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Re: [Question #95085]: Mesh traversal

 

Question #95085 on DOLFIN changed:
https://answers.launchpad.net/dolfin/+question/95085

Anders Logg posted a new comment:
On Mon, Jan 04, 2010 at 11:58:39AM +0100, Garth N. Wells wrote:
>
>
> dbeacham wrote:
> > Question #95085 on DOLFIN changed:
> > https://answers.launchpad.net/dolfin/+question/95085
> >
> >     Status: Answered => Solved
> >
> > dbeacham confirmed that the question is solved:
> > Thanks for this - I hadn't appreciated the need to call mesh.init.
> >
> > One quick clarification:
> >
> > Say that a vertex, v, has v.entities(1) = [300 400 500] (ie is adjacent
> > to edges 300, 400 and 500), then in order to find the information on any
> > of those edges, I'd have to cycle through the edge iterator until I
> > found the edge, e, such that e.index() = 300, 400 or 500?
> >
>
> If you know the index, you can create the edge
>
>   Edge edge(const Mesh& mesh, uint index);
>
> Garth

Furthermore, if you should need to know the local number of that
entity, you can do

  Edge edge(mesh, 400);
  uint local_index = cell.index(edge);

Then local_index should be 1.

--
Anders

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