Unittests now use the Point/Normal types related to the mesh type, instead of relying on them being OpenMesh vectors.
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@@ -622,14 +622,14 @@ TEST_F(OpenMeshTutorials, deleting_geometry_elements) {
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MyMeshWithStatus::VertexHandle vhandle[8];
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MyMeshWithStatus::FaceHandle fhandle[6];
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vhandle[0] = mesh.add_vertex(MyMesh::Point(-1, -1, 1));
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vhandle[1] = mesh.add_vertex(MyMesh::Point( 1, -1, 1));
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vhandle[2] = mesh.add_vertex(MyMesh::Point( 1, 1, 1));
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vhandle[3] = mesh.add_vertex(MyMesh::Point(-1, 1, 1));
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vhandle[4] = mesh.add_vertex(MyMesh::Point(-1, -1, -1));
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vhandle[5] = mesh.add_vertex(MyMesh::Point( 1, -1, -1));
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vhandle[6] = mesh.add_vertex(MyMesh::Point( 1, 1, -1));
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vhandle[7] = mesh.add_vertex(MyMesh::Point(-1, 1, -1));
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vhandle[0] = mesh.add_vertex(Mesh::Point(-1, -1, 1));
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vhandle[1] = mesh.add_vertex(Mesh::Point( 1, -1, 1));
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vhandle[2] = mesh.add_vertex(Mesh::Point( 1, 1, 1));
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vhandle[3] = mesh.add_vertex(Mesh::Point(-1, 1, 1));
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vhandle[4] = mesh.add_vertex(Mesh::Point(-1, -1, -1));
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vhandle[5] = mesh.add_vertex(Mesh::Point( 1, -1, -1));
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vhandle[6] = mesh.add_vertex(Mesh::Point( 1, 1, -1));
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vhandle[7] = mesh.add_vertex(Mesh::Point(-1, 1, -1));
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// generate (quadrilateral) faces
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std::vector<MyMesh::VertexHandle> tmp_face_vhandles;
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@@ -807,10 +807,10 @@ TEST_F(OpenMeshTutorials, flipping_edges) {
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Mesh mesh;
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// Add some vertices
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Mesh::VertexHandle vhandle[4];
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vhandle[0] = mesh.add_vertex(MyMesh::Point(0, 0, 0));
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vhandle[1] = mesh.add_vertex(MyMesh::Point(0, 1, 0));
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vhandle[2] = mesh.add_vertex(MyMesh::Point(1, 1, 0));
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vhandle[3] = mesh.add_vertex(MyMesh::Point(1, 0, 0));
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vhandle[0] = mesh.add_vertex(Mesh::Point(0, 0, 0));
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vhandle[1] = mesh.add_vertex(Mesh::Point(0, 1, 0));
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vhandle[2] = mesh.add_vertex(Mesh::Point(1, 1, 0));
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vhandle[3] = mesh.add_vertex(Mesh::Point(1, 0, 0));
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// Add two faces
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std::vector<Mesh::VertexHandle> face_vhandles;
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face_vhandles.push_back(vhandle[2]);
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@@ -846,13 +846,13 @@ TEST_F(OpenMeshTutorials, collapsing_edges) {
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mesh.request_edge_status();
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// Add some vertices as in the illustration above
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PolyMesh::VertexHandle vhandle[7];
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vhandle[0] = mesh.add_vertex(MyMesh::Point(-1, 1, 0));
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vhandle[1] = mesh.add_vertex(MyMesh::Point(-1, 3, 0));
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vhandle[2] = mesh.add_vertex(MyMesh::Point(0, 0, 0));
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vhandle[3] = mesh.add_vertex(MyMesh::Point(0, 2, 0));
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vhandle[4] = mesh.add_vertex(MyMesh::Point(0, 4, 0));
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vhandle[5] = mesh.add_vertex(MyMesh::Point(1, 1, 0));
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vhandle[6] = mesh.add_vertex(MyMesh::Point(1, 3, 0));
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vhandle[0] = mesh.add_vertex(PolyMesh::Point(-1, 1, 0));
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vhandle[1] = mesh.add_vertex(PolyMesh::Point(-1, 3, 0));
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vhandle[2] = mesh.add_vertex(PolyMesh::Point(0, 0, 0));
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vhandle[3] = mesh.add_vertex(PolyMesh::Point(0, 2, 0));
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vhandle[4] = mesh.add_vertex(PolyMesh::Point(0, 4, 0));
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vhandle[5] = mesh.add_vertex(PolyMesh::Point(1, 1, 0));
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vhandle[6] = mesh.add_vertex(PolyMesh::Point(1, 3, 0));
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// Add three quad faces
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std::vector<PolyMesh::VertexHandle> face_vhandles;
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face_vhandles.push_back(vhandle[1]);
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