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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 9.4.p4)


  1 //                                                  1 //
  2 // *******************************************      2 // ********************************************************************
  3 // * License and Disclaimer                         3 // * License and Disclaimer                                           *
  4 // *                                                4 // *                                                                  *
  5 // * The  Geant4 software  is  copyright of th      5 // * The  Geant4 software  is  copyright of the Copyright Holders  of *
  6 // * the Geant4 Collaboration.  It is provided      6 // * the Geant4 Collaboration.  It is provided  under  the terms  and *
  7 // * conditions of the Geant4 Software License      7 // * conditions of the Geant4 Software License,  included in the file *
  8 // * LICENSE and available at  http://cern.ch/      8 // * LICENSE and available at  http://cern.ch/geant4/license .  These *
  9 // * include a list of copyright holders.           9 // * include a list of copyright holders.                             *
 10 // *                                               10 // *                                                                  *
 11 // * Neither the authors of this software syst     11 // * Neither the authors of this software system, nor their employing *
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 13 // * work  make  any representation or  warran     13 // * work  make  any representation or  warranty, express or implied, *
 14 // * regarding  this  software system or assum     14 // * regarding  this  software system or assume any liability for its *
 15 // * use.  Please see the license in the file      15 // * use.  Please see the license in the file  LICENSE  and URL above *
 16 // * for the full disclaimer and the limitatio     16 // * for the full disclaimer and the limitation of liability.         *
 17 // *                                               17 // *                                                                  *
 18 // * This  code  implementation is the result      18 // * This  code  implementation is the result of  the  scientific and *
 19 // * technical work of the GEANT4 collaboratio     19 // * technical work of the GEANT4 collaboration.                      *
 20 // * By using,  copying,  modifying or  distri     20 // * By using,  copying,  modifying or  distributing the software (or *
 21 // * any work based  on the software)  you  ag     21 // * any work based  on the software)  you  agree  to acknowledge its *
 22 // * use  in  resulting  scientific  publicati     22 // * use  in  resulting  scientific  publications,  and indicate your *
 23 // * acceptance of all terms of the Geant4 Sof     23 // * acceptance of all terms of the Geant4 Software license.          *
 24 // *******************************************     24 // ********************************************************************
 25 //                                                 25 //
 26 // G4ReduciblePolygon implementation; a utilit <<  26 //
 27 // test, reduce, and/or otherwise manipulate a <<  27 // $Id: G4ReduciblePolygon.cc,v 1.15 2010-11-02 11:28:38 gcosmo Exp $
                                                   >>  28 // GEANT4 tag $Name: not supported by cvs2svn $
                                                   >>  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.), numVertices(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, *next = 0;
195   while( curr != nullptr )    // Loop checking << 224   while( curr )
196   {                                               225   {
197     next = curr->next;                            226     next = curr->next;
198     if (next == nullptr) next = vertexHead;    << 227     if (next == 0) next = vertexHead;
199                                                   228     
200     if (std::fabs(curr->a-next->a) < tolerance    229     if (std::fabs(curr->a-next->a) < tolerance &&
201         std::fabs(curr->b-next->b) < tolerance    230         std::fabs(curr->b-next->b) < tolerance     )
202     {                                             231     {
203       //                                          232       //
204       // Duplicate found: do we have > 3 verti    233       // Duplicate found: do we have > 3 vertices?
205       //                                          234       //
206       if (numVertices <= 3)                       235       if (numVertices <= 3)
207       {                                           236       {
208         CalculateMaxMin();                        237         CalculateMaxMin();
209         return false;                             238         return false;
210       }                                           239       }
211                                                   240       
212       //                                          241       //
213       // Delete                                   242       // Delete
214       //                                          243       //
215       ABVertex* toDelete = curr;               << 244       ABVertex *toDelete = curr;
216       curr = curr->next;                          245       curr = curr->next;
217       delete toDelete;                            246       delete toDelete;
218                                                   247       
219       numVertices--;                              248       numVertices--;
220                                                   249       
221       if (prev != nullptr)                     << 250       if (prev) prev->next = curr; else vertexHead = curr;
222         prev->next = curr;                     << 
223       else                                     << 
224         vertexHead = curr;                     << 
225     }                                             251     }
226     else                                          252     else
227     {                                             253     {
228       prev = curr;                                254       prev = curr;
229       curr = curr->next;                          255       curr = curr->next;
230     }                                             256     }
231   }                                               257   }
232                                                   258   
233   //                                              259   //
234   // In principle, this is not needed, but why    260   // In principle, this is not needed, but why not just play it safe?
235   //                                              261   //
236   CalculateMaxMin();                              262   CalculateMaxMin();
237                                                   263   
238   return true;                                    264   return true;
239 }                                                 265 }
240                                                   266 
                                                   >> 267 
                                                   >> 268 //
241 // RemoveRedundantVertices                        269 // RemoveRedundantVertices
242 //                                                270 //
243 // Remove any unneeded vertices, i.e. those ve    271 // Remove any unneeded vertices, i.e. those vertices which
244 // are on the line connecting the previous and    272 // are on the line connecting the previous and next vertices.
245 //                                                273 //
246 G4bool G4ReduciblePolygon::RemoveRedundantVert    274 G4bool G4ReduciblePolygon::RemoveRedundantVertices( G4double tolerance )
247 {                                                 275 {
248   //                                              276   //
249   // Under these circumstances, we can quit no    277   // Under these circumstances, we can quit now!
250   //                                              278   //
251   if (numVertices <= 2) return false;             279   if (numVertices <= 2) return false;
252                                                   280   
253   G4double tolerance2 = tolerance*tolerance;      281   G4double tolerance2 = tolerance*tolerance;
254                                                   282 
255   //                                              283   //
256   // Loop over all vertices                       284   // Loop over all vertices
257   //                                              285   //
258   ABVertex *curr = vertexHead, *next = nullptr << 286   ABVertex *curr = vertexHead, *next = 0;
259   while( curr != nullptr )    // Loop checking << 287   while( curr )
260   {                                               288   {
261     next = curr->next;                            289     next = curr->next;
262     if (next == nullptr) next = vertexHead;    << 290     if (next == 0) next = vertexHead;
263                                                   291     
264     G4double da = next->a - curr->a,              292     G4double da = next->a - curr->a,
265              db = next->b - curr->b;              293              db = next->b - curr->b;
266                                                   294     
267     //                                            295     //
268     // Loop over all subsequent vertices, up t    296     // Loop over all subsequent vertices, up to curr
269     //                                            297     //
270     for(;;)                                       298     for(;;)
271     {                                             299     {
272       //                                          300       //
273       // Get vertex after next                    301       // Get vertex after next
274       //                                          302       //
275       ABVertex* test = next->next;             << 303       ABVertex *test = next->next;
276       if (test == nullptr) test = vertexHead;  << 304       if (test == 0) test = vertexHead;
277                                                   305       
278       //                                          306       //
279       // If we are back to the original vertex    307       // If we are back to the original vertex, stop
280       //                                          308       //
281       if (test==curr) break;                      309       if (test==curr) break;
282                                                   310     
283       //                                          311       //
284       // Test for parallel line segments          312       // Test for parallel line segments
285       //                                          313       //
286       G4double dat = test->a - curr->a,           314       G4double dat = test->a - curr->a,
287                dbt = test->b - curr->b;           315                dbt = test->b - curr->b;
288                                                   316          
289       if (std::fabs(dat*db-dbt*da)>tolerance2)    317       if (std::fabs(dat*db-dbt*da)>tolerance2) break;
290                                                   318       
291       //                                          319       //
292       // Redundant vertex found: do we have >     320       // Redundant vertex found: do we have > 3 vertices?
293       //                                          321       // 
294       if (numVertices <= 3)                       322       if (numVertices <= 3)
295       {                                           323       {
296         CalculateMaxMin();                        324         CalculateMaxMin();
297         return false;                             325         return false;
298       }                                           326       }
299                                                   327 
300       //                                          328       //
301       // Delete vertex pointed to by next. Car    329       // Delete vertex pointed to by next. Carefully!
302       //                                          330       //
303       if (curr->next != nullptr)               << 331       if (curr->next)
304       {    // next is not head                    332       {    // next is not head
305         if (next->next != nullptr)             << 333         if (next->next)
306           curr->next = test;  // next is not t    334           curr->next = test;  // next is not tail
307         else                                      335         else
308           curr->next = nullptr;    // New tail << 336           curr->next = 0;    // New tail
309       }                                           337       }
310       else                                        338       else
311         vertexHead = test;  // New head           339         vertexHead = test;  // New head
312                                                   340         
313       if ((curr != next) && (next != test)) de    341       if ((curr != next) && (next != test)) delete next;
314                                                   342       
315       --numVertices;                           << 343       numVertices--;
316                                                   344       
317       //                                          345       //
318       // Replace next by the vertex we just te    346       // Replace next by the vertex we just tested,
319       // and keep on going...                     347       // and keep on going...
320       //                                          348       //
321       next = test;                                349       next = test;
322       da = dat; db = dbt;                         350       da = dat; db = dbt;
323     }                                             351     }
324     curr = curr->next;                            352     curr = curr->next;
325   }                                               353   }
326                                                   354   
327   //                                              355   //
328   // In principle, this is not needed, but why    356   // In principle, this is not needed, but why not just play it safe?
329   //                                              357   //
330   CalculateMaxMin();                              358   CalculateMaxMin();
331                                                   359   
332   return true;                                    360   return true;
333 }                                                 361 }
334                                                   362 
                                                   >> 363 
                                                   >> 364 //
335 // ReverseOrder                                   365 // ReverseOrder
336 //                                                366 //
337 // Reverse the order of the vertices              367 // Reverse the order of the vertices
338 //                                                368 //
339 void G4ReduciblePolygon::ReverseOrder()           369 void G4ReduciblePolygon::ReverseOrder()
340 {                                                 370 {
341   //                                              371   //
342   // Loop over all vertices                       372   // Loop over all vertices
343   //                                              373   //
344   ABVertex* prev = vertexHead;                 << 374   ABVertex *prev = vertexHead;
345   if (prev==nullptr) return;    // No vertices << 375   if (prev==0) return;    // No vertices
346                                                   376   
347   ABVertex* curr = prev->next;                 << 377   ABVertex *curr = prev->next;
348   if (curr==nullptr) return;    // Just one ve << 378   if (curr==0) return;    // Just one vertex
349                                                   379   
350   //                                              380   //
351   // Our new tail                                 381   // Our new tail
352   //                                              382   //
353   vertexHead->next = nullptr;                  << 383   vertexHead->next = 0;
354                                                   384   
355   for(;;)                                         385   for(;;)
356   {                                               386   {
357     //                                            387     //
358     // Save pointer to next vertex (in origina    388     // Save pointer to next vertex (in original order)
359     //                                            389     //
360     ABVertex *save = curr->next;                  390     ABVertex *save = curr->next;
361                                                   391     
362     //                                            392     //
363     // Replace it with a pointer to the previo    393     // Replace it with a pointer to the previous one
364     // (in original order)                        394     // (in original order)
365     //                                            395     //
366     curr->next = prev;                            396     curr->next = prev;
367                                                   397     
368     //                                            398     //
369     // Last vertex?                               399     // Last vertex?
370     //                                            400     //
371     if (save == nullptr) break;                << 401     if (save == 0) break;
372                                                   402     
373     //                                            403     //
374     // Next vertex                                404     // Next vertex
375     //                                            405     //
376     prev = curr;                                  406     prev = curr;
377     curr = save;                                  407     curr = save;
378   }                                               408   }
379                                                   409   
380   //                                              410   //
381   // Our new head                                 411   // Our new head
382   //                                              412   //
383   vertexHead = curr;                              413   vertexHead = curr;
384 }                                                 414 }
385                                                   415 
386                                                   416 
387 // StartWithZMin                               << 
388 //                                                417 //
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                                  418 // CrossesItself
417 //                                                419 //
418 // Return "true" if the polygon crosses itself    420 // Return "true" if the polygon crosses itself
419 //                                                421 //
420 // Warning: this routine is not very fast (run    422 // Warning: this routine is not very fast (runs as N**2)
421 //                                                423 //
422 G4bool G4ReduciblePolygon::CrossesItself( G4do    424 G4bool G4ReduciblePolygon::CrossesItself( G4double tolerance )
423 {                                                 425 {
424   G4double tolerance2 = tolerance*tolerance;      426   G4double tolerance2 = tolerance*tolerance;
425   G4double one  = 1.0-tolerance,                  427   G4double one  = 1.0-tolerance,
426            zero = tolerance;                      428            zero = tolerance;
427   //                                              429   //
428   // Top loop over line segments. By the time     430   // Top loop over line segments. By the time we finish
429   // with the second to last segment, we're do    431   // with the second to last segment, we're done.
430   //                                              432   //
431   ABVertex *curr1 = vertexHead, *next1 = nullp << 433   ABVertex *curr1 = vertexHead, *next1=0;
432   while (curr1->next != nullptr)    // Loop ch << 434   while (curr1->next)
433   {                                               435   {
434     next1 = curr1->next;                          436     next1 = curr1->next;
435     G4double da1 = next1->a-curr1->a,             437     G4double da1 = next1->a-curr1->a,
436              db1 = next1->b-curr1->b;             438              db1 = next1->b-curr1->b;
437                                                   439     
438     //                                            440     //
439     // Inner loop over subsequent line segment    441     // Inner loop over subsequent line segments
440     //                                            442     //
441     ABVertex* curr2 = next1->next;             << 443     ABVertex *curr2 = next1->next;
442     while( curr2 != nullptr )    // Loop check << 444     while( curr2 )
443     {                                             445     {
444       ABVertex* next2 = curr2->next;           << 446       ABVertex *next2 = curr2->next;
445       if (next2==nullptr) next2 = vertexHead;  << 447       if (next2==0) 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       {                                           458       {
457         G4double s1, s2;                          459         G4double s1, s2;
458         s1 = (a12*db2-b12*da2)/deter;             460         s1 = (a12*db2-b12*da2)/deter;
459                                                   461         
460         if (s1 >= zero && s1 < one)               462         if (s1 >= zero && s1 < one)
461         {                                         463         {
462           s2 = -(da1*b12-db1*a12)/deter;          464           s2 = -(da1*b12-db1*a12)/deter;
463           if (s2 >= zero && s2 < one) return t    465           if (s2 >= zero && s2 < one) return true;
464         }                                         466         }
465       }                                           467       }
466       curr2 = curr2->next;                        468       curr2 = curr2->next;   
467     }                                             469     }
468     curr1 = next1;                                470     curr1 = next1;
469   }                                               471   }
470   return false;                                   472   return false;
471 }                                                 473 }
472                                                   474 
                                                   >> 475 
                                                   >> 476 
                                                   >> 477 //
473 // BisectedBy                                     478 // BisectedBy
474 //                                                479 //
475 // Decide if a line through two points crosses    480 // Decide if a line through two points crosses the polygon, within tolerance
476 //                                                481 //
477 G4bool G4ReduciblePolygon::BisectedBy( G4doubl    482 G4bool G4ReduciblePolygon::BisectedBy( G4double a1, G4double b1,
478                                        G4doubl    483                                        G4double a2, G4double b2,
479                                        G4doubl    484                                        G4double tolerance )
480 {                                                 485 {
481   G4int nNeg = 0, nPos = 0;                       486   G4int nNeg = 0, nPos = 0;
482                                                   487   
483   G4double a12 = a2-a1, b12 = b2-b1;              488   G4double a12 = a2-a1, b12 = b2-b1;
484   G4double len12 = std::sqrt( a12*a12 + b12*b1    489   G4double len12 = std::sqrt( a12*a12 + b12*b12 );
485   a12 /= len12; b12 /= len12;                     490   a12 /= len12; b12 /= len12;
486                                                   491   
487   ABVertex* curr = vertexHead;                 << 492   ABVertex *curr = vertexHead;
488   do    // Loop checking, 13.08.2015, G.Cosmo  << 493   do
489   {                                               494   {
490     G4double av = curr->a - a1,                   495     G4double av = curr->a - a1,
491              bv = curr->b - b1;                << 496        bv = curr->b - b1;
492                                                   497        
493     G4double cross = av*b12 - bv*a12;             498     G4double cross = av*b12 - bv*a12;
494                                                   499     
495     if (cross < -tolerance)                       500     if (cross < -tolerance)
496     {                                             501     {
497       if (nPos != 0) return true;              << 502       if (nPos) return true;
498       ++nNeg;                                  << 503       nNeg++;
499     }                                             504     }
500     else if (cross > tolerance)                   505     else if (cross > tolerance)
501     {                                             506     {
502       if (nNeg != 0) return true;              << 507       if (nNeg) return true;
503       ++nPos;                                  << 508       nPos++;
504     }                                             509     }
505     curr = curr->next;                            510     curr = curr->next;
506   } while( curr != nullptr );                  << 511   } while( curr );
507                                                   512     
508   return false;                                   513   return false;
509 }                                                 514 }
510                                                   515 
                                                   >> 516 
                                                   >> 517 
                                                   >> 518 //
511 // Area                                           519 // Area
512 //                                                520 //
513 // Calculated signed polygon area, where polyg    521 // Calculated signed polygon area, where polygons specified in a
514 // clockwise manner (where x==a, y==b) have ne    522 // clockwise manner (where x==a, y==b) have negative area
515 //                                                523 //
516 //    References: [O' Rourke (C)] pp. 18-27; [    524 //    References: [O' Rourke (C)] pp. 18-27; [Gems II] pp. 5-6:
517 //    "The Area of a Simple Polygon", Jon Rokn    525 //    "The Area of a Simple Polygon", Jon Rokne.
518 //                                                526 //
519 G4double G4ReduciblePolygon::Area()               527 G4double G4ReduciblePolygon::Area()
520 {                                                 528 {
521   G4double answer = 0;                            529   G4double answer = 0;
522                                                   530   
523   ABVertex *curr = vertexHead, *next = nullptr << 531   ABVertex *curr = vertexHead, *next;
524   do    // Loop checking, 13.08.2015, G.Cosmo  << 532   do
525   {                                               533   {
526     next = curr->next;                            534     next = curr->next;
527     if (next==nullptr) next = vertexHead;      << 535     if (next==0) next = vertexHead;
528                                                   536     
529     answer += curr->a*next->b - curr->b*next->    537     answer += curr->a*next->b - curr->b*next->a;
530     curr = curr->next;                            538     curr = curr->next;
531   } while( curr != nullptr );                  << 539   } while( curr );
532                                                   540   
533   return 0.5*answer;                              541   return 0.5*answer;
534 }                                                 542 }
535                                                   543 
                                                   >> 544 
                                                   >> 545 //
536 // Print                                          546 // Print
537 //                                                547 //
538 void G4ReduciblePolygon::Print()                  548 void G4ReduciblePolygon::Print()
539 {                                                 549 {
540   ABVertex* curr = vertexHead;                 << 550   ABVertex *curr = vertexHead;
541   do    // Loop checking, 13.08.2015, G.Cosmo  << 551   do
542   {                                               552   {
543     G4cerr << curr->a << " " << curr->b << G4e    553     G4cerr << curr->a << " " << curr->b << G4endl;
544     curr = curr->next;                            554     curr = curr->next;
545   } while( curr != nullptr );                  << 555   } while( curr );
546 }                                                 556 }
547                                                   557 
                                                   >> 558 
                                                   >> 559 //
548 // CalculateMaxMin                                560 // CalculateMaxMin
549 //                                                561 //
550 // To be called when the vertices are changed,    562 // To be called when the vertices are changed, this
551 // routine re-calculates global values            563 // routine re-calculates global values
552 //                                                564 //
553 void G4ReduciblePolygon::CalculateMaxMin()        565 void G4ReduciblePolygon::CalculateMaxMin()
554 {                                                 566 {
555   ABVertex* curr = vertexHead;                 << 567   ABVertex *curr = vertexHead;
556   aMin = aMax = curr->a;                          568   aMin = aMax = curr->a;
557   bMin = bMax = curr->b;                          569   bMin = bMax = curr->b;
558   curr = curr->next;                              570   curr = curr->next;
559   while( curr != nullptr )    // Loop checking << 571   while( curr )
560   {                                               572   {
561     if (curr->a < aMin)                           573     if (curr->a < aMin)
562       aMin = curr->a;                             574       aMin = curr->a;
563     else if (curr->a > aMax)                      575     else if (curr->a > aMax)
564       aMax = curr->a;                             576       aMax = curr->a;
565                                                   577 
566     if (curr->b < bMin)                           578     if (curr->b < bMin)
567       bMin = curr->b;                             579       bMin = curr->b;
568     else if (curr->b > bMax)                      580     else if (curr->b > bMax)
569       bMax = curr->b;                             581       bMax = curr->b;
570                                                   582     
571     curr = curr->next;                            583     curr = curr->next;
572   }                                               584   }
573 }                                                 585 }
574                                                   586