// Iterate over neighbors
typename _TVertices::iterator nIt = neighborhood.begin( );
- for( ; nIt != neighborhood.end( ); ++nIt )
+ while( nIt != neighborhood.end( ) )
{
_TNode neighbor = this->_Node( *nIt );
neighbor.Vertex = *nIt;
{
this->_QueueClear( );
nIt = neighborhood.end( );
+ continue;
} // fi
}
this->InvokeEvent( TFreezeEvent( *nIt, candidate.FrontId ) );
} // fi
+ ++nIt;
- } // rof
+ } // elihw
}
else
this->_QueueClear( );
_TNode na = this->_Node( a );
_TNode nb = this->_Node( b );
long fa = na.FrontId;
- long fb = na.FrontId;
+ long fb = nb.FrontId;
if( fa != fb )
{
// Mark collision, if it is new
bool exists = this->m_Collisions[ fa ][ fb ].second;
exists &= this->m_Collisions[ fb ][ fa ].second;
+
if( !exists )
{
this->m_Collisions[ fa ][ fb ].first = na.Vertex;