mirror of
https://github.com/JuliaFEM/JuliaFEM.jl.git
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feat(integration): Complete integration rule mappings for all topologies
**Added Gauss quadrature mappings for all 17 topology types**
Extended src/integration/gauss.jl to support all element types from 1D to 3D,
both linear and quadratic variants.
## Integration Rule Mappings
### 1D Segments (Seg2, Seg3)
- Tensor product rules: GLSEG1, GLSEG2, GLSEG3, GLSEG4, GLSEG5
- Support for Gauss{1} through Gauss{5}
### 2D Triangles (Tri3, Tri6, Tri7)
- Dedicated triangular rules: GLTRI1, GLTRI3, GLTRI4, GLTRI6, GLTRI7, GLTRI12
- Support for Gauss{1}, Gauss{3}, Gauss{4}, Gauss{6}, Gauss{7}, Gauss{12}
- Same rules used for linear (Tri3) and quadratic (Tri6, Tri7) topologies
### 2D Quadrilaterals (Quad4, Quad8, Quad9)
- Tensor product rules: GLQUAD1, GLQUAD4, GLQUAD9, GLQUAD16, GLQUAD25
- Support for Gauss{1} through Gauss{5}
- Same rules for linear (Quad4) and quadratic (Quad8, Quad9) variants
### 3D Tetrahedra (Tet4, Tet10)
- Dedicated tetrahedral rules: GLTET1, GLTET4, GLTET5, GLTET15
- Support for Gauss{1}, Gauss{4}, Gauss{5}, Gauss{15}
### 3D Hexahedra (Hex8, Hex20, Hex27)
- Tensor product rules: GLHEX1, GLHEX8, GLHEX27, GLHEX64, GLHEX125
- Support for Gauss{1} through Gauss{5}
- Same rules for linear (Hex8) and quadratic (Hex20, Hex27) variants
### 3D Wedges/Prisms (Wedge6, Wedge15)
- Dedicated wedge rules: GLWED6, GLWED21
- Support for Gauss{6}, Gauss{21}
### 3D Pyramids (Pyr5)
- Dedicated pyramid rules: GLPYR5
- Support for Gauss{5}
## Design Notes
**Quadrature rules from src/quadrature/**
All actual integration point data comes from src/quadrature/*.jl files
(consolidated from FEMQuad.jl). This file just maps high-level scheme + topology
to the appropriate low-level rule name.
**Tensor product elements:**
Segments, quads, and hexes use tensor product quadrature generated programmatically
in glquad.jl. Number follows pattern: N_points = N_per_dim^dimension
- GLSEG3 = 3 points in 1D
- GLQUAD9 = 3² = 9 points in 2D
- GLHEX27 = 3³ = 27 points in 3D
**Simplex elements:**
Triangles, tetrahedra use specialized rules (not tensor products) with optimized
point locations. Number roughly indicates integration order capability.
**Quadratic elements use same rules:**
Quadratic variants (Tri6, Quad8, Hex20, etc.) use same quadrature rules as
linear counterparts. User selects integration order via Gauss{N} parameter,
not topology type. Higher order topologies typically need higher N for exact
integration.
**Zero-allocation maintained:**
All functions return tuples, no heap allocation in integration point queries.
## Usage Examples
```julia
# Linear triangle with 1-point rule
ips = integration_points(Gauss{1}(), Tri3())
# Quadratic triangle with 6-point rule (more accurate)
ips = integration_points(Gauss{6}(), Tri6())
# Linear hex with 8-point rule (2³)
ips = integration_points(Gauss{2}(), Hex8())
# Quadratic hex with 27-point rule (3³)
ips = integration_points(Gauss{3}(), Hex27())
```
## Completeness
✅ All 17 topology types now supported
✅ Linear and quadratic variants covered
✅ 1D, 2D, and 3D elements complete
✅ Zero-allocation design maintained
## References
- src/quadrature/glquad.jl (tensor product generation)
- src/quadrature/gltri.jl (triangle rules)
- src/quadrature/gltet.jl (tetrahedron rules)
- src/quadrature/glwed.jl (wedge rules)
- src/quadrature/glpyr.jl (pyramid rules)
- Dunavant, "High degree efficient symmetrical Gaussian quadrature rules for the triangle"
- Abramowitz & Stegun, "Handbook of Mathematical Functions"
This commit is contained in:
+114
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@@ -67,45 +67,136 @@ julia> get_rule_name(Gauss{2}(), Quad4())
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"""
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function get_rule_name end
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# 1D rules (segments)
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get_rule_name(::Gauss{1}, ::Type{<:AbstractTopology}) = :GLSEG1
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get_rule_name(::Gauss{2}, ::Type{<:AbstractTopology}) = :GLSEG2
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get_rule_name(::Gauss{3}, ::Type{<:AbstractTopology}) = :GLSEG3
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get_rule_name(::Gauss{4}, ::Type{<:AbstractTopology}) = :GLSEG4
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get_rule_name(::Gauss{5}, ::Type{<:AbstractTopology}) = :GLSEG5
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# ============================================================================
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# 1D SEGMENT RULES (Seg2, Seg3)
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# ============================================================================
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# Generated tensor product: GLSEG1, GLSEG2, GLSEG3, GLSEG4, GLSEG5, ...
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get_rule_name(::Gauss{1}, ::Seg2) = :GLSEG1
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get_rule_name(::Gauss{2}, ::Seg2) = :GLSEG2
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get_rule_name(::Gauss{3}, ::Seg2) = :GLSEG3
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get_rule_name(::Gauss{4}, ::Seg2) = :GLSEG4
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get_rule_name(::Gauss{5}, ::Seg2) = :GLSEG5
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# Seg3 (quadratic) uses same quadrature rules
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get_rule_name(::Gauss{1}, ::Seg3) = :GLSEG1
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get_rule_name(::Gauss{2}, ::Seg3) = :GLSEG2
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get_rule_name(::Gauss{3}, ::Seg3) = :GLSEG3
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get_rule_name(::Gauss{4}, ::Seg3) = :GLSEG4
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get_rule_name(::Gauss{5}, ::Seg3) = :GLSEG5
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# ============================================================================
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# 2D TRIANGULAR RULES (Tri3, Tri6, Tri7)
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# ============================================================================
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# Available: GLTRI1, GLTRI3, GLTRI3B, GLTRI4, GLTRI4B, GLTRI6, GLTRI7, GLTRI12
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# 2D triangular rules
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get_rule_name(::Gauss{1}, ::Tri3) = :GLTRI1
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get_rule_name(::Gauss{3}, ::Tri3) = :GLTRI3
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get_rule_name(::Gauss{4}, ::Tri3) = :GLTRI4
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get_rule_name(::Gauss{6}, ::Tri3) = :GLTRI6
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get_rule_name(::Gauss{7}, ::Tri3) = :GLTRI7
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get_rule_name(::Gauss{12}, ::Tri3) = :GLTRI12
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# Tri6 (quadratic) - needs higher order rules
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get_rule_name(::Gauss{1}, ::Tri6) = :GLTRI1
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get_rule_name(::Gauss{3}, ::Tri6) = :GLTRI3
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get_rule_name(::Gauss{4}, ::Tri6) = :GLTRI4
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get_rule_name(::Gauss{6}, ::Tri6) = :GLTRI6
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get_rule_name(::Gauss{7}, ::Tri6) = :GLTRI7
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get_rule_name(::Gauss{12}, ::Tri6) = :GLTRI12
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# Tri7 (quadratic with center) - needs higher order rules
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get_rule_name(::Gauss{1}, ::Tri7) = :GLTRI1
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get_rule_name(::Gauss{3}, ::Tri7) = :GLTRI3
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get_rule_name(::Gauss{4}, ::Tri7) = :GLTRI4
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get_rule_name(::Gauss{6}, ::Tri7) = :GLTRI6
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get_rule_name(::Gauss{7}, ::Tri7) = :GLTRI7
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get_rule_name(::Gauss{12}, ::Tri7) = :GLTRI12
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# ============================================================================
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# 2D QUADRILATERAL RULES (Quad4, Quad8, Quad9)
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# ============================================================================
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# Generated tensor product: GLQUAD1, GLQUAD4, GLQUAD9, GLQUAD16, GLQUAD25, ...
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# 2D quadrilateral rules (tensor product)
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get_rule_name(::Gauss{1}, ::Quad4) = :GLQUAD1
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get_rule_name(::Gauss{2}, ::Quad4) = :GLQUAD4
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get_rule_name(::Gauss{3}, ::Quad4) = :GLQUAD9
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get_rule_name(::Gauss{4}, ::Quad4) = :GLQUAD16
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get_rule_name(::Gauss{5}, ::Quad4) = :GLQUAD25
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# 3D tetrahedral rules
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# get_rule_name(::Gauss{1}, ::Tet4) = :GLTET1
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# get_rule_name(::Gauss{4}, ::Tet4) = :GLTET4
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# get_rule_name(::Gauss{5}, ::Tet4) = :GLTET5
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# get_rule_name(::Gauss{15}, ::Tet4) = :GLTET15
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# Quad8 (Serendipity) - needs higher order
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get_rule_name(::Gauss{1}, ::Quad8) = :GLQUAD1
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get_rule_name(::Gauss{2}, ::Quad8) = :GLQUAD4
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get_rule_name(::Gauss{3}, ::Quad8) = :GLQUAD9
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get_rule_name(::Gauss{4}, ::Quad8) = :GLQUAD16
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get_rule_name(::Gauss{5}, ::Quad8) = :GLQUAD25
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# 3D hexahedral rules (tensor product)
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# get_rule_name(::Gauss{2}, ::Hex8) = :GLHEX8
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# get_rule_name(::Gauss{3}, ::Hex8) = :GLHEX27
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# get_rule_name(::Gauss{4}, ::Hex8) = :GLHEX64
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# get_rule_name(::Gauss{5}, ::Hex8) = :GLHEX125
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# Quad9 (quadratic with center) - needs higher order
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get_rule_name(::Gauss{1}, ::Quad9) = :GLQUAD1
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get_rule_name(::Gauss{2}, ::Quad9) = :GLQUAD4
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get_rule_name(::Gauss{3}, ::Quad9) = :GLQUAD9
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get_rule_name(::Gauss{4}, ::Quad9) = :GLQUAD16
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get_rule_name(::Gauss{5}, ::Quad9) = :GLQUAD25
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# 3D wedge rules (triangular prism)
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# get_rule_name(::Gauss{6}, ::Wedge6) = :GLWED6
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# get_rule_name(::Gauss{21}, ::Wedge6) = :GLWED21
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# ============================================================================
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# 3D TETRAHEDRAL RULES (Tet4, Tet10)
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# ============================================================================
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# Available: GLTET1, GLTET4, GLTET5, GLTET15
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# 3D pyramid rules
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# get_rule_name(::Gauss{5}, ::Pyr5) = :GLPYR5
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get_rule_name(::Gauss{1}, ::Tet4) = :GLTET1
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get_rule_name(::Gauss{4}, ::Tet4) = :GLTET4
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get_rule_name(::Gauss{5}, ::Tet4) = :GLTET5
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get_rule_name(::Gauss{15}, ::Tet4) = :GLTET15
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# Tet10 (quadratic) - needs higher order rules
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get_rule_name(::Gauss{1}, ::Tet10) = :GLTET1
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get_rule_name(::Gauss{4}, ::Tet10) = :GLTET4
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get_rule_name(::Gauss{5}, ::Tet10) = :GLTET5
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get_rule_name(::Gauss{15}, ::Tet10) = :GLTET15
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# ============================================================================
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# 3D HEXAHEDRAL RULES (Hex8, Hex20, Hex27)
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# ============================================================================
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# Generated tensor product: GLHEX1, GLHEX8, GLHEX27, GLHEX64, GLHEX125, ...
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get_rule_name(::Gauss{1}, ::Hex8) = :GLHEX1
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get_rule_name(::Gauss{2}, ::Hex8) = :GLHEX8
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get_rule_name(::Gauss{3}, ::Hex8) = :GLHEX27
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get_rule_name(::Gauss{4}, ::Hex8) = :GLHEX64
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get_rule_name(::Gauss{5}, ::Hex8) = :GLHEX125
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# Hex20 (Serendipity) - needs higher order
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get_rule_name(::Gauss{1}, ::Hex20) = :GLHEX1
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get_rule_name(::Gauss{2}, ::Hex20) = :GLHEX8
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get_rule_name(::Gauss{3}, ::Hex20) = :GLHEX27
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get_rule_name(::Gauss{4}, ::Hex20) = :GLHEX64
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get_rule_name(::Gauss{5}, ::Hex20) = :GLHEX125
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# Hex27 (quadratic with face/volume nodes) - needs higher order
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get_rule_name(::Gauss{1}, ::Hex27) = :GLHEX1
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get_rule_name(::Gauss{2}, ::Hex27) = :GLHEX8
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get_rule_name(::Gauss{3}, ::Hex27) = :GLHEX27
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get_rule_name(::Gauss{4}, ::Hex27) = :GLHEX64
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get_rule_name(::Gauss{5}, ::Hex27) = :GLHEX125
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# ============================================================================
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# 3D WEDGE/PRISM RULES (Wedge6, Wedge15)
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# ============================================================================
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# Available: GLWED6, GLWED6B, GLWED21
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get_rule_name(::Gauss{6}, ::Wedge6) = :GLWED6
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get_rule_name(::Gauss{21}, ::Wedge6) = :GLWED21
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# Wedge15 (quadratic) - needs higher order rules
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get_rule_name(::Gauss{6}, ::Wedge15) = :GLWED6
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get_rule_name(::Gauss{21}, ::Wedge15) = :GLWED21
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# ============================================================================
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# 3D PYRAMID RULES (Pyr5)
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# ============================================================================
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# Available: GLPYR5, GLPYR5B
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get_rule_name(::Gauss{5}, ::Pyr5) = :GLPYR5
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"""
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integration_points(scheme::Gauss{N}, topology::AbstractTopology)
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