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Orientation rotation flip #10326
Orientation rotation flip #10326
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This looks reasonable.
We have quite a number of tests for face orientation/rotation/flip. Let's run the full testsuite and see what happens.
/rebuild |
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Nice simplification. One thing I don't have clear for myself is why there is this asymmetry in the access to the orientation of a face versus the flip and rotation; the former gets queried through the TriaObjects{Quad,Hex}3D
whereas the latter two are only in the accessor.
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Out of curiosity: you're doing this because you want to generalize it for triangles/tets?
It doesn't matter much in the grand scheme of things, but a vector<bool>
really just stores one bit per element. So having three such vectors requires less memory than storing one vector<char>
.
On the plus side, the |
Exactly. This is a preparation for that.
I was not aware that Normally bool and char are equivalent in terms of size (just that bool only wastes 7 bits). |
Yes, But it's not true that |
Merge orientation/flip/rotation to a single char with the meaning of the bits:
In the case of other mesh entity types these number might have a different meaning.
Note: This is solely an internal change. The
TriaAccssors
still return the same information.