Note that an "edge" is something which is codimension 2 in the SpaceDim space (in 2D, it's a point, in 3D, it's an edge, and in 4D, it's a face. This API is designed to seamlessly work in any dimensional space, as long as the coefficients have been defined correctly in the derived class.
Public Member Functions
|virtual const Vector|
< QuadratureElement >
|coefficients (int dir1, int dir2) const =0|
|returns quadrature coefficients -- intervals are from [-1,1] |
|virtual Real||weightMult (const RealVect &a_length, int dir1, int dir2) const =0|
|scale to apply to weight |
|virtual EdgeQuadrature *||new_quadrature () const =0|
|make a copy of myself |
|virtual const Vector<QuadratureElement > EdgeQuadrature::coefficients||(||int||dir1,|
returns quadrature coefficients -- intervals are from [-1,1]
dim1 and dim2 define the directions in which the edge coordinate do not vary. In other words, in 3D, if dir1=0 and dir2=1, then the edge will be constant in x and y, and will vary in z. The elements of the "location" vector in dir1 and dir2 are zeros.
|virtual Real EdgeQuadrature::weightMult||(||const RealVect &||a_length,|
|virtual EdgeQuadrature* EdgeQuadrature::new_quadrature||(||)|| const