#include <dune/grid-glue/common/projectionhelper.hh>
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static bool | projection (const WorldCoords &corner, const WorldCoords &direction, const std::vector< WorldCoords > &targetCorners, LocalCoords &image, const T overlap=1e-1) |
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static bool | inverseProjection (const std::vector< WorldCoords > &corners, const std::vector< WorldCoords > &directions, const WorldCoords &target, LocalCoords &preImage, const T overlap=1e-1) |
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static bool | inexactInverseProjection (const std::vector< WorldCoords > &corners, const std::vector< WorldCoords > &directions, const WorldCoords &target, LocalCoords &preImage, const T overlap=1e-1) |
| Compute the inverse projection using Newton's method. This is more stable but as the problem to solve is cubic we only compute one solution which might not be the one we are looking for, i.e. the one in the surface element. More...
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template<class T >
static bool Projection::ProjectionHelper< 2, 3, T >::inexactInverseProjection |
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const std::vector< WorldCoords > & |
corners, |
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const std::vector< WorldCoords > & |
directions, |
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const WorldCoords & |
target, |
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LocalCoords & |
preImage, |
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const T |
overlap = 1e-1 |
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) |
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inlinestatic |
Compute the inverse projection using Newton's method. This is more stable but as the problem to solve is cubic we only compute one solution which might not be the one we are looking for, i.e. the one in the surface element.
template<class T >
static bool Projection::ProjectionHelper< 2, 3, T >::inverseProjection |
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const std::vector< WorldCoords > & |
corners, |
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const std::vector< WorldCoords > & |
directions, |
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const WorldCoords & |
target, |
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LocalCoords & |
preImage, |
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const T |
overlap = 1e-1 |
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) |
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inlinestatic |
template<class T >
static bool Projection::ProjectionHelper< 2, 3, T >::projection |
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const WorldCoords & |
corner, |
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const WorldCoords & |
direction, |
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const std::vector< WorldCoords > & |
targetCorners, |
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LocalCoords & |
image, |
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const T |
overlap = 1e-1 |
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) |
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inlinestatic |
The documentation for this class was generated from the following file: