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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 6.1)


  1 //                                                  1 //
  2 // *******************************************      2 // ********************************************************************
  3 // * License and Disclaimer                    <<   3 // * DISCLAIMER                                                       *
  4 // *                                                4 // *                                                                  *
  5 // * The  Geant4 software  is  copyright of th <<   5 // * The following disclaimer summarizes all the specific disclaimers *
  6 // * the Geant4 Collaboration.  It is provided <<   6 // * of contributors to this software. The specific disclaimers,which *
  7 // * conditions of the Geant4 Software License <<   7 // * govern, are listed with their locations in:                      *
  8 // * LICENSE and available at  http://cern.ch/ <<   8 // *   http://cern.ch/geant4/license                                  *
  9 // * include a list of copyright holders.      << 
 10 // *                                                9 // *                                                                  *
 11 // * Neither the authors of this software syst     10 // * Neither the authors of this software system, nor their employing *
 12 // * institutes,nor the agencies providing fin     11 // * institutes,nor the agencies providing financial support for this *
 13 // * work  make  any representation or  warran     12 // * work  make  any representation or  warranty, express or implied, *
 14 // * regarding  this  software system or assum     13 // * regarding  this  software system or assume any liability for its *
 15 // * use.  Please see the license in the file  <<  14 // * use.                                                             *
 16 // * for the full disclaimer and the limitatio << 
 17 // *                                               15 // *                                                                  *
 18 // * This  code  implementation is the result  <<  16 // * This  code  implementation is the  intellectual property  of the *
 19 // * technical work of the GEANT4 collaboratio <<  17 // * GEANT4 collaboration.                                            *
 20 // * By using,  copying,  modifying or  distri <<  18 // * By copying,  distributing  or modifying the Program (or any work *
 21 // * any work based  on the software)  you  ag <<  19 // * based  on  the Program)  you indicate  your  acceptance of  this *
 22 // * use  in  resulting  scientific  publicati <<  20 // * statement, and all its terms.                                    *
 23 // * acceptance of all terms of the Geant4 Sof << 
 24 // *******************************************     21 // ********************************************************************
 25 //                                                 22 //
 26 // G4ReduciblePolygon implementation; a utilit <<  23 //
 27 // test, reduce, and/or otherwise manipulate a <<  24 // $Id: G4ReduciblePolygon.cc,v 1.8 2003/11/03 18:39:55 gcosmo Exp $
                                                   >>  25 // GEANT4 tag $Name: geant4-06-00-patch-01 $
                                                   >>  26 //
                                                   >>  27 // 
                                                   >>  28 // --------------------------------------------------------------------
                                                   >>  29 // GEANT 4 class source file
                                                   >>  30 //
                                                   >>  31 //
                                                   >>  32 // G4ReduciblePolygon.cc
                                                   >>  33 //
                                                   >>  34 // Implementation of a utility class used to specify, test, reduce,
                                                   >>  35 // and/or otherwise manipulate a 2D polygon.
                                                   >>  36 //
 28 // See G4ReduciblePolygon.hh for more info.        37 // See G4ReduciblePolygon.hh for more info.
 29 //                                                 38 //
 30 // Author: David C. Williams (davidw@scipp.ucs << 
 31 // -------------------------------------------     39 // --------------------------------------------------------------------
 32                                                    40 
 33 #include "G4ReduciblePolygon.hh"                   41 #include "G4ReduciblePolygon.hh"
 34 #include "globals.hh"                              42 #include "globals.hh"
 35                                                    43 
                                                   >>  44 //
 36 // Constructor: with simple arrays                 45 // Constructor: with simple arrays
 37 //                                                 46 //
 38 G4ReduciblePolygon::G4ReduciblePolygon( const      47 G4ReduciblePolygon::G4ReduciblePolygon( const G4double a[],
 39                                         const      48                                         const G4double b[],
 40                                                    49                                               G4int n )
 41   : aMin(0.), aMax(0.), bMin(0.), bMax(0.)     <<  50   : aMin(0.), aMax(0.), bMin(0.), bMax(0.),
                                                   >>  51     vertexHead(0)
 42 {                                                  52 {
 43   //                                               53   //
 44   // Do all of the real work in Create             54   // Do all of the real work in Create
 45   //                                               55   //
 46   Create( a, b, n );                               56   Create( a, b, n );
 47 }                                                  57 }
 48                                                    58 
                                                   >>  59 
                                                   >>  60 //
 49 // Constructor: special PGON/PCON case             61 // Constructor: special PGON/PCON case
 50 //                                                 62 //
 51 G4ReduciblePolygon::G4ReduciblePolygon( const      63 G4ReduciblePolygon::G4ReduciblePolygon( const G4double rmin[],
 52                                         const      64                                         const G4double rmax[], 
 53                                         const      65                                         const G4double z[], G4int n )
 54   : aMin(0.), aMax(0.), bMin(0.), bMax(0.)     <<  66   : aMin(0.), aMax(0.), bMin(0.), bMax(0.),
                                                   >>  67     vertexHead(0)
 55 {                                                  68 {
 56   //                                               69   //
 57   // Translate                                     70   // Translate
 58   //                                               71   //
 59   auto a = new G4double[n*2];                  <<  72   G4double *a = new G4double[n*2];
 60   auto b = new G4double[n*2];                  <<  73   G4double *b = new G4double[n*2];
 61                                                    74   
 62   G4double *rOut = a + n,                          75   G4double *rOut = a + n,
 63            *zOut = b + n,                          76            *zOut = b + n,
 64             *rIn = rOut-1,                         77             *rIn = rOut-1,
 65             *zIn = zOut-1;                         78             *zIn = zOut-1;
 66                                                    79   
 67   for( G4int i=0; i < n; ++i, ++rOut, ++zOut,  <<  80   G4int i;   
                                                   >>  81   for( i=0; i < n; i++, rOut++, zOut++, rIn--, zIn-- )
 68   {                                                82   {
 69     *rOut = rmax[i];                               83     *rOut = rmax[i];
 70     *rIn  = rmin[i];                               84     *rIn  = rmin[i];
 71     *zOut = *zIn = z[i];                           85     *zOut = *zIn = z[i];
 72   }                                                86   }
 73                                                    87   
 74   Create( a, b, n*2 );                             88   Create( a, b, n*2 );
 75                                                    89   
 76   delete [] a;                                     90   delete [] a;
 77   delete [] b;                                     91   delete [] b;
 78 }                                                  92 }
 79                                                    93 
                                                   >>  94 
                                                   >>  95 //
 80 // Create                                          96 // Create
 81 //                                                 97 //
 82 // To be called by constructors, fill in the l     98 // To be called by constructors, fill in the list and statistics for a new
 83 // polygon                                         99 // polygon
 84 //                                                100 //
 85 void G4ReduciblePolygon::Create( const G4doubl    101 void G4ReduciblePolygon::Create( const G4double a[],
 86                                  const G4doubl    102                                  const G4double b[], G4int n )
 87 {                                                 103 {
 88   if (n<3)                                        104   if (n<3)
 89    G4Exception("G4ReduciblePolygon::Create()", << 105    G4Exception("G4ReduciblePolygon::Create()", "WrongArgumentValue",
 90                FatalErrorInArgument, "Less tha << 106                FatalException, "Less than 3 vertices specified.");
 91                                                   107   
 92   const G4double *anext = a, *bnext = b;          108   const G4double *anext = a, *bnext = b;
 93   ABVertex* prev = nullptr;                    << 109   ABVertex *prev = 0;
 94   do    // Loop checking, 13.08.2015, G.Cosmo  << 110   do
 95   {                                               111   {
 96     auto newVertex = new ABVertex;             << 112     ABVertex *newVertex = new ABVertex;
 97     newVertex->a = *anext;                        113     newVertex->a = *anext;
 98     newVertex->b = *bnext;                        114     newVertex->b = *bnext;
 99     newVertex->next = nullptr;                 << 115     newVertex->next = 0;
100     if (prev==nullptr)                         << 116     if (prev==0)
101     {                                             117     {
102       vertexHead = newVertex;                     118       vertexHead = newVertex;
103     }                                             119     }
104     else                                          120     else
105     {                                             121     {
106       prev->next = newVertex;                     122       prev->next = newVertex;
107     }                                             123     }
108                                                   124       
109     prev = newVertex;                             125     prev = newVertex;
110   } while( ++anext, ++bnext < b+n );              126   } while( ++anext, ++bnext < b+n );
111                                                   127 
112   numVertices = n;                                128   numVertices = n;
113                                                   129   
114   CalculateMaxMin();                              130   CalculateMaxMin();
115 }                                                 131 }
116                                                   132 
117 // Fake default constructor - sets only member << 
118 //                            for usage restri << 
119 //                                             << 
120 G4ReduciblePolygon::G4ReduciblePolygon( __void << 
121   : aMin(0.), aMax(0.), bMin(0.), bMax(0.)     << 
122 {                                              << 
123 }                                              << 
124                                                << 
125                                                   133 
126 //                                                134 //
127 // Destructor                                     135 // Destructor
128 //                                                136 //
129 G4ReduciblePolygon::~G4ReduciblePolygon()         137 G4ReduciblePolygon::~G4ReduciblePolygon()
130 {                                                 138 {
131   ABVertex* curr = vertexHead;                 << 139   ABVertex *curr = vertexHead;
132   while( curr != nullptr )    // Loop checking << 140   while( curr )
133   {                                               141   {
134     ABVertex* toDelete = curr;                 << 142     ABVertex *toDelete = curr;
135     curr = curr->next;                            143     curr = curr->next;
136     delete toDelete;                              144     delete toDelete;
137   }                                               145   }
138 }                                                 146 }
139                                                   147 
                                                   >> 148 
                                                   >> 149 //
140 // CopyVertices                                   150 // CopyVertices
141 //                                                151 //
142 // Copy contents into simple linear arrays.       152 // Copy contents into simple linear arrays.
143 // ***** CAUTION ***** Be care to declare the     153 // ***** CAUTION ***** Be care to declare the arrays to a large
144 // enough size!                                   154 // enough size!
145 //                                                155 //
146 void G4ReduciblePolygon::CopyVertices( G4doubl    156 void G4ReduciblePolygon::CopyVertices( G4double a[], G4double b[] ) const
147 {                                                 157 {
148   G4double *anext = a, *bnext = b;                158   G4double *anext = a, *bnext = b;
149   ABVertex *curr = vertexHead;                    159   ABVertex *curr = vertexHead;
150   while( curr != nullptr )    // Loop checking << 160   while( curr )
151   {                                               161   {
152     *anext++ = curr->a;                           162     *anext++ = curr->a;
153     *bnext++ = curr->b;                           163     *bnext++ = curr->b;
154     curr = curr->next;                            164     curr = curr->next;
155   }                                               165   }
156 }                                                 166 }
157                                                   167 
                                                   >> 168 
                                                   >> 169 //
158 // ScaleA                                         170 // ScaleA
159 //                                                171 //
160 // Multiply all a values by a common scale        172 // Multiply all a values by a common scale
161 //                                                173 //
162 void G4ReduciblePolygon::ScaleA( G4double scal    174 void G4ReduciblePolygon::ScaleA( G4double scale )
163 {                                                 175 {
164   ABVertex* curr = vertexHead;                 << 176   ABVertex *curr = vertexHead;
165   while( curr != nullptr )    // Loop checking << 177   while( curr )
166   {                                               178   {
167     curr->a *= scale;                             179     curr->a *= scale;
168     curr = curr->next;                            180     curr = curr->next;
169   }                                               181   }
170 }                                                 182 }  
171                                                   183 
                                                   >> 184 
                                                   >> 185 //
172 // ScaleB                                         186 // ScaleB
173 //                                                187 //
174 // Multiply all b values by a common scale        188 // Multiply all b values by a common scale
175 //                                                189 //
176 void G4ReduciblePolygon::ScaleB( G4double scal    190 void G4ReduciblePolygon::ScaleB( G4double scale )
177 {                                                 191 {
178   ABVertex* curr = vertexHead;                 << 192   ABVertex *curr = vertexHead;
179   while( curr != nullptr )    // Loop checking << 193   while( curr )
180   {                                               194   {
181     curr->b *= scale;                             195     curr->b *= scale;
182     curr = curr->next;                            196     curr = curr->next;
183   }                                               197   }
184 }                                                 198 }  
185                                                   199 
                                                   >> 200 
                                                   >> 201 //
186 // RemoveDuplicateVertices                        202 // RemoveDuplicateVertices
187 //                                                203 //
188 // Remove adjacent vertices that are equal. Re    204 // Remove adjacent vertices that are equal. Returns "false" if there
189 // is a problem (too few vertices remaining).     205 // is a problem (too few vertices remaining).
190 //                                                206 //
191 G4bool G4ReduciblePolygon::RemoveDuplicateVert    207 G4bool G4ReduciblePolygon::RemoveDuplicateVertices( G4double tolerance )
192 {                                                 208 {
193   ABVertex *curr = vertexHead,                    209   ABVertex *curr = vertexHead, 
194            *prev = nullptr, *next = nullptr;   << 210            *prev = 0,
195   while( curr != nullptr )    // Loop checking << 211            *next = curr->next;  // A little dangerous
                                                   >> 212   while( curr )
196   {                                               213   {
197     next = curr->next;                            214     next = curr->next;
198     if (next == nullptr) next = vertexHead;    << 215     if (next == 0) next = vertexHead;
199                                                   216     
200     if (std::fabs(curr->a-next->a) < tolerance << 217     if (fabs(curr->a-next->a) < tolerance &&
201         std::fabs(curr->b-next->b) < tolerance << 218         fabs(curr->b-next->b) < tolerance     )
202     {                                             219     {
203       //                                          220       //
204       // Duplicate found: do we have > 3 verti    221       // Duplicate found: do we have > 3 vertices?
205       //                                          222       //
206       if (numVertices <= 3)                       223       if (numVertices <= 3)
207       {                                           224       {
208         CalculateMaxMin();                        225         CalculateMaxMin();
209         return false;                             226         return false;
210       }                                           227       }
211                                                   228       
212       //                                          229       //
213       // Delete                                   230       // Delete
214       //                                          231       //
215       ABVertex* toDelete = curr;               << 232       ABVertex *toDelete = curr;
216       curr = curr->next;                          233       curr = curr->next;
217       delete toDelete;                            234       delete toDelete;
218                                                   235       
219       numVertices--;                              236       numVertices--;
220                                                   237       
221       if (prev != nullptr)                     << 238       if (prev) prev->next = curr; else vertexHead = curr;
222         prev->next = curr;                     << 
223       else                                     << 
224         vertexHead = curr;                     << 
225     }                                             239     }
226     else                                          240     else
227     {                                             241     {
228       prev = curr;                                242       prev = curr;
229       curr = curr->next;                          243       curr = curr->next;
230     }                                             244     }
231   }                                               245   }
232                                                   246   
233   //                                              247   //
234   // In principle, this is not needed, but why    248   // In principle, this is not needed, but why not just play it safe?
235   //                                              249   //
236   CalculateMaxMin();                              250   CalculateMaxMin();
237                                                   251   
238   return true;                                    252   return true;
239 }                                                 253 }
240                                                   254 
                                                   >> 255 
                                                   >> 256 //
241 // RemoveRedundantVertices                        257 // RemoveRedundantVertices
242 //                                                258 //
243 // Remove any unneeded vertices, i.e. those ve    259 // Remove any unneeded vertices, i.e. those vertices which
244 // are on the line connecting the previous and    260 // are on the line connecting the previous and next vertices.
245 //                                                261 //
246 G4bool G4ReduciblePolygon::RemoveRedundantVert    262 G4bool G4ReduciblePolygon::RemoveRedundantVertices( G4double tolerance )
247 {                                                 263 {
248   //                                              264   //
249   // Under these circumstances, we can quit no    265   // Under these circumstances, we can quit now!
250   //                                              266   //
251   if (numVertices <= 2) return false;             267   if (numVertices <= 2) return false;
252                                                   268   
253   G4double tolerance2 = tolerance*tolerance;      269   G4double tolerance2 = tolerance*tolerance;
254                                                   270 
255   //                                              271   //
256   // Loop over all vertices                       272   // Loop over all vertices
257   //                                              273   //
258   ABVertex *curr = vertexHead, *next = nullptr << 274   ABVertex *curr = vertexHead, 
259   while( curr != nullptr )    // Loop checking << 275            *next = curr->next;  // A little dangerous
                                                   >> 276   while( curr )
260   {                                               277   {
261     next = curr->next;                            278     next = curr->next;
262     if (next == nullptr) next = vertexHead;    << 279     if (next == 0) next = vertexHead;
263                                                   280     
264     G4double da = next->a - curr->a,              281     G4double da = next->a - curr->a,
265              db = next->b - curr->b;              282              db = next->b - curr->b;
266                                                   283     
267     //                                            284     //
268     // Loop over all subsequent vertices, up t    285     // Loop over all subsequent vertices, up to curr
269     //                                            286     //
270     for(;;)                                       287     for(;;)
271     {                                             288     {
272       //                                          289       //
273       // Get vertex after next                    290       // Get vertex after next
274       //                                          291       //
275       ABVertex* test = next->next;             << 292       ABVertex *test = next->next;
276       if (test == nullptr) test = vertexHead;  << 293       if (test == 0) test = vertexHead;
277                                                   294       
278       //                                          295       //
279       // If we are back to the original vertex    296       // If we are back to the original vertex, stop
280       //                                          297       //
281       if (test==curr) break;                      298       if (test==curr) break;
282                                                   299     
283       //                                          300       //
284       // Test for parallel line segments          301       // Test for parallel line segments
285       //                                          302       //
286       G4double dat = test->a - curr->a,           303       G4double dat = test->a - curr->a,
287                dbt = test->b - curr->b;           304                dbt = test->b - curr->b;
288                                                   305          
289       if (std::fabs(dat*db-dbt*da)>tolerance2) << 306       if (fabs(dat*db-dbt*da)>tolerance2) break;
290                                                   307       
291       //                                          308       //
292       // Redundant vertex found: do we have >     309       // Redundant vertex found: do we have > 3 vertices?
293       //                                          310       // 
294       if (numVertices <= 3)                       311       if (numVertices <= 3)
295       {                                           312       {
296         CalculateMaxMin();                        313         CalculateMaxMin();
297         return false;                             314         return false;
298       }                                           315       }
299                                                   316 
300       //                                          317       //
301       // Delete vertex pointed to by next. Car    318       // Delete vertex pointed to by next. Carefully!
302       //                                          319       //
303       if (curr->next != nullptr)               << 320       if (curr->next)
304       {    // next is not head                    321       {    // next is not head
305         if (next->next != nullptr)             << 322         if (next->next)
306           curr->next = test;  // next is not t    323           curr->next = test;  // next is not tail
307         else                                      324         else
308           curr->next = nullptr;    // New tail << 325           curr->next = 0;    // New tail
309       }                                           326       }
310       else                                        327       else
311         vertexHead = test;  // New head           328         vertexHead = test;  // New head
312                                                   329         
313       if ((curr != next) && (next != test)) de << 330       delete next;
314                                                   331       
315       --numVertices;                           << 332       numVertices--;
316                                                   333       
317       //                                          334       //
318       // Replace next by the vertex we just te    335       // Replace next by the vertex we just tested,
319       // and keep on going...                     336       // and keep on going...
320       //                                          337       //
321       next = test;                                338       next = test;
322       da = dat; db = dbt;                         339       da = dat; db = dbt;
323     }                                             340     }
324     curr = curr->next;                            341     curr = curr->next;
325   }                                               342   }
326                                                   343   
327   //                                              344   //
328   // In principle, this is not needed, but why    345   // In principle, this is not needed, but why not just play it safe?
329   //                                              346   //
330   CalculateMaxMin();                              347   CalculateMaxMin();
331                                                   348   
332   return true;                                    349   return true;
333 }                                                 350 }
334                                                   351 
                                                   >> 352 
                                                   >> 353 //
335 // ReverseOrder                                   354 // ReverseOrder
336 //                                                355 //
337 // Reverse the order of the vertices              356 // Reverse the order of the vertices
338 //                                                357 //
339 void G4ReduciblePolygon::ReverseOrder()           358 void G4ReduciblePolygon::ReverseOrder()
340 {                                                 359 {
341   //                                              360   //
342   // Loop over all vertices                       361   // Loop over all vertices
343   //                                              362   //
344   ABVertex* prev = vertexHead;                 << 363   ABVertex *prev = vertexHead;
345   if (prev==nullptr) return;    // No vertices << 364   if (prev==0) return;    // No vertices
346                                                   365   
347   ABVertex* curr = prev->next;                 << 366   ABVertex *curr = prev->next;
348   if (curr==nullptr) return;    // Just one ve << 367   if (curr==0) return;    // Just one vertex
349                                                   368   
350   //                                              369   //
351   // Our new tail                                 370   // Our new tail
352   //                                              371   //
353   vertexHead->next = nullptr;                  << 372   vertexHead->next = 0;
354                                                   373   
355   for(;;)                                         374   for(;;)
356   {                                               375   {
357     //                                            376     //
358     // Save pointer to next vertex (in origina    377     // Save pointer to next vertex (in original order)
359     //                                            378     //
360     ABVertex *save = curr->next;                  379     ABVertex *save = curr->next;
361                                                   380     
362     //                                            381     //
363     // Replace it with a pointer to the previo    382     // Replace it with a pointer to the previous one
364     // (in original order)                        383     // (in original order)
365     //                                            384     //
366     curr->next = prev;                            385     curr->next = prev;
367                                                   386     
368     //                                            387     //
369     // Last vertex?                               388     // Last vertex?
370     //                                            389     //
371     if (save == nullptr) break;                << 390     if (save == 0) break;
372                                                   391     
373     //                                            392     //
374     // Next vertex                                393     // Next vertex
375     //                                            394     //
376     prev = curr;                                  395     prev = curr;
377     curr = save;                                  396     curr = save;
378   }                                               397   }
379                                                   398   
380   //                                              399   //
381   // Our new head                                 400   // Our new head
382   //                                              401   //
383   vertexHead = curr;                              402   vertexHead = curr;
384 }                                                 403 }
385                                                   404 
386                                                   405 
387 // StartWithZMin                               << 
388 //                                                406 //
389 // Starting alway with Zmin=bMin               << 
390 // This method is used for GenericPolycone     << 
391 //                                             << 
392 void G4ReduciblePolygon::StartWithZMin()       << 
393 {                                              << 
394   ABVertex* curr = vertexHead;                 << 
395   G4double bcurr = curr->b;                    << 
396   ABVertex* prev = curr;                       << 
397   while( curr != nullptr)    // Loop checking, << 
398   {                                            << 
399     if(curr->b < bcurr)                        << 
400     {                                          << 
401       bcurr = curr->b;                         << 
402       ABVertex* curr1 = curr;                  << 
403       while( curr1 != nullptr )    // Loop che << 
404       {                                        << 
405         if(curr1->next == nullptr) { curr1->ne << 
406         curr1 = curr1->next;                   << 
407       }                                        << 
408       vertexHead = curr;                       << 
409       prev->next = nullptr;                    << 
410     }                                          << 
411     prev = curr;                               << 
412     curr = curr->next;                         << 
413   }                                            << 
414 }                                              << 
415                                                << 
416 // CrossesItself                                  407 // CrossesItself
417 //                                                408 //
418 // Return "true" if the polygon crosses itself    409 // Return "true" if the polygon crosses itself
419 //                                                410 //
420 // Warning: this routine is not very fast (run    411 // Warning: this routine is not very fast (runs as N**2)
421 //                                                412 //
422 G4bool G4ReduciblePolygon::CrossesItself( G4do    413 G4bool G4ReduciblePolygon::CrossesItself( G4double tolerance )
423 {                                                 414 {
424   G4double tolerance2 = tolerance*tolerance;      415   G4double tolerance2 = tolerance*tolerance;
425   G4double one  = 1.0-tolerance,               << 416   G4double one = 1.0-tolerance,
426            zero = tolerance;                   << 417      zero = tolerance;
427   //                                              418   //
428   // Top loop over line segments. By the time     419   // Top loop over line segments. By the time we finish
429   // with the second to last segment, we're do    420   // with the second to last segment, we're done.
430   //                                              421   //
431   ABVertex *curr1 = vertexHead, *next1 = nullp << 422   ABVertex *curr1 = vertexHead, *next1=0;
432   while (curr1->next != nullptr)    // Loop ch << 423   while (curr1->next) {
433   {                                            << 424           next1 = curr1->next;
434     next1 = curr1->next;                       << 
435     G4double da1 = next1->a-curr1->a,             425     G4double da1 = next1->a-curr1->a,
436              db1 = next1->b-curr1->b;          << 426        db1 = next1->b-curr1->b;
437                                                   427     
438     //                                            428     //
439     // Inner loop over subsequent line segment    429     // Inner loop over subsequent line segments
440     //                                            430     //
441     ABVertex* curr2 = next1->next;             << 431     ABVertex *curr2 = next1->next;
442     while( curr2 != nullptr )    // Loop check << 432     while( curr2 ) {
443     {                                          << 433       ABVertex *next2 = curr2->next;
444       ABVertex* next2 = curr2->next;           << 434       if (next2==0) next2 = vertexHead;
445       if (next2==nullptr) next2 = vertexHead;  << 
446       G4double da2 = next2->a-curr2->a,           435       G4double da2 = next2->a-curr2->a,
447                db2 = next2->b-curr2->b;        << 436          db2 = next2->b-curr2->b;
448       G4double a12 = curr2->a-curr1->a,           437       G4double a12 = curr2->a-curr1->a,
449                b12 = curr2->b-curr1->b;        << 438          b12 = curr2->b-curr1->b;
450                                                   439          
451       //                                          440       //
452       // Calculate intersection of the two lin    441       // Calculate intersection of the two lines
453       //                                          442       //
454       G4double deter = da1*db2 - db1*da2;         443       G4double deter = da1*db2 - db1*da2;
455       if (std::fabs(deter) > tolerance2)       << 444       if (fabs(deter) > tolerance2) {
456       {                                        << 
457         G4double s1, s2;                          445         G4double s1, s2;
458         s1 = (a12*db2-b12*da2)/deter;             446         s1 = (a12*db2-b12*da2)/deter;
459                                                   447         
460         if (s1 >= zero && s1 < one)            << 448         if (s1 >= zero && s1 < one) {
461         {                                      << 
462           s2 = -(da1*b12-db1*a12)/deter;          449           s2 = -(da1*b12-db1*a12)/deter;
463           if (s2 >= zero && s2 < one) return t    450           if (s2 >= zero && s2 < one) return true;
464         }                                         451         }
465       }                                           452       }
466       curr2 = curr2->next;                        453       curr2 = curr2->next;   
467     }                                             454     }
468     curr1 = next1;                                455     curr1 = next1;
469   }                                               456   }
470   return false;                                   457   return false;
471 }                                                 458 }
472                                                   459 
                                                   >> 460 
                                                   >> 461 
                                                   >> 462 //
473 // BisectedBy                                     463 // BisectedBy
474 //                                                464 //
475 // Decide if a line through two points crosses    465 // Decide if a line through two points crosses the polygon, within tolerance
476 //                                                466 //
477 G4bool G4ReduciblePolygon::BisectedBy( G4doubl    467 G4bool G4ReduciblePolygon::BisectedBy( G4double a1, G4double b1,
478                                        G4doubl    468                                        G4double a2, G4double b2,
479                                        G4doubl    469                                        G4double tolerance )
480 {                                                 470 {
481   G4int nNeg = 0, nPos = 0;                       471   G4int nNeg = 0, nPos = 0;
482                                                   472   
483   G4double a12 = a2-a1, b12 = b2-b1;              473   G4double a12 = a2-a1, b12 = b2-b1;
484   G4double len12 = std::sqrt( a12*a12 + b12*b1 << 474   G4double len12 = sqrt( a12*a12 + b12*b12 );
485   a12 /= len12; b12 /= len12;                     475   a12 /= len12; b12 /= len12;
486                                                   476   
487   ABVertex* curr = vertexHead;                 << 477   ABVertex *curr = vertexHead;
488   do    // Loop checking, 13.08.2015, G.Cosmo  << 478   do
489   {                                               479   {
490     G4double av = curr->a - a1,                   480     G4double av = curr->a - a1,
491              bv = curr->b - b1;                << 481        bv = curr->b - b1;
492                                                   482        
493     G4double cross = av*b12 - bv*a12;             483     G4double cross = av*b12 - bv*a12;
494                                                   484     
495     if (cross < -tolerance)                       485     if (cross < -tolerance)
496     {                                             486     {
497       if (nPos != 0) return true;              << 487       if (nPos) return true;
498       ++nNeg;                                  << 488       nNeg++;
499     }                                             489     }
500     else if (cross > tolerance)                   490     else if (cross > tolerance)
501     {                                             491     {
502       if (nNeg != 0) return true;              << 492       if (nNeg) return true;
503       ++nPos;                                  << 493       nPos++;
504     }                                             494     }
505     curr = curr->next;                            495     curr = curr->next;
506   } while( curr != nullptr );                  << 496   } while( curr );
507                                                   497     
508   return false;                                   498   return false;
509 }                                                 499 }
510                                                   500 
                                                   >> 501 
                                                   >> 502 
                                                   >> 503 //
511 // Area                                           504 // Area
512 //                                                505 //
513 // Calculated signed polygon area, where polyg    506 // Calculated signed polygon area, where polygons specified in a
514 // clockwise manner (where x==a, y==b) have ne    507 // clockwise manner (where x==a, y==b) have negative area
515 //                                                508 //
516 //    References: [O' Rourke (C)] pp. 18-27; [    509 //    References: [O' Rourke (C)] pp. 18-27; [Gems II] pp. 5-6:
517 //    "The Area of a Simple Polygon", Jon Rokn    510 //    "The Area of a Simple Polygon", Jon Rokne.
518 //                                                511 //
519 G4double G4ReduciblePolygon::Area()               512 G4double G4ReduciblePolygon::Area()
520 {                                                 513 {
521   G4double answer = 0;                            514   G4double answer = 0;
522                                                   515   
523   ABVertex *curr = vertexHead, *next = nullptr << 516   ABVertex *curr = vertexHead, *next;
524   do    // Loop checking, 13.08.2015, G.Cosmo  << 517   do
525   {                                               518   {
526     next = curr->next;                            519     next = curr->next;
527     if (next==nullptr) next = vertexHead;      << 520     if (next==0) next = vertexHead;
528                                                   521     
529     answer += curr->a*next->b - curr->b*next->    522     answer += curr->a*next->b - curr->b*next->a;
530     curr = curr->next;                            523     curr = curr->next;
531   } while( curr != nullptr );                  << 524   } while( curr );
532                                                   525   
533   return 0.5*answer;                              526   return 0.5*answer;
534 }                                                 527 }
535                                                   528 
                                                   >> 529 
                                                   >> 530 //
536 // Print                                          531 // Print
537 //                                                532 //
538 void G4ReduciblePolygon::Print()                  533 void G4ReduciblePolygon::Print()
539 {                                                 534 {
540   ABVertex* curr = vertexHead;                 << 535   ABVertex *curr = vertexHead;
541   do    // Loop checking, 13.08.2015, G.Cosmo  << 536   do
542   {                                               537   {
543     G4cerr << curr->a << " " << curr->b << G4e    538     G4cerr << curr->a << " " << curr->b << G4endl;
544     curr = curr->next;                            539     curr = curr->next;
545   } while( curr != nullptr );                  << 540   } while( curr );
546 }                                                 541 }
547                                                   542 
                                                   >> 543 
                                                   >> 544 //
548 // CalculateMaxMin                                545 // CalculateMaxMin
549 //                                                546 //
550 // To be called when the vertices are changed,    547 // To be called when the vertices are changed, this
551 // routine re-calculates global values            548 // routine re-calculates global values
552 //                                                549 //
553 void G4ReduciblePolygon::CalculateMaxMin()        550 void G4ReduciblePolygon::CalculateMaxMin()
554 {                                                 551 {
555   ABVertex* curr = vertexHead;                 << 552   ABVertex *curr = vertexHead;
556   aMin = aMax = curr->a;                          553   aMin = aMax = curr->a;
557   bMin = bMax = curr->b;                          554   bMin = bMax = curr->b;
558   curr = curr->next;                              555   curr = curr->next;
559   while( curr != nullptr )    // Loop checking << 556   while( curr )
560   {                                               557   {
561     if (curr->a < aMin)                           558     if (curr->a < aMin)
562       aMin = curr->a;                             559       aMin = curr->a;
563     else if (curr->a > aMax)                      560     else if (curr->a > aMax)
564       aMax = curr->a;                             561       aMax = curr->a;
565                                                   562 
566     if (curr->b < bMin)                           563     if (curr->b < bMin)
567       bMin = curr->b;                             564       bMin = curr->b;
568     else if (curr->b > bMax)                      565     else if (curr->b > bMax)
569       bMax = curr->b;                             566       bMax = curr->b;
570                                                   567     
571     curr = curr->next;                            568     curr = curr->next;
572   }                                               569   }
573 }                                                 570 }
574                                                   571