added: add graph partitioning handling in ASMu3Dmx boundary integrals

This commit is contained in:
Arne Morten Kvarving 2021-01-20 13:09:50 +01:00
parent 00b36d2c49
commit 49fc54789f

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@ -617,13 +617,17 @@ bool ASMu3Dmx::integrate (Integrand& integrand, int lIndex,
// iterate over all edge elements
bool ok = true;
for(LR::Element *el : edgeElms) {
int iEl = el->getId();
if (!myElms.empty() && !glInt.threadSafe() &&
std::find(myElms.begin(), myElms.end(), iEl) == myElms.end())
continue;
std::vector<size_t> els;
std::vector<size_t> elem_sizes;
for (size_t i=0; i < m_basis.size(); ++i) {
els.push_back(m_basis[i]->getElementContaining(el->midpoint())+1);
elem_sizes.push_back((*(m_basis[i]->elementBegin()+els.back()-1))->nBasisFunctions());
}
int iEl = el->getId();
MxFiniteElement fe(elem_sizes);
fe.iel = MLGE[iEl];