Geant4 Cross Reference

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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 11.0.p2)


  1 //                                                  1 //
  2 // *******************************************      2 // ********************************************************************
  3 // * License and Disclaimer                         3 // * License and Disclaimer                                           *
  4 // *                                                4 // *                                                                  *
  5 // * The  Geant4 software  is  copyright of th      5 // * The  Geant4 software  is  copyright of the Copyright Holders  of *
  6 // * the Geant4 Collaboration.  It is provided      6 // * the Geant4 Collaboration.  It is provided  under  the terms  and *
  7 // * conditions of the Geant4 Software License      7 // * conditions of the Geant4 Software License,  included in the file *
  8 // * LICENSE and available at  http://cern.ch/      8 // * LICENSE and available at  http://cern.ch/geant4/license .  These *
  9 // * include a list of copyright holders.           9 // * include a list of copyright holders.                             *
 10 // *                                               10 // *                                                                  *
 11 // * Neither the authors of this software syst     11 // * Neither the authors of this software system, nor their employing *
 12 // * institutes,nor the agencies providing fin     12 // * institutes,nor the agencies providing financial support for this *
 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.                      *
 20 // * By using,  copying,  modifying or  distri     20 // * By using,  copying,  modifying or  distributing the software (or *
 21 // * any work based  on the software)  you  ag     21 // * any work based  on the software)  you  agree  to acknowledge its *
 22 // * use  in  resulting  scientific  publicati     22 // * use  in  resulting  scientific  publications,  and indicate your *
 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 // G4ReduciblePolygon implementation; a utility class used to specify,
 27 // test, reduce, and/or otherwise manipulate a     27 // test, reduce, and/or otherwise manipulate a 2D polygon.
 28 // See G4ReduciblePolygon.hh for more info.        28 // See G4ReduciblePolygon.hh for more info.
 29 //                                                 29 //
 30 // Author: David C. Williams (davidw@scipp.ucs     30 // Author: David C. Williams (davidw@scipp.ucsc.edu)
 31 // -------------------------------------------     31 // --------------------------------------------------------------------
 32                                                    32 
 33 #include "G4ReduciblePolygon.hh"                   33 #include "G4ReduciblePolygon.hh"
 34 #include "globals.hh"                              34 #include "globals.hh"
 35                                                    35 
 36 // Constructor: with simple arrays                 36 // Constructor: with simple arrays
 37 //                                                 37 //
 38 G4ReduciblePolygon::G4ReduciblePolygon( const      38 G4ReduciblePolygon::G4ReduciblePolygon( const G4double a[],
 39                                         const      39                                         const G4double b[],
 40                                                    40                                               G4int n )
 41   : aMin(0.), aMax(0.), bMin(0.), bMax(0.)         41   : aMin(0.), aMax(0.), bMin(0.), bMax(0.)
 42 {                                                  42 {
 43   //                                               43   //
 44   // Do all of the real work in Create             44   // Do all of the real work in Create
 45   //                                               45   //
 46   Create( a, b, n );                               46   Create( a, b, n );
 47 }                                                  47 }
 48                                                    48 
 49 // Constructor: special PGON/PCON case             49 // Constructor: special PGON/PCON case
 50 //                                                 50 //
 51 G4ReduciblePolygon::G4ReduciblePolygon( const      51 G4ReduciblePolygon::G4ReduciblePolygon( const G4double rmin[],
 52                                         const      52                                         const G4double rmax[], 
 53                                         const      53                                         const G4double z[], G4int n )
 54   : aMin(0.), aMax(0.), bMin(0.), bMax(0.)         54   : aMin(0.), aMax(0.), bMin(0.), bMax(0.)
 55 {                                                  55 {
 56   //                                               56   //
 57   // Translate                                     57   // Translate
 58   //                                               58   //
 59   auto a = new G4double[n*2];                  <<  59   G4double *a = new G4double[n*2];
 60   auto b = new G4double[n*2];                  <<  60   G4double *b = new G4double[n*2];
 61                                                    61   
 62   G4double *rOut = a + n,                          62   G4double *rOut = a + n,
 63            *zOut = b + n,                          63            *zOut = b + n,
 64             *rIn = rOut-1,                         64             *rIn = rOut-1,
 65             *zIn = zOut-1;                         65             *zIn = zOut-1;
 66                                                    66   
 67   for( G4int i=0; i < n; ++i, ++rOut, ++zOut,      67   for( G4int i=0; i < n; ++i, ++rOut, ++zOut, --rIn, --zIn )
 68   {                                                68   {
 69     *rOut = rmax[i];                               69     *rOut = rmax[i];
 70     *rIn  = rmin[i];                               70     *rIn  = rmin[i];
 71     *zOut = *zIn = z[i];                           71     *zOut = *zIn = z[i];
 72   }                                                72   }
 73                                                    73   
 74   Create( a, b, n*2 );                             74   Create( a, b, n*2 );
 75                                                    75   
 76   delete [] a;                                     76   delete [] a;
 77   delete [] b;                                     77   delete [] b;
 78 }                                                  78 }
 79                                                    79 
 80 // Create                                          80 // Create
 81 //                                                 81 //
 82 // To be called by constructors, fill in the l     82 // To be called by constructors, fill in the list and statistics for a new
 83 // polygon                                         83 // polygon
 84 //                                                 84 //
 85 void G4ReduciblePolygon::Create( const G4doubl     85 void G4ReduciblePolygon::Create( const G4double a[],
 86                                  const G4doubl     86                                  const G4double b[], G4int n )
 87 {                                                  87 {
 88   if (n<3)                                         88   if (n<3)
 89    G4Exception("G4ReduciblePolygon::Create()",     89    G4Exception("G4ReduciblePolygon::Create()", "GeomSolids0002",
 90                FatalErrorInArgument, "Less tha     90                FatalErrorInArgument, "Less than 3 vertices specified.");
 91                                                    91   
 92   const G4double *anext = a, *bnext = b;           92   const G4double *anext = a, *bnext = b;
 93   ABVertex* prev = nullptr;                        93   ABVertex* prev = nullptr;
 94   do    // Loop checking, 13.08.2015, G.Cosmo      94   do    // Loop checking, 13.08.2015, G.Cosmo
 95   {                                                95   {
 96     auto newVertex = new ABVertex;             <<  96     ABVertex *newVertex = new ABVertex;
 97     newVertex->a = *anext;                         97     newVertex->a = *anext;
 98     newVertex->b = *bnext;                         98     newVertex->b = *bnext;
 99     newVertex->next = nullptr;                     99     newVertex->next = nullptr;
100     if (prev==nullptr)                            100     if (prev==nullptr)
101     {                                             101     {
102       vertexHead = newVertex;                     102       vertexHead = newVertex;
103     }                                             103     }
104     else                                          104     else
105     {                                             105     {
106       prev->next = newVertex;                     106       prev->next = newVertex;
107     }                                             107     }
108                                                   108       
109     prev = newVertex;                             109     prev = newVertex;
110   } while( ++anext, ++bnext < b+n );              110   } while( ++anext, ++bnext < b+n );
111                                                   111 
112   numVertices = n;                                112   numVertices = n;
113                                                   113   
114   CalculateMaxMin();                              114   CalculateMaxMin();
115 }                                                 115 }
116                                                   116 
117 // Fake default constructor - sets only member    117 // Fake default constructor - sets only member data and allocates memory
118 //                            for usage restri    118 //                            for usage restricted to object persistency.
119 //                                                119 //
120 G4ReduciblePolygon::G4ReduciblePolygon( __void    120 G4ReduciblePolygon::G4ReduciblePolygon( __void__& )
121   : aMin(0.), aMax(0.), bMin(0.), bMax(0.)        121   : aMin(0.), aMax(0.), bMin(0.), bMax(0.)
122 {                                                 122 {
123 }                                                 123 }
124                                                   124 
125                                                   125 
126 //                                                126 //
127 // Destructor                                     127 // Destructor
128 //                                                128 //
129 G4ReduciblePolygon::~G4ReduciblePolygon()         129 G4ReduciblePolygon::~G4ReduciblePolygon()
130 {                                                 130 {
131   ABVertex* curr = vertexHead;                    131   ABVertex* curr = vertexHead;
132   while( curr != nullptr )    // Loop checking    132   while( curr != nullptr )    // Loop checking, 13.08.2015, G.Cosmo
133   {                                               133   {
134     ABVertex* toDelete = curr;                    134     ABVertex* toDelete = curr;
135     curr = curr->next;                            135     curr = curr->next;
136     delete toDelete;                              136     delete toDelete;
137   }                                               137   }
138 }                                                 138 }
139                                                   139 
140 // CopyVertices                                   140 // CopyVertices
141 //                                                141 //
142 // Copy contents into simple linear arrays.       142 // Copy contents into simple linear arrays.
143 // ***** CAUTION ***** Be care to declare the     143 // ***** CAUTION ***** Be care to declare the arrays to a large
144 // enough size!                                   144 // enough size!
145 //                                                145 //
146 void G4ReduciblePolygon::CopyVertices( G4doubl    146 void G4ReduciblePolygon::CopyVertices( G4double a[], G4double b[] ) const
147 {                                                 147 {
148   G4double *anext = a, *bnext = b;                148   G4double *anext = a, *bnext = b;
149   ABVertex *curr = vertexHead;                    149   ABVertex *curr = vertexHead;
150   while( curr != nullptr )    // Loop checking    150   while( curr != nullptr )    // Loop checking, 13.08.2015, G.Cosmo
151   {                                               151   {
152     *anext++ = curr->a;                           152     *anext++ = curr->a;
153     *bnext++ = curr->b;                           153     *bnext++ = curr->b;
154     curr = curr->next;                            154     curr = curr->next;
155   }                                               155   }
156 }                                                 156 }
157                                                   157 
158 // ScaleA                                         158 // ScaleA
159 //                                                159 //
160 // Multiply all a values by a common scale        160 // Multiply all a values by a common scale
161 //                                                161 //
162 void G4ReduciblePolygon::ScaleA( G4double scal    162 void G4ReduciblePolygon::ScaleA( G4double scale )
163 {                                                 163 {
164   ABVertex* curr = vertexHead;                    164   ABVertex* curr = vertexHead;
165   while( curr != nullptr )    // Loop checking    165   while( curr != nullptr )    // Loop checking, 13.08.2015, G.Cosmo
166   {                                               166   {
167     curr->a *= scale;                             167     curr->a *= scale;
168     curr = curr->next;                            168     curr = curr->next;
169   }                                               169   }
170 }                                                 170 }  
171                                                   171 
172 // ScaleB                                         172 // ScaleB
173 //                                                173 //
174 // Multiply all b values by a common scale        174 // Multiply all b values by a common scale
175 //                                                175 //
176 void G4ReduciblePolygon::ScaleB( G4double scal    176 void G4ReduciblePolygon::ScaleB( G4double scale )
177 {                                                 177 {
178   ABVertex* curr = vertexHead;                    178   ABVertex* curr = vertexHead;
179   while( curr != nullptr )    // Loop checking    179   while( curr != nullptr )    // Loop checking, 13.08.2015, G.Cosmo
180   {                                               180   {
181     curr->b *= scale;                             181     curr->b *= scale;
182     curr = curr->next;                            182     curr = curr->next;
183   }                                               183   }
184 }                                                 184 }  
185                                                   185 
186 // RemoveDuplicateVertices                        186 // RemoveDuplicateVertices
187 //                                                187 //
188 // Remove adjacent vertices that are equal. Re    188 // Remove adjacent vertices that are equal. Returns "false" if there
189 // is a problem (too few vertices remaining).     189 // is a problem (too few vertices remaining).
190 //                                                190 //
191 G4bool G4ReduciblePolygon::RemoveDuplicateVert    191 G4bool G4ReduciblePolygon::RemoveDuplicateVertices( G4double tolerance )
192 {                                                 192 {
193   ABVertex *curr = vertexHead,                    193   ABVertex *curr = vertexHead, 
194            *prev = nullptr, *next = nullptr;      194            *prev = nullptr, *next = nullptr;
195   while( curr != nullptr )    // Loop checking    195   while( curr != nullptr )    // Loop checking, 13.08.2015, G.Cosmo
196   {                                               196   {
197     next = curr->next;                            197     next = curr->next;
198     if (next == nullptr) next = vertexHead;       198     if (next == nullptr) next = vertexHead;
199                                                   199     
200     if (std::fabs(curr->a-next->a) < tolerance    200     if (std::fabs(curr->a-next->a) < tolerance &&
201         std::fabs(curr->b-next->b) < tolerance    201         std::fabs(curr->b-next->b) < tolerance     )
202     {                                             202     {
203       //                                          203       //
204       // Duplicate found: do we have > 3 verti    204       // Duplicate found: do we have > 3 vertices?
205       //                                          205       //
206       if (numVertices <= 3)                       206       if (numVertices <= 3)
207       {                                           207       {
208         CalculateMaxMin();                        208         CalculateMaxMin();
209         return false;                             209         return false;
210       }                                           210       }
211                                                   211       
212       //                                          212       //
213       // Delete                                   213       // Delete
214       //                                          214       //
215       ABVertex* toDelete = curr;                  215       ABVertex* toDelete = curr;
216       curr = curr->next;                          216       curr = curr->next;
217       delete toDelete;                            217       delete toDelete;
218                                                   218       
219       numVertices--;                              219       numVertices--;
220                                                   220       
221       if (prev != nullptr)                        221       if (prev != nullptr)
222         prev->next = curr;                        222         prev->next = curr;
223       else                                        223       else 
224         vertexHead = curr;                        224         vertexHead = curr;
225     }                                             225     }
226     else                                          226     else
227     {                                             227     {
228       prev = curr;                                228       prev = curr;
229       curr = curr->next;                          229       curr = curr->next;
230     }                                             230     }
231   }                                               231   }
232                                                   232   
233   //                                              233   //
234   // In principle, this is not needed, but why    234   // In principle, this is not needed, but why not just play it safe?
235   //                                              235   //
236   CalculateMaxMin();                              236   CalculateMaxMin();
237                                                   237   
238   return true;                                    238   return true;
239 }                                                 239 }
240                                                   240 
241 // RemoveRedundantVertices                        241 // RemoveRedundantVertices
242 //                                                242 //
243 // Remove any unneeded vertices, i.e. those ve    243 // Remove any unneeded vertices, i.e. those vertices which
244 // are on the line connecting the previous and    244 // are on the line connecting the previous and next vertices.
245 //                                                245 //
246 G4bool G4ReduciblePolygon::RemoveRedundantVert    246 G4bool G4ReduciblePolygon::RemoveRedundantVertices( G4double tolerance )
247 {                                                 247 {
248   //                                              248   //
249   // Under these circumstances, we can quit no    249   // Under these circumstances, we can quit now!
250   //                                              250   //
251   if (numVertices <= 2) return false;             251   if (numVertices <= 2) return false;
252                                                   252   
253   G4double tolerance2 = tolerance*tolerance;      253   G4double tolerance2 = tolerance*tolerance;
254                                                   254 
255   //                                              255   //
256   // Loop over all vertices                       256   // Loop over all vertices
257   //                                              257   //
258   ABVertex *curr = vertexHead, *next = nullptr    258   ABVertex *curr = vertexHead, *next = nullptr;
259   while( curr != nullptr )    // Loop checking    259   while( curr != nullptr )    // Loop checking, 13.08.2015, G.Cosmo
260   {                                               260   {
261     next = curr->next;                            261     next = curr->next;
262     if (next == nullptr) next = vertexHead;       262     if (next == nullptr) next = vertexHead;
263                                                   263     
264     G4double da = next->a - curr->a,              264     G4double da = next->a - curr->a,
265              db = next->b - curr->b;              265              db = next->b - curr->b;
266                                                   266     
267     //                                            267     //
268     // Loop over all subsequent vertices, up t    268     // Loop over all subsequent vertices, up to curr
269     //                                            269     //
270     for(;;)                                       270     for(;;)
271     {                                             271     {
272       //                                          272       //
273       // Get vertex after next                    273       // Get vertex after next
274       //                                          274       //
275       ABVertex* test = next->next;                275       ABVertex* test = next->next;
276       if (test == nullptr) test = vertexHead;     276       if (test == nullptr) test = vertexHead;
277                                                   277       
278       //                                          278       //
279       // If we are back to the original vertex    279       // If we are back to the original vertex, stop
280       //                                          280       //
281       if (test==curr) break;                      281       if (test==curr) break;
282                                                   282     
283       //                                          283       //
284       // Test for parallel line segments          284       // Test for parallel line segments
285       //                                          285       //
286       G4double dat = test->a - curr->a,           286       G4double dat = test->a - curr->a,
287                dbt = test->b - curr->b;           287                dbt = test->b - curr->b;
288                                                   288          
289       if (std::fabs(dat*db-dbt*da)>tolerance2)    289       if (std::fabs(dat*db-dbt*da)>tolerance2) break;
290                                                   290       
291       //                                          291       //
292       // Redundant vertex found: do we have >     292       // Redundant vertex found: do we have > 3 vertices?
293       //                                          293       // 
294       if (numVertices <= 3)                       294       if (numVertices <= 3)
295       {                                           295       {
296         CalculateMaxMin();                        296         CalculateMaxMin();
297         return false;                             297         return false;
298       }                                           298       }
299                                                   299 
300       //                                          300       //
301       // Delete vertex pointed to by next. Car    301       // Delete vertex pointed to by next. Carefully!
302       //                                          302       //
303       if (curr->next != nullptr)                  303       if (curr->next != nullptr)
304       {    // next is not head                    304       {    // next is not head
305         if (next->next != nullptr)                305         if (next->next != nullptr)
306           curr->next = test;  // next is not t    306           curr->next = test;  // next is not tail
307         else                                      307         else
308           curr->next = nullptr;    // New tail    308           curr->next = nullptr;    // New tail
309       }                                           309       }
310       else                                        310       else
311         vertexHead = test;  // New head           311         vertexHead = test;  // New head
312                                                   312         
313       if ((curr != next) && (next != test)) de    313       if ((curr != next) && (next != test)) delete next;
314                                                   314       
315       --numVertices;                              315       --numVertices;
316                                                   316       
317       //                                          317       //
318       // Replace next by the vertex we just te    318       // Replace next by the vertex we just tested,
319       // and keep on going...                     319       // and keep on going...
320       //                                          320       //
321       next = test;                                321       next = test;
322       da = dat; db = dbt;                         322       da = dat; db = dbt;
323     }                                             323     }
324     curr = curr->next;                            324     curr = curr->next;
325   }                                               325   }
326                                                   326   
327   //                                              327   //
328   // In principle, this is not needed, but why    328   // In principle, this is not needed, but why not just play it safe?
329   //                                              329   //
330   CalculateMaxMin();                              330   CalculateMaxMin();
331                                                   331   
332   return true;                                    332   return true;
333 }                                                 333 }
334                                                   334 
335 // ReverseOrder                                   335 // ReverseOrder
336 //                                                336 //
337 // Reverse the order of the vertices              337 // Reverse the order of the vertices
338 //                                                338 //
339 void G4ReduciblePolygon::ReverseOrder()           339 void G4ReduciblePolygon::ReverseOrder()
340 {                                                 340 {
341   //                                              341   //
342   // Loop over all vertices                       342   // Loop over all vertices
343   //                                              343   //
344   ABVertex* prev = vertexHead;                    344   ABVertex* prev = vertexHead;
345   if (prev==nullptr) return;    // No vertices    345   if (prev==nullptr) return;    // No vertices
346                                                   346   
347   ABVertex* curr = prev->next;                    347   ABVertex* curr = prev->next;
348   if (curr==nullptr) return;    // Just one ve    348   if (curr==nullptr) return;    // Just one vertex
349                                                   349   
350   //                                              350   //
351   // Our new tail                                 351   // Our new tail
352   //                                              352   //
353   vertexHead->next = nullptr;                     353   vertexHead->next = nullptr;
354                                                   354   
355   for(;;)                                         355   for(;;)
356   {                                               356   {
357     //                                            357     //
358     // Save pointer to next vertex (in origina    358     // Save pointer to next vertex (in original order)
359     //                                            359     //
360     ABVertex *save = curr->next;                  360     ABVertex *save = curr->next;
361                                                   361     
362     //                                            362     //
363     // Replace it with a pointer to the previo    363     // Replace it with a pointer to the previous one
364     // (in original order)                        364     // (in original order)
365     //                                            365     //
366     curr->next = prev;                            366     curr->next = prev;
367                                                   367     
368     //                                            368     //
369     // Last vertex?                               369     // Last vertex?
370     //                                            370     //
371     if (save == nullptr) break;                   371     if (save == nullptr) break;
372                                                   372     
373     //                                            373     //
374     // Next vertex                                374     // Next vertex
375     //                                            375     //
376     prev = curr;                                  376     prev = curr;
377     curr = save;                                  377     curr = save;
378   }                                               378   }
379                                                   379   
380   //                                              380   //
381   // Our new head                                 381   // Our new head
382   //                                              382   //
383   vertexHead = curr;                              383   vertexHead = curr;
384 }                                                 384 }
385                                                   385 
386                                                   386 
387 // StartWithZMin                                  387 // StartWithZMin
388 //                                                388 //
389 // Starting alway with Zmin=bMin                  389 // Starting alway with Zmin=bMin
390 // This method is used for GenericPolycone        390 // This method is used for GenericPolycone 
391 //                                                391 //
392 void G4ReduciblePolygon::StartWithZMin()          392 void G4ReduciblePolygon::StartWithZMin()
393 {                                                 393 { 
394   ABVertex* curr = vertexHead;                    394   ABVertex* curr = vertexHead;
395   G4double bcurr = curr->b;                       395   G4double bcurr = curr->b;
396   ABVertex* prev = curr;                          396   ABVertex* prev = curr;
397   while( curr != nullptr)    // Loop checking,    397   while( curr != nullptr)    // Loop checking, 13.08.2015, G.Cosmo
398   {                                               398   { 
399     if(curr->b < bcurr)                           399     if(curr->b < bcurr)
400     {                                             400     { 
401       bcurr = curr->b;                            401       bcurr = curr->b;
402       ABVertex* curr1 = curr;                     402       ABVertex* curr1 = curr;   
403       while( curr1 != nullptr )    // Loop che    403       while( curr1 != nullptr )    // Loop checking, 13.08.2015, G.Cosmo
404       {                                           404       {
405         if(curr1->next == nullptr) { curr1->ne    405         if(curr1->next == nullptr) { curr1->next = vertexHead; break; }
406         curr1 = curr1->next;                      406         curr1 = curr1->next;
407       }                                           407       }
408       vertexHead = curr;                          408       vertexHead = curr;         
409       prev->next = nullptr;                       409       prev->next = nullptr;
410     }                                             410     }
411     prev = curr;                                  411     prev = curr;
412     curr = curr->next;                            412     curr = curr->next;
413   }                                               413   }
414 }                                                 414 }
415                                                   415 
416 // CrossesItself                                  416 // CrossesItself
417 //                                                417 //
418 // Return "true" if the polygon crosses itself    418 // Return "true" if the polygon crosses itself
419 //                                                419 //
420 // Warning: this routine is not very fast (run    420 // Warning: this routine is not very fast (runs as N**2)
421 //                                                421 //
422 G4bool G4ReduciblePolygon::CrossesItself( G4do    422 G4bool G4ReduciblePolygon::CrossesItself( G4double tolerance )
423 {                                                 423 {
424   G4double tolerance2 = tolerance*tolerance;      424   G4double tolerance2 = tolerance*tolerance;
425   G4double one  = 1.0-tolerance,                  425   G4double one  = 1.0-tolerance,
426            zero = tolerance;                      426            zero = tolerance;
427   //                                              427   //
428   // Top loop over line segments. By the time     428   // Top loop over line segments. By the time we finish
429   // with the second to last segment, we're do    429   // with the second to last segment, we're done.
430   //                                              430   //
431   ABVertex *curr1 = vertexHead, *next1 = nullp    431   ABVertex *curr1 = vertexHead, *next1 = nullptr;
432   while (curr1->next != nullptr)    // Loop ch    432   while (curr1->next != nullptr)    // Loop checking, 13.08.2015, G.Cosmo
433   {                                               433   {
434     next1 = curr1->next;                          434     next1 = curr1->next;
435     G4double da1 = next1->a-curr1->a,             435     G4double da1 = next1->a-curr1->a,
436              db1 = next1->b-curr1->b;             436              db1 = next1->b-curr1->b;
437                                                   437     
438     //                                            438     //
439     // Inner loop over subsequent line segment    439     // Inner loop over subsequent line segments
440     //                                            440     //
441     ABVertex* curr2 = next1->next;                441     ABVertex* curr2 = next1->next;
442     while( curr2 != nullptr )    // Loop check    442     while( curr2 != nullptr )    // Loop checking, 13.08.2015, G.Cosmo
443     {                                             443     {
444       ABVertex* next2 = curr2->next;              444       ABVertex* next2 = curr2->next;
445       if (next2==nullptr) next2 = vertexHead;     445       if (next2==nullptr) next2 = vertexHead;
446       G4double da2 = next2->a-curr2->a,           446       G4double da2 = next2->a-curr2->a,
447                db2 = next2->b-curr2->b;           447                db2 = next2->b-curr2->b;
448       G4double a12 = curr2->a-curr1->a,           448       G4double a12 = curr2->a-curr1->a,
449                b12 = curr2->b-curr1->b;           449                b12 = curr2->b-curr1->b;
450                                                   450          
451       //                                          451       //
452       // Calculate intersection of the two lin    452       // Calculate intersection of the two lines
453       //                                          453       //
454       G4double deter = da1*db2 - db1*da2;         454       G4double deter = da1*db2 - db1*da2;
455       if (std::fabs(deter) > tolerance2)          455       if (std::fabs(deter) > tolerance2)
456       {                                           456       {
457         G4double s1, s2;                          457         G4double s1, s2;
458         s1 = (a12*db2-b12*da2)/deter;             458         s1 = (a12*db2-b12*da2)/deter;
459                                                   459         
460         if (s1 >= zero && s1 < one)               460         if (s1 >= zero && s1 < one)
461         {                                         461         {
462           s2 = -(da1*b12-db1*a12)/deter;          462           s2 = -(da1*b12-db1*a12)/deter;
463           if (s2 >= zero && s2 < one) return t    463           if (s2 >= zero && s2 < one) return true;
464         }                                         464         }
465       }                                           465       }
466       curr2 = curr2->next;                        466       curr2 = curr2->next;   
467     }                                             467     }
468     curr1 = next1;                                468     curr1 = next1;
469   }                                               469   }
470   return false;                                   470   return false;
471 }                                                 471 }
472                                                   472 
473 // BisectedBy                                     473 // BisectedBy
474 //                                                474 //
475 // Decide if a line through two points crosses    475 // Decide if a line through two points crosses the polygon, within tolerance
476 //                                                476 //
477 G4bool G4ReduciblePolygon::BisectedBy( G4doubl    477 G4bool G4ReduciblePolygon::BisectedBy( G4double a1, G4double b1,
478                                        G4doubl    478                                        G4double a2, G4double b2,
479                                        G4doubl    479                                        G4double tolerance )
480 {                                                 480 {
481   G4int nNeg = 0, nPos = 0;                       481   G4int nNeg = 0, nPos = 0;
482                                                   482   
483   G4double a12 = a2-a1, b12 = b2-b1;              483   G4double a12 = a2-a1, b12 = b2-b1;
484   G4double len12 = std::sqrt( a12*a12 + b12*b1    484   G4double len12 = std::sqrt( a12*a12 + b12*b12 );
485   a12 /= len12; b12 /= len12;                     485   a12 /= len12; b12 /= len12;
486                                                   486   
487   ABVertex* curr = vertexHead;                    487   ABVertex* curr = vertexHead;
488   do    // Loop checking, 13.08.2015, G.Cosmo     488   do    // Loop checking, 13.08.2015, G.Cosmo
489   {                                               489   {
490     G4double av = curr->a - a1,                   490     G4double av = curr->a - a1,
491              bv = curr->b - b1;                   491              bv = curr->b - b1;
492                                                   492        
493     G4double cross = av*b12 - bv*a12;             493     G4double cross = av*b12 - bv*a12;
494                                                   494     
495     if (cross < -tolerance)                       495     if (cross < -tolerance)
496     {                                             496     {
497       if (nPos != 0) return true;              << 497       if (nPos) return true;
498       ++nNeg;                                     498       ++nNeg;
499     }                                             499     }
500     else if (cross > tolerance)                   500     else if (cross > tolerance)
501     {                                             501     {
502       if (nNeg != 0) return true;              << 502       if (nNeg) return true;
503       ++nPos;                                     503       ++nPos;
504     }                                             504     }
505     curr = curr->next;                            505     curr = curr->next;
506   } while( curr != nullptr );                     506   } while( curr != nullptr );
507                                                   507     
508   return false;                                   508   return false;
509 }                                                 509 }
510                                                   510 
511 // Area                                           511 // Area
512 //                                                512 //
513 // Calculated signed polygon area, where polyg    513 // Calculated signed polygon area, where polygons specified in a
514 // clockwise manner (where x==a, y==b) have ne    514 // clockwise manner (where x==a, y==b) have negative area
515 //                                                515 //
516 //    References: [O' Rourke (C)] pp. 18-27; [    516 //    References: [O' Rourke (C)] pp. 18-27; [Gems II] pp. 5-6:
517 //    "The Area of a Simple Polygon", Jon Rokn    517 //    "The Area of a Simple Polygon", Jon Rokne.
518 //                                                518 //
519 G4double G4ReduciblePolygon::Area()               519 G4double G4ReduciblePolygon::Area()
520 {                                                 520 {
521   G4double answer = 0;                            521   G4double answer = 0;
522                                                   522   
523   ABVertex *curr = vertexHead, *next = nullptr    523   ABVertex *curr = vertexHead, *next = nullptr;
524   do    // Loop checking, 13.08.2015, G.Cosmo     524   do    // Loop checking, 13.08.2015, G.Cosmo
525   {                                               525   {
526     next = curr->next;                            526     next = curr->next;
527     if (next==nullptr) next = vertexHead;      << 527     if (next==0) next = vertexHead;
528                                                   528     
529     answer += curr->a*next->b - curr->b*next->    529     answer += curr->a*next->b - curr->b*next->a;
530     curr = curr->next;                            530     curr = curr->next;
531   } while( curr != nullptr );                     531   } while( curr != nullptr );
532                                                   532   
533   return 0.5*answer;                              533   return 0.5*answer;
534 }                                                 534 }
535                                                   535 
536 // Print                                          536 // Print
537 //                                                537 //
538 void G4ReduciblePolygon::Print()                  538 void G4ReduciblePolygon::Print()
539 {                                                 539 {
540   ABVertex* curr = vertexHead;                    540   ABVertex* curr = vertexHead;
541   do    // Loop checking, 13.08.2015, G.Cosmo     541   do    // Loop checking, 13.08.2015, G.Cosmo
542   {                                               542   {
543     G4cerr << curr->a << " " << curr->b << G4e    543     G4cerr << curr->a << " " << curr->b << G4endl;
544     curr = curr->next;                            544     curr = curr->next;
545   } while( curr != nullptr );                     545   } while( curr != nullptr );
546 }                                                 546 }
547                                                   547 
548 // CalculateMaxMin                                548 // CalculateMaxMin
549 //                                                549 //
550 // To be called when the vertices are changed,    550 // To be called when the vertices are changed, this
551 // routine re-calculates global values            551 // routine re-calculates global values
552 //                                                552 //
553 void G4ReduciblePolygon::CalculateMaxMin()        553 void G4ReduciblePolygon::CalculateMaxMin()
554 {                                                 554 {
555   ABVertex* curr = vertexHead;                    555   ABVertex* curr = vertexHead;
556   aMin = aMax = curr->a;                          556   aMin = aMax = curr->a;
557   bMin = bMax = curr->b;                          557   bMin = bMax = curr->b;
558   curr = curr->next;                              558   curr = curr->next;
559   while( curr != nullptr )    // Loop checking    559   while( curr != nullptr )    // Loop checking, 13.08.2015, G.Cosmo
560   {                                               560   {
561     if (curr->a < aMin)                           561     if (curr->a < aMin)
562       aMin = curr->a;                             562       aMin = curr->a;
563     else if (curr->a > aMax)                      563     else if (curr->a > aMax)
564       aMax = curr->a;                             564       aMax = curr->a;
565                                                   565 
566     if (curr->b < bMin)                           566     if (curr->b < bMin)
567       bMin = curr->b;                             567       bMin = curr->b;
568     else if (curr->b > bMax)                      568     else if (curr->b > bMax)
569       bMax = curr->b;                             569       bMax = curr->b;
570                                                   570     
571     curr = curr->next;                            571     curr = curr->next;
572   }                                               572   }
573 }                                                 573 }
574                                                   574