hexed 0.3.0
 
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hexed::Connection_direction Class Reference
Inheritance diagram for hexed::Connection_direction:
hexed::Con_dir< Deformed_element >

Public Member Functions

int i_face (int i_side) const
 
bool flip_normal (int i_side) const
 
bool flip_tangential () const
 
bool transpose () const
 

Public Attributes

std::array< int, 2 > i_dim
 
std::array< bool, 2 > face_sign
 

Member Function Documentation

◆ flip_normal()

bool hexed::Connection_direction::flip_normal ( int i_side) const
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
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
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.


The documentation for this class was generated from the following file: