Remove GUARANTEE macro

This commit is contained in:
Dennis Luxen 2013-06-24 16:56:10 -04:00
parent 8c678126f1
commit c75ae957f1

View File

@ -89,7 +89,10 @@ EdgeBasedGraphFactory::EdgeBasedGraphFactory(int nodes, std::vector<NodeBasedEdg
} }
void EdgeBasedGraphFactory::GetEdgeBasedEdges(DeallocatingVector< EdgeBasedEdge >& outputEdgeList ) { void EdgeBasedGraphFactory::GetEdgeBasedEdges(DeallocatingVector< EdgeBasedEdge >& outputEdgeList ) {
GUARANTEE(0 == outputEdgeList.size(), "Vector passed to EdgeBasedGraphFactory::GetEdgeBasedEdges(..) is not empty"); BOOST_ASSERT_MSG(
0 == outputEdgeList.size(),
"Vector is not empty"
);
edgeBasedEdges.swap(outputEdgeList); edgeBasedEdges.swap(outputEdgeList);
} }
@ -282,7 +285,7 @@ void EdgeBasedGraphFactory::Run(const char * originalEdgeDataFilename, lua_State
// turnInstruction |= TurnInstructions.AccessRestrictionFlag; // turnInstruction |= TurnInstructions.AccessRestrictionFlag;
// } // }
distance += penalty; distance += penalty;
//distance += heightPenalty; //distance += heightPenalty;
//distance += ComputeTurnPenalty(u, v, w); //distance += ComputeTurnPenalty(u, v, w);
@ -328,7 +331,7 @@ void EdgeBasedGraphFactory::Run(const char * originalEdgeDataFilename, lua_State
TurnInstruction EdgeBasedGraphFactory::AnalyzeTurn(const NodeID u, const NodeID v, const NodeID w, unsigned& penalty, lua_State *myLuaState) const { TurnInstruction EdgeBasedGraphFactory::AnalyzeTurn(const NodeID u, const NodeID v, const NodeID w, unsigned& penalty, lua_State *myLuaState) const {
const double angle = GetAngleBetweenTwoEdges(inputNodeInfoList[u], inputNodeInfoList[v], inputNodeInfoList[w]); const double angle = GetAngleBetweenTwoEdges(inputNodeInfoList[u], inputNodeInfoList[v], inputNodeInfoList[w]);
if( speedProfile.has_turn_penalty_function ) { if( speedProfile.has_turn_penalty_function ) {
try { try {
//call lua profile to compute turn penalty //call lua profile to compute turn penalty
@ -340,7 +343,7 @@ TurnInstruction EdgeBasedGraphFactory::AnalyzeTurn(const NodeID u, const NodeID
} else { } else {
penalty = 0; penalty = 0;
} }
if(u == w) { if(u == w) {
return TurnInstructions.UTurn; return TurnInstructions.UTurn;
} }