Import Geant4 9.2.0 source tree
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@@ -24,8 +24,8 @@
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// ********************************************************************
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//
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//
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// $Id: G4RandomDirection.hh,v 1.3 2006/06/29 19:00:47 gunter Exp $
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// GEANT4 tag $Name: geant4-09-01 $
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// $Id: G4RandomDirection.hh,v 1.5 2008/03/19 17:00:20 gcosmo Exp $
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// GEANT4 tag $Name: geant4-09-02 $
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//
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//
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// ------------------------------------------------------------
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@@ -33,11 +33,16 @@
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// ------------------------------------------------------------
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// Class description:
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//
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// Funtion returning a unit 3-vector homogeneously randomised over 4pi
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// Function returning a unit 3-vector homogeneously randomised over 4pi
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// solid angle. It can be used in any particle scattering methods
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// instead of:
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// z=R1, x=SQRT(1-R1*R1)*SIN(2*pi*R2), y=SQRT(1-R1*R1)*COS(2*pi*R2)
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// providing more performant results.
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// History:
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// 18.03.08 V. Grichine, unit radius sphere surface based algorithm
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// ~ 2007 M. Kossov, algorithm based on 8 Quadrants technique
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//
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// ------------------------------------------------------------
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#ifndef G4RANDOMDIR_HH
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#define G4RANDOMDIR_HH
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@@ -48,40 +53,13 @@
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inline G4ThreeVector G4RandomDirection()
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{
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// Randomization in one of 8 Quadrants (x>0, y>0, z>0)
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//
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G4double x=G4UniformRand(), y=G4UniformRand(), z=G4UniformRand();
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G4double r2= x*x+y*y+z*z;
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while(r2>1.||r2<.000001)
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{
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x = G4UniformRand(); y = G4UniformRand(); z = G4UniformRand();
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r2=x*x+y*y+z*z;
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}
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G4double r=std::sqrt(r2), quad=G4UniformRand();
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if(quad>0.5)
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{
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if(quad>0.75)
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{
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if(quad>0.875) return G4ThreeVector(-x/r,-y/r,-z/r);
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else return G4ThreeVector(-x/r,-y/r, z/r);
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}
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else
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{
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if(quad>0.625) return G4ThreeVector(-x/r, y/r,-z/r);
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else return G4ThreeVector(-x/r, y/r, z/r);
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}
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}
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else
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{
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if(quad>0.25)
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{
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if(quad>0.375) return G4ThreeVector( x/r,-y/r,-z/r);
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else return G4ThreeVector( x/r,-y/r, z/r);
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}
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else if(quad>0.125) return G4ThreeVector( x/r, y/r,-z/r);
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}
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return G4ThreeVector( x/r, y/r, z/r);
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G4double cosTheta = 2.*G4UniformRand()-1.;
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G4double sinTheta2 = 1. - cosTheta*cosTheta;
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if( sinTheta2 < 0.) sinTheta2 = 0.;
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G4double sinTheta = std::sqrt(sinTheta2);
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G4double phi = twopi*G4UniformRand();
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return G4ThreeVector(sinTheta*std::cos(phi),
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sinTheta*std::sin(phi), cosTheta).unit();
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}
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#endif /* G4RANDOMDIR_HH */
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