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Geant4/global/HEPRandom/include/G4RandomTools.hh

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Differences between /global/HEPRandom/include/G4RandomTools.hh (Version 11.3.0) and /global/HEPRandom/include/G4RandomTools.hh (Version 10.4.p3)


  1 //                                                  1 //
  2 // *******************************************      2 // ********************************************************************
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  4 // *                                                4 // *                                                                  *
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  8 // * LICENSE and available at  http://cern.ch/      8 // * LICENSE and available at  http://cern.ch/geant4/license .  These *
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 10 // *                                               10 // *                                                                  *
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 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.                      *
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 24 // *******************************************     24 // ********************************************************************
 25 //                                                 25 //
 26 //                                                 26 //
                                                   >>  27 // $Id$
 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 // Utility functions                           <<  35 // Utility functions 
 35                                                    36 
 36 // History:                                        37 // History:
 37 //                                                 38 //
 38 // 24.08.17 - E.Tcherniaev, added G4RandomRadi     39 // 24.08.17 - E.Tcherniaev, added G4RandomRadiusInRing, G4RandomPointInEllipse
 39 //                          G4RandomPointOnEll     40 //                          G4RandomPointOnEllipse, G4RandomPointOnEllipsoid
 40 // 07.11.08 - P.Gumplinger, based on implement     41 // 07.11.08 - P.Gumplinger, based on implementation in G4OpBoundaryProcess
 41 //                                                 42 //
 42 // -------------------------------------------     43 // ---------------------------------------------------------------------------
 43                                                    44 
 44 #ifndef G4RANDOMTOOLS_HH                           45 #ifndef G4RANDOMTOOLS_HH
 45 #define G4RANDOMTOOLS_HH                           46 #define G4RANDOMTOOLS_HH
 46                                                    47 
 47 #include <CLHEP/Units/PhysicalConstants.h>         48 #include <CLHEP/Units/PhysicalConstants.h>
 48                                                    49 
 49 #include "G4RandomDirection.hh"                << 
 50 #include "G4ThreeVector.hh"                    << 
 51 #include "G4TwoVector.hh"                      << 
 52 #include "Randomize.hh"                        << 
 53 #include "globals.hh"                              50 #include "globals.hh"
                                                   >>  51 #include "Randomize.hh"
                                                   >>  52 #include "G4TwoVector.hh"
                                                   >>  53 #include "G4ThreeVector.hh"
                                                   >>  54 #include "G4RandomDirection.hh"
 54                                                    55 
 55 // -------------------------------------------     56 // ---------------------------------------------------------------------------
 56 // Returns a random lambertian unit vector (re     57 // Returns a random lambertian unit vector (rejection sampling)
 57 //                                                 58 //
 58 inline G4ThreeVector G4LambertianRand(const G4     59 inline G4ThreeVector G4LambertianRand(const G4ThreeVector& normal)
 59 {                                                  60 {
 60   G4ThreeVector vect;                              61   G4ThreeVector vect;
 61   G4double ndotv;                                  62   G4double ndotv;
 62   G4int count            = 0;                  <<  63   G4int count=0;
 63   const G4int max_trials = 1024;                   64   const G4int max_trials = 1024;
 64                                                    65 
 65   do                                               66   do
 66   {                                                67   {
 67     ++count;                                       68     ++count;
 68     vect  = G4RandomDirection();               <<  69     vect = G4RandomDirection();
 69     ndotv = normal * vect;                         70     ndotv = normal * vect;
 70                                                    71 
 71     if(ndotv < 0.0)                            <<  72     if (ndotv < 0.0)
 72     {                                              73     {
 73       vect  = -vect;                           <<  74       vect = -vect;
 74       ndotv = -ndotv;                              75       ndotv = -ndotv;
 75     }                                              76     }
 76                                                    77 
 77   } while(!(G4UniformRand() < ndotv) && (count <<  78   } while (!(G4UniformRand() < ndotv) && (count < max_trials));
 78                                                    79 
 79   return vect;                                     80   return vect;
 80 }                                                  81 }
 81                                                    82 
 82 // -------------------------------------------     83 // ---------------------------------------------------------------------------
 83 // Chooses a random vector within a plane give     84 // Chooses a random vector within a plane given by the unit normal
 84 //                                                 85 //
 85 inline G4ThreeVector G4PlaneVectorRand(const G     86 inline G4ThreeVector G4PlaneVectorRand(const G4ThreeVector& normal)
 86 {                                                  87 {
 87   G4ThreeVector vec1 = normal.orthogonal();        88   G4ThreeVector vec1 = normal.orthogonal();
 88   G4ThreeVector vec2 = vec1.cross(normal);         89   G4ThreeVector vec2 = vec1.cross(normal);
 89                                                    90 
 90   G4double phi    = CLHEP::twopi * G4UniformRa <<  91   G4double phi = CLHEP::twopi*G4UniformRand();
 91   G4double cosphi = std::cos(phi);                 92   G4double cosphi = std::cos(phi);
 92   G4double sinphi = std::sin(phi);                 93   G4double sinphi = std::sin(phi);
 93                                                    94 
 94   return cosphi * vec1 + sinphi * vec2;            95   return cosphi * vec1 + sinphi * vec2;
 95 }                                                  96 }
 96                                                    97 
 97 // -------------------------------------------     98 // ---------------------------------------------------------------------------
 98 // Returns a random radius in annular ring         99 // Returns a random radius in annular ring
 99 //                                                100 //
100 inline G4double G4RandomRadiusInRing(G4double     101 inline G4double G4RandomRadiusInRing(G4double rmin, G4double rmax)
101 {                                                 102 {
102   if(rmin == rmax)                             << 103   if (rmin == rmax)
103   {                                               104   {
104     return rmin;                                  105     return rmin;
105   }                                               106   }
106   G4double k = G4UniformRand();                   107   G4double k = G4UniformRand();
107   return (rmin <= 0) ? rmax * std::sqrt(k)     << 108   return (rmin <= 0) ? rmax*std::sqrt(k)
108                      : std::sqrt(k * rmax * rm << 109                      : std::sqrt(k*rmax*rmax + (1.-k)*rmin*rmin);
109 }                                                 110 }
110                                                   111 
111 // -------------------------------------------    112 // ---------------------------------------------------------------------------
112 // Returns a random point in ellipse (x/a)^2 +    113 // Returns a random point in ellipse (x/a)^2 + (y/b)^2 = 1
113 // (rejection sampling)                           114 // (rejection sampling)
114 //                                                115 //
115 inline G4TwoVector G4RandomPointInEllipse(G4do    116 inline G4TwoVector G4RandomPointInEllipse(G4double a, G4double b)
116 {                                                 117 {
117   G4double aa = (a * a == 0) ? 0 : 1 / (a * a) << 118   G4double aa = (a*a == 0) ? 0 : 1/(a*a);
118   G4double bb = (b * b == 0) ? 0 : 1 / (b * b) << 119   G4double bb = (b*b == 0) ? 0 : 1/(b*b);
119   for(G4int i = 0; i < 1000; ++i)              << 120   for (G4int i=0; i<1000; ++i)
120   {                                               121   {
121     G4double x = a * (2 * G4UniformRand() - 1) << 122     G4double x = a*(2*G4UniformRand() - 1);
122     G4double y = b * (2 * G4UniformRand() - 1) << 123     G4double y = b*(2*G4UniformRand() - 1);
123     if(x * x * aa + y * y * bb <= 1)           << 124     if (x*x*aa + y*y*bb <= 1) return G4TwoVector(x,y);
124       return G4TwoVector(x, y);                << 
125   }                                               125   }
126   return G4TwoVector(0, 0);                    << 126   return G4TwoVector(0,0);
127 }                                                 127 }
128                                                   128 
129 // -------------------------------------------    129 // ---------------------------------------------------------------------------
130 // Returns a random point on ellipse (x/a)^2 +    130 // Returns a random point on ellipse (x/a)^2 + (y/b)^2 = 1
131 // (rejection sampling)                           131 // (rejection sampling)
132 //                                                132 //
133 inline G4TwoVector G4RandomPointOnEllipse(G4do    133 inline G4TwoVector G4RandomPointOnEllipse(G4double a, G4double b)
134 {                                                 134 {
135   G4double A      = std::abs(a);               << 135   G4double A = std::abs(a);
136   G4double B      = std::abs(b);               << 136   G4double B = std::abs(b);
137   G4double mu_max = std::max(A, B);            << 137   G4double mu_max = std::max(A,B);
138                                                   138 
139   G4double x, y;                               << 139   G4double x,y;
140   for(G4int i = 0; i < 1000; ++i)              << 140   for (G4int i=0; i<1000; ++i)
141   {                                               141   {
142     G4double phi = CLHEP::twopi * G4UniformRan << 142     G4double phi = CLHEP::twopi*G4UniformRand();
143     x            = std::cos(phi);              << 143     x = std::cos(phi);
144     y            = std::sin(phi);              << 144     y = std::sin(phi);
145     G4double mu  = std::sqrt((B * x) * (B * x) << 145     G4double mu = std::sqrt((B*x)*(B*x) + (A*y)*(A*y));
146     if(mu_max * G4UniformRand() <= mu)         << 146     if (mu_max*G4UniformRand() <= mu) break;
147       break;                                   << 
148   }                                               147   }
149   return G4TwoVector(A * x, B * y);            << 148   return G4TwoVector(A*x,B*y);
150 }                                                 149 }
151                                                   150 
152 // -------------------------------------------    151 // ---------------------------------------------------------------------------
153 // Returns a random point on ellipsoid (x/a)^2    152 // Returns a random point on ellipsoid (x/a)^2 + (y/b)^2 + (z/c)^2 = 1
154 // (rejection sampling)                           153 // (rejection sampling)
155 //                                                154 //
156 inline G4ThreeVector G4RandomPointOnEllipsoid( << 155 inline
157                                                << 156 G4ThreeVector G4RandomPointOnEllipsoid(G4double a, G4double b, G4double c)
158 {                                                 157 {
159   G4double A      = std::abs(a);               << 158   G4double A = std::abs(a);
160   G4double B      = std::abs(b);               << 159   G4double B = std::abs(b);
161   G4double C      = std::abs(c);               << 160   G4double C = std::abs(c);
162   G4double mu_max = std::max(std::max(A * B, A << 161   G4double mu_max = std::max(std::max(A*B,A*C),B*C);
163                                                   162 
164   G4ThreeVector p;                                163   G4ThreeVector p;
165   for(G4int i = 0; i < 1000; ++i)              << 164   for (G4int i=0; i<1000; ++i)
166   {                                               165   {
167     p            = G4RandomDirection();        << 166     p = G4RandomDirection();
168     G4double xbc = p.x() * B * C;              << 167     G4double xbc = p.x()*B*C;
169     G4double yac = p.y() * A * C;              << 168     G4double yac = p.y()*A*C;
170     G4double zab = p.z() * A * B;              << 169     G4double zab = p.z()*A*B;
171     G4double mu  = std::sqrt(xbc * xbc + yac * << 170     G4double mu = std::sqrt(xbc*xbc + yac*yac + zab*zab);
172     if(mu_max * G4UniformRand() <= mu)         << 171     if (mu_max*G4UniformRand() <= mu) break;
173       break;                                   << 
174   }                                               172   }
175   return G4ThreeVector(A * p.x(), B * p.y(), C << 173   return G4ThreeVector(A*p.x(),B*p.y(),C*p.z());
176 }                                                 174 }
177                                                   175 
178 #endif /* G4RANDOMTOOLS_HH */                  << 176 #endif  /* G4RANDOMTOOLS_HH */
179                                                   177