Simplify normalization routine
We don't need to explicitly allocate scratch space.
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fa1e54f171
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1 changed files with 5 additions and 8 deletions
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@ -381,23 +381,20 @@ impl Assembly {
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match elt.column_index {
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Some(column_index) => {
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// apply the deformation linearly
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let rep_next = &*rep + motion_proj.column(column_index);
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*rep += motion_proj.column(column_index);
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// project back onto the mass shell by contracting
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// toward the last coordinate axis
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let q_sp = rep_next.fixed_rows::<3>(0).norm_squared();
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let half_q_lt = -2.0 * rep_next[3] * rep_next[4];
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let q_sp = rep.fixed_rows::<3>(0).norm_squared();
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let half_q_lt = -2.0 * rep[3] * rep[4];
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let half_q_lt_sq = half_q_lt * half_q_lt;
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let scaling = half_q_lt + (q_sp + half_q_lt_sq).sqrt();
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rep.fixed_rows_mut::<4>(0).copy_from(
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&(rep_next.fixed_rows::<4>(0) / scaling)
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);
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rep[4] = rep_next[4];
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rep.fixed_rows_mut::<4>(0).scale_mut(1.0 / scaling);
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/* DEBUG */
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// report self-product before and after projection
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console::log_1(&JsValue::from(
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format!("Self-product of element representation\n After step: {}\n Scaling: {}\n After scaling: {}", rep_next.dot(&(&*Q * &rep_next)), scaling, rep.dot(&(&*Q * &*rep)))
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format!("After scaling by {}, self-product of element representation is {}", scaling, rep.dot(&(&*Q * &*rep)))
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));
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},
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None => {
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