Пример #1
0
void QGaussLobatto::init_3D(const ElemType type_in,
                            unsigned int p)
{
  switch (type_in)
    {
    case HEX8:
    case HEX20:
    case HEX27:
      {
        // We compute the 3D quadrature rule as a tensor
        // product of the 1D quadrature rule.
        QGaussLobatto q1D(1, _order);
        q1D.init(EDGE2, p);
        tensor_product_hex(q1D);
        return;
      }

      // We *could* fall back to a Gauss type rule for other types
      // elements, but the assumption here is that the user has asked
      // for a Gauss-Lobatto rule, i.e. a rule with integration points
      // on the element boundary, for a reason.
    default:
      libmesh_error_msg("ERROR: Unsupported type: " << type_in);
    }
}
Пример #2
0
void QSimpson::init_2D(const ElemType type_in,
                       unsigned int)
{
#if LIBMESH_DIM > 1

  //-----------------------------------------------------------------------
  // 2D quadrature rules
  switch (type_in)
    {


      //---------------------------------------------
      // Quadrilateral quadrature rules
    case QUAD4:
    case QUAD8:
    case QUAD9:
      {
	// We compute the 2D quadrature rule as a tensor
	// product of the 1D quadrature rule.
	QSimpson q1D(1);
	q1D.init(EDGE2);
	tensor_product_quad( q1D );
	return;
      }


      //---------------------------------------------
      // Triangle quadrature rules
    case TRI3:
    case TRI6:
      {
	// I'm not sure if you would call this Simpson's
	// rule for triangles.  What it *Really* is is
	// four trapezoidal rules combined to give a six
	// point rule.  The points lie at the nodal locations
	// of the TRI6, so you can get diagonal element
	// stiffness matrix entries for quadratic elements.
	// This rule should be able to integrate a little
	// better than linears exactly.

 	_points.resize(6);
 	_weights.resize(6);

 	_points[0](0) = 0.;
 	_points[0](1) = 0.;

 	_points[1](0) = 1.;
 	_points[1](1) = 0.;

 	_points[2](0) = 0.;
 	_points[2](1) = 1.;

 	_points[3](0) = 0.5;
 	_points[3](1) = 0.;

 	_points[4](0) = 0.;
 	_points[4](1) = 0.5;

 	_points[5](0) = 0.5;
 	_points[5](1) = 0.5;

 	_weights[0] = 0.041666666666666666666666666667; // 1./24.
 	_weights[1] = 0.041666666666666666666666666667; // 1./24.
 	_weights[2] = 0.041666666666666666666666666667; // 1./24.
 	_weights[3] = 0.125;                            // 1./8.
 	_weights[4] = 0.125;                            // 1./8.
 	_weights[5] = 0.125;                            // 1./8.

	return;
      }


      //---------------------------------------------
      // Unsupported type
    default:
      {
	libMesh::err << "Element type not supported!:" << type_in << std::endl;
	libmesh_error();
      }
    }

  libmesh_error();

  return;

#endif
}
Пример #3
0
void QGrid::init_2D(const ElemType type_in,
                    unsigned int)
{
#if LIBMESH_DIM > 1

  //-----------------------------------------------------------------------
  // 2D quadrature rules

  // We ignore p - the grid rule is just for experimentation

  switch (type_in)
    {


      //---------------------------------------------
      // Quadrilateral quadrature rules
    case QUAD4:
    case QUAD8:
    case QUAD9:
      {
        // We compute the 2D quadrature rule as a tensor
        // product of the 1D quadrature rule.
        QGrid q1D(1,_order);
        q1D.init(EDGE2);
        tensor_product_quad( q1D );
        return;
      }


      //---------------------------------------------
      // Triangle quadrature rules
    case TRI3:
    case TRI6:
      {
        const unsigned int np = (_order + 1)*(_order + 2)/2;
        const Real weight = 0.5/np;
        const Real dx = 1.0/(_order+1);
        _points.resize(np);
        _weights.resize(np);

        unsigned int pt = 0;
        for (int i = 0; i != _order + 1; ++i)
          {
            for (int j = 0; j != _order + 1 - i; ++j)
              {
                _points[pt](0) = (i+0.5)*dx;
                _points[pt](1) = (j+0.5)*dx;
                _weights[pt] = weight;
                pt++;
              }
          }
        return;
      }

      //---------------------------------------------
      // Unsupported type
    default:
      {
        libMesh::err << "Element type not supported!:" << type_in << std::endl;
        libmesh_error();
      }
    }

  libmesh_error();

  return;

#endif
}
Пример #4
0
void QSimpson::init_3D(const ElemType type_in,
                       unsigned int)
{
#if LIBMESH_DIM == 3

  //-----------------------------------------------------------------------
  // 3D quadrature rules
  switch (type_in)
    {
      //---------------------------------------------
      // Hex quadrature rules
    case HEX8:
    case HEX20:
    case HEX27:
      {
        // We compute the 3D quadrature rule as a tensor
        // product of the 1D quadrature rule.
        QSimpson q1D(1);
        q1D.init(EDGE2);

        tensor_product_hex( q1D );

        return;
      }



      //---------------------------------------------
      // Tetrahedral quadrature rules
    case TET4:
    case TET10:
      {
        // This rule is created by combining 8 subtets
        // which use the trapezoidal rule.  The weights
        // may seem a bit odd, but they are correct,
        // and should add up to 1/6, the volume of the
        // reference tet.  The points of this rule are
        // at the nodal points of the TET10, allowing
        // you to generate diagonal element stiffness
        // matrices when using quadratic elements.
        // It should be able to integrate something
        // better than linears, but I'm not sure how
        // high.

        _points.resize(10);
        _weights.resize(10);

        _points[0](0) = 0.;   _points[5](0) = .5;
        _points[0](1) = 0.;   _points[5](1) = .5;
        _points[0](2) = 0.;   _points[5](2) = 0.;

        _points[1](0) = 1.;   _points[6](0) = 0.;
        _points[1](1) = 0.;   _points[6](1) = .5;
        _points[1](2) = 0.;   _points[6](2) = 0.;

        _points[2](0) = 0.;   _points[7](0) = 0.;
        _points[2](1) = 1.;   _points[7](1) = 0.;
        _points[2](2) = 0.;   _points[7](2) = .5;

        _points[3](0) = 0.;   _points[8](0) = .5;
        _points[3](1) = 0.;   _points[8](1) = 0.;
        _points[3](2) = 1.;   _points[8](2) = .5;

        _points[4](0) = .5;   _points[9](0) = 0.;
        _points[4](1) = 0.;   _points[9](1) = .5;
        _points[4](2) = 0.;   _points[9](2) = .5;


        _weights[0] = Real(1)/192;
        _weights[1] = _weights[0];
        _weights[2] = _weights[0];
        _weights[3] = _weights[0];

        _weights[4] = Real(14)/576;
        _weights[5] = _weights[4];
        _weights[6] = _weights[4];
        _weights[7] = _weights[4];
        _weights[8] = _weights[4];
        _weights[9] = _weights[4];

        return;
      }



      //---------------------------------------------
      // Prism quadrature rules
    case PRISM6:
    case PRISM15:
    case PRISM18:
      {
        // We compute the 3D quadrature rule as a tensor
        // product of the 1D quadrature rule and a 2D
        // triangle quadrature rule

        QSimpson q1D(1);
        QSimpson q2D(2);

        // Initialize
        q1D.init(EDGE2);
        q2D.init(TRI3);

        tensor_product_prism(q1D, q2D);

        return;
      }


      //---------------------------------------------
      // Unsupported type
    default:
      libmesh_error_msg("ERROR: Unsupported type: " << type_in);
    }
#endif
}
Пример #5
0
void QTrap::init_2D(const ElemType type_in,
                    unsigned int)
{
#if LIBMESH_DIM > 1

  //-----------------------------------------------------------------------
  // 2D quadrature rules
  switch (type_in)
    {


      //---------------------------------------------
      // Quadrilateral quadrature rules
    case QUAD4:
    case QUAD8:
    case QUAD9:
      {

	// We compute the 2D quadrature rule as a tensor
	// product of the 1D quadrature rule.
	QTrap q1D(1);
	q1D.init(EDGE2);

	tensor_product_quad( q1D );

	return;
      }


      //---------------------------------------------
      // Triangle quadrature rules
    case TRI3:
    case TRI6:
      {
	_points.resize(3);
	_weights.resize(3);

	_points[0](0) = 0.;
	_points[0](1) = 0.;

	_points[1](0) = 1.;
	_points[1](1) = 0.;

	_points[2](0) = 0.;
	_points[2](1) = 1.;


	_weights[0] = 1./6.;
	_weights[1] = 1./6.;
	_weights[2] = 1./6.;

	return;
      }


      //---------------------------------------------
      // Unsupported type
    default:
      {
	libMesh::err << "Element type not supported!:" << type_in << std::endl;
	libmesh_error();
      }
    }

  libmesh_error();

  return;

#endif
}
Пример #6
0
void QTrap::init_3D(const ElemType type_in,
                    unsigned int)
{
#if LIBMESH_DIM == 3

  //-----------------------------------------------------------------------
  // 3D quadrature rules
  switch (type_in)
    {
      //---------------------------------------------
      // Hex quadrature rules
    case HEX8:
    case HEX20:
    case HEX27:
      {
        // We compute the 3D quadrature rule as a tensor
        // product of the 1D quadrature rule.
        QTrap q1D(1);
        q1D.init(EDGE2);

        tensor_product_hex( q1D );

        return;
      }



      //---------------------------------------------
      // Tetrahedral quadrature rules
    case TET4:
    case TET10:
      {
        _points.resize(4);
        _weights.resize(4);

        _points[0](0) = 0.;
        _points[0](1) = 0.;
        _points[0](2) = 0.;

        _points[1](0) = 1.;
        _points[1](1) = 0.;
        _points[1](2) = 0.;

        _points[2](0) = 0.;
        _points[2](1) = 1.;
        _points[2](2) = 0.;

        _points[3](0) = 0.;
        _points[3](1) = 0.;
        _points[3](2) = 1.;



        _weights[0] = .0416666666666666666666666666666666666666666667;
        _weights[1] = _weights[0];
        _weights[2] = _weights[0];
        _weights[3] = _weights[0];

        return;
      }



      //---------------------------------------------
      // Prism quadrature rules
    case PRISM6:
    case PRISM15:
    case PRISM18:
      {
        // We compute the 3D quadrature rule as a tensor
        // product of the 1D quadrature rule and a 2D
        // triangle quadrature rule

        QTrap q1D(1);
        QTrap q2D(2);

        // Initialize
        q1D.init(EDGE2);
        q2D.init(TRI3);

        tensor_product_prism(q1D, q2D);

        return;
      }


      //---------------------------------------------
      // Unsupported type
    default:
      {
        libMesh::err << "ERROR: Unsupported type: " << type_in << std::endl;
        libmesh_error();
      }
    }

  libmesh_error();

  return;

#endif
}