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Handle triangles correctly in BuildEdgeList()
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@ -26,6 +26,20 @@ void BuildEdgeList( const Mesh & mesh, const Table<TINDEX, PointIndex> & element
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const auto & elem = mesh[ei];
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if (elem.IsDeleted()) continue;
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static_assert(is_same_v<TINDEX, ElementIndex>||is_same_v<TINDEX,SurfaceElementIndex>, "Invalid type for TINDEX");
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if constexpr(is_same_v<TINDEX, SurfaceElementIndex>)
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{
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for (int j = 0; j < 3; j++)
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{
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PointIndex pi0 = elem[j];
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PointIndex pi1 = elem[(j+1)%3];
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if (pi1 < pi0) Swap(pi0, pi1);
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if(pi0==pi)
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local_edges.Append(std::make_tuple(pi0, pi1));
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}
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}
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else if constexpr(is_same_v<TINDEX, ElementIndex>)
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{
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for (int j = 0; j < 6; j++)
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{
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PointIndex pi0 = elem[tetedges[j][0]];
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@ -35,6 +49,7 @@ void BuildEdgeList( const Mesh & mesh, const Table<TINDEX, PointIndex> & element
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local_edges.Append(std::make_tuple(pi0, pi1));
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}
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}
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}
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QuickSort(local_edges);
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auto edge_prev = std::make_tuple<PointIndex, PointIndex>(-1,-1);
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