Geant4 Cross Reference

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Geant4/global/HEPRandom/include/G4RandomDirection.hh

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Diff markup

Differences between /global/HEPRandom/include/G4RandomDirection.hh (Version 11.3.0) and /global/HEPRandom/include/G4RandomDirection.hh (Version 7.0)


  1 //                                                  1 //
  2 // *******************************************      2 // ********************************************************************
  3 // * License and Disclaimer                    <<   3 // * DISCLAIMER                                                       *
  4 // *                                                4 // *                                                                  *
  5 // * The  Geant4 software  is  copyright of th <<   5 // * The following disclaimer summarizes all the specific disclaimers *
  6 // * the Geant4 Collaboration.  It is provided <<   6 // * of contributors to this software. The specific disclaimers,which *
  7 // * conditions of the Geant4 Software License <<   7 // * govern, are listed with their locations in:                      *
  8 // * LICENSE and available at  http://cern.ch/ <<   8 // *   http://cern.ch/geant4/license                                  *
  9 // * include a list of copyright holders.      << 
 10 // *                                                9 // *                                                                  *
 11 // * Neither the authors of this software syst     10 // * Neither the authors of this software system, nor their employing *
 12 // * institutes,nor the agencies providing fin     11 // * institutes,nor the agencies providing financial support for this *
 13 // * work  make  any representation or  warran     12 // * work  make  any representation or  warranty, express or implied, *
 14 // * regarding  this  software system or assum     13 // * regarding  this  software system or assume any liability for its *
 15 // * use.  Please see the license in the file  <<  14 // * use.                                                             *
 16 // * for the full disclaimer and the limitatio << 
 17 // *                                               15 // *                                                                  *
 18 // * This  code  implementation is the result  <<  16 // * This  code  implementation is the  intellectual property  of the *
 19 // * technical work of the GEANT4 collaboratio <<  17 // * GEANT4 collaboration.                                            *
 20 // * By using,  copying,  modifying or  distri <<  18 // * By copying,  distributing  or modifying the Program (or any work *
 21 // * any work based  on the software)  you  ag <<  19 // * based  on  the Program)  you indicate  your  acceptance of  this *
 22 // * use  in  resulting  scientific  publicati <<  20 // * statement, and all its terms.                                    *
 23 // * acceptance of all terms of the Geant4 Sof << 
 24 // *******************************************     21 // ********************************************************************
 25 //                                                 22 //
 26 //                                                 23 //
                                                   >>  24 // $Id: G4RandomDirection.hh,v 1.2 2004/11/12 17:38:34 gcosmo Exp $
                                                   >>  25 // GEANT4 tag $Name: geant4-07-00-cand-03 $
 27 //                                                 26 //
 28 //                                             <<  27 // 
 29 // -------------------------------------------     28 // ------------------------------------------------------------
 30 //      GEANT 4 class header file              <<  29 //      GEANT 4 class header file 
 31 // -------------------------------------------     30 // ------------------------------------------------------------
 32 // Class description:                              31 // Class description:
 33 //                                                 32 //
 34 // Function returning a unit 3-vector homogene <<  33 // Funtion returning a unit 3-vector homogeneously randomised over 4pi
 35 // solid angle. It can be used in any particle     34 // solid angle. It can be used in any particle scattering methods
 36 // instead of:                                     35 // instead of:
 37 //   z=R1, x=SQRT(1-R1*R1)*SIN(2*pi*R2), y=SQR     36 //   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.              37 // 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 // -------------------------------------------     38 // ------------------------------------------------------------
 48 #ifndef G4RANDOMDIR_HH                             39 #ifndef G4RANDOMDIR_HH
 49 #define G4RANDOMDIR_HH                             40 #define G4RANDOMDIR_HH
 50                                                    41 
 51 #include <CLHEP/Units/PhysicalConstants.h>     << 
 52                                                << 
 53 #include "G4ThreeVector.hh"                    << 
 54 #include "Randomize.hh"                        << 
 55 #include "globals.hh"                              42 #include "globals.hh"
                                                   >>  43 #include "Randomize.hh"
                                                   >>  44 #include "G4ThreeVector.hh"
 56                                                    45 
 57 // G.Marsaglia (1972) method                   << 
 58 inline G4ThreeVector G4RandomDirection()           46 inline G4ThreeVector G4RandomDirection()
 59 {                                                  47 {
 60   G4double u, v, b;                            <<  48   // Randomization in one of 8 Quadrants (x>0, y>0, z>0)
 61   do                                           <<  49   //
                                                   >>  50   G4double x=G4UniformRand(), y=G4UniformRand(), z=G4UniformRand();
                                                   >>  51   G4double r2= x*x+y*y+z*z;
                                                   >>  52   while(r2>1.||r2<.000001)
 62   {                                                53   {
 63     u = 2. * G4UniformRand() - 1.;             <<  54     x = G4UniformRand(); y = G4UniformRand(); z = G4UniformRand();
 64     v = 2. * G4UniformRand() - 1.;             <<  55     r2=x*x+y*y+z*z;
 65     b = u * u + v * v;                         <<  56   }
 66   } while(b > 1.);                             <<  57   G4double r=std::sqrt(r2), quad=G4UniformRand();
 67   G4double a = 2. * std::sqrt(1. - b);         << 
 68   return G4ThreeVector(a * u, a * v, 2. * b -  << 
 69 }                                              << 
 70                                                    58 
 71 inline G4ThreeVector G4RandomDirection(G4doubl <<  59   if(quad>0.5)
 72 {                                              <<  60   {
 73   G4double z   = (1. - cosTheta) * G4UniformRa <<  61     if(quad>0.75)
 74   G4double rho = std::sqrt((1. + z) * (1. - z) <<  62     {
 75   G4double phi = CLHEP::twopi * G4UniformRand( <<  63       if(quad>0.875)    return G4ThreeVector(-x/r,-y/r,-z/r);
 76   return G4ThreeVector(rho * std::cos(phi), rh <<  64       else              return G4ThreeVector(-x/r,-y/r, z/r);
                                                   >>  65     }
                                                   >>  66     else
                                                   >>  67     {
                                                   >>  68       if(quad>0.625)    return G4ThreeVector(-x/r, y/r,-z/r);
                                                   >>  69       else              return G4ThreeVector(-x/r, y/r, z/r);
                                                   >>  70     }
                                                   >>  71   }
                                                   >>  72   else
                                                   >>  73   {
                                                   >>  74     if(quad>0.25)
                                                   >>  75     {
                                                   >>  76       if(quad>0.375)    return G4ThreeVector( x/r,-y/r,-z/r);
                                                   >>  77       else              return G4ThreeVector( x/r,-y/r, z/r);
                                                   >>  78     }
                                                   >>  79     else if(quad>0.125) return G4ThreeVector( x/r, y/r,-z/r);
                                                   >>  80   }
                                                   >>  81   return                       G4ThreeVector( x/r, y/r, z/r);
 77 }                                                  82 }
 78                                                    83 
 79 #endif /* G4RANDOMDIR_HH */                    <<  84 #endif  /* G4RANDOMDIR_HH */
 80                                                    85