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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 // 27 // 28 // << 28 // 29 // ------------------------------------------- 29 // --------------------------------------------------------------------------- 30 // GEANT 4 class header file << 30 // GEANT 4 class header file 31 // ------------------------------------------- 31 // --------------------------------------------------------------------------- 32 // Class description: 32 // Class description: 33 // 33 // 34 // Utility functions << 34 // Utility functions 35 35 36 // History: 36 // History: 37 // 37 // 38 // 24.08.17 - E.Tcherniaev, added G4RandomRadi 38 // 24.08.17 - E.Tcherniaev, added G4RandomRadiusInRing, G4RandomPointInEllipse 39 // G4RandomPointOnEll 39 // G4RandomPointOnEllipse, G4RandomPointOnEllipsoid 40 // 07.11.08 - P.Gumplinger, based on implement 40 // 07.11.08 - P.Gumplinger, based on implementation in G4OpBoundaryProcess 41 // 41 // 42 // ------------------------------------------- 42 // --------------------------------------------------------------------------- 43 43 44 #ifndef G4RANDOMTOOLS_HH 44 #ifndef G4RANDOMTOOLS_HH 45 #define G4RANDOMTOOLS_HH 45 #define G4RANDOMTOOLS_HH 46 46 47 #include <CLHEP/Units/PhysicalConstants.h> 47 #include <CLHEP/Units/PhysicalConstants.h> 48 48 49 #include "G4RandomDirection.hh" << 50 #include "G4ThreeVector.hh" << 51 #include "G4TwoVector.hh" << 52 #include "Randomize.hh" << 53 #include "globals.hh" 49 #include "globals.hh" >> 50 #include "Randomize.hh" >> 51 #include "G4TwoVector.hh" >> 52 #include "G4ThreeVector.hh" >> 53 #include "G4RandomDirection.hh" 54 54 55 // ------------------------------------------- 55 // --------------------------------------------------------------------------- 56 // Returns a random lambertian unit vector (re 56 // Returns a random lambertian unit vector (rejection sampling) 57 // 57 // 58 inline G4ThreeVector G4LambertianRand(const G4 58 inline G4ThreeVector G4LambertianRand(const G4ThreeVector& normal) 59 { 59 { 60 G4ThreeVector vect; 60 G4ThreeVector vect; 61 G4double ndotv; 61 G4double ndotv; 62 G4int count = 0; << 62 G4int count=0; 63 const G4int max_trials = 1024; 63 const G4int max_trials = 1024; 64 64 65 do 65 do 66 { 66 { 67 ++count; 67 ++count; 68 vect = G4RandomDirection(); << 68 vect = G4RandomDirection(); 69 ndotv = normal * vect; 69 ndotv = normal * vect; 70 70 71 if(ndotv < 0.0) << 71 if (ndotv < 0.0) 72 { 72 { 73 vect = -vect; << 73 vect = -vect; 74 ndotv = -ndotv; 74 ndotv = -ndotv; 75 } 75 } 76 76 77 } while(!(G4UniformRand() < ndotv) && (count << 77 } while (!(G4UniformRand() < ndotv) && (count < max_trials)); 78 78 79 return vect; 79 return vect; 80 } 80 } 81 81 82 // ------------------------------------------- 82 // --------------------------------------------------------------------------- 83 // Chooses a random vector within a plane give 83 // Chooses a random vector within a plane given by the unit normal 84 // 84 // 85 inline G4ThreeVector G4PlaneVectorRand(const G 85 inline G4ThreeVector G4PlaneVectorRand(const G4ThreeVector& normal) 86 { 86 { 87 G4ThreeVector vec1 = normal.orthogonal(); 87 G4ThreeVector vec1 = normal.orthogonal(); 88 G4ThreeVector vec2 = vec1.cross(normal); 88 G4ThreeVector vec2 = vec1.cross(normal); 89 89 90 G4double phi = CLHEP::twopi * G4UniformRa << 90 G4double phi = CLHEP::twopi*G4UniformRand(); 91 G4double cosphi = std::cos(phi); 91 G4double cosphi = std::cos(phi); 92 G4double sinphi = std::sin(phi); 92 G4double sinphi = std::sin(phi); 93 93 94 return cosphi * vec1 + sinphi * vec2; 94 return cosphi * vec1 + sinphi * vec2; 95 } 95 } 96 96 97 // ------------------------------------------- 97 // --------------------------------------------------------------------------- 98 // Returns a random radius in annular ring 98 // Returns a random radius in annular ring 99 // 99 // 100 inline G4double G4RandomRadiusInRing(G4double 100 inline G4double G4RandomRadiusInRing(G4double rmin, G4double rmax) 101 { 101 { 102 if(rmin == rmax) << 102 if (rmin == rmax) 103 { 103 { 104 return rmin; 104 return rmin; 105 } 105 } 106 G4double k = G4UniformRand(); 106 G4double k = G4UniformRand(); 107 return (rmin <= 0) ? rmax * std::sqrt(k) << 107 return (rmin <= 0) ? rmax*std::sqrt(k) 108 : std::sqrt(k * rmax * rm << 108 : std::sqrt(k*rmax*rmax + (1.-k)*rmin*rmin); 109 } 109 } 110 110 111 // ------------------------------------------- 111 // --------------------------------------------------------------------------- 112 // Returns a random point in ellipse (x/a)^2 + 112 // Returns a random point in ellipse (x/a)^2 + (y/b)^2 = 1 113 // (rejection sampling) 113 // (rejection sampling) 114 // 114 // 115 inline G4TwoVector G4RandomPointInEllipse(G4do 115 inline G4TwoVector G4RandomPointInEllipse(G4double a, G4double b) 116 { 116 { 117 G4double aa = (a * a == 0) ? 0 : 1 / (a * a) << 117 G4double aa = (a*a == 0) ? 0 : 1/(a*a); 118 G4double bb = (b * b == 0) ? 0 : 1 / (b * b) << 118 G4double bb = (b*b == 0) ? 0 : 1/(b*b); 119 for(G4int i = 0; i < 1000; ++i) << 119 for (G4int i=0; i<1000; ++i) 120 { 120 { 121 G4double x = a * (2 * G4UniformRand() - 1) << 121 G4double x = a*(2*G4UniformRand() - 1); 122 G4double y = b * (2 * G4UniformRand() - 1) << 122 G4double y = b*(2*G4UniformRand() - 1); 123 if(x * x * aa + y * y * bb <= 1) << 123 if (x*x*aa + y*y*bb <= 1) return G4TwoVector(x,y); 124 return G4TwoVector(x, y); << 125 } 124 } 126 return G4TwoVector(0, 0); << 125 return G4TwoVector(0,0); 127 } 126 } 128 127 129 // ------------------------------------------- 128 // --------------------------------------------------------------------------- 130 // Returns a random point on ellipse (x/a)^2 + 129 // Returns a random point on ellipse (x/a)^2 + (y/b)^2 = 1 131 // (rejection sampling) 130 // (rejection sampling) 132 // 131 // 133 inline G4TwoVector G4RandomPointOnEllipse(G4do 132 inline G4TwoVector G4RandomPointOnEllipse(G4double a, G4double b) 134 { 133 { 135 G4double A = std::abs(a); << 134 G4double A = std::abs(a); 136 G4double B = std::abs(b); << 135 G4double B = std::abs(b); 137 G4double mu_max = std::max(A, B); << 136 G4double mu_max = std::max(A,B); 138 137 139 G4double x, y; << 138 G4double x,y; 140 for(G4int i = 0; i < 1000; ++i) << 139 for (G4int i=0; i<1000; ++i) 141 { 140 { 142 G4double phi = CLHEP::twopi * G4UniformRan << 141 G4double phi = CLHEP::twopi*G4UniformRand(); 143 x = std::cos(phi); << 142 x = std::cos(phi); 144 y = std::sin(phi); << 143 y = std::sin(phi); 145 G4double mu = std::sqrt((B * x) * (B * x) << 144 G4double mu = std::sqrt((B*x)*(B*x) + (A*y)*(A*y)); 146 if(mu_max * G4UniformRand() <= mu) << 145 if (mu_max*G4UniformRand() <= mu) break; 147 break; << 148 } 146 } 149 return G4TwoVector(A * x, B * y); << 147 return G4TwoVector(A*x,B*y); 150 } 148 } 151 149 152 // ------------------------------------------- 150 // --------------------------------------------------------------------------- 153 // Returns a random point on ellipsoid (x/a)^2 151 // Returns a random point on ellipsoid (x/a)^2 + (y/b)^2 + (z/c)^2 = 1 154 // (rejection sampling) 152 // (rejection sampling) 155 // 153 // 156 inline G4ThreeVector G4RandomPointOnEllipsoid( << 154 inline 157 << 155 G4ThreeVector G4RandomPointOnEllipsoid(G4double a, G4double b, G4double c) 158 { 156 { 159 G4double A = std::abs(a); << 157 G4double A = std::abs(a); 160 G4double B = std::abs(b); << 158 G4double B = std::abs(b); 161 G4double C = std::abs(c); << 159 G4double C = std::abs(c); 162 G4double mu_max = std::max(std::max(A * B, A << 160 G4double mu_max = std::max(std::max(A*B,A*C),B*C); 163 161 164 G4ThreeVector p; 162 G4ThreeVector p; 165 for(G4int i = 0; i < 1000; ++i) << 163 for (G4int i=0; i<1000; ++i) 166 { 164 { 167 p = G4RandomDirection(); << 165 p = G4RandomDirection(); 168 G4double xbc = p.x() * B * C; << 166 G4double xbc = p.x()*B*C; 169 G4double yac = p.y() * A * C; << 167 G4double yac = p.y()*A*C; 170 G4double zab = p.z() * A * B; << 168 G4double zab = p.z()*A*B; 171 G4double mu = std::sqrt(xbc * xbc + yac * << 169 G4double mu = std::sqrt(xbc*xbc + yac*yac + zab*zab); 172 if(mu_max * G4UniformRand() <= mu) << 170 if (mu_max*G4UniformRand() <= mu) break; 173 break; << 174 } 171 } 175 return G4ThreeVector(A * p.x(), B * p.y(), C << 172 return G4ThreeVector(A*p.x(),B*p.y(),C*p.z()); 176 } 173 } 177 174 178 #endif /* G4RANDOMTOOLS_HH */ << 175 #endif /* G4RANDOMTOOLS_HH */ 179 176