template <int dim>
void
-TriaObjectAccessor<1, dim>::
-set (const internal::Triangulation::Line &line) const
+TriaObjectAccessor<1, dim>::set (const internal::Triangulation::Line &line) const
{
this->tria->faces->lines.cells[this->present_index] = line;
}
template <>
void
-TriaObjectAccessor<1, 1>::
-set (const internal::Triangulation::Line &line) const
+TriaObjectAccessor<1, 1>::set (const internal::Triangulation::Line &line) const
{
this->tria->levels[this->present_level]
->lines.cells[this->present_index] = line;
}
-#endif
-
-#if deal_II_dimension == 1
-
template <>
int TriaObjectAccessor<1, 1>::vertex_index (const unsigned int i) const
{
return this->tria->levels[this->present_level]->lines.cells[this->present_index].vertex (i);
}
-#endif
-
-
-#if deal_II_dimension != 1
+#else
template <int dim>
int TriaObjectAccessor<1, dim>::vertex_index (const unsigned int i) const
template <int dim>
void
-TriaObjectAccessor<2, dim>::
-set (const internal::Triangulation::Quad &quad) const
+TriaObjectAccessor<2, dim>::set (const internal::Triangulation::Quad &quad) const
{
this->tria->faces->quads.cells[this->present_index] = quad;
}
template <>
void
-TriaObjectAccessor<2, 2>::
-set (const internal::Triangulation::Quad &quad) const
+TriaObjectAccessor<2, 2>::set (const internal::Triangulation::Quad &quad) const
{
this->tria->levels[this->present_level]
->quads.cells[this->present_index] = quad;
template <>
void
-TriaObjectAccessor<3, 3>::
-set (const internal::Triangulation::Hexahedron &hex) const
+TriaObjectAccessor<3, 3>::set (const internal::Triangulation::Hexahedron &hex) const
{
this->tria->levels[this->present_level]
->hexes.cells[this->present_index] = hex;