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Use PointIndex instead of int
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8c9d75f5f4
commit
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@ -425,7 +425,7 @@ void MeshOptimize3d :: BuildEdgeList( const Mesh & mesh, const TABLE<ElementInde
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ParallelFor(IntRange(ntasks), [&] (int ti)
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ParallelFor(IntRange(ntasks), [&] (int ti)
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{
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{
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auto myrange = mesh.Points().Range().Split(ti, ntasks);
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auto myrange = mesh.Points().Range().Split(ti, ntasks);
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ArrayMem<std::tuple<int,int>, 100> local_edges;
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ArrayMem<std::tuple<PointIndex,PointIndex>, 100> local_edges;
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for (auto pi : myrange)
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for (auto pi : myrange)
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{
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{
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local_edges.SetSize(0);
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local_edges.SetSize(0);
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@ -446,7 +446,7 @@ void MeshOptimize3d :: BuildEdgeList( const Mesh & mesh, const TABLE<ElementInde
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}
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}
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QuickSort(local_edges);
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QuickSort(local_edges);
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auto edge_prev = std::make_tuple(-1,-1);
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auto edge_prev = std::make_tuple<PointIndex, PointIndex>(-1,-1);
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for(auto edge : local_edges)
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for(auto edge : local_edges)
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if(edge != edge_prev)
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if(edge != edge_prev)
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