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That'd rather be the job of a mesh processing lib like meshplex. Edit: That being said, I don't think that cell neighbors is an efficient data structure. For triangles, you'd have to keep around four arrays: One for the triangles without neighbors, one for the triangles with one neighbor, etc. Plus a list that maps the triangle indices into each of the lists. Granted, most triangles will "probably" have three neighbors, but still. In many applications, you can probably get away with just facet data information (basically a list of neighborhood info, like |
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It would be useful to provide lists of neighbor cells for each cell in a mesh. I don't know of the most efficient way to do it, but most applications require neighborhoods.
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