func innerMu_h(env *tempAll.Environment, k vec.Vector) float64 { sxy := math.Sin(k[0]) - math.Sin(k[1]) E := env.BogoEnergy(k) xi := env.Xi_h(k) delta := env.Delta_h(k) return sxy * sxy * math.Tanh(env.Beta*E/2.0) * (2.0*xi*xi + delta*delta) / (E * E * E) }
// Evaluate the anomalous retarded pair Green's function, // Pi^A(k, omega)_{xx, xy, yy}. k must be a two-dimensional vector. func PiAnom(env *tempAll.Environment, k vec.Vector, omega float64) vec.Vector { piInner := func(q vec.Vector, out *vec.Vector) { // Do vector operations on out to avoid allocation: // first case, out = k/2 + q (*out)[0] = k[0]/2.0 + q[0] (*out)[1] = k[1]/2.0 + q[1] Delta1 := env.Delta_h(*out) E1 := env.BogoEnergy(*out) // second case, out = k/2 - q (*out)[0] = k[0]/2.0 - q[0] (*out)[1] = k[1]/2.0 - q[1] Delta2 := env.Delta_h(*out) E2 := env.BogoEnergy(*out) // Get part of result that's the same for all (xx, xy, yy): t1 := math.Tanh(env.Beta * E1 / 2.0) t2 := math.Tanh(env.Beta * E2 / 2.0) common := -Delta1 * Delta2 / (4.0 * E1 * E2) * ((t1+t2)*(1.0/(omega+E1+E2)-1.0/(omega-E1-E2)) + (t1-t2)*(1.0/(omega-E1+E2)-1.0/(omega+E1-E2))) // Set out = result: sx := math.Sin(q[0]) sy := math.Sin(q[1]) (*out)[0] = sx * sx * common (*out)[1] = sx * sy * common (*out)[2] = sy * sy * common } return bzone.VectorAvg(env.PointsPerSide, 2, 3, piInner) }
// Evaluate the retarded pair Green's function Pi_R(k, omega)_{xx, xy, yy}. // k must be a two-dimensional vector. func Pi(env *tempAll.Environment, k vec.Vector, omega float64) vec.Vector { var piInner func(k vec.Vector, out *vec.Vector) // TODO: should this comparison be math.Abs(env.F0)? Not using that to // avoid going to finite F0 procedure when F0 < 0 (since F0 is // positive by choice of gauge). Also - would it be better to just // test if F0 == 0.0? Would prefer to avoid equality comparison // on float. if math.Abs(env.F0) < 1e-9 { piInner = func(q vec.Vector, out *vec.Vector) { // do vector operations on out to avoid allocation: // out = k/2 + q (*out)[0] = k[0]/2.0 + q[0] (*out)[1] = k[1]/2.0 + q[1] xp := env.Xi_h(*out) // out = k/2 - q (*out)[0] = k[0]/2.0 - q[0] (*out)[1] = k[1]/2.0 - q[1] xm := env.Xi_h(*out) tp := math.Tanh(env.Beta * xp / 2.0) tm := math.Tanh(env.Beta * xm / 2.0) common := -(tp + tm) / (omega - xp - xm) sx := math.Sin(q[0]) sy := math.Sin(q[1]) // out = result (*out)[0] = sx * sx * common (*out)[1] = sx * sy * common (*out)[2] = sy * sy * common } } else { piInner = func(q vec.Vector, out *vec.Vector) { // out = k/2 + q (*out)[0] = k[0]/2.0 + q[0] (*out)[1] = k[1]/2.0 + q[1] xi1 := env.Xi_h(*out) E1 := env.BogoEnergy(*out) // out = k/2 - q (*out)[0] = k[0]/2.0 - q[0] (*out)[1] = k[1]/2.0 - q[1] xi2 := env.Xi_h(*out) E2 := env.BogoEnergy(*out) A1 := 0.5 * (1.0 + xi1/E1) A2 := 0.5 * (1.0 + xi2/E2) B1 := 0.5 * (1.0 - xi1/E1) B2 := 0.5 * (1.0 - xi2/E2) t1 := math.Tanh(env.Beta * E1 / 2.0) t2 := math.Tanh(env.Beta * E2 / 2.0) common := -(t1+t2)*(A1*A2/(omega-E1-E2)-B1*B2/(omega+E1+E2)) - (t1-t2)*(A1*B2/(omega-E1+E2)-B1*A2/(omega+E1-E2)) sx := math.Sin(q[0]) sy := math.Sin(q[1]) // out = result (*out)[0] = sx * sx * common (*out)[1] = sx * sy * common (*out)[2] = sy * sy * common } } return bzone.VectorAvg(env.PointsPerSide, 2, 3, piInner) }
func innerMu_h(env *tempAll.Environment, k vec.Vector) float64 { return (1.0 - env.Xi_h(k)/env.BogoEnergy(k)) / 2.0 }
func innerD1(env *tempAll.Environment, k vec.Vector) float64 { sxy := math.Sin(k[0]) * math.Sin(k[1]) E := env.BogoEnergy(k) return sxy * (1.0 - env.Xi_h(k)*math.Tanh(env.Beta*E/2.0)/E) }
func innerF0(env *tempAll.Environment, k vec.Vector) float64 { sxy := math.Sin(k[0]) + float64(env.Alpha)*math.Sin(k[1]) return sxy * sxy / env.BogoEnergy(k) }
func innerX1(env *tempAll.Environment, k vec.Vector) float64 { E := env.BogoEnergy(k) return 1.0 - env.Xi_h(k)*math.Tanh(env.Beta*E/2.0)/E }
func innerD1(env *tempAll.Environment, k vec.Vector) float64 { sxy := math.Sin(k[0]) * math.Sin(k[1]) return -sxy * (1.0 - env.Xi_h(k)/env.BogoEnergy(k)) / 2.0 }