const unsigned char orientation =
cell.get_triangulation()
.levels[cell.level()]
- ->face_orientations.get_raw_orientation(cell.index() * 6 +
- f);
+ ->face_orientations.get_raw_orientation(
+ cell.index() * GeometryInfo<3>::faces_per_cell + f);
// It might seem superfluous to spell out the four indices
// that get later consumed by a for loop over these four
const unsigned char orientation =
cell.get_triangulation()
.levels[cell.level()]
- ->face_orientations.get_raw_orientation(cell.index() * 6 +
- f);
+ ->face_orientations.get_raw_orientation(
+ cell.index() * GeometryInfo<3>::faces_per_cell + f);
const std::array<unsigned int, 2> my_indices{
{ref_cell.standard_to_real_face_line(0, f, orientation),
ref_cell.standard_to_real_face_line(1, f, orientation)}};
const unsigned char orientation =
cell.get_triangulation()
.levels[cell.level()]
- ->face_orientations.get_raw_orientation(cell.index() * 6 +
- f);
+ ->face_orientations.get_raw_orientation(
+ cell.index() * GeometryInfo<3>::faces_per_cell + f);
// It might seem superfluous to spell out the four indices and
// orientations that get later consumed by a for loop over
const unsigned char orientation =
cell.get_triangulation()
.levels[cell.level()]
- ->face_orientations.get_raw_orientation(cell.index() * 6 +
- f);
+ ->face_orientations.get_raw_orientation(
+ cell.index() * GeometryInfo<3>::faces_per_cell + f);
const std::array<unsigned int, 2> my_indices{
{ref_cell.standard_to_real_face_line(0, f, orientation),
ref_cell.standard_to_real_face_line(1, f, orientation)}};
const unsigned char orientate =
levels[l]->face_orientations.get_raw_orientation(
- cell->index() * 6 + face);
+ cell->index() * GeometryInfo<3>::faces_per_cell + face);
std::array<unsigned int, 4> vertex_order{
{ref_cell.standard_to_real_face_vertex(0, face, orientate),
ref_cell.standard_to_real_face_vertex(1, face, orientate),