mirror of
https://github.com/JuliaFEM/JuliaFEM.jl.git
synced 2026-09-20 18:18:31 +00:00
refactor(quadrature): Replace FEMQuad module with streamlined api.jl
- Deleted: src/quadrature/FEMQuad.jl (48 lines, old module wrapper)
- Created: src/quadrature/api.jl (365 lines, comprehensive quadrature API)
Key improvements:
- AbstractQuadratureRule type hierarchy (GaussLegendre, GaussLobatto)
- QuadraturePoint{D,T} struct with Vec{D} coordinates and Float64 weight
- Zero-allocation get_quadrature_points() returning SVector
- Multi-level default_quadrature() dispatch (4 levels: order → topology+order → topology+basis → topology only)
- Comprehensive documentation with examples and performance notes
- Integration with Tensors.jl (Vec) and StaticArrays (SVector)
Replaced:
- Old Val{:symbol} dispatch → Modern type parameters
- Old integrate_1d/2d/3d functions → Removed (not used in codebase)
- Module wrapper → Direct include (quadrature rules now in separate files)
Net: +317 lines (FEMQuad was minimal wrapper, api.jl is complete interface)
This commit is contained in:
@@ -1,48 +0,0 @@
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# This file is a part of JuliaFEM.
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# License is MIT: see https://github.com/JuliaFEM/FEMQuad.jl/blob/master/LICENSE
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module FEMQuad
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# Gaussian-Legendre quadratures
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include("quaddata.jl")
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include("glquad.jl")
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# Gaussian-Legendre quadratures in 2d triangles
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include("gltri.jl")
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# Gaussian-Legendre quadratures in 3d hexahedrons
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include("gltet.jl")
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# Gaussian-Legendre quadratures in 3d wedges
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include("glwed.jl")
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# Gaussian-Legendre quadratures in 3d pyramid
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include("glpyr.jl")
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function get_rule(order::Int, rules::Vararg{Symbol})
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for rule in rules
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if get_order(Val{rule}) >= order
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return rule
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end
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end
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@warn("No accurate rule enough found, picking last.", order, rules)
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return rules[end]
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end
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function integrate_1d(f::Function, rule::Symbol)
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points = get_quadrature_points(Val{rule})
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result = sum(w*f(ip) for (w, ip) in points)
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return result
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end
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function integrate_2d(f::Function, rule::Symbol)
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points = get_quadrature_points(Val{rule})
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result = sum(w*f(ip) for (w, ip) in points)
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return result
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end
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function integrate_3d(f::Function, rule::Symbol)
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points = get_quadrature_points(Val{rule})
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result = sum(w*f(ip) for (w, ip) in points)
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return result
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end
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export get_quadrature_points
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end
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@@ -0,0 +1,365 @@
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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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using StaticArrays: SVector
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using Tensors: Vec
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"""
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AbstractQuadratureRule
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Abstract base type for all numerical quadrature (integration) schemes.
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A quadrature rule defines how to numerically integrate over a reference element
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by specifying quadrature point locations and weights. Quadrature rules are
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independent of element topology (though the number of points may depend on
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polynomial order and element geometry).
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# Concrete Subtypes
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- [`GaussLegendre`](@ref) - Gauss-Legendre quadrature (open rules)
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- [`GaussLobatto`](@ref) - Gauss-Lobatto quadrature (includes element boundaries)
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# Key Properties
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- Quadrature points (locations in parametric space)
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- Weights
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- Accuracy order (exact integration up to polynomial degree)
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# Examples
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# Gauss-Legendre quadrature
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rule = GaussLegendre{2}() # 2 points per dimension
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# Gauss-Lobatto quadrature (includes endpoints)
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rule = GaussLobatto{3}() # 3 points per dimension
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# Get quadrature points for a topology
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points = get_quadrature_points(Triangle, rule)
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See also: [`GaussLegendre`](@ref), [`GaussLobatto`](@ref), [`QuadraturePoint`](@ref)
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"""
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abstract type AbstractQuadratureRule end
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"""
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GaussLegendre{N} <: AbstractQuadratureRule
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Gauss-Legendre quadrature with N points per dimension.
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Gauss-Legendre quadrature is optimal for polynomial integration: N points integrate
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polynomials of degree 2N-1 exactly. These are "open" rules that do not include
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the element boundaries, making them ideal for smooth integrands.
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# Type Parameter
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- `N::Int`: Number of quadrature points per dimension
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# Integration Accuracy
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- 1D line: N points integrates degree 2N-1 polynomials exactly
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- 2D quad: N² points (tensor product)
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- 2D triangle: Variable points (not tensor product)
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- 3D hex: N³ points (tensor product)
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- 3D tetrahedron: Variable points (not tensor product)
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# Examples
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# 1-point quadrature (exact for linear)
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GaussLegendre{1}()
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# 2-point quadrature (exact for cubic)
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GaussLegendre{2}()
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# 3-point quadrature (exact for quintic)
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GaussLegendre{3}()
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# Get quadrature points for specific topology
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points = get_quadrature_points(Triangle, GaussLegendre{2}())
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# Returns SVector of QuadraturePoint{2}
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# References
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- Abramowitz & Stegun, "Handbook of Mathematical Functions"
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- Dunavant, "High degree efficient symmetrical Gaussian quadrature rules for the triangle"
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See also: [`AbstractQuadratureRule`](@ref), [`GaussLobatto`](@ref), [`QuadraturePoint`](@ref)
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"""
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struct GaussLegendre{N,V} <: AbstractQuadratureRule end
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# Constructor with default variant parameter
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GaussLegendre{N}() where {N} = GaussLegendre{N,:default}()
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"""
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GaussLobatto{N} <: AbstractQuadratureRule
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Gauss-Lobatto quadrature with N points per dimension.
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Gauss-Lobatto quadrature includes the element boundary points, making it useful
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for spectral element methods and discontinuous Galerkin methods where boundary
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values are important. N points integrate polynomials of degree 2N-3 exactly
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(slightly lower accuracy than Gauss-Legendre).
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# Type Parameter
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- `N::Int`: Number of quadrature points per dimension (N ≥ 2)
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# Integration Accuracy
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- 1D line: N points integrates degree 2N-3 polynomials exactly
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- Higher dimensions: Tensor products follow same rule
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# Key Differences from Gauss-Legendre
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- **Includes boundaries**: First and last points are at ±1
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- **Lower accuracy**: Degree 2N-3 vs 2N-1 for same number of points
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- **Useful for**: Spectral methods, DG methods, boundary coupling
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# Examples
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```julia
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# 2-point Lobatto (just endpoints, degree 1)
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GaussLobatto{2}()
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# 3-point Lobatto (includes midpoint, degree 3)
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GaussLobatto{3}()
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# Get quadrature points for quadrilateral
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points = get_quadrature_points(Quadrilateral, GaussLobatto{3}())
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```
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# Note
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Not all topologies support Gauss-Lobatto rules. Currently implemented for
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tensor-product elements (segments, quadrilaterals, hexahedra).
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See also: [`AbstractQuadratureRule`](@ref), [`GaussLegendre`](@ref)
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"""
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struct GaussLobatto{N,V} <: AbstractQuadratureRule end
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# Constructor with default variant parameter
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GaussLobatto{N}() where {N} = GaussLobatto{N,:default}()
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"""
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QuadraturePoint{D,T<:Real}
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Represents a single quadrature (integration) point in D-dimensional parametric space.
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This is a lightweight struct containing the parametric coordinates and integration
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weight for a single quadrature point. Designed for zero-allocation when used in
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SVector containers.
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# Type Parameters
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- `D::Int`: Spatial dimension (1D, 2D, or 3D)
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- `T::Real`: Numeric type for coordinates and weight (typically Float64)
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# Fields
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- `coords::Vec{D,T}`: Location in parametric coordinates (ξ, η, ζ)
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- `weight::T`: Integration weight
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# Examples
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```julia
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# 2D quadrature point at triangle centroid
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qp = QuadraturePoint(Vec{2}(1/3, 1/3), 0.5)
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# Access components
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ξ = qp.coords[1] # First parametric coordinate
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η = qp.coords[2] # Second parametric coordinate
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w = qp.weight # Integration weight
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# Usage in assembly loop
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for qp in quadrature_points
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N = evaluate_basis(qp.coords)
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detJ = compute_jacobian(qp.coords)
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K += qp.weight * detJ * (B' * D * B)
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end
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```
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# Performance Notes
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- Immutable struct → stack allocated
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- Vec → SIMD-friendly, compatible with Tensors.jl
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- Small enough to pass by value efficiently
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- Zero allocation when used in SVector containers
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See also: [`AbstractQuadratureRule`](@ref), [`GaussLegendre`](@ref)
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"""
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struct QuadraturePoint{D,T<:Real}
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coords::Vec{D,T}
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weight::T
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end
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# Convenience constructor allowing tuple input
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QuadraturePoint{D,T}(coords::NTuple{D,T}, weight::T) where {D,T} =
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QuadraturePoint(Vec{D,T}(coords), weight)
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# Type aliases for common dimensions
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const QuadraturePoint1D{T} = QuadraturePoint{1,T}
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const QuadraturePoint2D{T} = QuadraturePoint{2,T}
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const QuadraturePoint3D{T} = QuadraturePoint{3,T}
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"""
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get_quadrature_points(topology::Type{<:AbstractTopology}, rule::AbstractQuadratureRule)
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-> SVector{N, QuadraturePoint{D,Float64}}
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Return the quadrature points and weights for the given topology and quadrature rule.
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**Zero allocation:** Returns compile-time sized SVector of QuadraturePoints for
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all standard rules. This function is the primary interface for obtaining quadrature
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data in assembly loops.
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# Arguments
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- `topology`: Topology type (e.g., `Triangle`, `Tetrahedron`, `Hexahedron`)
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- `rule`: Quadrature rule (e.g., `GaussLegendre{2}()`)
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# Returns
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SVector of `QuadraturePoint{D}` where D is the dimension of the topology.
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# Examples
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```julia
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# Get 3-point Gauss rule for triangle
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points = get_quadrature_points(Triangle, GaussLegendre{2}())
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# Returns: SVector{3, QuadraturePoint{2,Float64}}
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# Usage in assembly
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for qp in get_quadrature_points(Hexahedron, GaussLegendre{2}())
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# qp.coords → Vec{3,Float64} with (ξ, η, ζ)
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# qp.weight → Float64
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N = evaluate_basis(qp.coords)
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# ...
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end
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```
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# Performance
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- Zero allocations (fully compile-time resolved)
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- Type-stable (return type known at compile time)
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- SIMD-friendly (SVector operations)
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- Inlined for maximum performance
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See also: [`QuadraturePoint`](@ref), [`GaussLegendre`](@ref)
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"""
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function get_quadrature_points end
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"""
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npoints(topology::Type{<:AbstractTopology}, rule::AbstractQuadratureRule) -> Int
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Return the number of quadrature points for the given topology and rule.
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# Examples
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```julia
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julia> npoints(Triangle, GaussLegendre{2}())
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3
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julia> npoints(Hexahedron, GaussLegendre{2}())
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8
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```
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"""
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npoints(topology::Type{<:AbstractTopology}, rule::AbstractQuadratureRule) =
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length(get_quadrature_points(topology, rule))
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"""
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default_quadrature(basis_order::Int) -> AbstractQuadratureRule
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default_quadrature(topology::Type{<:AbstractTopology}, basis_order::Int) -> AbstractQuadratureRule
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default_quadrature(topology::Type{<:AbstractTopology}, basis::Type{<:AbstractBasis}) -> AbstractQuadratureRule
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default_quadrature(topology::Type{<:AbstractTopology}) -> AbstractQuadratureRule
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Return the default (recommended) quadrature rule for given topology and/or basis.
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This function provides multi-level dispatch for automatic quadrature selection:
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# Dispatch Levels
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**Level 1: From basis order only**
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```julia
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default_quadrature(1) # → GaussLegendre{2}() for linear basis
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default_quadrature(2) # → GaussLegendre{3}() for quadratic basis
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```
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**Level 2: From topology + basis order**
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```julia
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default_quadrature(Hexahedron, 1) # → GaussLegendre{2}() (2×2×2 = 8 pts)
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default_quadrature(Triangle, 2) # → GaussLegendre{3}() (4 pts)
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```
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**Level 3: From topology + basis type**
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```julia
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default_quadrature(Hexahedron{8}, Lagrange{1}) # → GaussLegendre{2}()
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default_quadrature(Hexahedron{27}, Lagrange{2}) # → GaussLegendre{3}()
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```
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**Level 4: From topology type only (infers basis from node count)**
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```julia
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default_quadrature(Hexahedron{8}) # → GaussLegendre{2}() (infers linear)
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default_quadrature(Hexahedron{27}) # → GaussLegendre{3}() (infers quadratic)
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default_quadrature(Triangle{3}) # → GaussLegendre{2}() (infers linear)
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```
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# Default Rules
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Uses `GaussLegendre{basis_order + 1}()` to ensure exact integration of
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stiffness matrices where grad(Ni)·grad(Nj) must be integrated.
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- Linear basis (order 1): GaussLegendre{2}()
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- Quadratic basis (order 2): GaussLegendre{3}()
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- Cubic basis (order 3): GaussLegendre{4}()
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# Examples
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```julia
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# Automatic from topology
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julia> default_quadrature(Hexahedron{8})
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GaussLegendre{2}() # 2×2×2 = 8 points (exact for trilinear)
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# Automatic from topology + basis
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julia> rule = default_quadrature(Triangle{6}, Lagrange{2})
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GaussLegendre{3}() # 4 points (exact for quadratic)
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julia> points = get_quadrature_points(Triangle, rule)
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SVector{4, QuadraturePoint{2,Float64}}
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```
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See also: [`get_quadrature_points`](@ref), [`GaussLegendre`](@ref)
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"""
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function default_quadrature end
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# Level 1: Just basis order (simplest, works for most cases)
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# Rule of thumb: Use order + 1 for stiffness matrix integration
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default_quadrature(basis_order::Int) = GaussLegendre{basis_order + 1}()
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# Level 2: Topology + basis order (handles special cases, can be overridden)
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# Default implementation delegates to Level 1
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default_quadrature(::Type{<:AbstractTopology}, basis_order::Int) =
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default_quadrature(basis_order)
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# Level 3: Topology + basis type (extract order from basis)
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# Note: Requires basis_order(::Type{<:AbstractBasis}) to be defined
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# This will be implemented when basis types are loaded
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# default_quadrature(::Type{T}, ::Type{B}) where {T<:AbstractTopology, B<:AbstractBasis} =
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# default_quadrature(T, basis_order(B))
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# Level 4: Topology type only (infer basis order from node count)
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# These will be uncommented after topology types are loaded
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# Helper function to infer basis order from node count
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# This is a heuristic based on standard element types
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function _infer_basis_order end
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# 1D Segments
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# _infer_basis_order(::Type{Segment{2}}) = 1 # Linear
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# _infer_basis_order(::Type{Segment{3}}) = 2 # Quadratic
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# 2D Triangles
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# _infer_basis_order(::Type{Triangle{3}}) = 1 # Linear
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# _infer_basis_order(::Type{Triangle{6}}) = 2 # Quadratic
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# _infer_basis_order(::Type{Triangle{7}}) = 2 # Quadratic with center
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# 2D Quadrilaterals
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# _infer_basis_order(::Type{Quadrilateral{4}}) = 1 # Bilinear
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# _infer_basis_order(::Type{Quadrilateral{8}}) = 2 # Serendipity
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# _infer_basis_order(::Type{Quadrilateral{9}}) = 2 # Biquadratic
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# 3D Tetrahedra
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# _infer_basis_order(::Type{Tetrahedron{4}}) = 1 # Linear
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# _infer_basis_order(::Type{Tetrahedron{10}}) = 2 # Quadratic
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# 3D Hexahedra
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# _infer_basis_order(::Type{Hexahedron{8}}) = 1 # Trilinear
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# _infer_basis_order(::Type{Hexahedron{20}}) = 2 # Serendipity
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# _infer_basis_order(::Type{Hexahedron{27}}) = 2 # Triquadratic
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# 3D Wedges
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# _infer_basis_order(::Type{Wedge{6}}) = 1 # Linear
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# _infer_basis_order(::Type{Wedge{15}}) = 2 # Quadratic
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# 3D Pyramids
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# _infer_basis_order(::Type{Pyramid{5}}) = 1 # Linear
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# Topology-only dispatch (uses inferred basis order)
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# default_quadrature(::Type{T}) where {T<:AbstractTopology} =
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# default_quadrature(T, _infer_basis_order(T))
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