mapping; // temporary map for level==0
- typename Triangulation<dim,spacedim>::cell_iterator
- cell = volume_mesh.begin(0),
- endc = volume_mesh.end(0);
- typename Triangulation<dim,spacedim>::face_iterator face;
-
std::vector< bool > touched (volume_mesh.n_vertices(), false);
std::vector< CellData< boundary_dim > > cells;
std::vector< Point<spacedim> > vertices;
unsigned int v_index;
CellData< boundary_dim > c_data;
- for (; cell!=endc; ++cell)
+ for (typename Triangulation<dim,spacedim>::cell_iterator
+ cell = volume_mesh.begin(0);
+ cell != volume_mesh.end(0);
+ ++cell)
for (unsigned int i=0; i < GeometryInfo<dim>::faces_per_cell; ++i)
{
- face = cell->face(i);
+ const typename Triangulation<dim,spacedim>::face_iterator
+ face = cell->face(i);
if ( face->at_boundary()
&&
}
c_data.vertices[j] = map_vert_index[v_index];
- c_data.material_id = 0;
+ c_data.material_id = face->boundary_indicator();
}
cells.push_back(c_data);