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"Cast"
This is a non-modifiable grid that contains baseline information on bathymetry. This grid is composed of 3-node triangular elements. If the user starts ACE/gredit directly from a set of soundings, a background grid is formed automatically by triangulation of the sounding points.
This is the grid that we want to construct. By definition, the edit grid is modifiable during the operation of ACE/gredit; when ACE/gredit is started the edit and background grids coincide. This grid is composed of 3-node triangular elements. Nodal bathymetry is obtained by interpolation from the background grid, an operation that requires a specific request by the user.
This is a uniform quadrangular grid, formed occasionally to assist specific operations. In particular, this grid is formed to support the automatic placement of build points (see below).
This outline represents the shape of land boundaries (coast, islands, etc.). This is an optional and non-binding feature, which is intended only as a reference for visual quality control by the user.
The boundary represents the actual limit of the "meshable" domain. It is a binding and extremely important feature within ACE/gredit. Whenever build points are assembled in the form of an edit grid, elements can be formed only within this boundary. The edit-grid boundary is not automatically updated every time that a triangulation occurs; hence the edit-grid boundary may at times be non-coincident with the actual outline of the edit grid.
Elements are the grid "cells". In ACE/gredit they can 3 or 6 node triangles, or 4 node quadrangles.
Nodes are the "key points" of the elements. They support the shape functions that will be used to define geometric mapping and/or the space distribution of variables of interest. In the current version of ACE/gredit the nodes are the vertices of the elements.
Build points are potential nodes, but are not formally connected as a grid. Build points are used to build edit grids by "triangulation", and they will effectively coincide with nodes immediately after a triangulation. However, nodes and build points will often be non-coincident, as the user can independently modify the number and locations of either set.