// stored in the
// boundary class
triangulation.vertices[next_unused_vertex] =
- triangulation.get_boundary(static_cast<types::boundary_id>(cell->material_id()))
- .get_new_point_on_quad (cell);
+ cell->get_boundary().get_new_point_on_quad(cell);
}
}
(cell->vertex(0) + cell->vertex(1)) / 2;
else
triangulation.vertices[next_unused_vertex] =
- triangulation.get_boundary(static_cast<types::boundary_id>(cell->material_id()))
- .get_new_point_on_line(cell);
+ cell->get_boundary().get_new_point_on_line(cell);
triangulation.vertices_used[next_unused_vertex] = true;
// search for next two
// the two vertices:
if (line->at_boundary())
triangulation.vertices[next_unused_vertex]
- = triangulation.get_boundary(line->boundary_indicator())
- .get_new_point_on_line (line);
+ = line->get_boundary().get_new_point_on_line (line);
else
triangulation.vertices[next_unused_vertex]
= (line->vertex(0) + line->vertex(1)) / 2;
ExcTooFewVerticesAllocated());
triangulation.vertices_used[next_unused_vertex] = true;
- if (line->at_boundary())
- triangulation.vertices[next_unused_vertex]
- = triangulation.get_boundary(line->boundary_indicator()).get_new_point_on_line (line);
- else
- triangulation.vertices[next_unused_vertex]
- = (line->vertex(0) + line->vertex(1)) / 2;
+ triangulation.vertices[next_unused_vertex]
+ = line->get_boundary().get_new_point_on_line (line);
// now that we created
// the right point, make
// appropriately
if (quad->at_boundary())
triangulation.vertices[next_unused_vertex]
- = triangulation.get_boundary(quad->boundary_indicator()).get_new_point_on_quad (quad);
+ = quad->get_boundary().get_new_point_on_quad (quad);
else
// it might be that the
// quad itself is not
// boundary would be
// this one.
const Point<spacedim> new_bound
- = triangulation.get_boundary(face->boundary_indicator())
- .get_new_point_on_face (face);
+ = face->get_boundary().get_new_point_on_face (face);
// to check it,
// transform to the
// unit cell with