- @c @node Using Gmsh as a library, , Coding style, Information for developers @c @section Using Gmsh as a library @c Notes on thread-safety @c All the operations in the Gmsh library are not thread safe. @c For example, the MeshAdapt algorithm is, while the Delaunay/Frontal @c are not. @c ------------------------------------------------------------------------- @c Compiling with OpenCASCADE @c ------------------------------------------------------------------------- @c @node Compiling with OpenCASCADE, , Coding style, Information for developers @c @section Compiling with OpenCASCADE @c How to build OpenCASCADE 6.3 (OCC) for Gmsh: @c - Get the source distribution of OCC and unpack it (you only need the @c "ros" subdirectory). In the following <OpenCascade dir> refers to @c the directory where OCC is installed (e.g ~/OpenCASCADE6.3.0) @c - OS/compiler specific stuff: @c * On Windows, use Visual C++ to compile the libraries, or use the @c precompiled DLLs directly. (The MinGW compiler used to work with @c OCC 6.2 but do not anymore with 6.3.) @c * on Mac OS X unfortunately you cannot build universal libs simply @c by using "-arch i386 -arch ppc" (the code depends on @c configure-time endinanness checks). So, first configure and build @c with @c export CFLAGS="-arch i386" @c export CXXFLAGS="-arch i386" @c and then do "make distclean" and configure and build again @c with @c export CFLAGS="-arch ppc" @c export CXXFLAGS="-arch ppc" @c after the install step, use "lipo" to merge both archs, e.g. @c lipo -create libi386.a libppc.a -output libuniversal.a @c - Go to the <OpenCASCADE dir>/ros directory and type @c ./configure --prefix=/usr/local/opencascade --enable-debug=no @c --enable-production=yes --enable-static=yes --enable-shared=no @c --disable-dependency-tracking @c - Then go to the <OpenCASCADE dir>/ros/adm/make/ directory and @c run "make" in the following subdirectories, e.g. by running the @c following bash script: @c #!/bin/bash @c for lib in TKernel TKMath TKAdvTools TKG2d TKG3d TKGeomBase TKBRep @c TKGeomAlgo TKTopAlgo TKPrim TKBO TKHLR TKMesh TKShHealing TKBool @c TKFillet TKFeat TKOffset TKXSBase TKIGES TKSTEPBase TKSTEPAttr @c TKSTEP209 TKSTEP; do @c cd $lib && make; cd ..; @c done @c Note that this is the same as doing "make FoundationClasses", "make @c ModelingData", "make ModelingAlgorithms" and part of "make @c DataExchange" @c - Finally, run this other bash script in the same directory (to install @c the libraries) @c #!/bin/bash @c for lib in TKernel TKMath TKAdvTools TKG2d TKG3d TKGeomBase TKBRep @c TKGeomAlgo TKTopAlgo TKPrim TKBO TKHLR TKMesh TKShHealing TKBool @c TKFillet TKFeat TKOffset TKXSBase TKIGES TKSTEPBase TKSTEPAttr @c TKSTEP209 TKSTEP; do @c cd $lib && make install; cd ..; @c done @c and copy config.h and the <OpenCASCADE dir>/ros/inc/ subdirectory @c to /usr/local/opencascade (This is the same as a doing a partial @c 'make install') @c OpenCASCADE is now installed and ready to be used by Gmsh. To compile @c Gmsh with OpenCASCADE support: @c - Go to the gmsh source directory @c - Run "./configure --enable-occ --with-occ-prefix=/usr/local/opencascade" and @c then "make" @c - If you get errors like @c undefined reference to `pthread_create' @c undefined reference to `pthread_detach' @c ... @c edit the "variables" file and add "-pthread" to the OPTIM variable, e.g.: @c OPTIM="-g -O2 -pthread" @c and run make again @c - If compiling is successful then you are done and you can enjoy @c importing IGES/STEP/BREP files into Gmsh! @c ========================================================================= @c Frequently asked questions @c ========================================================================= @node Frequently asked questions, Version history, Information for developers, Top @appendix Frequently asked questions @cindex Frequently asked questions @cindex Questions, frequently asked @cindex FAQ @menu * The basics:: * Installation problems:: * General questions:: * Geometry module questions:: * Mesh module questions:: * Solver module questions:: * Post-processing module questions:: @end menu @c ------------------------------------------------------------------------- @c The basics @c ------------------------------------------------------------------------- @node The basics, Installation problems, Frequently asked questions, Frequently asked questions @section The basics @enumerate @item What is Gmsh? Gmsh is an automatic three-dimensional finite element mesh generator with built-in pre- and post-processing facilities. With Gmsh you can create or import 1D, 2D and 3D geometrical models, mesh them, launch external finite element solvers and visualize solutions. Gmsh can be used either as a stand-alone program (graphical or not) or as a C++ library. @item What are the terms and conditions of use? Gmsh is distributed under the terms of the GNU General Public License, with an exception to allow for easier linking with external libraries. See @ref{License} for more information. @item What does 'Gmsh' mean? Nothing... The name was derived from a previous version called ``msh'' (a shortcut for ``mesh''), with the ``g'' prefix added to differentiate it. The default mesh file format used by Gmsh still uses the @file{.msh} extension. In English people tend to pronounce `Gmsh' as ``gee-mesh''. @item Where can I find more information? @url{http://geuz.org/gmsh} is the primary location to obtain information about Gmsh. There you will for example find the complete reference manual, a bug tracking database and a searchable archive of the Gmsh mailing list (@email{gmsh@@geuz.org}). @end enumerate @c ------------------------------------------------------------------------- @c Installation problems @c ------------------------------------------------------------------------- @node Installation problems, General questions, The basics, Frequently asked questions @section Installation problems @enumerate @item Which OSes does Gmsh run on? Gmsh runs on Windows, Mac OS X, Linux and most Unix variants. @item Are there additional requirements to run Gmsh? You should have the OpenGL libraries installed on your system, and in the path of the library loader. A free replacement for OpenGL can be found at @url{http://www.mesa3d.org}. @item How do I compile Gmsh from the source code? You need cmake (@url{http://www.cmake.org}) and a C++ compiler. See the @file{README.txt} file in the top-level source directory for more information. @item Where does Gmsh save its configuration files? Gmsh will attempt to save temporary files and persistent configuration options first in the @code{$GMSH_HOME} directory, then in @code{$APPDATA} (on Windows) or @code{$HOME} (on other OSes), then in @code{$TMP}, and finally in @code{$TEMP}, in that order. If none of these variables are defined, Gmsh will try to save/load its configuration files from the current working directory. @end enumerate @c ------------------------------------------------------------------------- @c General questions @c ------------------------------------------------------------------------- @node General questions, Geometry module questions, Installation problems, Frequently asked questions @section General questions @enumerate @item Gmsh (from a binary distribution) complains about missing libraries. On Windows, if your system complains about missing @file{OPENGL32.DLL} or @file{GLU32.DLL} libraries, then OpenGL is not properly installed on your machine. You can download OpenGL from Microsoft's web site, or directly from @url{http://www.opengl.org}. On Unix try `ldd gmsh' (or `otool -L gmsh' on Mac OS X) to check if all the required shared libraries are installed on your system. If not, install them. If it still doesn't work, recompile Gmsh from the source code. @item Gmsh keeps re-displaying its graphics when other windows partially hide the graphical window. Disable opaque move in your window manager. @item The graphics display very slowly. Are you are executing Gmsh from a remote host (via the network) without GLX? You should turn double buffering off (with the `-nodb' command line option). @item There is an ugly ``ghost triangulation'' in the vector PostScript/PDF files generated by Gmsh! No, there isn't. This ``ghost triangulation'' is due to the fact that most PostScript previewers nowadays antialias the graphic primitives when they display the page on screen. (For example, in gv, you can disable antialising with the `State->Antialias' menu.) You should not see this ghost triangulation in the printed output (on paper). @item How can I save GIF, JPEG, ..., images? Just choose the appropriate format in `File->Save As'. By default Gmsh guesses the format from the file extension, so you can just type @file{myfile.jpg} in the dialog and Gmsh will automatically create a JPEG image file. @item How can I save MPEG, AVI, ..., animations? Using a script. Have a look at @file{tutorial/t8.geo} or @file{demos/anim.script} for some examples. @item Can I change values in input fields with the mouse in the GUI? Yes: dragging the mouse in a numeric input field slides the value! The left button moves one step per pixel, the middle by `10*step', and the right button by `100*step'. @item Can I copy messages to the clipboard? Yes: selecting the content of an input field, or lines in the message console (`Tools->Message Console'), copies the selected text to the clipboard. @end enumerate @c ------------------------------------------------------------------------- @c Geometry module @c ------------------------------------------------------------------------- @node Geometry module questions, Mesh module questions, General questions, Frequently asked questions @section Geometry module @enumerate @item Does Gmsh support NURBS curves/surfaces? Yes, but only via STEP, IGES or BREP model import (not in @file{.geo} files). Gmsh has to be compiled with OpenCASCADE support for this to work. @item Gmsh is very slow when I use many transformations (Translate, Rotate, Symmetry, Extrude, etc. ). What's wrong? The default behavior of Gmsh is to check and suppress all duplicate entities (points, lines and surfaces) each time a transformation command is issued. This can slow down things a lot if many transformations are performed. There are two solutions to this problem: @itemize @item you may save the unrolled geometry in another file (e.g. with gmsh file.geo -0), and use this new file for subsequent computations; @item or you may set the @code{Geometry.AutoCoherence} option to 0. This will prevent any automatic duplicate check/replacement. If you still need to remove the duplicates entities, simply add @code{Coherence;} at strategic locations in your geo files (e.g. before the creation of line loops, etc.). @end itemize @item How can I display only selected parts of my model? Use `Tools->Visibility'. This allows you to select elementary entities and physical groups, as well as mesh elements, in a variety of ways (in a list or tree browser, by identification number, interactively, or per window). @item Can I edit STEP/IGES/BRep models? Not yet. At the moment you can only change mesh element sizes, define volumes and physical groups, or delete entities. The easiest way to do this is to merge the model in a @file{.geo} file using @code{Merge "file.step";} and add the relevant scripting command after that. We plan to add more advanced editing features in the future (to delete entities, to create ``mixed'' surfaces and volumes, to export in @file{.geo} format, etc.). @item How can I build modular geometries? Define common geometrical objects and options in separate files, reusable in all your problem definition structures. Then Include the files in your main project file. @end enumerate @c ------------------------------------------------------------------------- @c Mesh module @c ------------------------------------------------------------------------- @node Mesh module questions, Solver module questions, Geometry module questions, Frequently asked questions @section Mesh module @enumerate @item What should I do when the 2D unstructured algorithm fails? Verify that the curves in the model do not self-intersect. If `Mesh.RandomFactor*size(triangle)/size(model)' approaches machine accuracy, increase Mesh.RandomFactor. If everything fails file a bug report with the version of your operating system and the full geometry. @item What should I do when the 3D unstructured algorithm fails? Verify that the surfaces in your model do not self-intersect or partially overlap. If they don't, try the other 3D algorithms (`Tool->Options->Mesh->General->3D algorithm') or try to adapt the mesh element sizes in your input file so that the surface mesh better matches the geometrical details of the model. If nothing works, file a bug report with the version of your operating system and and the full geometry. @item My 2D meshes of IGES files present gaps between surfaces IGES files do not contain the topology of the model, and tolerance problems can thus appear when the OpenCASCADE importer cannot identify two (close) curves as actually being identical. The best solution is to @emph{not use IGES and use STEP} instead. If you really have to use IGES, check that you don't have duplicate curves (e.g. by displaying their numbers in the GUI with `Tools->Options->Geometry->Visibility->Line numbers'). If there are duplicates, try to change the geometrical tolerance and sew the faces (see options in `Tools->Options->Geometry->General'). @item The quality of the elements generated by the 3D algorithm is very bad. Use `Optimize quality' in the mesh menu. @item Non-recombined 3D extruded meshes sometimes fail. The swapping algorithm is not very clever at the moment. Try to change the surface mesh a bit, or recombine your mesh to generate prisms or hexahedra instead of tetrahedra. @item Does Gmsh automatically couple unstructured tetrahedral meshes and structured hexahedral meshed using pyramids? No. We need your help to implement this. @item Can I explicitly assign region numbers to extruded layers? No, this feature has been removed in Gmsh 2.0. You must use the standard entity number instead. @item Did you remove the elliptic mesh generator in Gmsh 2.0? Yes. You can achieve the same result by using the transfinite algorithm with smoothing (e.g., with @code{Mesh.Smoothing = 10}). @item Does Gmsh support curved elements? Yes, Gmsh can generate both 1st order and 2nd order elements. To generate second order elements, click on `High order' in the mesh menu after the mesh is completed. To always generate 2nd order elements, select `Generate second order elements' in the mesh option panel. From the command line, you can also use @code{-order 2}. @item Can I import an existing surface mesh in Gmsh and use it to build a 3D mesh? Yes, you can import a surface mesh in any one of the supported mesh file formats, define a volume, and mesh it. For an example see @file{demos/sphere-discrete.geo}. @item How do I define boundary conditions or material properties in Gmsh? By design, Gmsh does not try to incorporate every possible definition of boundary conditions or material properties---this is a job best left to the solver. Instead, Gmsh provides a simple mechanism to tag groups of elements, and it is up to the solver to interpret these tags as boundary conditions, materials, etc. Associating tags with elements in Gmsh is done by defining Physical entities (Physical Points, Physical Lines, Physical Surfaces and Physical Volumes). See the reference manual as well as the tutorials (in particular @file{tutorial/t1.geo}) for a detailed description and some examples. @item How can I display only the mesh associated with selected geometrical entities? See ``How can I display only selected parts of my model?''. @item How can I ``explore'' a mesh (for example, to see inside a complex structure)? You can use `Tools->Clipping Planes' to clip the region of interest. You can define up to 6 clipping planes in Gmsh (i.e., enough to define a ``cube'' inside your model) and each plane can clip either the geometry, the mesh, the post-processing views, or any combination of the above. The clipping planes are defined using the four coefficients A,B,C,D of the equation A*x+B*y+C*y+D=0, which can be adjusted interactively by dragging the mouse in the input fields. @item What is the signification of Rho, Eta and Gamma in Tools->Statistics? They measure the quality of the tetrahedra in a mesh: Gamma ~ inscribed_radius / circumscribed_radius Eta ~ volume^(2/3) / sum_edge_length^2 Rho ~ min_edge_length / max_edge_length For the exact definitions, see Geo/MElement.cpp. The graphs plot the the number of elements vs. the quality measure. @item Why don't the vertex and/or elememt numbers on the screen match the numbers in the mesh file? Gmsh reindexes the mesh vertices and elements so that they are numbered in a continuous sequence in the output files. The numbers displayed on screen after mesh generation thus usually differ from the ones saved in the mesh files. To check the actual numbers saved in the output file just load the mesh file back using `File->Open'. @end enumerate @c ------------------------------------------------------------------------- @c Solver module @c ------------------------------------------------------------------------- @node Solver module questions, Post-processing module questions, Mesh module questions, Frequently asked questions @section Solver module @enumerate @item How do I integrate my own solver with Gmsh? Gmsh uses the ONELAB interface (@url{http://www.onelab.info}) to interact with external solvers. Have a look at the GetDP finite element solver (@url{http://geuz.org/getdp}) to see how this is done. @item Can I launch Gmsh from my solver (instead of launching my solver from Gmsh) in order to monitor a solution? Sure. The simplest (but rather crude) approach if to re-launch Gmsh everytime you want to visualize something (a simple C program showing how to do this is given in @file{utils/misc/callgmsh.c}). A better approach is to modify your program so that it can communicate with Gmsh over a socket (see ``How do I integrate my own solver with Gmsh?'' above; you can skip the option file creation). Then select `Always listen to incoming connection requests' in the solver option panel (or run gmsh with the @code{-listen} command line option) and Gmsh will always listen for your program on the Solver.SocketName socket. @end enumerate @c ------------------------------------------------------------------------- @c Post-processing module @c ------------------------------------------------------------------------- @node Post-processing module questions, , Solver module questions, Frequently asked questions @section Post-processing module @enumerate @item How do I compute a section of a plot? Use `Tools->Plugins->Cut Plane'. @item Can I save an isosurface to a file? Yes: first run `Tools->Plugins->Cut Map' to extract the isosurface, then use `View->Save As' to save the new view. @item Can Gmsh generate isovolumes? Yes, with the CutMap plugin (set the ExtractVolume option to -1 or 1 to extract the negative or positive levelset). @item How do I animate my plots? If the views contain multiple time steps, you can press the `play' button at the bottom of the graphic window, or change the time step by hand in the view option panel. You can also use the left and right arrow keys on your keyboard to change the time step in all visible views in real time. If you want to loop through different views instead of time steps, you can use the `Loop through views instead of time steps' option in the view option panel, or use the up and down arrow keys on your keyboard. @item How do I visualize a deformed mesh? Load a vector view containing the displacement field, and set `Vector display' to `Displacement' in `View->Options->Aspect'. If the displacement is too small (or too large), you can scale it with the `Displacement factor' option. (Remember that you can drag the mouse in all numeric input fields to slide the value!) Another option is to use the `General transformation expressions' (in View->Options->Offset) on a scalar view, with the displacement map selected as the data source. @item Can I visualize a field on a deformed mesh? Yes, there are several ways to do that. The easiest is to load two views: the first one containing a displacement field (a vector view that will be used to deform the mesh), and the second one containing the field you want to display (this view has to contain the same number of elements as the displacement view). You should then set `Vector display' to `Displacement' in the first view, as well as set `Data source' to point to the second view. (You might want to make the second view invisible, too. If you want to amplify or decrease the amount of deformation, just modify the `Displacement factor' option.) Another solution is to use the `General transformation expressions' (in `View->Options->Offset') on the field you want to display, with the displacement map selected as the data source. And yet another solution is to use the Warp plugin. @item Can I color the arrows representing a vector field with data from a scalar field? Yes: load both the vector and the scalar fields (the two views must have the same number of elements) and, in the vector field options, select the scalar view in `Data source'. @item Can I color isovalue surfaces with data from another scalar view? Yes, using either the CutMap plugin (with the `dView' option) or the Evaluate plugin. @item Is there a way to save animations? Yes, using scripts. Have a look at @file{tutorial/t8.geo} or @file{demos/anim.script} for some examples. @item Is there a way to visualize only certain components of vector/tensor fields? Yes, by using either the ``Force field'' options in `Tools->Options->View->Visibility', or by using `Tools->Plugins->MathEval'. @item Can I do arithmetic operations on a view? Can I perform operations involving different views? Yes, with the Evaluate plugin. @item Some plugins seem to create empty views. What's wrong? There can be several reasons: @itemize @item the plugin might be written for specific element types only (for example, only for scalar triangles or tetrahedra). In that case, you should transform your view before running the plugin (you can use @code{Plugin(DecomposeinSimplex)} to transform all quads, hexas, prisms and pyramids into triangles and tetrahedra). @item the plugin might expect a mesh while all you provide is a point cloud. In 2D, you can use @code{Plugin(Triangulate)} to transform a point cloud into a triangulated surface. In 3D you can use @code{Plugin(Tetrahedralize)}. @item the input parameters are out of range. @end itemize In any case, you can automatically remove all empty views with `View->Remove->Empty Views' in the GUI, or with @code{Delete Empty Views;} in a script. @item How can I see ``inside'' a complicated post-processing view? Use `Tools->Clipping Planes'. When viewing 3D scalar fields, you can also modify the colormap (`Tools->Options->View->Map') to make the iso-surfaces ``transparent'': either by holding `Ctrl' while dragging the mouse to draw the alpha channel by hand, or by using the `a', `Ctrl+a', `p' and `Ctrl+p' keyboard shortcuts. Yet another (destructive) option is to use the ExtractVolume option in the CutSphere or CutPlane plugins. @item I am loading a valid 3D scalar view but Gmsh does not display anything! If your dataset is constant per element make sure you don't use the `Iso-values' interval type in `Tools->Options->View->Range'. @end enumerate @c ========================================================================= @c Version history @c ========================================================================= @node Version history, Copyright and credits, Frequently asked questions, Top @appendix Version history @cindex Versions @cindex History, versions @cindex Changelog @verbatiminclude ../VERSIONS.txt @c ========================================================================= @c Copyright and credits @c ========================================================================= @node Copyright and credits, License, Version history, Top @appendix Copyright and credits @cindex Copyright @cindex Acknowledgments @cindex Contributors, list @cindex Credits @verbatiminclude ../CREDITS.txt @c ========================================================================= @c License @c ========================================================================= @node License, Concept index, Copyright and credits, Top @appendix License @cindex License @verbatiminclude ../LICENSE.txt @c ========================================================================= @c Concept Index (cindex) @c ========================================================================= @node Concept index, Syntax index, License, Top @unnumbered Concept index @cindex Index, concepts @cindex Concepts, index @printindex cp @c ========================================================================= @c Syntax Index (tindex+findex) @c ========================================================================= @node Syntax index, , Concept index, Top @unnumbered Syntax index @cindex Index, syntax @cindex Syntax, index @cindex Keywords, index @printindex tp @bye