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std::array< int, 2 > | i_dim |
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std::array< bool, 2 > | face_sign |
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◆ flip_normal()
bool hexed::Connection_direction::flip_normal |
( |
int | i_side | ) |
const |
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inline |
Answers the question: Is it necessary to flip the normal of element i_side
so that it points from element 0 into element 1?
◆ flip_tangential()
bool hexed::Connection_direction::flip_tangential |
( |
| ) |
const |
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inline |
Answers the question: Is it neccesary to flip axis face_index(0).i_dim
of element 1 to match the coordinate systems?
if you're swapping two axes, you have to flip one of them to make a valid rotation. If you're not flipping a normal (or flipping both of them) then you have to flip a tangential
◆ transpose()
bool hexed::Connection_direction::transpose |
( |
| ) |
const |
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inline |
Answers the question: Is it necessary to transpose the rows/columns of the face quadrature points of element 1 to match element 0? Only applicable to 3D, where some face combinations can create a row vs column major mismatch. If 2D, always returns false
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The documentation for this class was generated from the following file:
- /home/micaiah/Desktop/hexed/include/Kernel_connection.hpp