Class xlifepp::Ball#
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class Ball : public xlifepp::Ellipsoid#
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Inheritence diagram for xlifepp::Ball:
Collaboration diagram for xlifepp::Ball:
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: to define the side names
_varnames: to define the variable names for print purpose
Public Functions
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Ball()#
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default constructor
default is ball of center (0,0,0) and radius 1
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Ball(Parameter p1, Parameter p2, Parameter p3, Parameter p4, Parameter p5)#
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constructor with 5 Parameter
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Ball(Parameter p1, Parameter p2, Parameter p3, Parameter p4, Parameter p5, Parameter p6)#
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constructor with 6 Parameter
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Ball(Parameter p1, Parameter p2, Parameter p3, Parameter p4, Parameter p5, Parameter p6, Parameter p7)#
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constructor with 7 Parameter
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Ball(Parameter p1, Parameter p2, Parameter p3, Parameter p4, Parameter p5, Parameter p6, Parameter p7, Parameter p8)#
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constructor with 8 Parameter
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Ball(Parameter p1, Parameter p2, Parameter p3, Parameter p4, Parameter p5, Parameter p6, Parameter p7, Parameter p8, Parameter p9)#
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constructor with 9 Parameter
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virtual string_t asString() const#
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format as string: “Ball (center=(.,.,.), radius = R)”
Format Ball as string: “Ball (center = (.,.,.), radius = R)”.
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inline virtual Ball &homothetize(const Parameter &p1, const Parameter &p2)#
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apply a homothety on a Ball (2 keys)
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inline virtual Ball &homothetize(const Point &c = Point(0., 0., 0.), real_t factor = 1.)#
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apply a homothety on a Ball
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inline virtual Ball &pointReflect(const Point &c = Point(0., 0., 0.))#
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apply a point reflection on a Ball
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inline real_t radius() const#
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returns radius
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inline virtual Ball &reflect2d(const Parameter &p1, const Parameter &p2)#
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apply a reflection2d on a Ball (2 keys)
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inline virtual Ball &reflect2d(const Point &c, real_t dx, real_t dy = 0.)#
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apply a reflection2d on a Ball
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inline virtual Ball &reflect2d(const Point &c = Point(0., 0.), std::vector<real_t> d = std::vector<real_t>(2, 0.))#
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apply a reflection2d on a Ball
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inline virtual Ball &reflect3d(const Parameter &p1, const Parameter &p2)#
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apply a reflection3d on a Ball (2 keys)
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inline virtual Ball &reflect3d(const Point &c, real_t nx, real_t ny, real_t nz = 0.)#
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apply a reflection3d on a Ball
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inline virtual Ball &reflect3d(const Point &c = Point(0., 0., 0.), std::vector<real_t> n = std::vector<real_t>(3, 0.))#
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apply a reflection3d on a Ball
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inline virtual Ball &rotate2d(const Parameter &p1, const Parameter &p2)#
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apply a rotation 2D on a Ball (2 keys)
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inline virtual Ball &rotate3d(const Parameter &p1, const Parameter &p2)#
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apply a rotation 3D on a Ball (2 keys)
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inline virtual Ball &rotate3d(const Parameter &p1, const Parameter &p2, const Parameter &p3)#
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apply a rotation 3D on a Ball (3 keys)
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inline virtual Ball &rotate3d(const Point &c, real_t dx, real_t dy, real_t angle)#
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apply a rotation on a Ball
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inline virtual Ball &rotate3d(const Point &c, real_t dx, real_t dy, real_t dz, real_t angle)#
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apply a rotation on a Ball
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inline virtual Ball &rotate3d(const Point &c, std::vector<real_t> d = std::vector<real_t>(3, 0.), real_t angle = 0.)#
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apply a rotation 3D on a Ball
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inline virtual Ball &rotate3d(real_t dx, real_t dy, real_t dz, real_t angle)#
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apply a rotation 3D on a Ball
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virtual Ball &transform(const Transformation &t)#
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apply a geometrical transformation on a Ball