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Geant4/geometry/solids/specific/src/G4ReduciblePolygon.cc

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Differences between /geometry/solids/specific/src/G4ReduciblePolygon.cc (Version 11.3.0) and /geometry/solids/specific/src/G4ReduciblePolygon.cc (Version 10.0.p3)


  1 //                                                  1 //
  2 // *******************************************      2 // ********************************************************************
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  4 // *                                                4 // *                                                                  *
  5 // * The  Geant4 software  is  copyright of th      5 // * The  Geant4 software  is  copyright of the Copyright Holders  of *
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 10 // *                                               10 // *                                                                  *
 11 // * Neither the authors of this software syst     11 // * Neither the authors of this software system, nor their employing *
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 13 // * work  make  any representation or  warran     13 // * work  make  any representation or  warranty, express or implied, *
 14 // * regarding  this  software system or assum     14 // * regarding  this  software system or assume any liability for its *
 15 // * use.  Please see the license in the file      15 // * use.  Please see the license in the file  LICENSE  and URL above *
 16 // * for the full disclaimer and the limitatio     16 // * for the full disclaimer and the limitation of liability.         *
 17 // *                                               17 // *                                                                  *
 18 // * This  code  implementation is the result      18 // * This  code  implementation is the result of  the  scientific and *
 19 // * technical work of the GEANT4 collaboratio     19 // * technical work of the GEANT4 collaboration.                      *
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 23 // * acceptance of all terms of the Geant4 Sof     23 // * acceptance of all terms of the Geant4 Software license.          *
 24 // *******************************************     24 // ********************************************************************
 25 //                                                 25 //
 26 // G4ReduciblePolygon implementation; a utilit <<  26 //
 27 // test, reduce, and/or otherwise manipulate a <<  27 // $Id: G4ReduciblePolygon.cc 72091 2013-07-09 09:55:52Z gcosmo $
                                                   >>  28 //
                                                   >>  29 // 
                                                   >>  30 // --------------------------------------------------------------------
                                                   >>  31 // GEANT 4 class source file
                                                   >>  32 //
                                                   >>  33 //
                                                   >>  34 // G4ReduciblePolygon.cc
                                                   >>  35 //
                                                   >>  36 // Implementation of a utility class used to specify, test, reduce,
                                                   >>  37 // and/or otherwise manipulate a 2D polygon.
                                                   >>  38 //
 28 // See G4ReduciblePolygon.hh for more info.        39 // See G4ReduciblePolygon.hh for more info.
 29 //                                                 40 //
 30 // Author: David C. Williams (davidw@scipp.ucs << 
 31 // -------------------------------------------     41 // --------------------------------------------------------------------
 32                                                    42 
 33 #include "G4ReduciblePolygon.hh"                   43 #include "G4ReduciblePolygon.hh"
 34 #include "globals.hh"                              44 #include "globals.hh"
 35                                                    45 
                                                   >>  46 //
 36 // Constructor: with simple arrays                 47 // Constructor: with simple arrays
 37 //                                                 48 //
 38 G4ReduciblePolygon::G4ReduciblePolygon( const      49 G4ReduciblePolygon::G4ReduciblePolygon( const G4double a[],
 39                                         const      50                                         const G4double b[],
 40                                                    51                                               G4int n )
 41   : aMin(0.), aMax(0.), bMin(0.), bMax(0.)     <<  52   : aMin(0.), aMax(0.), bMin(0.), bMax(0.),
                                                   >>  53     vertexHead(0)
 42 {                                                  54 {
 43   //                                               55   //
 44   // Do all of the real work in Create             56   // Do all of the real work in Create
 45   //                                               57   //
 46   Create( a, b, n );                               58   Create( a, b, n );
 47 }                                                  59 }
 48                                                    60 
                                                   >>  61 
                                                   >>  62 //
 49 // Constructor: special PGON/PCON case             63 // Constructor: special PGON/PCON case
 50 //                                                 64 //
 51 G4ReduciblePolygon::G4ReduciblePolygon( const      65 G4ReduciblePolygon::G4ReduciblePolygon( const G4double rmin[],
 52                                         const      66                                         const G4double rmax[], 
 53                                         const      67                                         const G4double z[], G4int n )
 54   : aMin(0.), aMax(0.), bMin(0.), bMax(0.)     <<  68   : aMin(0.), aMax(0.), bMin(0.), bMax(0.),
                                                   >>  69     vertexHead(0)
 55 {                                                  70 {
 56   //                                               71   //
 57   // Translate                                     72   // Translate
 58   //                                               73   //
 59   auto a = new G4double[n*2];                  <<  74   G4double *a = new G4double[n*2];
 60   auto b = new G4double[n*2];                  <<  75   G4double *b = new G4double[n*2];
 61                                                    76   
 62   G4double *rOut = a + n,                          77   G4double *rOut = a + n,
 63            *zOut = b + n,                          78            *zOut = b + n,
 64             *rIn = rOut-1,                         79             *rIn = rOut-1,
 65             *zIn = zOut-1;                         80             *zIn = zOut-1;
 66                                                    81   
 67   for( G4int i=0; i < n; ++i, ++rOut, ++zOut,  <<  82   G4int i;   
                                                   >>  83   for( i=0; i < n; i++, rOut++, zOut++, rIn--, zIn-- )
 68   {                                                84   {
 69     *rOut = rmax[i];                               85     *rOut = rmax[i];
 70     *rIn  = rmin[i];                               86     *rIn  = rmin[i];
 71     *zOut = *zIn = z[i];                           87     *zOut = *zIn = z[i];
 72   }                                                88   }
 73                                                    89   
 74   Create( a, b, n*2 );                             90   Create( a, b, n*2 );
 75                                                    91   
 76   delete [] a;                                     92   delete [] a;
 77   delete [] b;                                     93   delete [] b;
 78 }                                                  94 }
 79                                                    95 
                                                   >>  96 
                                                   >>  97 //
 80 // Create                                          98 // Create
 81 //                                                 99 //
 82 // To be called by constructors, fill in the l    100 // To be called by constructors, fill in the list and statistics for a new
 83 // polygon                                        101 // polygon
 84 //                                                102 //
 85 void G4ReduciblePolygon::Create( const G4doubl    103 void G4ReduciblePolygon::Create( const G4double a[],
 86                                  const G4doubl    104                                  const G4double b[], G4int n )
 87 {                                                 105 {
 88   if (n<3)                                        106   if (n<3)
 89    G4Exception("G4ReduciblePolygon::Create()",    107    G4Exception("G4ReduciblePolygon::Create()", "GeomSolids0002",
 90                FatalErrorInArgument, "Less tha    108                FatalErrorInArgument, "Less than 3 vertices specified.");
 91                                                   109   
 92   const G4double *anext = a, *bnext = b;          110   const G4double *anext = a, *bnext = b;
 93   ABVertex* prev = nullptr;                    << 111   ABVertex *prev = 0;
 94   do    // Loop checking, 13.08.2015, G.Cosmo  << 112   do
 95   {                                               113   {
 96     auto newVertex = new ABVertex;             << 114     ABVertex *newVertex = new ABVertex;
 97     newVertex->a = *anext;                        115     newVertex->a = *anext;
 98     newVertex->b = *bnext;                        116     newVertex->b = *bnext;
 99     newVertex->next = nullptr;                 << 117     newVertex->next = 0;
100     if (prev==nullptr)                         << 118     if (prev==0)
101     {                                             119     {
102       vertexHead = newVertex;                     120       vertexHead = newVertex;
103     }                                             121     }
104     else                                          122     else
105     {                                             123     {
106       prev->next = newVertex;                     124       prev->next = newVertex;
107     }                                             125     }
108                                                   126       
109     prev = newVertex;                             127     prev = newVertex;
110   } while( ++anext, ++bnext < b+n );              128   } while( ++anext, ++bnext < b+n );
111                                                   129 
112   numVertices = n;                                130   numVertices = n;
113                                                   131   
114   CalculateMaxMin();                              132   CalculateMaxMin();
115 }                                                 133 }
116                                                   134 
                                                   >> 135 
                                                   >> 136 //
117 // Fake default constructor - sets only member    137 // Fake default constructor - sets only member data and allocates memory
118 //                            for usage restri    138 //                            for usage restricted to object persistency.
119 //                                                139 //
120 G4ReduciblePolygon::G4ReduciblePolygon( __void    140 G4ReduciblePolygon::G4ReduciblePolygon( __void__& )
121   : aMin(0.), aMax(0.), bMin(0.), bMax(0.)     << 141   : aMin(0.), aMax(0.), bMin(0.), bMax(0.), numVertices(0), vertexHead(0)
122 {                                                 142 {
123 }                                                 143 }
124                                                   144 
125                                                   145 
126 //                                                146 //
127 // Destructor                                     147 // Destructor
128 //                                                148 //
129 G4ReduciblePolygon::~G4ReduciblePolygon()         149 G4ReduciblePolygon::~G4ReduciblePolygon()
130 {                                                 150 {
131   ABVertex* curr = vertexHead;                 << 151   ABVertex *curr = vertexHead;
132   while( curr != nullptr )    // Loop checking << 152   while( curr )
133   {                                               153   {
134     ABVertex* toDelete = curr;                 << 154     ABVertex *toDelete = curr;
135     curr = curr->next;                            155     curr = curr->next;
136     delete toDelete;                              156     delete toDelete;
137   }                                               157   }
138 }                                                 158 }
139                                                   159 
                                                   >> 160 
                                                   >> 161 //
140 // CopyVertices                                   162 // CopyVertices
141 //                                                163 //
142 // Copy contents into simple linear arrays.       164 // Copy contents into simple linear arrays.
143 // ***** CAUTION ***** Be care to declare the     165 // ***** CAUTION ***** Be care to declare the arrays to a large
144 // enough size!                                   166 // enough size!
145 //                                                167 //
146 void G4ReduciblePolygon::CopyVertices( G4doubl    168 void G4ReduciblePolygon::CopyVertices( G4double a[], G4double b[] ) const
147 {                                                 169 {
148   G4double *anext = a, *bnext = b;                170   G4double *anext = a, *bnext = b;
149   ABVertex *curr = vertexHead;                    171   ABVertex *curr = vertexHead;
150   while( curr != nullptr )    // Loop checking << 172   while( curr )
151   {                                               173   {
152     *anext++ = curr->a;                           174     *anext++ = curr->a;
153     *bnext++ = curr->b;                           175     *bnext++ = curr->b;
154     curr = curr->next;                            176     curr = curr->next;
155   }                                               177   }
156 }                                                 178 }
157                                                   179 
                                                   >> 180 
                                                   >> 181 //
158 // ScaleA                                         182 // ScaleA
159 //                                                183 //
160 // Multiply all a values by a common scale        184 // Multiply all a values by a common scale
161 //                                                185 //
162 void G4ReduciblePolygon::ScaleA( G4double scal    186 void G4ReduciblePolygon::ScaleA( G4double scale )
163 {                                                 187 {
164   ABVertex* curr = vertexHead;                 << 188   ABVertex *curr = vertexHead;
165   while( curr != nullptr )    // Loop checking << 189   while( curr )
166   {                                               190   {
167     curr->a *= scale;                             191     curr->a *= scale;
168     curr = curr->next;                            192     curr = curr->next;
169   }                                               193   }
170 }                                                 194 }  
171                                                   195 
                                                   >> 196 
                                                   >> 197 //
172 // ScaleB                                         198 // ScaleB
173 //                                                199 //
174 // Multiply all b values by a common scale        200 // Multiply all b values by a common scale
175 //                                                201 //
176 void G4ReduciblePolygon::ScaleB( G4double scal    202 void G4ReduciblePolygon::ScaleB( G4double scale )
177 {                                                 203 {
178   ABVertex* curr = vertexHead;                 << 204   ABVertex *curr = vertexHead;
179   while( curr != nullptr )    // Loop checking << 205   while( curr )
180   {                                               206   {
181     curr->b *= scale;                             207     curr->b *= scale;
182     curr = curr->next;                            208     curr = curr->next;
183   }                                               209   }
184 }                                                 210 }  
185                                                   211 
                                                   >> 212 
                                                   >> 213 //
186 // RemoveDuplicateVertices                        214 // RemoveDuplicateVertices
187 //                                                215 //
188 // Remove adjacent vertices that are equal. Re    216 // Remove adjacent vertices that are equal. Returns "false" if there
189 // is a problem (too few vertices remaining).     217 // is a problem (too few vertices remaining).
190 //                                                218 //
191 G4bool G4ReduciblePolygon::RemoveDuplicateVert    219 G4bool G4ReduciblePolygon::RemoveDuplicateVertices( G4double tolerance )
192 {                                                 220 {
193   ABVertex *curr = vertexHead,                    221   ABVertex *curr = vertexHead, 
194            *prev = nullptr, *next = nullptr;   << 222            *prev = 0, *next = 0;
195   while( curr != nullptr )    // Loop checking << 223   while( curr )
196   {                                               224   {
197     next = curr->next;                            225     next = curr->next;
198     if (next == nullptr) next = vertexHead;    << 226     if (next == 0) next = vertexHead;
199                                                   227     
200     if (std::fabs(curr->a-next->a) < tolerance    228     if (std::fabs(curr->a-next->a) < tolerance &&
201         std::fabs(curr->b-next->b) < tolerance    229         std::fabs(curr->b-next->b) < tolerance     )
202     {                                             230     {
203       //                                          231       //
204       // Duplicate found: do we have > 3 verti    232       // Duplicate found: do we have > 3 vertices?
205       //                                          233       //
206       if (numVertices <= 3)                       234       if (numVertices <= 3)
207       {                                           235       {
208         CalculateMaxMin();                        236         CalculateMaxMin();
209         return false;                             237         return false;
210       }                                           238       }
211                                                   239       
212       //                                          240       //
213       // Delete                                   241       // Delete
214       //                                          242       //
215       ABVertex* toDelete = curr;               << 243       ABVertex *toDelete = curr;
216       curr = curr->next;                          244       curr = curr->next;
217       delete toDelete;                            245       delete toDelete;
218                                                   246       
219       numVertices--;                              247       numVertices--;
220                                                   248       
221       if (prev != nullptr)                     << 249       if (prev) prev->next = curr; else vertexHead = curr;
222         prev->next = curr;                     << 
223       else                                     << 
224         vertexHead = curr;                     << 
225     }                                             250     }
226     else                                          251     else
227     {                                             252     {
228       prev = curr;                                253       prev = curr;
229       curr = curr->next;                          254       curr = curr->next;
230     }                                             255     }
231   }                                               256   }
232                                                   257   
233   //                                              258   //
234   // In principle, this is not needed, but why    259   // In principle, this is not needed, but why not just play it safe?
235   //                                              260   //
236   CalculateMaxMin();                              261   CalculateMaxMin();
237                                                   262   
238   return true;                                    263   return true;
239 }                                                 264 }
240                                                   265 
                                                   >> 266 
                                                   >> 267 //
241 // RemoveRedundantVertices                        268 // RemoveRedundantVertices
242 //                                                269 //
243 // Remove any unneeded vertices, i.e. those ve    270 // Remove any unneeded vertices, i.e. those vertices which
244 // are on the line connecting the previous and    271 // are on the line connecting the previous and next vertices.
245 //                                                272 //
246 G4bool G4ReduciblePolygon::RemoveRedundantVert    273 G4bool G4ReduciblePolygon::RemoveRedundantVertices( G4double tolerance )
247 {                                                 274 {
248   //                                              275   //
249   // Under these circumstances, we can quit no    276   // Under these circumstances, we can quit now!
250   //                                              277   //
251   if (numVertices <= 2) return false;             278   if (numVertices <= 2) return false;
252                                                   279   
253   G4double tolerance2 = tolerance*tolerance;      280   G4double tolerance2 = tolerance*tolerance;
254                                                   281 
255   //                                              282   //
256   // Loop over all vertices                       283   // Loop over all vertices
257   //                                              284   //
258   ABVertex *curr = vertexHead, *next = nullptr << 285   ABVertex *curr = vertexHead, *next = 0;
259   while( curr != nullptr )    // Loop checking << 286   while( curr )
260   {                                               287   {
261     next = curr->next;                            288     next = curr->next;
262     if (next == nullptr) next = vertexHead;    << 289     if (next == 0) next = vertexHead;
263                                                   290     
264     G4double da = next->a - curr->a,              291     G4double da = next->a - curr->a,
265              db = next->b - curr->b;              292              db = next->b - curr->b;
266                                                   293     
267     //                                            294     //
268     // Loop over all subsequent vertices, up t    295     // Loop over all subsequent vertices, up to curr
269     //                                            296     //
270     for(;;)                                       297     for(;;)
271     {                                             298     {
272       //                                          299       //
273       // Get vertex after next                    300       // Get vertex after next
274       //                                          301       //
275       ABVertex* test = next->next;             << 302       ABVertex *test = next->next;
276       if (test == nullptr) test = vertexHead;  << 303       if (test == 0) test = vertexHead;
277                                                   304       
278       //                                          305       //
279       // If we are back to the original vertex    306       // If we are back to the original vertex, stop
280       //                                          307       //
281       if (test==curr) break;                      308       if (test==curr) break;
282                                                   309     
283       //                                          310       //
284       // Test for parallel line segments          311       // Test for parallel line segments
285       //                                          312       //
286       G4double dat = test->a - curr->a,           313       G4double dat = test->a - curr->a,
287                dbt = test->b - curr->b;           314                dbt = test->b - curr->b;
288                                                   315          
289       if (std::fabs(dat*db-dbt*da)>tolerance2)    316       if (std::fabs(dat*db-dbt*da)>tolerance2) break;
290                                                   317       
291       //                                          318       //
292       // Redundant vertex found: do we have >     319       // Redundant vertex found: do we have > 3 vertices?
293       //                                          320       // 
294       if (numVertices <= 3)                       321       if (numVertices <= 3)
295       {                                           322       {
296         CalculateMaxMin();                        323         CalculateMaxMin();
297         return false;                             324         return false;
298       }                                           325       }
299                                                   326 
300       //                                          327       //
301       // Delete vertex pointed to by next. Car    328       // Delete vertex pointed to by next. Carefully!
302       //                                          329       //
303       if (curr->next != nullptr)               << 330       if (curr->next)
304       {    // next is not head                    331       {    // next is not head
305         if (next->next != nullptr)             << 332         if (next->next)
306           curr->next = test;  // next is not t    333           curr->next = test;  // next is not tail
307         else                                      334         else
308           curr->next = nullptr;    // New tail << 335           curr->next = 0;    // New tail
309       }                                           336       }
310       else                                        337       else
311         vertexHead = test;  // New head           338         vertexHead = test;  // New head
312                                                   339         
313       if ((curr != next) && (next != test)) de    340       if ((curr != next) && (next != test)) delete next;
314                                                   341       
315       --numVertices;                           << 342       numVertices--;
316                                                   343       
317       //                                          344       //
318       // Replace next by the vertex we just te    345       // Replace next by the vertex we just tested,
319       // and keep on going...                     346       // and keep on going...
320       //                                          347       //
321       next = test;                                348       next = test;
322       da = dat; db = dbt;                         349       da = dat; db = dbt;
323     }                                             350     }
324     curr = curr->next;                            351     curr = curr->next;
325   }                                               352   }
326                                                   353   
327   //                                              354   //
328   // In principle, this is not needed, but why    355   // In principle, this is not needed, but why not just play it safe?
329   //                                              356   //
330   CalculateMaxMin();                              357   CalculateMaxMin();
331                                                   358   
332   return true;                                    359   return true;
333 }                                                 360 }
334                                                   361 
                                                   >> 362 
                                                   >> 363 //
335 // ReverseOrder                                   364 // ReverseOrder
336 //                                                365 //
337 // Reverse the order of the vertices              366 // Reverse the order of the vertices
338 //                                                367 //
339 void G4ReduciblePolygon::ReverseOrder()           368 void G4ReduciblePolygon::ReverseOrder()
340 {                                                 369 {
341   //                                              370   //
342   // Loop over all vertices                       371   // Loop over all vertices
343   //                                              372   //
344   ABVertex* prev = vertexHead;                 << 373   ABVertex *prev = vertexHead;
345   if (prev==nullptr) return;    // No vertices << 374   if (prev==0) return;    // No vertices
346                                                   375   
347   ABVertex* curr = prev->next;                 << 376   ABVertex *curr = prev->next;
348   if (curr==nullptr) return;    // Just one ve << 377   if (curr==0) return;    // Just one vertex
349                                                   378   
350   //                                              379   //
351   // Our new tail                                 380   // Our new tail
352   //                                              381   //
353   vertexHead->next = nullptr;                  << 382   vertexHead->next = 0;
354                                                   383   
355   for(;;)                                         384   for(;;)
356   {                                               385   {
357     //                                            386     //
358     // Save pointer to next vertex (in origina    387     // Save pointer to next vertex (in original order)
359     //                                            388     //
360     ABVertex *save = curr->next;                  389     ABVertex *save = curr->next;
361                                                   390     
362     //                                            391     //
363     // Replace it with a pointer to the previo    392     // Replace it with a pointer to the previous one
364     // (in original order)                        393     // (in original order)
365     //                                            394     //
366     curr->next = prev;                            395     curr->next = prev;
367                                                   396     
368     //                                            397     //
369     // Last vertex?                               398     // Last vertex?
370     //                                            399     //
371     if (save == nullptr) break;                << 400     if (save == 0) break;
372                                                   401     
373     //                                            402     //
374     // Next vertex                                403     // Next vertex
375     //                                            404     //
376     prev = curr;                                  405     prev = curr;
377     curr = save;                                  406     curr = save;
378   }                                               407   }
379                                                   408   
380   //                                              409   //
381   // Our new head                                 410   // Our new head
382   //                                              411   //
383   vertexHead = curr;                              412   vertexHead = curr;
384 }                                                 413 }
385                                                   414 
386                                                   415 
387 // StartWithZMin                                  416 // StartWithZMin
388 //                                                417 //
389 // Starting alway with Zmin=bMin                  418 // Starting alway with Zmin=bMin
390 // This method is used for GenericPolycone        419 // This method is used for GenericPolycone 
391 //                                                420 //
392 void G4ReduciblePolygon::StartWithZMin()          421 void G4ReduciblePolygon::StartWithZMin()
393 {                                                 422 { 
394   ABVertex* curr = vertexHead;                 << 423   ABVertex *curr = vertexHead;
395   G4double bcurr = curr->b;                       424   G4double bcurr = curr->b;
396   ABVertex* prev = curr;                       << 425   ABVertex *prev = curr;
397   while( curr != nullptr)    // Loop checking, << 426   while( curr )
398   {                                               427   { 
399     if(curr->b < bcurr)                           428     if(curr->b < bcurr)
400     {                                             429     { 
401       bcurr = curr->b;                            430       bcurr = curr->b;
402       ABVertex* curr1 = curr;                  << 431       ABVertex *curr1 = curr;   
403       while( curr1 != nullptr )    // Loop che << 432       while( curr1 )
404       {                                           433       {
405         if(curr1->next == nullptr) { curr1->ne << 434         if(curr1->next == 0) { curr1->next = vertexHead; break; }
406         curr1 = curr1->next;                      435         curr1 = curr1->next;
407       }                                           436       }
408       vertexHead = curr;                          437       vertexHead = curr;         
409       prev->next = nullptr;                    << 438       prev->next = 0;
410     }                                             439     }
411     prev = curr;                                  440     prev = curr;
412     curr = curr->next;                            441     curr = curr->next;
413   }                                               442   }
414 }                                                 443 }
415                                                   444 
                                                   >> 445 
                                                   >> 446 //
416 // CrossesItself                                  447 // CrossesItself
417 //                                                448 //
418 // Return "true" if the polygon crosses itself    449 // Return "true" if the polygon crosses itself
419 //                                                450 //
420 // Warning: this routine is not very fast (run    451 // Warning: this routine is not very fast (runs as N**2)
421 //                                                452 //
422 G4bool G4ReduciblePolygon::CrossesItself( G4do    453 G4bool G4ReduciblePolygon::CrossesItself( G4double tolerance )
423 {                                                 454 {
424   G4double tolerance2 = tolerance*tolerance;      455   G4double tolerance2 = tolerance*tolerance;
425   G4double one  = 1.0-tolerance,                  456   G4double one  = 1.0-tolerance,
426            zero = tolerance;                      457            zero = tolerance;
427   //                                              458   //
428   // Top loop over line segments. By the time     459   // Top loop over line segments. By the time we finish
429   // with the second to last segment, we're do    460   // with the second to last segment, we're done.
430   //                                              461   //
431   ABVertex *curr1 = vertexHead, *next1 = nullp << 462   ABVertex *curr1 = vertexHead, *next1=0;
432   while (curr1->next != nullptr)    // Loop ch << 463   while (curr1->next)
433   {                                               464   {
434     next1 = curr1->next;                          465     next1 = curr1->next;
435     G4double da1 = next1->a-curr1->a,             466     G4double da1 = next1->a-curr1->a,
436              db1 = next1->b-curr1->b;             467              db1 = next1->b-curr1->b;
437                                                   468     
438     //                                            469     //
439     // Inner loop over subsequent line segment    470     // Inner loop over subsequent line segments
440     //                                            471     //
441     ABVertex* curr2 = next1->next;             << 472     ABVertex *curr2 = next1->next;
442     while( curr2 != nullptr )    // Loop check << 473     while( curr2 )
443     {                                             474     {
444       ABVertex* next2 = curr2->next;           << 475       ABVertex *next2 = curr2->next;
445       if (next2==nullptr) next2 = vertexHead;  << 476       if (next2==0) next2 = vertexHead;
446       G4double da2 = next2->a-curr2->a,           477       G4double da2 = next2->a-curr2->a,
447                db2 = next2->b-curr2->b;           478                db2 = next2->b-curr2->b;
448       G4double a12 = curr2->a-curr1->a,           479       G4double a12 = curr2->a-curr1->a,
449                b12 = curr2->b-curr1->b;           480                b12 = curr2->b-curr1->b;
450                                                   481          
451       //                                          482       //
452       // Calculate intersection of the two lin    483       // Calculate intersection of the two lines
453       //                                          484       //
454       G4double deter = da1*db2 - db1*da2;         485       G4double deter = da1*db2 - db1*da2;
455       if (std::fabs(deter) > tolerance2)          486       if (std::fabs(deter) > tolerance2)
456       {                                           487       {
457         G4double s1, s2;                          488         G4double s1, s2;
458         s1 = (a12*db2-b12*da2)/deter;             489         s1 = (a12*db2-b12*da2)/deter;
459                                                   490         
460         if (s1 >= zero && s1 < one)               491         if (s1 >= zero && s1 < one)
461         {                                         492         {
462           s2 = -(da1*b12-db1*a12)/deter;          493           s2 = -(da1*b12-db1*a12)/deter;
463           if (s2 >= zero && s2 < one) return t    494           if (s2 >= zero && s2 < one) return true;
464         }                                         495         }
465       }                                           496       }
466       curr2 = curr2->next;                        497       curr2 = curr2->next;   
467     }                                             498     }
468     curr1 = next1;                                499     curr1 = next1;
469   }                                               500   }
470   return false;                                   501   return false;
471 }                                                 502 }
472                                                   503 
                                                   >> 504 
                                                   >> 505 
                                                   >> 506 //
473 // BisectedBy                                     507 // BisectedBy
474 //                                                508 //
475 // Decide if a line through two points crosses    509 // Decide if a line through two points crosses the polygon, within tolerance
476 //                                                510 //
477 G4bool G4ReduciblePolygon::BisectedBy( G4doubl    511 G4bool G4ReduciblePolygon::BisectedBy( G4double a1, G4double b1,
478                                        G4doubl    512                                        G4double a2, G4double b2,
479                                        G4doubl    513                                        G4double tolerance )
480 {                                                 514 {
481   G4int nNeg = 0, nPos = 0;                       515   G4int nNeg = 0, nPos = 0;
482                                                   516   
483   G4double a12 = a2-a1, b12 = b2-b1;              517   G4double a12 = a2-a1, b12 = b2-b1;
484   G4double len12 = std::sqrt( a12*a12 + b12*b1    518   G4double len12 = std::sqrt( a12*a12 + b12*b12 );
485   a12 /= len12; b12 /= len12;                     519   a12 /= len12; b12 /= len12;
486                                                   520   
487   ABVertex* curr = vertexHead;                 << 521   ABVertex *curr = vertexHead;
488   do    // Loop checking, 13.08.2015, G.Cosmo  << 522   do
489   {                                               523   {
490     G4double av = curr->a - a1,                   524     G4double av = curr->a - a1,
491              bv = curr->b - b1;                << 525        bv = curr->b - b1;
492                                                   526        
493     G4double cross = av*b12 - bv*a12;             527     G4double cross = av*b12 - bv*a12;
494                                                   528     
495     if (cross < -tolerance)                       529     if (cross < -tolerance)
496     {                                             530     {
497       if (nPos != 0) return true;              << 531       if (nPos) return true;
498       ++nNeg;                                  << 532       nNeg++;
499     }                                             533     }
500     else if (cross > tolerance)                   534     else if (cross > tolerance)
501     {                                             535     {
502       if (nNeg != 0) return true;              << 536       if (nNeg) return true;
503       ++nPos;                                  << 537       nPos++;
504     }                                             538     }
505     curr = curr->next;                            539     curr = curr->next;
506   } while( curr != nullptr );                  << 540   } while( curr );
507                                                   541     
508   return false;                                   542   return false;
509 }                                                 543 }
510                                                   544 
                                                   >> 545 
                                                   >> 546 
                                                   >> 547 //
511 // Area                                           548 // Area
512 //                                                549 //
513 // Calculated signed polygon area, where polyg    550 // Calculated signed polygon area, where polygons specified in a
514 // clockwise manner (where x==a, y==b) have ne    551 // clockwise manner (where x==a, y==b) have negative area
515 //                                                552 //
516 //    References: [O' Rourke (C)] pp. 18-27; [    553 //    References: [O' Rourke (C)] pp. 18-27; [Gems II] pp. 5-6:
517 //    "The Area of a Simple Polygon", Jon Rokn    554 //    "The Area of a Simple Polygon", Jon Rokne.
518 //                                                555 //
519 G4double G4ReduciblePolygon::Area()               556 G4double G4ReduciblePolygon::Area()
520 {                                                 557 {
521   G4double answer = 0;                            558   G4double answer = 0;
522                                                   559   
523   ABVertex *curr = vertexHead, *next = nullptr << 560   ABVertex *curr = vertexHead, *next;
524   do    // Loop checking, 13.08.2015, G.Cosmo  << 561   do
525   {                                               562   {
526     next = curr->next;                            563     next = curr->next;
527     if (next==nullptr) next = vertexHead;      << 564     if (next==0) next = vertexHead;
528                                                   565     
529     answer += curr->a*next->b - curr->b*next->    566     answer += curr->a*next->b - curr->b*next->a;
530     curr = curr->next;                            567     curr = curr->next;
531   } while( curr != nullptr );                  << 568   } while( curr );
532                                                   569   
533   return 0.5*answer;                              570   return 0.5*answer;
534 }                                                 571 }
535                                                   572 
                                                   >> 573 
                                                   >> 574 //
536 // Print                                          575 // Print
537 //                                                576 //
538 void G4ReduciblePolygon::Print()                  577 void G4ReduciblePolygon::Print()
539 {                                                 578 {
540   ABVertex* curr = vertexHead;                 << 579   ABVertex *curr = vertexHead;
541   do    // Loop checking, 13.08.2015, G.Cosmo  << 580   do
542   {                                               581   {
543     G4cerr << curr->a << " " << curr->b << G4e    582     G4cerr << curr->a << " " << curr->b << G4endl;
544     curr = curr->next;                            583     curr = curr->next;
545   } while( curr != nullptr );                  << 584   } while( curr );
546 }                                                 585 }
547                                                   586 
                                                   >> 587 
                                                   >> 588 //
548 // CalculateMaxMin                                589 // CalculateMaxMin
549 //                                                590 //
550 // To be called when the vertices are changed,    591 // To be called when the vertices are changed, this
551 // routine re-calculates global values            592 // routine re-calculates global values
552 //                                                593 //
553 void G4ReduciblePolygon::CalculateMaxMin()        594 void G4ReduciblePolygon::CalculateMaxMin()
554 {                                                 595 {
555   ABVertex* curr = vertexHead;                 << 596   ABVertex *curr = vertexHead;
556   aMin = aMax = curr->a;                          597   aMin = aMax = curr->a;
557   bMin = bMax = curr->b;                          598   bMin = bMax = curr->b;
558   curr = curr->next;                              599   curr = curr->next;
559   while( curr != nullptr )    // Loop checking << 600   while( curr )
560   {                                               601   {
561     if (curr->a < aMin)                           602     if (curr->a < aMin)
562       aMin = curr->a;                             603       aMin = curr->a;
563     else if (curr->a > aMax)                      604     else if (curr->a > aMax)
564       aMax = curr->a;                             605       aMax = curr->a;
565                                                   606 
566     if (curr->b < bMin)                           607     if (curr->b < bMin)
567       bMin = curr->b;                             608       bMin = curr->b;
568     else if (curr->b > bMax)                      609     else if (curr->b > bMax)
569       bMax = curr->b;                             610       bMax = curr->b;
570                                                   611     
571     curr = curr->next;                            612     curr = curr->next;
572   }                                               613   }
573 }                                                 614 }
574                                                   615