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fixed more memory leaks
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15db727895
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75f8496e22
@ -88,7 +88,7 @@ Node& Sweep::PointEvent(SweepContext& tcx, Point& point)
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// x value than node due to how we fetch nodes from the front
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if (point.x <= node.point->x + EPSILON) {
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Fill(tcx, node);
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tcx.RemoveNode(&node);
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delete &node;
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}
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//tcx.AddNode(new_node);
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@ -535,19 +535,27 @@ void Sweep::FillBasinReq(SweepContext& tcx, Node* node)
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if (o == CW) {
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return;
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}
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Node *temp = node;
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node = node->next;
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delete temp;
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} else if (node->next == tcx.basin.right_node) {
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Orientation o = Orient2d(*node->point, *node->prev->point, *node->prev->prev->point);
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if (o == CCW) {
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return;
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}
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Node *temp = node;
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node = node->prev;
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delete temp;
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} else {
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// Continue with the neighbor node with lowest Y value
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if (node->prev->point->y < node->next->point->y) {
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Node *temp = node;
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node = node->prev;
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delete temp;
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} else {
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Node *temp = node;
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node = node->next;
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delete temp;
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}
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}
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@ -700,8 +708,9 @@ void Sweep::FillLeftConcaveEdgeEvent(SweepContext& tcx, Edge* edge, Node& node)
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} else{
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// Next is convex
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}
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}
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}
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}
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}
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}
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void Sweep::FlipEdgeEvent(SweepContext& tcx, Point& ep, Point& eq, Triangle* t, Point& p)
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@ -130,7 +130,6 @@ void SweepContext::CreateAdvancingFront()
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head = new Node(*triangle->GetPoint(1), *triangle);
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middle = new Node(*triangle->GetPoint(0), *triangle);
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tail = new Node(*triangle->GetPoint(2));
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front_ = new AdvancingFront(*head, *tail);
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// TODO: More intuitive if head is middles next and not previous?
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