Geant4 Cross Reference |
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 // 27 // 28 // 29 // ------------------------------------------- 30 // GEANT 4 class header file 31 // ------------------------------------------- 32 // Class description: 33 // 34 // Function returning a unit 3-vector homogene 35 // solid angle. It can be used in any particle 36 // instead of: 37 // z=R1, x=SQRT(1-R1*R1)*SIN(2*pi*R2), y=SQR 38 // providing more performant results. 39 40 // 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 45 // ~ 2007 M. Kossov, algorithm based on 8 46 // 47 // ------------------------------------------- 48 #ifndef G4RANDOMDIR_HH 49 #define G4RANDOMDIR_HH 50 51 #include <CLHEP/Units/PhysicalConstants.h> 52 53 #include "G4ThreeVector.hh" 54 #include "Randomize.hh" 55 #include "globals.hh" 56 57 // G.Marsaglia (1972) method 58 inline G4ThreeVector G4RandomDirection() 59 { 60 G4double u, v, b; 61 do 62 { 63 u = 2. * G4UniformRand() - 1.; 64 v = 2. * G4UniformRand() - 1.; 65 b = u * u + v * v; 66 } while(b > 1.); 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 } 78 79 #endif /* G4RANDOMDIR_HH */ 80