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Current view: top level - src/quadrature - quadrature_grid_3D.C (source / functions) Hit Total Coverage
Test: libMesh/libmesh: #4640 (c5f9f0) with base a68dd6 Lines: 61 69 88.4 %
Date: 2026-11-02 23:02:27 Functions: 3 3 100.0 %
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          Line data    Source code
       1             : // The libMesh Finite Element Library.
       2             : // Copyright (C) 2002-2026 Benjamin S. Kirk, John W. Peterson, Roy H. Stogner
       3             : 
       4             : // This library is free software; you can redistribute it and/or
       5             : // modify it under the terms of the GNU Lesser General Public
       6             : // License as published by the Free Software Foundation; either
       7             : // version 2.1 of the License, or (at your option) any later version.
       8             : 
       9             : // This library is distributed in the hope that it will be useful,
      10             : // but WITHOUT ANY WARRANTY; without even the implied warranty of
      11             : // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
      12             : // Lesser General Public License for more details.
      13             : 
      14             : // You should have received a copy of the GNU Lesser General Public
      15             : // License along with this library; if not, write to the Free Software
      16             : // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
      17             : 
      18             : 
      19             : 
      20             : // Local includes
      21             : #include "libmesh/quadrature_grid.h"
      22             : #include "libmesh/enum_to_string.h"
      23             : 
      24             : namespace libMesh
      25             : {
      26             : 
      27             : 
      28        1917 : void QGrid::init_3D()
      29             : {
      30             : #if LIBMESH_DIM == 3
      31             : 
      32        1917 :   switch (_type)
      33             :     {
      34             :       //---------------------------------------------
      35             :       // Hex quadrature rules
      36         639 :     case HEX8:
      37             :     case HEX20:
      38             :     case HEX27:
      39             :       {
      40             :         // We compute the 3D quadrature rule as a tensor
      41             :         // product of the 1D quadrature rule.
      42             :         //
      43             :         // We ignore p_level in QGrid, since the "order" here is a
      44             :         // user-requested number of grid points, nothing to do with
      45             :         // the order of exactly-integrated polynomial spaces
      46         657 :         QGrid q1D(1,_order);
      47             : 
      48         639 :         tensor_product_hex( q1D );
      49             : 
      50          18 :         return;
      51             :       }
      52             : 
      53             : 
      54             : 
      55             :       //---------------------------------------------
      56             :       // Tetrahedral quadrature rules
      57         639 :     case TET4:
      58             :     case TET10:
      59             :     case TET14:
      60             :       {
      61             :         // This is the composite centroid rule on a uniform refinement
      62             :         // of the reference tet with order+1 intervals per edge: one
      63             :         // point at the centroid of each of the (order+1)^3 subtets.
      64             :         // The refinement consists of upright tets, inverted tets,
      65             :         // and octahedra, and we split each octahedron into four tets
      66             :         // about the same diagonal.  Every subtet has the same volume
      67             :         // regardless of which diagonal is chosen, so the weights are
      68             :         // equal.  The rule is exact for linears and has O(dx^2) error
      69             :         // on smooth functions, like the midpoint grid on hexes.
      70         639 :         const unsigned int np = (_order+1)*(_order+1)*(_order+1);
      71             :         // Master tet has 1x1 triangle base, height 1, so volume = 1/6
      72         639 :         const Real weight = Real(1)/Real(6)/np;
      73         639 :         const Real dx = Real(1)/static_cast<int>(_order+1);
      74         639 :         _points.resize(np);
      75         639 :         _weights.resize(np);
      76             : 
      77         639 :         unsigned int pt = 0;
      78      250992 :         auto add_point = [this, &pt, weight, dx](Real x, Real y, Real z)
      79             :         {
      80      213276 :           _points[pt] = Point(x*dx, y*dx, z*dx);
      81      210084 :           _weights[pt] = weight;
      82      210306 :           pt++;
      83      209277 :         };
      84             : 
      85        4491 :         for (int i = 0; i != _order + 1; ++i)
      86             :           {
      87       19383 :             for (int j = 0; j != _order + 1 - i; ++j)
      88             :               {
      89       66243 :                 for (int k = 0; k != _order + 1 - i - j; ++k)
      90             :                   {
      91             :                     // Centroid of the upright tet with vertices
      92             :                     // (i,j,k), (i+1,j,k), (i,j+1,k), (i,j,k+1)
      93       50694 :                     add_point(i+Real(1)/4, j+Real(1)/4, k+Real(1)/4);
      94             : 
      95             :                     // The octahedron with vertices (i+1,j,k),
      96             :                     // (i,j+1,k), (i,j,k+1), (i+1,j+1,k),
      97             :                     // (i+1,j,k+1), (i,j+1,k+1) lies inside the
      98             :                     // reference tet only if i+j+k < order.  We split
      99             :                     // it into four tets about the diagonal from
     100             :                     // (i+1,j,k) to (i,j+1,k+1); their centroids are
     101             :                     // offset from the octahedron center by
     102             :                     // (-1/4,0,0), (1/4,0,0), (0,1/4,-1/4), and
     103             :                     // (0,-1/4,1/4).
     104       50694 :                     if (i + j + k < _order)
     105             :                       {
     106       35145 :                         const Real ci = i+Real(1)/2;
     107       35145 :                         const Real cj = j+Real(1)/2;
     108       35145 :                         const Real ck = k+Real(1)/2;
     109       35145 :                         add_point(ci-Real(1)/4, cj, ck);
     110       35145 :                         add_point(ci+Real(1)/4, cj, ck);
     111       35145 :                         add_point(ci, cj+Real(1)/4, ck-Real(1)/4);
     112       35145 :                         add_point(ci, cj-Real(1)/4, ck+Real(1)/4);
     113             :                       }
     114             : 
     115             :                     // Centroid of the inverted tet with vertices
     116             :                     // (i+1,j+1,k), (i+1,j,k+1), (i,j+1,k+1),
     117             :                     // (i+1,j+1,k+1), which lies inside the reference
     118             :                     // tet only if i+j+k < order-1
     119       50694 :                     if (i + j + k + 1 < _order)
     120       23430 :                       add_point(i+Real(3)/4, j+Real(3)/4, k+Real(3)/4);
     121             :                   }
     122             :               }
     123             :           }
     124          18 :         libmesh_assert_equal_to(pt, np);
     125          18 :         return;
     126             :       }
     127             : 
     128             : 
     129             :       // Prism quadrature rules
     130           0 :     case PRISM6:
     131             :     case PRISM15:
     132             :     case PRISM18:
     133             :     case PRISM20:
     134             :     case PRISM21:
     135             :       {
     136             :         // We compute the 3D quadrature rule as a tensor
     137             :         // product of the 1D quadrature rule and a 2D
     138             :         // triangle quadrature rule
     139             :         //
     140             :         // We ignore p_level in QGrid, since the "order" here is a
     141             :         // user-requested number of grid points, nothing to do with
     142             :         // the order of exactly-integrated polynomial spaces
     143           0 :         QGrid q1D(1,_order);
     144           0 :         QGrid q2D(2,_order);
     145             : 
     146             :         // Initialize the 2D rule (1D is pre-initialized)
     147           0 :         q2D.init(TRI3, 0, /*simple_type_only=*/true);
     148             : 
     149           0 :         tensor_product_prism(q1D, q2D);
     150             : 
     151           0 :         return;
     152             :       }
     153             : 
     154             : 
     155             : 
     156             :       //---------------------------------------------
     157             :       // Pyramid
     158         639 :     case PYRAMID5:
     159             :     case PYRAMID13:
     160             :     case PYRAMID14:
     161             :     case PYRAMID18:
     162             :       {
     163             :         // This is the composite centroid rule on a uniform refinement
     164             :         // of the reference pyramid with order+1 intervals per edge.
     165             :         // Layer k of the refinement, between z = k*dz and z =
     166             :         // (k+1)*dz, has an m x m grid of cells on its bottom face and
     167             :         // an (m-1) x (m-1) grid on its top face, where m = order+1-k.
     168             :         // It consists of
     169             :         // * m^2 upright pyramids, one on each bottom cell,
     170             :         // * (m-1)^2 inverted pyramids, one under each top cell, and
     171             :         // * 2m(m-1) tets, one per interior edge of the bottom grid,
     172             :         //   between the two upright pyramids sharing that edge.
     173             :         // Each pyramid has twice the volume of each tet, so we split
     174             :         // every pyramid into two tets along a base diagonal, giving
     175             :         // 2(order+1)^3 tets of equal volume.  We place one point at
     176             :         // the centroid of each tet.  The rule is exact for linears
     177             :         // and has O(dz^2) error on smooth functions.
     178         639 :         const unsigned int np = 2*(_order+1)*(_order+1)*(_order+1);
     179         639 :         _points.resize(np);
     180         639 :         _weights.resize(np);
     181             :         // Master pyramid has 2x2 base, height 1, so volume = 4/3
     182         639 :         const Real weight = Real(4)/Real(3)/np;
     183         639 :         const Real dz = Real(1)/static_cast<int>(_order+1);
     184             : 
     185             :         // Lattice point (i,j) on the bottom of layer k is at
     186             :         // ((2i+k)*dz - 1, (2j+k)*dz - 1, k*dz).  This map is affine,
     187             :         // so each centroid below is computed as the average of its
     188             :         // tet's vertices in (i,j,k) lattice coordinates.
     189         639 :         unsigned int pt = 0;
     190      538272 :         auto add_point = [this, &pt, weight, dz](Real i, Real j, Real k)
     191             :         {
     192      453600 :           _points[pt] = Point((2*i+k)*dz - 1, (2*j+k)*dz - 1, k*dz);
     193      441504 :           _weights[pt] = weight;
     194      429408 :           pt++;
     195      417951 :         };
     196             : 
     197        4491 :         for (int k = 0; k != _order + 1; ++k)
     198             :           {
     199         108 :             const int m = _order + 1 - k;
     200       19383 :             for (int i = 0; i != m; ++i)
     201             :               {
     202      101388 :                 for (int j = 0; j != m; ++j)
     203             :                   {
     204             :                     // The upright pyramid with base vertices
     205             :                     // (i,j,k), (i+1,j,k), (i+1,j+1,k), (i,j+1,k) and
     206             :                     // apex (i,j,k+1), split along the diagonal from
     207             :                     // (i,j,k) to (i+1,j+1,k)
     208       85839 :                     add_point(i+Real(1)/2, j+Real(1)/4, k+Real(1)/4);
     209       85839 :                     add_point(i+Real(1)/4, j+Real(1)/2, k+Real(1)/4);
     210             : 
     211             :                     // The inverted pyramid with base vertices
     212             :                     // (i,j,k+1), (i+1,j,k+1), (i+1,j+1,k+1),
     213             :                     // (i,j+1,k+1) and apex (i+1,j+1,k), split along
     214             :                     // the diagonal from (i,j,k+1) to (i+1,j+1,k+1)
     215       85839 :                     if (i + 1 < m && j + 1 < m)
     216             :                       {
     217       58575 :                         add_point(i+Real(3)/4, j+Real(1)/2, k+Real(3)/4);
     218       58575 :                         add_point(i+Real(1)/2, j+Real(3)/4, k+Real(3)/4);
     219             :                       }
     220             : 
     221             :                     // The tet with vertices (i+1,j,k), (i+1,j+1,k),
     222             :                     // (i,j,k+1), (i+1,j,k+1), between the upright
     223             :                     // pyramids on cells (i,j) and (i+1,j)
     224       85839 :                     if (i + 1 < m)
     225       70290 :                       add_point(i+Real(3)/4, j+Real(1)/4, k+Real(1)/2);
     226             : 
     227             :                     // The tet with vertices (i,j+1,k), (i+1,j+1,k),
     228             :                     // (i,j,k+1), (i,j+1,k+1), between the upright
     229             :                     // pyramids on cells (i,j) and (i,j+1)
     230       85839 :                     if (j + 1 < m)
     231       70290 :                       add_point(i+Real(1)/4, j+Real(3)/4, k+Real(1)/2);
     232             :                   }
     233             :               }
     234             :           }
     235          18 :         libmesh_assert_equal_to(pt, np);
     236          18 :         return;
     237             :       }
     238             : 
     239             : 
     240             : 
     241             :       //---------------------------------------------
     242             :       // Unsupported type
     243           0 :     default:
     244           0 :       libmesh_error_msg("ERROR: Unsupported type: " << Utility::enum_to_string(_type));
     245             :     }
     246             : #endif
     247             : }
     248             : 
     249             : } // namespace libMesh

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