// // G4ReduciblePolygon.hh // // Declaration of a utility class used to specify, test, reduce, // and/or otherwise manipulate a 2D polygon. // // For this class, a polygon consists of n > 2 points in 2D // space (a,b). The polygon is always closed by connecting the // last point to the first. A G4ReduciblePolygon is guaranteed // to fulfill this definition in all instances. // // Illegal manipulations (such that a valid polygon would be // produced) result in an error return if possible and // otherwise a G4Exception. // // The set of manipulations is limited currently to what // is needed for G4Polycone and G4Polyhedra. // // ---------------------------------------------------------- // This code implementation is the intellectual property of // the GEANT4 collaboration. // // By copying, distributing or modifying the Program (or any work // based on the Program) you indicate your acceptance of this statement, // and all its terms. // #ifndef G4ReduciblePolygon_hh #define G4ReduciblePolygon_hh #include "globals.hh" class G4ReduciblePolygon { friend class G4ReduciblePolygonIterator; public: // // Creator: via simple a/b arrays // G4ReduciblePolygon( const G4double a[], const G4double b[], const G4int n ); // // Creator: a special version for G4Polygon and G4Polycone // that takes two a points at planes of b // (where a==r and b==z for the GEANT3 classic PCON and PGON) // G4ReduciblePolygon( const G4double rmin[], const G4double rmax[], const G4double z[], const G4int n ); virtual ~G4ReduciblePolygon(); // // Queries // inline G4int NumVertices() const { return numVertices; } inline G4double Amin() const { return aMin; } inline G4double Amax() const { return aMax; } inline G4double Bmin() const { return bMin; } inline G4double Bmax() const { return bMax; } void CopyVertices( G4double a[], G4double b[] ) const; // // Manipulations // void ScaleA( const G4double scale ); void ScaleB( const G4double scale ); G4bool RemoveDuplicateVertices( const G4double tolerance ); G4bool RemoveRedundantVertices( const G4double tolerance ); void ReverseOrder(); // // Tests // G4double Area(); G4bool CrossesItself( const G4double tolerance ); G4bool BisectedBy( const G4double a1, const G4double b1, const G4double a2, const G4double b2, const G4double tolerance ); void Print(); // Debugging only protected: void Create( const G4double a[], const G4double b[], const G4int n ); void CalculateMaxMin(); // // Below are member values that are *always* kept up to date (please!) // G4double aMin, aMax, bMin, bMax; G4int numVertices; // // A subclass which holds the vertices in a single-linked list // // Yeah, call me an old-fashioned c hacker, but I cannot make // myself use the rogue tools for this trivial list. // struct ABVertex; friend struct ABVertex; struct ABVertex { G4double a, b; ABVertex *next; }; ABVertex *vertexHead; }; // // A companion class for iterating over the vertices of our polygon. // It is simple enough that all routines are declared inline here. // class G4ReduciblePolygonIterator { public: G4ReduciblePolygonIterator( const G4ReduciblePolygon *theSubject ) { subject = theSubject; current=0; } inline void Begin() { current = subject->vertexHead; } inline G4bool Next() { if (current) current = current->next; return Valid(); } inline G4bool Valid() const { return current!=0; } inline G4double GetA() const { return current->a; } inline G4double GetB() const { return current->b; } protected: const G4ReduciblePolygon *subject; // Who are we iterating over G4ReduciblePolygon::ABVertex *current; // Current vertex }; #endif