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use crate::connectivity::{
CellConnectivity, Connectivity, ConnectivityMut, Hex20Connectivity, Hex27Connectivity, Hex8Connectivity,
Quad4d2Connectivity, Quad9d2Connectivity, Tet10Connectivity, Tet20Connectivity, Tet4Connectivity,
Tri3d2Connectivity, Tri3d3Connectivity, Tri6d2Connectivity,
};
use crate::geometry::{AxisAlignedBoundingBox, BoundedGeometry, GeometryCollection};
use fenris_nested_vec::NestedVec;
use nalgebra::allocator::Allocator;
use nalgebra::{DefaultAllocator, DimName, OPoint, OVector, RealField, Scalar, U2, U3};
use serde::{Deserialize, Serialize};
use std::collections::{BTreeMap, HashMap};
use std::iter::once;
pub mod procedural;
pub mod reorder;
/// Index-based data structure for conforming meshes (i.e. no hanging nodes).
#[derive(Debug, Clone, PartialEq, Eq, Deserialize, Serialize)]
// TODO: Remove T: De(Serialize) bounds once nalgebra PR #953 has been merged and released
#[serde(bound(serialize = "T: Serialize", deserialize = "T: Deserialize<'de>"))]
pub struct Mesh<T: Scalar, D, Connectivity>
where
D: DimName,
DefaultAllocator: Allocator<T, D>,
{
// serde's not able correctly determine the necessary trait bounds in this case,
// so write our own
#[serde(bound(
serialize = "<DefaultAllocator as Allocator<T, D>>::Buffer: Serialize",
deserialize = "<DefaultAllocator as Allocator<T, D>>::Buffer: Deserialize<'de>"
))]
vertices: Vec<OPoint<T, D>>,
#[serde(bound(
serialize = "Connectivity: Serialize",
deserialize = "Connectivity: Deserialize<'de>"
))]
connectivity: Vec<Connectivity>,
}
/// Index-based data structure for conforming meshes (i.e. no hanging nodes).
pub type Mesh2d<T, Connectivity> = Mesh<T, U2, Connectivity>;
pub type Mesh3d<T, Connectivity> = Mesh<T, U3, Connectivity>;
pub type TriangleMesh2d<T> = Mesh2d<T, Tri3d2Connectivity>;
pub type Tri6Mesh2d<T> = Mesh2d<T, Tri6d2Connectivity>;
pub type QuadMesh2d<T> = Mesh2d<T, Quad4d2Connectivity>;
pub type Quad9Mesh2d<T> = Mesh2d<T, Quad9d2Connectivity>;
pub type TriangleMesh3d<T> = Mesh3d<T, Tri3d3Connectivity>;
// TODO: Rename to Hex8Mesh
pub type HexMesh<T> = Mesh3d<T, Hex8Connectivity>;
pub type Hex20Mesh<T> = Mesh3d<T, Hex20Connectivity>;
pub type Hex27Mesh<T> = Mesh3d<T, Hex27Connectivity>;
pub type Tet4Mesh<T> = Mesh3d<T, Tet4Connectivity>;
pub type Tet10Mesh<T> = Mesh3d<T, Tet10Connectivity>;
pub type Tet20Mesh<T> = Mesh3d<T, Tet20Connectivity>;
impl<T, D, Connectivity> Mesh<T, D, Connectivity>
where
T: Scalar,
D: DimName,
DefaultAllocator: Allocator<T, D>,
{
pub fn vertices_mut(&mut self) -> &mut [OPoint<T, D>] {
&mut self.vertices
}
pub fn vertices(&self) -> &[OPoint<T, D>] {
&self.vertices
}
pub fn connectivity(&self) -> &[Connectivity] {
&self.connectivity
}
/// Construct a mesh from vertices and connectivity.
///
/// The provided connectivity is expected only to return valid (i.e. in-bounds) indices,
/// but this can not be trusted. Users of the mesh are permitted to panic if they encounter
/// invalid indices, but unchecked indexing may easily lead to undefined behavior.
///
/// In other words, if the connectivity references indices out of bounds, then the code is
/// incorrect. However, since this can be done exclusively with safe code, unchecked
/// or unsafe indexing in which the user is *trusted* to provide valid indices may
/// produce undefined behavior.Therefore, the connectivity must always be checked.
pub fn from_vertices_and_connectivity(vertices: Vec<OPoint<T, D>>, connectivity: Vec<Connectivity>) -> Self {
Self { vertices, connectivity }
}
}
// impl<T, D, C> Mesh<T, D, C>
// where
// T: Scalar,
// D: DimName,
// C: ConnectivityMut,
// DefaultAllocator: Allocator<T, D>,
// {
// /// Creates a new mesh with each cell disconnected from all its neighbors.
// ///
// /// In other words, each vertex is only referenced exactly once, and the result is
// /// effectively a "soup" of cells.
// pub fn disconnect_cells(&self) -> Self {
// let old_vertices = self.vertices();
// let mut new_vertices = Vec::new();
// let mut new_connectivity = Vec::new();
//
// for conn in self.connectivity() {
// let mut new_conn = conn.clone();
//
// for v_idx in new_conn.vertex_indices_mut() {
// let new_vertex_idx = new_vertices.len();
// new_vertices.push(old_vertices[*v_idx].clone());
// *v_idx = new_vertex_idx;
// }
// new_connectivity.push(new_conn);
// }
//
// Self::from_vertices_and_connectivity(new_vertices, new_connectivity)
// }
// }
impl<T, D, Connectivity> Mesh<T, D, Connectivity>
where
T: Scalar,
D: DimName,
DefaultAllocator: Allocator<T, D>,
Connectivity: CellConnectivity<T, D>,
{
pub fn get_cell(&self, index: usize) -> Option<Connectivity::Cell> {
self.connectivity()
.get(index)
.and_then(|conn| conn.cell(self.vertices()))
}
pub fn cell_iter<'a>(&'a self) -> impl 'a + Iterator<Item = Connectivity::Cell> {
self.connectivity().iter().map(move |connectivity| {
connectivity
.cell(&self.vertices)
.expect("Mesh2d is not allowed to contain cells with indices out of bounds.")
})
}
}
impl<T, D, C> Mesh<T, D, C>
where
T: Scalar,
D: DimName,
C: Connectivity,
C::FaceConnectivity: Connectivity,
DefaultAllocator: Allocator<T, D>,
{
/// Finds cells that have at least one boundary face.
pub fn find_boundary_cells(&self) -> Vec<usize> {
let mut cells: Vec<_> = self
.find_boundary_faces()
.into_iter()
.map(|(_, cell_index, _)| cell_index)
.collect();
cells.sort_unstable();
cells.dedup();
cells
}
/// Finds faces which are only connected to exactly one cell, along with the connected cell
/// index and the local index of the face within that cell.
pub fn find_boundary_faces(&self) -> Vec<(C::FaceConnectivity, usize, usize)> {
let mut sorted_slices = NestedVec::new();
let mut face_info = Vec::new();
// We want to use (sorted) slices as keys in a hash map, so we need to store
// and sort the slices first
for (conn_idx, cell_conn) in self.connectivity.iter().enumerate() {
let num_faces = cell_conn.num_faces();
for local_idx in 0..num_faces {
let face_conn = cell_conn.get_face_connectivity(local_idx).unwrap();
sorted_slices.push(face_conn.vertex_indices());
let indices = sorted_slices.last_mut().unwrap();
indices.sort_unstable();
face_info.push((face_conn, conn_idx, local_idx));
}
}
// Count the number of occurrences of "equivalent" faces (in the sense that they refer
// to the same vertex indices). Use a BTreeMap to avoid non-determinism due to
// HashMap's internal randomization.
let mut slice_counts = BTreeMap::new();
let num_slices = sorted_slices.len();
for i in 0..num_slices {
slice_counts
.entry(sorted_slices.get(i).unwrap())
.and_modify(|(_, count)| *count += 1)
.or_insert((i, 1));
}
// Take only the faces which have a count of 1, which correspond to boundary faces
slice_counts
.into_iter()
.map(|(_key, value)| value)
.filter(|&(_, count)| count == 1)
.map(move |(i, _)| face_info[i].clone())
.collect()
}
/// Returns a sorted list of vertices that are determined to be on the boundary.
///
/// A vertex is considered to be a part of the boundary if it belongs to a boundary face.
pub fn find_boundary_vertices(&self) -> Vec<usize> {
let mut indices = Vec::new();
for (connectivity, _, _) in self.find_boundary_faces() {
indices.extend(connectivity.vertex_indices());
}
indices.sort_unstable();
indices.dedup();
indices
}
}
impl<T, D, Connectivity> BoundedGeometry<T> for Mesh<T, D, Connectivity>
where
T: RealField,
D: DimName,
DefaultAllocator: Allocator<T, D>,
Connectivity: CellConnectivity<T, D>,
Connectivity::Cell: BoundedGeometry<T, Dimension = D>,
{
type Dimension = D;
fn bounding_box(&self) -> AxisAlignedBoundingBox<T, D> {
let mut bbs = self.cell_iter().map(|cell| cell.bounding_box());
bbs.next()
.map(|first_bb| bbs.fold(first_bb, |bb1, bb2| bb1.enclose(&bb2)))
.unwrap_or_else(|| AxisAlignedBoundingBox::new(OVector::zeros(), OVector::zeros()))
}
}
impl<T, D, C> Mesh<T, D, C>
where
T: RealField,
D: DimName,
DefaultAllocator: Allocator<T, D>,
{
/// Translates all vertices of the mesh by the given translation vector.
pub fn translate(&mut self, translation: &OVector<T, D>) {
self.transform_vertices(|p| *p += translation);
}
/// Transform all vertices of the mesh by the given transformation function.
pub fn transform_vertices<F>(&mut self, mut transformation: F)
where
F: FnMut(&mut OPoint<T, D>),
{
for p in &mut self.vertices {
transformation(p);
}
}
pub fn transform_all_vertices<F>(&mut self, mut transformation: F)
where
F: FnMut(&mut [OPoint<T, D>]),
{
transformation(&mut self.vertices);
}
}
impl<T> QuadMesh2d<T>
where
T: RealField,
{
pub fn split_into_triangles(self) -> TriangleMesh2d<T> {
let triangles = self
.connectivity()
.iter()
.flat_map(|connectivity| {
let Quad4d2Connectivity(c) = connectivity;
let quad = connectivity
.cell(self.vertices())
.expect("Indices must be in bounds");
let (tri1, tri2) = quad.split_into_triangle_connectivities();
let tri1_global = Tri3d2Connectivity([c[tri1[0]], c[tri1[1]], c[tri1[2]]]);
let tri2_global = Tri3d2Connectivity([c[tri2[0]], c[tri2[1]], c[tri2[2]]]);
once(tri1_global).chain(once(tri2_global))
})
.collect();
TriangleMesh2d::from_vertices_and_connectivity(self.vertices, triangles)
}
}
impl<T, D, C> Mesh<T, D, C>
where
T: Scalar,
D: DimName,
C: ConnectivityMut,
DefaultAllocator: Allocator<T, D>,
{
/// Returns a new mesh in which only the desired cells are kept. The vertices are removed or
/// relabeled as necessary.
pub fn keep_cells(&self, cell_indices: &[usize]) -> Self {
// TODO: Return Result instead of panicking if indices are out of bounds
// Each entry is true if this vertex should be kept, false otherwise
let vertex_keep_table = {
let mut table = vec![false; self.vertices.len()];
for cell_index in cell_indices {
let cell_connectivity = &self.connectivity[*cell_index];
for vertex_index in cell_connectivity.vertex_indices() {
table[*vertex_index] = true;
}
}
table
};
let old_to_new_label_map = {
let mut label_map = HashMap::new();
let mut next_label = 0;
for (i, keep) in vertex_keep_table.iter().enumerate() {
if *keep {
label_map.insert(i, next_label);
next_label += 1;
}
}
label_map
};
let relabeled_cells: Vec<_> = cell_indices
.iter()
.map(|i| self.connectivity()[*i].clone())
.map(|mut cell| {
for index in cell.vertex_indices_mut() {
*index = *old_to_new_label_map
.get(index)
.expect("Index must be in map");
}
cell
})
.collect();
let relabeled_vertices: Vec<_> = vertex_keep_table
.iter()
.enumerate()
.filter_map(|(i, should_keep)| if *should_keep { Some(i) } else { None })
.map(|index| self.vertices[index].clone())
.collect();
Mesh::from_vertices_and_connectivity(relabeled_vertices, relabeled_cells)
}
}
// impl<T, Cell> Mesh2d<T, Cell>
// where
// T: RealField,
// Cell: Connectivity<FaceConnectivity = Segment2d2Connectivity>,
// {
// pub fn extract_contour(&self) -> Result<GeneralPolygon<T>, Box<dyn Error>> {
// let boundary_edges = self
// .find_boundary_faces()
// .into_iter()
// .map(|(edge, _, _)| edge);
//
// // For a "proper" mesh, any vertex may be connected to exactly two other vertices.
// // We build a "path" of vertices by associating each vertex with its neighbor
// // whose index is the smallest, and visiting each vertex once.
// let mut neighbors = HashMap::new();
// let mut smallest_index = std::usize::MAX;
//
// let mut insert_neighbor = |vertex_index, neighbor_index| {
// if vertex_index == neighbor_index {
// Err(format!(
// "Cannot extract contour: vertex {} has edge to itself.",
// vertex_index
// ))
// } else {
// neighbors
// .entry(vertex_index)
// .or_insert_with(|| ArrayVec::<[_; 2]>::new())
// .try_push(neighbor_index)
// .map_err(|_| {
// format!(
// "Cannot extract contour: vertex {} has more than two neighbors.",
// vertex_index
// )
// })
// }
// };
//
// for edge in boundary_edges {
// let Segment2d2Connectivity([a, b]) = edge;
// insert_neighbor(a, b)?;
// insert_neighbor(b, a)?;
// smallest_index = min(smallest_index, a);
// smallest_index = min(smallest_index, b);
// }
//
// let num_vertices = neighbors.len();
// let mut take_next = |vertex_index, prev_index| {
// debug_assert_ne!(vertex_index, prev_index);
// let vertex_neighbors = neighbors
// .get_mut(&vertex_index)
// .expect("All vertices have neighbors");
//
// const ERROR_MSG: &str =
// "Cannot extract contour: There is no closed path connecting vertices.";
//
// if vertex_neighbors.is_empty() {
// Err(ERROR_MSG)
// } else {
// let neighbor_idx = vertex_neighbors
// .iter()
// .cloned()
// .enumerate()
// .filter(|(_, vertex_idx)| *vertex_idx != prev_index)
// .map(|(i, _)| i)
// .next();
//
// if let Some(neighbor_idx) = neighbor_idx {
// let neighbor = vertex_neighbors[neighbor_idx];
// vertex_neighbors.remove(neighbor_idx);
// Ok(neighbor)
// } else {
// Err(ERROR_MSG)
// }
// }
// };
//
// // Given a current vertex and the previous vertex, we find the next vertex by
// // picking the neighbor of "current" which is not equal to the previous.
// // In order to start this sequence, we must first choose an arbitrary "next" vertex
// // out of the two neighbors of "prev"
// let mut vertices = Vec::with_capacity(num_vertices);
// let mut prev_vertex_index = smallest_index;
// let mut current_vertex_index = take_next(prev_vertex_index, std::usize::MAX)?;
// vertices.push(self.vertices()[prev_vertex_index]);
//
// while current_vertex_index != smallest_index {
// let next_vertex_index = take_next(current_vertex_index, prev_vertex_index)?;
// prev_vertex_index = current_vertex_index;
// current_vertex_index = next_vertex_index;
// vertices.push(self.vertices()[prev_vertex_index]);
// }
//
// // TODO: What if we have a hole in the polygon? Should eventually also support this,
// // but for the moment we are limited to simple polygons.
// let mut polygon = GeneralPolygon::from_vertices(vertices);
// polygon.orient(Counterclockwise);
//
// Ok(polygon)
// }
// }
// impl<T, D, C> Mesh<T, D, C>
// where
// T: Scalar,
// D: DimName,
// C: Connectivity,
// C::FaceConnectivity: Connectivity + ConnectivityMut,
// DefaultAllocator: Allocator<T, D>,
// {
// /// Creates a mesh that consists of all unique faces of this mesh.
// /// Face normals are only preserved for boundary faces.
// pub fn extract_face_soup(&self) -> Mesh<T, D, C::FaceConnectivity> {
// let mut unique_connectivity = HashMap::new();
// let mut faces = Vec::new();
//
// for cell_conn in self.connectivity.iter() {
// let num_faces = cell_conn.num_faces();
// for i in 0..num_faces {
// let face_conn = cell_conn.get_face_connectivity(i).unwrap();
//
// let mut vertex_indices = face_conn.vertex_indices().to_vec();
// vertex_indices.sort_unstable();
//
// if let HashMapEntry::Vacant(entry) = unique_connectivity.entry(vertex_indices) {
// entry.insert(faces.len());
// faces.push(face_conn);
// }
// }
// }
//
// let new_mesh = Mesh::from_vertices_and_connectivity(self.vertices.clone(), faces);
// let cells_to_keep: Vec<_> = (0..new_mesh.connectivity().len()).collect();
// // Remove unconnected vertices
// new_mesh.keep_cells(&cells_to_keep)
// }
// }
impl<T, D, C> Mesh<T, D, C>
where
T: Scalar,
D: DimName,
C: Connectivity,
C::FaceConnectivity: ConnectivityMut,
DefaultAllocator: Allocator<T, D>,
{
/// Constructs a new mesh from the surface cells of the mesh.
///
/// The orientation of the faces are preserved.
pub fn extract_surface_mesh(&self) -> Mesh<T, D, C::FaceConnectivity> {
let connectivity = self
.find_boundary_faces()
.into_iter()
.map(|(face, _, _)| face)
.collect();
// TODO: This is rather inefficient
let new_mesh = Mesh::from_vertices_and_connectivity(self.vertices.clone(), connectivity);
let cells_to_keep: Vec<_> = (0..new_mesh.connectivity().len()).collect();
new_mesh.keep_cells(&cells_to_keep)
}
}
impl<'a, T, D, C> GeometryCollection<'a> for Mesh<T, D, C>
where
T: Scalar,
D: DimName,
C: CellConnectivity<T, D>,
DefaultAllocator: Allocator<T, D>,
{
type Geometry = C::Cell;
fn num_geometries(&self) -> usize {
self.connectivity.len()
}
fn get_geometry(&'a self, index: usize) -> Option<Self::Geometry> {
self.connectivity()
.get(index)
.map(|conn| conn.cell(self.vertices()).unwrap())
}
}
// impl<'a, T, D, C, QueryGeometry> DistanceQuery<'a, QueryGeometry> for Mesh<T, D, C>
// where
// T: RealField,
// D: DimName,
// C: CellConnectivity<T, D>,
// C::Cell: Distance<T, QueryGeometry>,
// DefaultAllocator: Allocator<T, D>,
// {
// fn nearest(&'a self, query_geometry: &'a QueryGeometry) -> Option<usize> {
// let (_, min_index) = (0..self.num_geometries())
// .map(|idx| {
// let geometry = self.get_geometry(idx).expect(
// "num_geometries must report the correct number of available geometries",
// );
// (idx, geometry)
// })
// .fold(
// (T::max_value(), None),
// |(mut min_dist, mut min_index), (idx, geometry)| {
// let dist = geometry.distance(query_geometry);
// // TODO: Square distance?
// if dist < min_dist {
// min_index = Some(idx);
// min_dist = dist;
// }
// (min_dist, min_index)
// },
// );
// min_index
// }
// }
// pub trait PlanarFace<T>
// where
// T: Scalar,
// DefaultAllocator: Allocator<T, Self::Dimension>,
// {
// type Dimension: DimName;
//
// fn normal(&self) -> OVector<T, Self::Dimension>;
// }
//
// impl<T> PlanarFace<T> for LineSegment2d<T>
// where
// T: RealField,
// {
// type Dimension = U2;
//
// fn normal(&self) -> Vector2<T> {
// self.normal_dir().normalize()
// }
// }
// /// Creates a poly mesh by joining the face connectivity of each cell to a polygon
// /// (only works if the cells are topologically 2D)
// pub fn poly_mesh_from_surface_mesh<T, C, D>(mesh: &Mesh<T, D, C>) -> PolyMesh<T, D>
// where
// T: Scalar,
// C: Connectivity,
// D: DimName,
// DefaultAllocator: Allocator<T, D>,
// {
// // TODO: Implement using the From trait?
//
// let mut old_to_new_vertex_indices: HashMap<usize, usize> =
// HashMap::with_capacity(mesh.vertices().len());
// let mut faces = NestedVec::new();
//
// // Convert cells to polygonal faces by extracting the cells face connectivity
// for cell in mesh.connectivity() {
// let num_faces = cell.num_faces();
// let mut polygon = Vec::new();
// for i in 0..num_faces {
// let face_connectivity = cell.get_face_connectivity(i).unwrap();
// let new_vertices: Vec<_> = face_connectivity
// .vertex_indices()
// .iter()
// .copied()
// .map(|v_old| {
// let v_new = old_to_new_vertex_indices.len();
// *old_to_new_vertex_indices.entry(v_old).or_insert(v_new)
// })
// .collect();
// polygon.extend(new_vertices);
// }
// // Remove the last vertex if it is the same as the first
// if let (Some(first), Some(last)) = (polygon.first(), polygon.last()) {
// if *first == *last {
// polygon.pop();
// }
// }
// // Remove repeating vertices (because of the concatenation of faces)
// polygon.dedup();
//
// faces.push(polygon.as_slice());
// }
//
// // Reorder the old vertex indices into the order used by the extracted faces
// let old_vertex_indices = {
// let mut old_to_new_vertex_indices: Vec<(_, _)> =
// old_to_new_vertex_indices.into_iter().collect();
// old_to_new_vertex_indices
// .sort_unstable_by(|(_, v_new_a), (_, v_new_b)| v_new_a.cmp(v_new_b));
// let old_vertex_indices: Vec<_> = old_to_new_vertex_indices
// .into_iter()
// .map(|(v_old, _)| v_old)
// .collect();
// old_vertex_indices
// };
//
// // Extract the subset of vertices required by the faces
// let mut vertices = Vec::with_capacity(old_vertex_indices.len());
// for v_old in old_vertex_indices {
// vertices.push(
// mesh.vertices()
// .get(v_old)
// .expect("missing vertex of cell face")
// .clone(),
// )
// }
//
// let cells = NestedVec::new();
// PolyMesh::from_poly_data(vertices, faces, cells)
// }
