On Thu, 8 Dec 2016, Xinzeng Feng wrote:

> I have a problem which needs information on both initial and deformed
> meshes. To be short, can someone tell me how to map a mesh or an element
> according to the calculated displacement in libMesh? Thanks!

Looping over nodes and adding the specified displacement to each
should work.  We have a MeshModification::redistribute() method, but
that takes final locations rather than displacements as an argument.

You'll want to do that on a mesh with no hanging nodes, though;
else you may be moving the hanging node inconsistently with
neighboring coarse element nodes, which can create tears, which can
create tears.

tears/tears here is a heteronym, not a typo.
---
Roy

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