G3RotTable.cc

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00025 //
00026 //
00027 // $Id$
00028 //
00029 // by I.Hrivnacova, 27 Sep 99
00030 
00031 #include "G3RotTable.hh"
00032 
00033 G3RotTable::G3RotTable()
00034 {
00035   fRotVector = new G3RotMatrixVector();
00036 }
00037 
00038 G3RotTable::~G3RotTable()
00039 {
00040   fRotVector->clear();
00041   delete fRotVector;
00042 }
00043 
00044 G4RotationMatrix* G3RotTable::Get(G4int id) const
00045 {
00046   for (size_t i=0; i<fRotVector->size(); i++) {
00047     G3RotTableEntry* rte = (*fRotVector)[i];
00048     if (id == rte->GetID()) return rte->GetMatrix();
00049   }
00050   return 0;
00051 }    
00052 
00053 void G3RotTable::Put(G4int id, G4RotationMatrix* matrix)
00054 {
00055   G3RotTableEntry* rte = new G3RotTableEntry(id, matrix);
00056   fRotVector->push_back(rte);
00057 }
00058 
00059 void G3RotTable::Clear()
00060 {
00061   G3RotTableEntry* a;
00062   while (fRotVector->size()>0) {
00063     a = fRotVector->back();
00064     fRotVector->pop_back();
00065     for (G3RotMatrixVector::iterator i=fRotVector->begin();
00066                                      i!=fRotVector->end();){
00067       if (*i==a) {
00068         i = fRotVector->erase(i);
00069       }
00070       else {
00071         ++i;
00072       }
00073     } 
00074     if ( a )  delete a;    
00075   } 
00076 }

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