void createPointNeighbors ( MeshType const& mesh, neighborList_Type& neighborList ) { neighborList.resize ( mesh.numGlobalPoints() ); // generate point neighbors by watching edges // note: this can be based also on faces or volumes for ( UInt ie = 0; ie < mesh.numEdges(); ie++ ) { ID id0 = mesh.edge ( ie ).point ( 0 ).id(); ID id1 = mesh.edge ( ie ).point ( 1 ).id(); ASSERT ( mesh.point ( id0 ).id() == id0 && mesh.point ( id1 ).id() == id1, "the mesh has been reordered, the point must be found" ); neighborList[ id0 ].insert ( id1 ); neighborList[ id1 ].insert ( id0 ); } }
void createPointNeighbors ( MeshType& mesh ) { // TODO: ASSERT_COMPILE_TIME that MeshType::pointMarker == NeighborMarker // this guarantees that the pointNeighbors structure is available. // generate point neighbors by watching edges // note: this can be based also on faces or volumes for ( UInt ie = 0; ie < mesh.numEdges(); ie++ ) { ID id0 = mesh.edge ( ie ).point ( 0 ).id(); ID id1 = mesh.edge ( ie ).point ( 1 ).id(); ASSERT ( mesh.point ( id0 ).id() == id0 , "the mesh has been reordered, the point must be found" ); ASSERT ( mesh.point ( id1 ).id() == id1 , "the mesh has been reordered, the point must be found" ); mesh.point ( id0 ).pointNeighbors().insert ( id1 ); mesh.point ( id1 ).pointNeighbors().insert ( id0 ); } }