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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 // 26 // >> 27 // $Id: G4RandomDirection.hh 67970 2013-03-13 10:10:06Z gcosmo $ 27 // 28 // 28 // << 29 // 29 // ------------------------------------------- 30 // ------------------------------------------------------------ 30 // GEANT 4 class header file << 31 // GEANT 4 class header file 31 // ------------------------------------------- 32 // ------------------------------------------------------------ 32 // Class description: 33 // Class description: 33 // 34 // 34 // Function returning a unit 3-vector homogene 35 // Function returning a unit 3-vector homogeneously randomised over 4pi 35 // solid angle. It can be used in any particle 36 // solid angle. It can be used in any particle scattering methods 36 // instead of: 37 // instead of: 37 // z=R1, x=SQRT(1-R1*R1)*SIN(2*pi*R2), y=SQR 38 // z=R1, x=SQRT(1-R1*R1)*SIN(2*pi*R2), y=SQRT(1-R1*R1)*COS(2*pi*R2) 38 // providing more performant results. 39 // providing more performant results. 39 40 40 // History: 41 // History: 41 // 19.10.17 E. Tcherniaev, use of G.Marsagl << 42 // 06.04.17 E. Tcherniaev, added G4RandomDi << 43 // 15.03.16 E. Tcherniaev, removed unnecess << 44 // 18.03.08 V. Grichine, unit radius sphere 42 // 18.03.08 V. Grichine, unit radius sphere surface based algorithm 45 // ~ 2007 M. Kossov, algorithm based on 8 43 // ~ 2007 M. Kossov, algorithm based on 8 Quadrants technique 46 // 44 // 47 // ------------------------------------------- 45 // ------------------------------------------------------------ 48 #ifndef G4RANDOMDIR_HH 46 #ifndef G4RANDOMDIR_HH 49 #define G4RANDOMDIR_HH 47 #define G4RANDOMDIR_HH 50 48 51 #include <CLHEP/Units/PhysicalConstants.h> 49 #include <CLHEP/Units/PhysicalConstants.h> 52 50 53 #include "G4ThreeVector.hh" << 54 #include "Randomize.hh" << 55 #include "globals.hh" 51 #include "globals.hh" >> 52 #include "Randomize.hh" >> 53 #include "G4ThreeVector.hh" 56 54 57 // G.Marsaglia (1972) method << 58 inline G4ThreeVector G4RandomDirection() 55 inline G4ThreeVector G4RandomDirection() 59 { 56 { 60 G4double u, v, b; << 57 G4double cosTheta = 2.*G4UniformRand()-1.; 61 do << 58 G4double sinTheta2 = 1. - cosTheta*cosTheta; 62 { << 59 if( sinTheta2 < 0.) sinTheta2 = 0.; 63 u = 2. * G4UniformRand() - 1.; << 60 G4double sinTheta = std::sqrt(sinTheta2); 64 v = 2. * G4UniformRand() - 1.; << 61 G4double phi = CLHEP::twopi*G4UniformRand(); 65 b = u * u + v * v; << 62 return G4ThreeVector(sinTheta*std::cos(phi), 66 } while(b > 1.); << 63 sinTheta*std::sin(phi), cosTheta).unit(); 67 G4double a = 2. * std::sqrt(1. - b); << 68 return G4ThreeVector(a * u, a * v, 2. * b - << 69 } << 70 << 71 inline G4ThreeVector G4RandomDirection(G4doubl << 72 { << 73 G4double z = (1. - cosTheta) * G4UniformRa << 74 G4double rho = std::sqrt((1. + z) * (1. - z) << 75 G4double phi = CLHEP::twopi * G4UniformRand( << 76 return G4ThreeVector(rho * std::cos(phi), rh << 77 } 64 } 78 65 79 #endif /* G4RANDOMDIR_HH */ << 66 #endif /* G4RANDOMDIR_HH */ 80 67