should be able to find them for a set of known faces pretty quickly in linear time and not require any sorting.
current approach relies on putting integers representing the edges into a std::vector<std::array<int,2>> and doing a sort followed by a unique. The current approach results in a relatively slow sort. This leads to the majority of time per meshing iteration spent in finding the unique edges of a triangulation, which should not be the case.
https://github.com/CGAL/cgal/issues/5293
std::vector<std::array<int,2>>
and doing a sort followed by a unique. The current approach results in a relatively slow sort. This leads to the majority of time per meshing iteration spent in finding the unique edges of a triangulation, which should not be the case.