Class xlifepp::Ball#

class Ball : public xlifepp::Ellipsoid#

definition of an spherical geometry in R^3 (volume)

Ball constructors are based on a key-value system. Here are the available keys:

  • _center: to define the center of the Ball

  • _v1, _v2, _v6: to define apogees of the Ball

  • _radius: to define radius of the Ball

  • _type: indicator to fit curved boundaries (default) or not which gives flat (or plane) boundaries

  • _nboctants: to define an ellipsoidal sector from octants.

  • _nnodes: to define the number of nodes on the edges of the Ball

  • _hsteps: to define the local mesh steps on build points of the Ball

  • _domain_name: to define the domain name

  • _side_names/_face_name: to define the side names

  • _edge_name: to define the side of side names

  • _vertex_name: to define the side of side of side names

  • _varnames: to define the variable names for print purpose

Public Functions

Ball()#

default constructor

default is ball of center (0,0,0) and radius 1

Ball(const Ball &b)#

copy constructor

Ball(Parameter p1, Parameter p2)#

key-value constructor

virtual string_t asString() const#

format as string: “Ball (center=(.,.,.), radius = R)”

Format Ball as string: “Ball (center = (.,.,.), radius = R)”.

inline virtual Ball *ball()#

access to child Ball object

inline virtual const Ball *ball() const#

access to child Ball object (const)

inline virtual Geometry *clone() const#

virtual copy constructor

Vector<real_t> funBoundaryParametrization(const Point &pt, Parameters &pars, DiffOpType dif) const#

parametrization of ball boundary (spherical coordinates) u,v in [0,1]x[0,1]x[0,1], t=pi*(2u-1), l=pi*(v-0.5) x = R*cos(t)*cos(l), y = R*sin(t)*cos(l), z = R*sin(l)

Vector<real_t> funParametrization(const Point &pt, Parameters &pars, DiffOpType dif) const#

parametrization stuff

parametrization of ball (spherical coordinates) u,v,w in [0,1]x[0,1]x[0,1], t=pi*(2u-1), l=pi*(v-0.5), r=w*R x = r*cos(t)*cos(l), y = r*sin(t)*cos(l), z = r*sin(l)

inline virtual Ball &homothetize(const Parameter &p1)#

apply a homothety on a Ball (1 key)

inline virtual Ball &homothetize(const Parameter &p1, const Parameter &p2)#

apply a homothety on a Ball (2 keys)

inline virtual Ball &homothetize(const Point &c = Point(0., 0., 0.), real_t factor = 1.)#

apply a homothety on a Ball

inline virtual Ball &homothetize(real_t factor)#

apply a homothety on a Ball

Vector<real_t> invBoundaryParametrization(const Point &pt, Parameters &pars, DiffOpType dif) const#

inverse of parametrization (u,v)=invbf(pt)

Vector<real_t> invParametrization(const Point &pt, Parameters &pars, DiffOpType dif) const#

inverse of parametrization (u,v)=invf(pt)

inline virtual Ball &pointReflect(const Parameter &p1)#

apply a point reflection on a Ball (1 key)

inline virtual Ball &pointReflect(const Point &c = Point(0., 0., 0.))#

apply a point reflection on a Ball

inline real_t radius() const#

returns radius

inline virtual Ball &reflect2d(const Parameter &p1)#

apply a reflection2d on a Ball (1 key)

inline virtual Ball &reflect2d(const Parameter &p1, const Parameter &p2)#

apply a reflection2d on a Ball (2 keys)

inline virtual Ball &reflect2d(const Point &c, real_t dx, real_t dy = 0.)#

apply a reflection2d on a Ball

inline virtual Ball &reflect2d(const Point &c = Point(0., 0.), std::vector<real_t> d = std::vector<real_t>(2, 0.))#

apply a reflection2d on a Ball

inline virtual Ball &reflect3d(const Parameter &p1)#

apply a reflection3d on a Ball (1 key)

inline virtual Ball &reflect3d(const Parameter &p1, const Parameter &p2)#

apply a reflection3d on a Ball (2 keys)

inline virtual Ball &reflect3d(const Point &c, real_t nx, real_t ny, real_t nz = 0.)#

apply a reflection3d on a Ball

inline virtual Ball &reflect3d(const Point &c = Point(0., 0., 0.), std::vector<real_t> n = std::vector<real_t>(3, 0.))#

apply a reflection3d on a Ball

inline virtual Ball &rotate2d(const Parameter &p1)#

apply a rotation 2D on a Ball (1 key)

inline virtual Ball &rotate2d(const Parameter &p1, const Parameter &p2)#

apply a rotation 2D on a Ball (2 keys)

inline virtual Ball &rotate2d(const Point &c, real_t angle = 0.)#

apply a rotation 2D on a Ball

inline virtual Ball &rotate3d(const Parameter &p1)#

apply a rotation 3D on a Ball (1 key)

inline virtual Ball &rotate3d(const Parameter &p1, const Parameter &p2)#

apply a rotation 3D on a Ball (2 keys)

inline virtual Ball &rotate3d(const Parameter &p1, const Parameter &p2, const Parameter &p3)#

apply a rotation 3D on a Ball (3 keys)

inline virtual Ball &rotate3d(const Point &c, real_t dx, real_t dy, real_t angle)#

apply a rotation on a Ball

inline virtual Ball &rotate3d(const Point &c, real_t dx, real_t dy, real_t dz, real_t angle)#

apply a rotation on a Ball

inline virtual Ball &rotate3d(const Point &c, std::vector<real_t> d = std::vector<real_t>(3, 0.), real_t angle = 0.)#

apply a rotation 3D on a Ball

inline virtual Ball &rotate3d(real_t dx, real_t dy, real_t angle)#

apply a rotation 3D on a Ball

inline virtual Ball &rotate3d(real_t dx, real_t dy, real_t dz, real_t angle)#

apply a rotation 3D on a Ball

virtual Ball &transform(const Transformation &t)#

apply a geometrical transformation on a Ball

inline virtual Ball &translate(const Parameter &p1)#

apply a translation on a Ball (1 key)

inline virtual Ball &translate(real_t ux, real_t uy = 0., real_t uz = 0.)#

apply a translation on a Ball (3 reals version)

inline virtual Ball &translate(std::vector<real_t> u)#

apply a translation on a Ball (vector version)