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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 9.1)


  1 //                                                  1 //
  2 // *******************************************      2 // ********************************************************************
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  4 // *                                                4 // *                                                                  *
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 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 // *                                                                  *
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 19 // * technical work of the GEANT4 collaboratio     19 // * technical work of the GEANT4 collaboration.                      *
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 23 // * acceptance of all terms of the Geant4 Sof     23 // * acceptance of all terms of the Geant4 Software license.          *
 24 // *******************************************     24 // ********************************************************************
 25 //                                                 25 //
 26 // G4ReduciblePolygon implementation; a utilit <<  26 //
 27 // test, reduce, and/or otherwise manipulate a <<  27 // $Id: G4ReduciblePolygon.cc,v 1.11 2006/06/29 18:48:53 gunter Exp $
                                                   >>  28 // GEANT4 tag $Name: geant4-09-01 $
                                                   >>  29 //
                                                   >>  30 // 
                                                   >>  31 // --------------------------------------------------------------------
                                                   >>  32 // GEANT 4 class source file
                                                   >>  33 //
                                                   >>  34 //
                                                   >>  35 // G4ReduciblePolygon.cc
                                                   >>  36 //
                                                   >>  37 // Implementation of a utility class used to specify, test, reduce,
                                                   >>  38 // and/or otherwise manipulate a 2D polygon.
                                                   >>  39 //
 28 // See G4ReduciblePolygon.hh for more info.        40 // See G4ReduciblePolygon.hh for more info.
 29 //                                                 41 //
 30 // Author: David C. Williams (davidw@scipp.ucs << 
 31 // -------------------------------------------     42 // --------------------------------------------------------------------
 32                                                    43 
 33 #include "G4ReduciblePolygon.hh"                   44 #include "G4ReduciblePolygon.hh"
 34 #include "globals.hh"                              45 #include "globals.hh"
 35                                                    46 
                                                   >>  47 //
 36 // Constructor: with simple arrays                 48 // Constructor: with simple arrays
 37 //                                                 49 //
 38 G4ReduciblePolygon::G4ReduciblePolygon( const      50 G4ReduciblePolygon::G4ReduciblePolygon( const G4double a[],
 39                                         const      51                                         const G4double b[],
 40                                                    52                                               G4int n )
 41   : aMin(0.), aMax(0.), bMin(0.), bMax(0.)     <<  53   : aMin(0.), aMax(0.), bMin(0.), bMax(0.),
                                                   >>  54     vertexHead(0)
 42 {                                                  55 {
 43   //                                               56   //
 44   // Do all of the real work in Create             57   // Do all of the real work in Create
 45   //                                               58   //
 46   Create( a, b, n );                               59   Create( a, b, n );
 47 }                                                  60 }
 48                                                    61 
                                                   >>  62 
                                                   >>  63 //
 49 // Constructor: special PGON/PCON case             64 // Constructor: special PGON/PCON case
 50 //                                                 65 //
 51 G4ReduciblePolygon::G4ReduciblePolygon( const      66 G4ReduciblePolygon::G4ReduciblePolygon( const G4double rmin[],
 52                                         const      67                                         const G4double rmax[], 
 53                                         const      68                                         const G4double z[], G4int n )
 54   : aMin(0.), aMax(0.), bMin(0.), bMax(0.)     <<  69   : aMin(0.), aMax(0.), bMin(0.), bMax(0.),
                                                   >>  70     vertexHead(0)
 55 {                                                  71 {
 56   //                                               72   //
 57   // Translate                                     73   // Translate
 58   //                                               74   //
 59   auto a = new G4double[n*2];                  <<  75   G4double *a = new G4double[n*2];
 60   auto b = new G4double[n*2];                  <<  76   G4double *b = new G4double[n*2];
 61                                                    77   
 62   G4double *rOut = a + n,                          78   G4double *rOut = a + n,
 63            *zOut = b + n,                          79            *zOut = b + n,
 64             *rIn = rOut-1,                         80             *rIn = rOut-1,
 65             *zIn = zOut-1;                         81             *zIn = zOut-1;
 66                                                    82   
 67   for( G4int i=0; i < n; ++i, ++rOut, ++zOut,  <<  83   G4int i;   
                                                   >>  84   for( i=0; i < n; i++, rOut++, zOut++, rIn--, zIn-- )
 68   {                                                85   {
 69     *rOut = rmax[i];                               86     *rOut = rmax[i];
 70     *rIn  = rmin[i];                               87     *rIn  = rmin[i];
 71     *zOut = *zIn = z[i];                           88     *zOut = *zIn = z[i];
 72   }                                                89   }
 73                                                    90   
 74   Create( a, b, n*2 );                             91   Create( a, b, n*2 );
 75                                                    92   
 76   delete [] a;                                     93   delete [] a;
 77   delete [] b;                                     94   delete [] b;
 78 }                                                  95 }
 79                                                    96 
                                                   >>  97 
                                                   >>  98 //
 80 // Create                                          99 // Create
 81 //                                                100 //
 82 // To be called by constructors, fill in the l    101 // To be called by constructors, fill in the list and statistics for a new
 83 // polygon                                        102 // polygon
 84 //                                                103 //
 85 void G4ReduciblePolygon::Create( const G4doubl    104 void G4ReduciblePolygon::Create( const G4double a[],
 86                                  const G4doubl    105                                  const G4double b[], G4int n )
 87 {                                                 106 {
 88   if (n<3)                                        107   if (n<3)
 89    G4Exception("G4ReduciblePolygon::Create()", << 108    G4Exception("G4ReduciblePolygon::Create()", "WrongArgumentValue",
 90                FatalErrorInArgument, "Less tha << 109                FatalException, "Less than 3 vertices specified.");
 91                                                   110   
 92   const G4double *anext = a, *bnext = b;          111   const G4double *anext = a, *bnext = b;
 93   ABVertex* prev = nullptr;                    << 112   ABVertex *prev = 0;
 94   do    // Loop checking, 13.08.2015, G.Cosmo  << 113   do
 95   {                                               114   {
 96     auto newVertex = new ABVertex;             << 115     ABVertex *newVertex = new ABVertex;
 97     newVertex->a = *anext;                        116     newVertex->a = *anext;
 98     newVertex->b = *bnext;                        117     newVertex->b = *bnext;
 99     newVertex->next = nullptr;                 << 118     newVertex->next = 0;
100     if (prev==nullptr)                         << 119     if (prev==0)
101     {                                             120     {
102       vertexHead = newVertex;                     121       vertexHead = newVertex;
103     }                                             122     }
104     else                                          123     else
105     {                                             124     {
106       prev->next = newVertex;                     125       prev->next = newVertex;
107     }                                             126     }
108                                                   127       
109     prev = newVertex;                             128     prev = newVertex;
110   } while( ++anext, ++bnext < b+n );              129   } while( ++anext, ++bnext < b+n );
111                                                   130 
112   numVertices = n;                                131   numVertices = n;
113                                                   132   
114   CalculateMaxMin();                              133   CalculateMaxMin();
115 }                                                 134 }
116                                                   135 
                                                   >> 136 
                                                   >> 137 //
117 // Fake default constructor - sets only member    138 // Fake default constructor - sets only member data and allocates memory
118 //                            for usage restri    139 //                            for usage restricted to object persistency.
119 //                                                140 //
120 G4ReduciblePolygon::G4ReduciblePolygon( __void    141 G4ReduciblePolygon::G4ReduciblePolygon( __void__& )
121   : aMin(0.), aMax(0.), bMin(0.), bMax(0.)     << 142   : aMin(0.), aMax(0.), bMin(0.), bMax(0.), vertexHead(0)
122 {                                                 143 {
123 }                                                 144 }
124                                                   145 
125                                                   146 
126 //                                                147 //
127 // Destructor                                     148 // Destructor
128 //                                                149 //
129 G4ReduciblePolygon::~G4ReduciblePolygon()         150 G4ReduciblePolygon::~G4ReduciblePolygon()
130 {                                                 151 {
131   ABVertex* curr = vertexHead;                 << 152   ABVertex *curr = vertexHead;
132   while( curr != nullptr )    // Loop checking << 153   while( curr )
133   {                                               154   {
134     ABVertex* toDelete = curr;                 << 155     ABVertex *toDelete = curr;
135     curr = curr->next;                            156     curr = curr->next;
136     delete toDelete;                              157     delete toDelete;
137   }                                               158   }
138 }                                                 159 }
139                                                   160 
                                                   >> 161 
                                                   >> 162 //
140 // CopyVertices                                   163 // CopyVertices
141 //                                                164 //
142 // Copy contents into simple linear arrays.       165 // Copy contents into simple linear arrays.
143 // ***** CAUTION ***** Be care to declare the     166 // ***** CAUTION ***** Be care to declare the arrays to a large
144 // enough size!                                   167 // enough size!
145 //                                                168 //
146 void G4ReduciblePolygon::CopyVertices( G4doubl    169 void G4ReduciblePolygon::CopyVertices( G4double a[], G4double b[] ) const
147 {                                                 170 {
148   G4double *anext = a, *bnext = b;                171   G4double *anext = a, *bnext = b;
149   ABVertex *curr = vertexHead;                    172   ABVertex *curr = vertexHead;
150   while( curr != nullptr )    // Loop checking << 173   while( curr )
151   {                                               174   {
152     *anext++ = curr->a;                           175     *anext++ = curr->a;
153     *bnext++ = curr->b;                           176     *bnext++ = curr->b;
154     curr = curr->next;                            177     curr = curr->next;
155   }                                               178   }
156 }                                                 179 }
157                                                   180 
                                                   >> 181 
                                                   >> 182 //
158 // ScaleA                                         183 // ScaleA
159 //                                                184 //
160 // Multiply all a values by a common scale        185 // Multiply all a values by a common scale
161 //                                                186 //
162 void G4ReduciblePolygon::ScaleA( G4double scal    187 void G4ReduciblePolygon::ScaleA( G4double scale )
163 {                                                 188 {
164   ABVertex* curr = vertexHead;                 << 189   ABVertex *curr = vertexHead;
165   while( curr != nullptr )    // Loop checking << 190   while( curr )
166   {                                               191   {
167     curr->a *= scale;                             192     curr->a *= scale;
168     curr = curr->next;                            193     curr = curr->next;
169   }                                               194   }
170 }                                                 195 }  
171                                                   196 
                                                   >> 197 
                                                   >> 198 //
172 // ScaleB                                         199 // ScaleB
173 //                                                200 //
174 // Multiply all b values by a common scale        201 // Multiply all b values by a common scale
175 //                                                202 //
176 void G4ReduciblePolygon::ScaleB( G4double scal    203 void G4ReduciblePolygon::ScaleB( G4double scale )
177 {                                                 204 {
178   ABVertex* curr = vertexHead;                 << 205   ABVertex *curr = vertexHead;
179   while( curr != nullptr )    // Loop checking << 206   while( curr )
180   {                                               207   {
181     curr->b *= scale;                             208     curr->b *= scale;
182     curr = curr->next;                            209     curr = curr->next;
183   }                                               210   }
184 }                                                 211 }  
185                                                   212 
                                                   >> 213 
                                                   >> 214 //
186 // RemoveDuplicateVertices                        215 // RemoveDuplicateVertices
187 //                                                216 //
188 // Remove adjacent vertices that are equal. Re    217 // Remove adjacent vertices that are equal. Returns "false" if there
189 // is a problem (too few vertices remaining).     218 // is a problem (too few vertices remaining).
190 //                                                219 //
191 G4bool G4ReduciblePolygon::RemoveDuplicateVert    220 G4bool G4ReduciblePolygon::RemoveDuplicateVertices( G4double tolerance )
192 {                                                 221 {
193   ABVertex *curr = vertexHead,                    222   ABVertex *curr = vertexHead, 
194            *prev = nullptr, *next = nullptr;   << 223            *prev = 0,
195   while( curr != nullptr )    // Loop checking << 224            *next = curr->next;  // A little dangerous
                                                   >> 225   while( curr )
196   {                                               226   {
197     next = curr->next;                            227     next = curr->next;
198     if (next == nullptr) next = vertexHead;    << 228     if (next == 0) next = vertexHead;
199                                                   229     
200     if (std::fabs(curr->a-next->a) < tolerance    230     if (std::fabs(curr->a-next->a) < tolerance &&
201         std::fabs(curr->b-next->b) < tolerance    231         std::fabs(curr->b-next->b) < tolerance     )
202     {                                             232     {
203       //                                          233       //
204       // Duplicate found: do we have > 3 verti    234       // Duplicate found: do we have > 3 vertices?
205       //                                          235       //
206       if (numVertices <= 3)                       236       if (numVertices <= 3)
207       {                                           237       {
208         CalculateMaxMin();                        238         CalculateMaxMin();
209         return false;                             239         return false;
210       }                                           240       }
211                                                   241       
212       //                                          242       //
213       // Delete                                   243       // Delete
214       //                                          244       //
215       ABVertex* toDelete = curr;               << 245       ABVertex *toDelete = curr;
216       curr = curr->next;                          246       curr = curr->next;
217       delete toDelete;                            247       delete toDelete;
218                                                   248       
219       numVertices--;                              249       numVertices--;
220                                                   250       
221       if (prev != nullptr)                     << 251       if (prev) prev->next = curr; else vertexHead = curr;
222         prev->next = curr;                     << 
223       else                                     << 
224         vertexHead = curr;                     << 
225     }                                             252     }
226     else                                          253     else
227     {                                             254     {
228       prev = curr;                                255       prev = curr;
229       curr = curr->next;                          256       curr = curr->next;
230     }                                             257     }
231   }                                               258   }
232                                                   259   
233   //                                              260   //
234   // In principle, this is not needed, but why    261   // In principle, this is not needed, but why not just play it safe?
235   //                                              262   //
236   CalculateMaxMin();                              263   CalculateMaxMin();
237                                                   264   
238   return true;                                    265   return true;
239 }                                                 266 }
240                                                   267 
                                                   >> 268 
                                                   >> 269 //
241 // RemoveRedundantVertices                        270 // RemoveRedundantVertices
242 //                                                271 //
243 // Remove any unneeded vertices, i.e. those ve    272 // Remove any unneeded vertices, i.e. those vertices which
244 // are on the line connecting the previous and    273 // are on the line connecting the previous and next vertices.
245 //                                                274 //
246 G4bool G4ReduciblePolygon::RemoveRedundantVert    275 G4bool G4ReduciblePolygon::RemoveRedundantVertices( G4double tolerance )
247 {                                                 276 {
248   //                                              277   //
249   // Under these circumstances, we can quit no    278   // Under these circumstances, we can quit now!
250   //                                              279   //
251   if (numVertices <= 2) return false;             280   if (numVertices <= 2) return false;
252                                                   281   
253   G4double tolerance2 = tolerance*tolerance;      282   G4double tolerance2 = tolerance*tolerance;
254                                                   283 
255   //                                              284   //
256   // Loop over all vertices                       285   // Loop over all vertices
257   //                                              286   //
258   ABVertex *curr = vertexHead, *next = nullptr << 287   ABVertex *curr = vertexHead, 
259   while( curr != nullptr )    // Loop checking << 288            *next = curr->next;  // A little dangerous
                                                   >> 289   while( curr )
260   {                                               290   {
261     next = curr->next;                            291     next = curr->next;
262     if (next == nullptr) next = vertexHead;    << 292     if (next == 0) next = vertexHead;
263                                                   293     
264     G4double da = next->a - curr->a,              294     G4double da = next->a - curr->a,
265              db = next->b - curr->b;              295              db = next->b - curr->b;
266                                                   296     
267     //                                            297     //
268     // Loop over all subsequent vertices, up t    298     // Loop over all subsequent vertices, up to curr
269     //                                            299     //
270     for(;;)                                       300     for(;;)
271     {                                             301     {
272       //                                          302       //
273       // Get vertex after next                    303       // Get vertex after next
274       //                                          304       //
275       ABVertex* test = next->next;             << 305       ABVertex *test = next->next;
276       if (test == nullptr) test = vertexHead;  << 306       if (test == 0) test = vertexHead;
277                                                   307       
278       //                                          308       //
279       // If we are back to the original vertex    309       // If we are back to the original vertex, stop
280       //                                          310       //
281       if (test==curr) break;                      311       if (test==curr) break;
282                                                   312     
283       //                                          313       //
284       // Test for parallel line segments          314       // Test for parallel line segments
285       //                                          315       //
286       G4double dat = test->a - curr->a,           316       G4double dat = test->a - curr->a,
287                dbt = test->b - curr->b;           317                dbt = test->b - curr->b;
288                                                   318          
289       if (std::fabs(dat*db-dbt*da)>tolerance2)    319       if (std::fabs(dat*db-dbt*da)>tolerance2) break;
290                                                   320       
291       //                                          321       //
292       // Redundant vertex found: do we have >     322       // Redundant vertex found: do we have > 3 vertices?
293       //                                          323       // 
294       if (numVertices <= 3)                       324       if (numVertices <= 3)
295       {                                           325       {
296         CalculateMaxMin();                        326         CalculateMaxMin();
297         return false;                             327         return false;
298       }                                           328       }
299                                                   329 
300       //                                          330       //
301       // Delete vertex pointed to by next. Car    331       // Delete vertex pointed to by next. Carefully!
302       //                                          332       //
303       if (curr->next != nullptr)               << 333       if (curr->next)
304       {    // next is not head                    334       {    // next is not head
305         if (next->next != nullptr)             << 335         if (next->next)
306           curr->next = test;  // next is not t    336           curr->next = test;  // next is not tail
307         else                                      337         else
308           curr->next = nullptr;    // New tail << 338           curr->next = 0;    // New tail
309       }                                           339       }
310       else                                        340       else
311         vertexHead = test;  // New head           341         vertexHead = test;  // New head
312                                                   342         
313       if ((curr != next) && (next != test)) de << 343       delete next;
314                                                   344       
315       --numVertices;                           << 345       numVertices--;
316                                                   346       
317       //                                          347       //
318       // Replace next by the vertex we just te    348       // Replace next by the vertex we just tested,
319       // and keep on going...                     349       // and keep on going...
320       //                                          350       //
321       next = test;                                351       next = test;
322       da = dat; db = dbt;                         352       da = dat; db = dbt;
323     }                                             353     }
324     curr = curr->next;                            354     curr = curr->next;
325   }                                               355   }
326                                                   356   
327   //                                              357   //
328   // In principle, this is not needed, but why    358   // In principle, this is not needed, but why not just play it safe?
329   //                                              359   //
330   CalculateMaxMin();                              360   CalculateMaxMin();
331                                                   361   
332   return true;                                    362   return true;
333 }                                                 363 }
334                                                   364 
                                                   >> 365 
                                                   >> 366 //
335 // ReverseOrder                                   367 // ReverseOrder
336 //                                                368 //
337 // Reverse the order of the vertices              369 // Reverse the order of the vertices
338 //                                                370 //
339 void G4ReduciblePolygon::ReverseOrder()           371 void G4ReduciblePolygon::ReverseOrder()
340 {                                                 372 {
341   //                                              373   //
342   // Loop over all vertices                       374   // Loop over all vertices
343   //                                              375   //
344   ABVertex* prev = vertexHead;                 << 376   ABVertex *prev = vertexHead;
345   if (prev==nullptr) return;    // No vertices << 377   if (prev==0) return;    // No vertices
346                                                   378   
347   ABVertex* curr = prev->next;                 << 379   ABVertex *curr = prev->next;
348   if (curr==nullptr) return;    // Just one ve << 380   if (curr==0) return;    // Just one vertex
349                                                   381   
350   //                                              382   //
351   // Our new tail                                 383   // Our new tail
352   //                                              384   //
353   vertexHead->next = nullptr;                  << 385   vertexHead->next = 0;
354                                                   386   
355   for(;;)                                         387   for(;;)
356   {                                               388   {
357     //                                            389     //
358     // Save pointer to next vertex (in origina    390     // Save pointer to next vertex (in original order)
359     //                                            391     //
360     ABVertex *save = curr->next;                  392     ABVertex *save = curr->next;
361                                                   393     
362     //                                            394     //
363     // Replace it with a pointer to the previo    395     // Replace it with a pointer to the previous one
364     // (in original order)                        396     // (in original order)
365     //                                            397     //
366     curr->next = prev;                            398     curr->next = prev;
367                                                   399     
368     //                                            400     //
369     // Last vertex?                               401     // Last vertex?
370     //                                            402     //
371     if (save == nullptr) break;                << 403     if (save == 0) break;
372                                                   404     
373     //                                            405     //
374     // Next vertex                                406     // Next vertex
375     //                                            407     //
376     prev = curr;                                  408     prev = curr;
377     curr = save;                                  409     curr = save;
378   }                                               410   }
379                                                   411   
380   //                                              412   //
381   // Our new head                                 413   // Our new head
382   //                                              414   //
383   vertexHead = curr;                              415   vertexHead = curr;
384 }                                                 416 }
385                                                   417 
386                                                   418 
387 // StartWithZMin                               << 
388 //                                             << 
389 // Starting alway with Zmin=bMin               << 
390 // This method is used for GenericPolycone     << 
391 //                                                419 //
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                                  420 // CrossesItself
417 //                                                421 //
418 // Return "true" if the polygon crosses itself    422 // Return "true" if the polygon crosses itself
419 //                                                423 //
420 // Warning: this routine is not very fast (run    424 // Warning: this routine is not very fast (runs as N**2)
421 //                                                425 //
422 G4bool G4ReduciblePolygon::CrossesItself( G4do    426 G4bool G4ReduciblePolygon::CrossesItself( G4double tolerance )
423 {                                                 427 {
424   G4double tolerance2 = tolerance*tolerance;      428   G4double tolerance2 = tolerance*tolerance;
425   G4double one  = 1.0-tolerance,               << 429   G4double one = 1.0-tolerance,
426            zero = tolerance;                   << 430      zero = tolerance;
427   //                                              431   //
428   // Top loop over line segments. By the time     432   // Top loop over line segments. By the time we finish
429   // with the second to last segment, we're do    433   // with the second to last segment, we're done.
430   //                                              434   //
431   ABVertex *curr1 = vertexHead, *next1 = nullp << 435   ABVertex *curr1 = vertexHead, *next1=0;
432   while (curr1->next != nullptr)    // Loop ch << 436   while (curr1->next) {
433   {                                            << 437           next1 = curr1->next;
434     next1 = curr1->next;                       << 
435     G4double da1 = next1->a-curr1->a,             438     G4double da1 = next1->a-curr1->a,
436              db1 = next1->b-curr1->b;          << 439        db1 = next1->b-curr1->b;
437                                                   440     
438     //                                            441     //
439     // Inner loop over subsequent line segment    442     // Inner loop over subsequent line segments
440     //                                            443     //
441     ABVertex* curr2 = next1->next;             << 444     ABVertex *curr2 = next1->next;
442     while( curr2 != nullptr )    // Loop check << 445     while( curr2 ) {
443     {                                          << 446       ABVertex *next2 = curr2->next;
444       ABVertex* next2 = curr2->next;           << 447       if (next2==0) next2 = vertexHead;
445       if (next2==nullptr) next2 = vertexHead;  << 
446       G4double da2 = next2->a-curr2->a,           448       G4double da2 = next2->a-curr2->a,
447                db2 = next2->b-curr2->b;        << 449          db2 = next2->b-curr2->b;
448       G4double a12 = curr2->a-curr1->a,           450       G4double a12 = curr2->a-curr1->a,
449                b12 = curr2->b-curr1->b;        << 451          b12 = curr2->b-curr1->b;
450                                                   452          
451       //                                          453       //
452       // Calculate intersection of the two lin    454       // Calculate intersection of the two lines
453       //                                          455       //
454       G4double deter = da1*db2 - db1*da2;         456       G4double deter = da1*db2 - db1*da2;
455       if (std::fabs(deter) > tolerance2)       << 457       if (std::fabs(deter) > tolerance2) {
456       {                                        << 
457         G4double s1, s2;                          458         G4double s1, s2;
458         s1 = (a12*db2-b12*da2)/deter;             459         s1 = (a12*db2-b12*da2)/deter;
459                                                   460         
460         if (s1 >= zero && s1 < one)            << 461         if (s1 >= zero && s1 < one) {
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 
                                                   >> 474 
                                                   >> 475 //
473 // BisectedBy                                     476 // BisectedBy
474 //                                                477 //
475 // Decide if a line through two points crosses    478 // Decide if a line through two points crosses the polygon, within tolerance
476 //                                                479 //
477 G4bool G4ReduciblePolygon::BisectedBy( G4doubl    480 G4bool G4ReduciblePolygon::BisectedBy( G4double a1, G4double b1,
478                                        G4doubl    481                                        G4double a2, G4double b2,
479                                        G4doubl    482                                        G4double tolerance )
480 {                                                 483 {
481   G4int nNeg = 0, nPos = 0;                       484   G4int nNeg = 0, nPos = 0;
482                                                   485   
483   G4double a12 = a2-a1, b12 = b2-b1;              486   G4double a12 = a2-a1, b12 = b2-b1;
484   G4double len12 = std::sqrt( a12*a12 + b12*b1    487   G4double len12 = std::sqrt( a12*a12 + b12*b12 );
485   a12 /= len12; b12 /= len12;                     488   a12 /= len12; b12 /= len12;
486                                                   489   
487   ABVertex* curr = vertexHead;                 << 490   ABVertex *curr = vertexHead;
488   do    // Loop checking, 13.08.2015, G.Cosmo  << 491   do
489   {                                               492   {
490     G4double av = curr->a - a1,                   493     G4double av = curr->a - a1,
491              bv = curr->b - b1;                << 494        bv = curr->b - b1;
492                                                   495        
493     G4double cross = av*b12 - bv*a12;             496     G4double cross = av*b12 - bv*a12;
494                                                   497     
495     if (cross < -tolerance)                       498     if (cross < -tolerance)
496     {                                             499     {
497       if (nPos != 0) return true;              << 500       if (nPos) return true;
498       ++nNeg;                                  << 501       nNeg++;
499     }                                             502     }
500     else if (cross > tolerance)                   503     else if (cross > tolerance)
501     {                                             504     {
502       if (nNeg != 0) return true;              << 505       if (nNeg) return true;
503       ++nPos;                                  << 506       nPos++;
504     }                                             507     }
505     curr = curr->next;                            508     curr = curr->next;
506   } while( curr != nullptr );                  << 509   } while( curr );
507                                                   510     
508   return false;                                   511   return false;
509 }                                                 512 }
510                                                   513 
                                                   >> 514 
                                                   >> 515 
                                                   >> 516 //
511 // Area                                           517 // Area
512 //                                                518 //
513 // Calculated signed polygon area, where polyg    519 // Calculated signed polygon area, where polygons specified in a
514 // clockwise manner (where x==a, y==b) have ne    520 // clockwise manner (where x==a, y==b) have negative area
515 //                                                521 //
516 //    References: [O' Rourke (C)] pp. 18-27; [    522 //    References: [O' Rourke (C)] pp. 18-27; [Gems II] pp. 5-6:
517 //    "The Area of a Simple Polygon", Jon Rokn    523 //    "The Area of a Simple Polygon", Jon Rokne.
518 //                                                524 //
519 G4double G4ReduciblePolygon::Area()               525 G4double G4ReduciblePolygon::Area()
520 {                                                 526 {
521   G4double answer = 0;                            527   G4double answer = 0;
522                                                   528   
523   ABVertex *curr = vertexHead, *next = nullptr << 529   ABVertex *curr = vertexHead, *next;
524   do    // Loop checking, 13.08.2015, G.Cosmo  << 530   do
525   {                                               531   {
526     next = curr->next;                            532     next = curr->next;
527     if (next==nullptr) next = vertexHead;      << 533     if (next==0) next = vertexHead;
528                                                   534     
529     answer += curr->a*next->b - curr->b*next->    535     answer += curr->a*next->b - curr->b*next->a;
530     curr = curr->next;                            536     curr = curr->next;
531   } while( curr != nullptr );                  << 537   } while( curr );
532                                                   538   
533   return 0.5*answer;                              539   return 0.5*answer;
534 }                                                 540 }
535                                                   541 
                                                   >> 542 
                                                   >> 543 //
536 // Print                                          544 // Print
537 //                                                545 //
538 void G4ReduciblePolygon::Print()                  546 void G4ReduciblePolygon::Print()
539 {                                                 547 {
540   ABVertex* curr = vertexHead;                 << 548   ABVertex *curr = vertexHead;
541   do    // Loop checking, 13.08.2015, G.Cosmo  << 549   do
542   {                                               550   {
543     G4cerr << curr->a << " " << curr->b << G4e    551     G4cerr << curr->a << " " << curr->b << G4endl;
544     curr = curr->next;                            552     curr = curr->next;
545   } while( curr != nullptr );                  << 553   } while( curr );
546 }                                                 554 }
547                                                   555 
                                                   >> 556 
                                                   >> 557 //
548 // CalculateMaxMin                                558 // CalculateMaxMin
549 //                                                559 //
550 // To be called when the vertices are changed,    560 // To be called when the vertices are changed, this
551 // routine re-calculates global values            561 // routine re-calculates global values
552 //                                                562 //
553 void G4ReduciblePolygon::CalculateMaxMin()        563 void G4ReduciblePolygon::CalculateMaxMin()
554 {                                                 564 {
555   ABVertex* curr = vertexHead;                 << 565   ABVertex *curr = vertexHead;
556   aMin = aMax = curr->a;                          566   aMin = aMax = curr->a;
557   bMin = bMax = curr->b;                          567   bMin = bMax = curr->b;
558   curr = curr->next;                              568   curr = curr->next;
559   while( curr != nullptr )    // Loop checking << 569   while( curr )
560   {                                               570   {
561     if (curr->a < aMin)                           571     if (curr->a < aMin)
562       aMin = curr->a;                             572       aMin = curr->a;
563     else if (curr->a > aMax)                      573     else if (curr->a > aMax)
564       aMax = curr->a;                             574       aMax = curr->a;
565                                                   575 
566     if (curr->b < bMin)                           576     if (curr->b < bMin)
567       bMin = curr->b;                             577       bMin = curr->b;
568     else if (curr->b > bMax)                      578     else if (curr->b > bMax)
569       bMax = curr->b;                             579       bMax = curr->b;
570                                                   580     
571     curr = curr->next;                            581     curr = curr->next;
572   }                                               582   }
573 }                                                 583 }
574                                                   584