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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 ReleaseNotes)


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