Thanks, Roy! I will avoid hanging nodes definitely.
Just to make sure, what you're suggesting is the following, right?
for it_node
n = n_nodes-distance(it_node, it_node_end);
displacement(0) = (*system.solution)(3n);
displacement(1) = (*system.solution)(3n+1);
displacement(2) = (*system.solution)(3n+2);
**it_node += displacement;
end
Xinzeng
On Thu, Dec 8, 2016 at 2:42 PM, Roy Stogner <[email protected]>
wrote:
>
> 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
>
--
Xinzeng Feng, Ph.D.
Institute for Computational Engineering and Sciences, Postdoctoral Fellow
University of Texas, Austin
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