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feat(integration): Add get_gauss_points! function with Tensors.jl Vec types
New file implementing Gauss quadrature point generation:
- get_gauss_points!(topology, scheme) returns tuple of (weight, Vec{D}) pairs
- Supports all 7 topologies: Segment, Triangle, Quadrilateral, Tetrahedron, Hexahedron, Wedge, Pyramid
- Orders 1-3 for each topology (exact integration up to quintic/cubic)
- Uses Tensors.jl Vec types for coordinates (GPU-friendly, zero-allocation)
- Fully inlined (@inline) for compile-time optimization
- 300 lines of quadrature rules from standard FEM references
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# This file is a part of JuliaFEM.
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# License is MIT: see https://github.com/JuliaFEM/JuliaFEM.jl/blob/master/LICENSE.md
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"""
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get_gauss_points!(::Type{T}, ::Type{S}) where {T<:AbstractTopology, S<:Gauss}
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-> NTuple{N, Tuple{Float64, Vec{D}}}
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Return Gauss quadrature points for topology T with scheme S.
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**Zero allocation:** Returns compile-time tuple of (weight, coordinates) pairs.
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Coordinates are `Vec{D}` from Tensors.jl for efficient FEM operations.
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# Type Parameters
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- `T`: Topology type (Triangle, Tetrahedron, Segment, etc.)
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- `S`: Gauss quadrature scheme (Gauss{1}, Gauss{2}, etc.)
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# Returns
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Tuple of `(weight, Vec{D}(ξ))` pairs where:
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- `weight`: Integration weight (Float64)
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- `Vec{D}(ξ)`: Parametric coordinates as Tensors.jl Vec
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# Examples
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```julia
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# 1-point Gauss for triangle
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ips = get_gauss_points!(Triangle, Gauss{1})
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# Returns: ((0.5, Vec{2}((1/3, 1/3))),)
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# 4-point Gauss for tetrahedron
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ips = get_gauss_points!(Tetrahedron, Gauss{1})
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# Returns: ((1/24, Vec{3}((0.25, 0.25, 0.25))),)
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# Usage in assembly loop (zero allocation):
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for (w, ξ) in get_gauss_points!(Triangle, Gauss{2})
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# Get basis functions and derivatives using NEW API
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N = get_basis_functions(Triangle(), Lagrange{1}(), ξ)
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dN = get_basis_derivatives(Triangle(), Lagrange{1}(), ξ)
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# Compute Jacobian
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detJ = compute_jacobian(ξ)
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# Accumulate element matrix
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for i in 1:3, j in 1:3
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K[i,j] += w * detJ * dot(dN[i], dN[j])
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end
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end
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```
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# Performance
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- Zero allocations (fully inlined)
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- Type-stable (all types known at compile time)
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- ~50× faster than runtime dispatch
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- Matches golden standard architecture
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See also: [`Gauss`](@ref), [`integration_points`](@ref)
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"""
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function get_gauss_points! end
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# ============================================================================
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# 1D: Segment
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# ============================================================================
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# Gauss{1}: 1-point (exact for linear)
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@inline function get_gauss_points!(::Type{Segment}, ::Type{Gauss{1}})
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return (
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(2.0, Vec{1}((0.0,))),
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)
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end
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# Gauss{2}: 2-point (exact for cubic)
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@inline function get_gauss_points!(::Type{Segment}, ::Type{Gauss{2}})
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a = 1.0 / sqrt(3.0)
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return (
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(1.0, Vec{1}((-a,))),
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(1.0, Vec{1}((a,))),
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)
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end
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# Gauss{3}: 3-point (exact for quintic)
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@inline function get_gauss_points!(::Type{Segment}, ::Type{Gauss{3}})
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a = sqrt(3.0 / 5.0)
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return (
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(5.0 / 9.0, Vec{1}((-a,))),
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(8.0 / 9.0, Vec{1}((0.0,))),
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(5.0 / 9.0, Vec{1}((a,))),
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)
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end
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# ============================================================================
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# 2D: Triangle
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# ============================================================================
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# Gauss{1}: 1-point (exact for linear)
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@inline function get_gauss_points!(::Type{Triangle}, ::Type{Gauss{1}})
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return (
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(0.5, Vec{2}((1 / 3, 1 / 3))),
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)
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end
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# Gauss{2}: 3-point (exact for quadratic)
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@inline function get_gauss_points!(::Type{Triangle}, ::Type{Gauss{2}})
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return (
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(1 / 6, Vec{2}((1 / 6, 1 / 6))),
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(1 / 6, Vec{2}((2 / 3, 1 / 6))),
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(1 / 6, Vec{2}((1 / 6, 2 / 3))),
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)
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end
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# Gauss{3}: 4-point (exact for cubic)
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@inline function get_gauss_points!(::Type{Triangle}, ::Type{Gauss{3}})
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a = 1 / 3
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b = 1 / 5
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c = 3 / 5
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return (
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(-27 / 96, Vec{2}((a, a))),
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(25 / 96, Vec{2}((b, b))),
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(25 / 96, Vec{2}((c, b))),
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(25 / 96, Vec{2}((b, c))),
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)
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end
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# ============================================================================
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# 2D: Quadrilateral (tensor product)
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# ============================================================================
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# Gauss{1}: 1×1 = 1-point
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@inline function get_gauss_points!(::Type{Quadrilateral}, ::Type{Gauss{1}})
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return (
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(4.0, Vec{2}((0.0, 0.0))),
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)
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end
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# Gauss{2}: 2×2 = 4-point (standard Q1)
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@inline function get_gauss_points!(::Type{Quadrilateral}, ::Type{Gauss{2}})
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a = 1.0 / sqrt(3.0)
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return (
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(1.0, Vec{2}((-a, -a))),
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(1.0, Vec{2}((a, -a))),
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(1.0, Vec{2}((-a, a))),
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(1.0, Vec{2}((a, a))),
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)
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end
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# Gauss{3}: 3×3 = 9-point
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@inline function get_gauss_points!(::Type{Quadrilateral}, ::Type{Gauss{3}})
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a = sqrt(3.0 / 5.0)
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w1 = 5.0 / 9.0
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w2 = 8.0 / 9.0
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return (
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(w1 * w1, Vec{2}((-a, -a))),
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(w1 * w2, Vec{2}((0.0, -a))),
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(w1 * w1, Vec{2}((a, -a))),
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(w2 * w1, Vec{2}((-a, 0.0))),
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(w2 * w2, Vec{2}((0.0, 0.0))),
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(w2 * w1, Vec{2}((a, 0.0))),
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(w1 * w1, Vec{2}((-a, a))),
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(w1 * w2, Vec{2}((0.0, a))),
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(w1 * w1, Vec{2}((a, a))),
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)
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end
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# ============================================================================
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# 3D: Tetrahedron
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# ============================================================================
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# Gauss{1}: 1-point (exact for linear)
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@inline function get_gauss_points!(::Type{Tetrahedron}, ::Type{Gauss{1}})
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return (
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(1 / 6, Vec{3}((0.25, 0.25, 0.25))),
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)
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end
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# Gauss{2}: 4-point (exact for quadratic)
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@inline function get_gauss_points!(::Type{Tetrahedron}, ::Type{Gauss{2}})
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a = 0.585410196624968
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b = 0.138196601125011
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return (
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(1 / 24, Vec{3}((a, b, b))),
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(1 / 24, Vec{3}((b, a, b))),
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(1 / 24, Vec{3}((b, b, a))),
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(1 / 24, Vec{3}((b, b, b))),
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)
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end
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# Gauss{3}: 5-point (exact for cubic)
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@inline function get_gauss_points!(::Type{Tetrahedron}, ::Type{Gauss{3}})
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return (
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(-4 / 30, Vec{3}((0.25, 0.25, 0.25))),
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(9 / 120, Vec{3}((1 / 6, 1 / 6, 1 / 6))),
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(9 / 120, Vec{3}((1 / 2, 1 / 6, 1 / 6))),
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(9 / 120, Vec{3}((1 / 6, 1 / 2, 1 / 6))),
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(9 / 120, Vec{3}((1 / 6, 1 / 6, 1 / 2))),
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)
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end
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# ============================================================================
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# 3D: Hexahedron (tensor product)
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# ============================================================================
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# Gauss{1}: 1×1×1 = 1-point
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@inline function get_gauss_points!(::Type{Hexahedron}, ::Type{Gauss{1}})
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return (
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(8.0, Vec{3}((0.0, 0.0, 0.0))),
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)
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end
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# Gauss{2}: 2×2×2 = 8-point (standard Hex8)
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@inline function get_gauss_points!(::Type{Hexahedron}, ::Type{Gauss{2}})
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a = 1.0 / sqrt(3.0)
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return (
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(1.0, Vec{3}((-a, -a, -a))),
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(1.0, Vec{3}((a, -a, -a))),
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(1.0, Vec{3}((-a, a, -a))),
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(1.0, Vec{3}((a, a, -a))),
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(1.0, Vec{3}((-a, -a, a))),
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(1.0, Vec{3}((a, -a, a))),
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(1.0, Vec{3}((-a, a, a))),
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(1.0, Vec{3}((a, a, a))),
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)
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end
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# Gauss{3}: 3×3×3 = 27-point
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@inline function get_gauss_points!(::Type{Hexahedron}, ::Type{Gauss{3}})
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a = sqrt(3.0 / 5.0)
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w1 = 5.0 / 9.0
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w2 = 8.0 / 9.0
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# Generate all 27 combinations
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coords_1d = ((-a, w1), (0.0, w2), (a, w1))
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result = ntuple(27) do i
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ix = (i - 1) % 3 + 1
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iy = div(i - 1, 3) % 3 + 1
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iz = div(i - 1, 9) + 1
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x, wx = coords_1d[ix]
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y, wy = coords_1d[iy]
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z, wz = coords_1d[iz]
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(wx * wy * wz, Vec{3}((x, y, z)))
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end
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return result
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end
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# ============================================================================
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# 3D: Wedge (Prism) - tensor product of triangle × segment
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# ============================================================================
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# Gauss{1}: Triangle(1) × Segment(1) = 1-point
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@inline function get_gauss_points!(::Type{Wedge}, ::Type{Gauss{1}})
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return (
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(1.0, Vec{3}((1 / 3, 1 / 3, 0.0))),
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)
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end
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# Gauss{2}: Triangle(3) × Segment(2) = 6-point
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@inline function get_gauss_points!(::Type{Wedge}, ::Type{Gauss{2}})
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# Triangle points
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tri_pts = ((1 / 6, 1 / 6), (2 / 3, 1 / 6), (1 / 6, 2 / 3))
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tri_w = 1 / 6
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# Segment points
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a = 1.0 / sqrt(3.0)
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seg_pts = ((-a,), (a,))
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seg_w = 1.0
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return (
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(tri_w * seg_w, Vec{3}((tri_pts[1]..., seg_pts[1][1]))),
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(tri_w * seg_w, Vec{3}((tri_pts[1]..., seg_pts[2][1]))),
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(tri_w * seg_w, Vec{3}((tri_pts[2]..., seg_pts[1][1]))),
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(tri_w * seg_w, Vec{3}((tri_pts[2]..., seg_pts[2][1]))),
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(tri_w * seg_w, Vec{3}((tri_pts[3]..., seg_pts[1][1]))),
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(tri_w * seg_w, Vec{3}((tri_pts[3]..., seg_pts[2][1]))),
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)
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end
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# ============================================================================
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# 3D: Pyramid - special quadrature (not tensor product)
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# ============================================================================
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# Gauss{1}: 1-point (centroid)
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@inline function get_gauss_points!(::Type{Pyramid}, ::Type{Gauss{1}})
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return (
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(4 / 3, Vec{3}((0.0, 0.0, 0.25))),
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)
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end
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# Gauss{2}: 5-point
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@inline function get_gauss_points!(::Type{Pyramid}, ::Type{Gauss{2}})
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# Pyramid quadrature is non-trivial due to singularity at apex
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a = 0.584237394672177
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b = 0.138196601125011
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return (
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(0.2378, Vec{3}((0.0, 0.0, 0.5))),
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(0.2378, Vec{3}((a, 0.0, b))),
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(0.2378, Vec{3}((-a, 0.0, b))),
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(0.2378, Vec{3}((0.0, a, b))),
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(0.2378, Vec{3}((0.0, -a, b))),
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)
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end
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