Thank you, Cody.
This makes sense.

-Xujun

On Mon, Nov 2, 2015 at 9:15 AM, Cody Permann <codyperm...@gmail.com> wrote:

> Xujun,
>
> The full data structure is populated all at once so finding them one by
> one really isn't an issue. If you are working with an unstructured mesh
> there's not really a better way.
>
> Cody
>
> On Fri, Oct 30, 2015 at 10:39 AM Xujun Zhao <xzha...@gmail.com> wrote:
>
>> Maybe it is more clear to illustrate it in another way:
>> My original aim is to build springs between all the nodes and their
>> connected neighbors. Each spring has its own equilibrium length at which
>> the spring force is zero. Is it possible to directly build these spring
>> connections instead of find the nodal neighbors one by one?
>>
>> Thanks,
>> Xujun
>>
>>
>> On Fri, Oct 30, 2015 at 11:25 AM, Xujun Zhao <xzha...@gmail.com> wrote:
>>
>> > Hi John,
>> >
>> > I also found these two functions. I am working on it ;-)
>> > Thank you very much.
>> >
>> > Cheers,
>> > Xujun
>> >
>> > On Fri, Oct 30, 2015 at 11:22 AM, John Peterson <jwpeter...@gmail.com>
>> > wrote:
>> >
>> >>
>> >>
>> >> On Fri, Oct 30, 2015 at 9:50 AM, Xujun Zhao <xzha...@gmail.com> wrote:
>> >>
>> >>> Hi all,
>> >>>
>> >>> I want to find the neighboring nodes that are connected with an
>> specific
>> >>> node i. Does libMesh have functions to do this? Thank you very much.
>> >>
>> >>
>> >> Yes.
>> >>
>> >> // find_nodal_neighbors() needs a data structure which is prepared by
>> >> another function
>> >> std::vector<std::vector<const Elem*> > nodes_to_elem_map;
>> >> MeshTools::build_nodes_to_elem_map(mesh, nodes_to_elem_map);
>> >>
>> >> // Then you can call (*node is a reference to the node whose neighbors
>> >> you want):
>> >> std::vector<const Node*> neighbors;
>> >> MeshTools::find_nodal_neighbors(mesh, *node, nodes_to_elem_map,
>> >> neighbors);
>> >>
>> >> --
>> >> John
>> >>
>> >
>> >
>>
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