FEM: Mesh ViewProvider, sort intends
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@ -1101,58 +1101,57 @@ void ViewProviderFEMMeshBuilder::createMesh(const App::Property* prop,
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case 3:
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// tria3 face
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switch (facesHelper[l].FaceNo){
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case 0: { // tria3 face, 3-node triangle
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// prefeche all node indexes of this face
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int nIdx0 = mapNodeIndex[facesHelper[l].Element->GetNode(0)];
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int nIdx1 = mapNodeIndex[facesHelper[l].Element->GetNode(1)];
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int nIdx2 = mapNodeIndex[facesHelper[l].Element->GetNode(2)];
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// create triangle number 1 ----------------------------------------------
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// fill in the node indexes in CLOCKWISE order
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indices[index++] = nIdx2;
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indices[index++] = nIdx0;
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indices[index++] = nIdx1;
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indices[index++] = SO_END_FACE_INDEX;
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case 0: { // tria3 face, 3-node triangle
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// prefeche all node indexes of this face
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int nIdx0 = mapNodeIndex[facesHelper[l].Element->GetNode(0)];
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int nIdx1 = mapNodeIndex[facesHelper[l].Element->GetNode(1)];
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int nIdx2 = mapNodeIndex[facesHelper[l].Element->GetNode(2)];
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// create triangle number 1 ----------------------------------------------
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// fill in the node indexes in CLOCKWISE order
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indices[index++] = nIdx2;
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indices[index++] = nIdx0;
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indices[index++] = nIdx1;
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indices[index++] = SO_END_FACE_INDEX;
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// add the three edge segments for that triangle
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insEdgeVec(EdgeMap, nIdx0, nIdx1);
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insEdgeVec(EdgeMap, nIdx1, nIdx2);
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insEdgeVec(EdgeMap, nIdx2, nIdx0);
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// rember the element and face number for that triangle
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vFaceElementIdx[indexIdx++] = ElemFold(facesHelper[l].ElementNumber, 0);
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break; }
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default: assert(0);
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insEdgeVec(EdgeMap, nIdx0, nIdx1);
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insEdgeVec(EdgeMap, nIdx1, nIdx2);
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insEdgeVec(EdgeMap, nIdx2, nIdx0);
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// rember the element and face number for that triangle
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vFaceElementIdx[indexIdx++] = ElemFold(facesHelper[l].ElementNumber, 0);
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break; }
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default: assert(0);
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}
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break;
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// 4 nodes
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case 4:
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switch (facesHelper[l].FaceNo){
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case 0: { // quad4 face
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int nIdx0 = mapNodeIndex[facesHelper[l].Element->GetNode(0)];
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int nIdx1 = mapNodeIndex[facesHelper[l].Element->GetNode(1)];
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int nIdx2 = mapNodeIndex[facesHelper[l].Element->GetNode(2)];
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int nIdx3 = mapNodeIndex[facesHelper[l].Element->GetNode(3)];
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indices[index++] = nIdx2;
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indices[index++] = nIdx0;
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indices[index++] = nIdx1;
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indices[index++] = SO_END_FACE_INDEX;
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insEdgeVec(EdgeMap, nIdx0, nIdx1);
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insEdgeVec(EdgeMap, nIdx1, nIdx2);
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vFaceElementIdx[indexIdx++] = ElemFold(facesHelper[l].ElementNumber, 0);
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indices[index++] = nIdx3;
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indices[index++] = nIdx0;
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indices[index++] = nIdx2;
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indices[index++] = SO_END_FACE_INDEX;
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insEdgeVec(EdgeMap, nIdx2, nIdx3);
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insEdgeVec(EdgeMap, nIdx3, nIdx0);
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vFaceElementIdx[indexIdx++] = ElemFold(facesHelper[l].ElementNumber, 0);
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break; }
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case 1: { // tetra4 volume: face 1
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case 0: { // quad4 face
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int nIdx0 = mapNodeIndex[facesHelper[l].Element->GetNode(0)];
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int nIdx1 = mapNodeIndex[facesHelper[l].Element->GetNode(1)];
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int nIdx2 = mapNodeIndex[facesHelper[l].Element->GetNode(2)];
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indices[index++] = nIdx2;
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indices[index++] = nIdx0;
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indices[index++] = nIdx1;
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int nIdx3 = mapNodeIndex[facesHelper[l].Element->GetNode(3)];
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indices[index++] = nIdx2;
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indices[index++] = nIdx0;
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indices[index++] = nIdx1;
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indices[index++] = SO_END_FACE_INDEX;
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insEdgeVec(EdgeMap, nIdx0, nIdx1);
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insEdgeVec(EdgeMap, nIdx1, nIdx2);
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vFaceElementIdx[indexIdx++] = ElemFold(facesHelper[l].ElementNumber, 0);
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indices[index++] = nIdx3;
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indices[index++] = nIdx0;
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indices[index++] = nIdx2;
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indices[index++] = SO_END_FACE_INDEX;
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insEdgeVec(EdgeMap, nIdx2, nIdx3);
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insEdgeVec(EdgeMap, nIdx3, nIdx0);
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vFaceElementIdx[indexIdx++] = ElemFold(facesHelper[l].ElementNumber, 0);
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break; }
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case 1: { // tetra4 volume: face 1
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int nIdx0 = mapNodeIndex[facesHelper[l].Element->GetNode(0)];
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int nIdx1 = mapNodeIndex[facesHelper[l].Element->GetNode(1)];
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int nIdx2 = mapNodeIndex[facesHelper[l].Element->GetNode(2)];
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indices[index++] = nIdx2;
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indices[index++] = nIdx0;
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indices[index++] = nIdx1;
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indices[index++] = SO_END_FACE_INDEX;
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insEdgeVec(EdgeMap,nIdx0,nIdx1);
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insEdgeVec(EdgeMap,nIdx0,nIdx2);
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@ -1204,48 +1203,48 @@ void ViewProviderFEMMeshBuilder::createMesh(const App::Property* prop,
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// 6 nodes
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case 6:
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switch (facesHelper[l].FaceNo){
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case 0: { // tria6 face
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// prefeche all node indexes of this face
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int nIdx0 = mapNodeIndex[facesHelper[l].Element->GetNode(0)];
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int nIdx1 = mapNodeIndex[facesHelper[l].Element->GetNode(1)];
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int nIdx2 = mapNodeIndex[facesHelper[l].Element->GetNode(2)];
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int nIdx3 = mapNodeIndex[facesHelper[l].Element->GetNode(3)];
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int nIdx4 = mapNodeIndex[facesHelper[l].Element->GetNode(4)];
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int nIdx5 = mapNodeIndex[facesHelper[l].Element->GetNode(5)];
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// create triangle number 1 ----------------------------------------------
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// fill in the node indexes in CLOCKWISE order
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indices[index++] = nIdx0;
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indices[index++] = nIdx3;
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indices[index++] = nIdx5;
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indices[index++] = SO_END_FACE_INDEX;
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// add the two edge segments for that triangle
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insEdgeVec(EdgeMap, nIdx0, nIdx3);
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insEdgeVec(EdgeMap, nIdx0, nIdx5);
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// rember the element and face number for that triangle
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vFaceElementIdx[indexIdx++] = ElemFold(facesHelper[l].ElementNumber, 0);
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// create triangle number 2 ----------------------------------------------
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indices[index++] = nIdx3;
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indices[index++] = nIdx1;
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indices[index++] = nIdx4;
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indices[index++] = SO_END_FACE_INDEX;
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insEdgeVec(EdgeMap, nIdx3, nIdx1);
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insEdgeVec(EdgeMap, nIdx1, nIdx4);
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vFaceElementIdx[indexIdx++] = ElemFold(facesHelper[l].ElementNumber, 0);
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// create triangle number 3 ----------------------------------------------
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indices[index++] = nIdx4;
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indices[index++] = nIdx2;
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indices[index++] = nIdx5;
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indices[index++] = SO_END_FACE_INDEX;
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insEdgeVec(EdgeMap, nIdx4, nIdx2);
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insEdgeVec(EdgeMap, nIdx2, nIdx5);
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vFaceElementIdx[indexIdx++] = ElemFold(facesHelper[l].ElementNumber, 0);
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// create triangle number 4 ----------------------------------------------
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indices[index++] = nIdx5;
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indices[index++] = nIdx3;
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indices[index++] = nIdx4;
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indices[index++] = SO_END_FACE_INDEX;
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// this triangle has no edge (inner triangle).
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break; }
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case 0: { // tria6 face
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// prefeche all node indexes of this face
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int nIdx0 = mapNodeIndex[facesHelper[l].Element->GetNode(0)];
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int nIdx1 = mapNodeIndex[facesHelper[l].Element->GetNode(1)];
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int nIdx2 = mapNodeIndex[facesHelper[l].Element->GetNode(2)];
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int nIdx3 = mapNodeIndex[facesHelper[l].Element->GetNode(3)];
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int nIdx4 = mapNodeIndex[facesHelper[l].Element->GetNode(4)];
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int nIdx5 = mapNodeIndex[facesHelper[l].Element->GetNode(5)];
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// create triangle number 1 ----------------------------------------------
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// fill in the node indexes in CLOCKWISE order
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indices[index++] = nIdx0;
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indices[index++] = nIdx3;
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indices[index++] = nIdx5;
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indices[index++] = SO_END_FACE_INDEX;
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// add the two edge segments for that triangle
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insEdgeVec(EdgeMap, nIdx0, nIdx3);
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insEdgeVec(EdgeMap, nIdx0, nIdx5);
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// rember the element and face number for that triangle
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vFaceElementIdx[indexIdx++] = ElemFold(facesHelper[l].ElementNumber, 0);
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// create triangle number 2 ----------------------------------------------
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indices[index++] = nIdx3;
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indices[index++] = nIdx1;
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indices[index++] = nIdx4;
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indices[index++] = SO_END_FACE_INDEX;
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insEdgeVec(EdgeMap, nIdx3, nIdx1);
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insEdgeVec(EdgeMap, nIdx1, nIdx4);
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vFaceElementIdx[indexIdx++] = ElemFold(facesHelper[l].ElementNumber, 0);
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// create triangle number 3 ----------------------------------------------
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indices[index++] = nIdx4;
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indices[index++] = nIdx2;
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indices[index++] = nIdx5;
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indices[index++] = SO_END_FACE_INDEX;
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insEdgeVec(EdgeMap, nIdx4, nIdx2);
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insEdgeVec(EdgeMap, nIdx2, nIdx5);
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vFaceElementIdx[indexIdx++] = ElemFold(facesHelper[l].ElementNumber, 0);
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// create triangle number 4 ----------------------------------------------
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indices[index++] = nIdx5;
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indices[index++] = nIdx3;
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indices[index++] = nIdx4;
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indices[index++] = SO_END_FACE_INDEX;
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// this triangle has no edge (inner triangle).
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break; }
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}
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break;
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// 8 nodes
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