* Similarly we define, that the four children of a quad are adjacent to the
* vertex with the same number of the old quad.
*
+ * Note that information about several of these conventions can be
+ * extracted at run- or compile-time from the member functions and
+ * variables of the @ref{GeometryInfo} classes.
+ *
+ *
* @sect4{Coordinate systems}
*
* When explicit coordinates are required for points in a cell (e.g for
*
* @sect3{Implementation conventions for three spatial dimensions}
*
- * By convention, we will use the following numbering for vertices, lines and
- * faces of hexahedra in three space dimensions. Before giving these
- * conventions we declare the following sketch to be the standard way of
- * drawing 3d pictures of hexahedra:
+ * By convention, we will use the following numbering conventions
+ * for vertices, lines and faces of hexahedra in three space
+ * dimensions. Before giving these conventions we declare the
+ * following sketch to be the standard way of drawing 3d pictures of
+ * hexahedra:
* @begin{verbatim}
* *-------* *-------*
* /| | / /|
* cube, while the right one shall be the top, right and front face. You may
* recover the whole cube by moving the two parts together into one.
*
+ * Note again that information about several of the following
+ * conventions can be extracted at run- or compile-time from the
+ * member functions and variables of the @ref{GeometryInfo} classes.
+ *
+ *
* @sect4{Vertices}
*
* The vertices on the front face are numbered exactly the same way as are