line_index(const TriaAccessor<2, dim, spacedim> &accessor,
const unsigned int i)
{
- return accessor.objects().get_bounding_object_indices(
- accessor.present_index)[i];
+ constexpr unsigned int max_faces_per_cell = 4;
+ return accessor.objects()
+ .cells[accessor.present_index * max_faces_per_cell + i];
}
inline static unsigned int
quad_index(const TriaAccessor<3, 3, 3> &accessor, const unsigned int i)
{
+ constexpr unsigned int max_faces_per_cell = 6;
return accessor.tria->levels[accessor.present_level]
- ->cells.get_bounding_object_indices(accessor.present_index)[i];
+ ->cells.cells[accessor.present_index * max_faces_per_cell + i];
}
vertex_index(const TriaAccessor<1, dim, spacedim> &accessor,
const unsigned int corner)
{
- return accessor.objects().get_bounding_object_indices(
- accessor.present_index)[corner];
+ constexpr unsigned int max_faces_per_cell = 2;
+ return accessor.objects()
+ .cells[accessor.present_index * max_faces_per_cell + corner];
}