Import Geant4 10.4.0 source tree
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@@ -24,7 +24,7 @@
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// ********************************************************************
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//
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//
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// $Id: G4RandomDirection.hh 103484 2017-04-11 08:31:44Z gcosmo $
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// $Id: G4RandomDirection.hh 106707 2017-10-20 08:30:31Z gcosmo $
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//
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//
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// ------------------------------------------------------------
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@@ -39,6 +39,7 @@
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// providing more performant results.
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// History:
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// 19.10.17 E. Tcherniaev, use of G.Marsaglia (1972) method
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// 06.04.17 E. Tcherniaev, added G4RandomDirection(cosTheta)
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// 15.03.16 E. Tcherniaev, removed unnecessary if and unit()
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// 18.03.08 V. Grichine, unit radius sphere surface based algorithm
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@@ -54,12 +55,17 @@
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#include "Randomize.hh"
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#include "G4ThreeVector.hh"
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// G.Marsaglia (1972) method
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inline G4ThreeVector G4RandomDirection()
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{
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G4double z = 2.*G4UniformRand() - 1.; // z = cos(theta)
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G4double rho = std::sqrt((1.+z)*(1.-z)); // rho = sqrt(1-z*z)
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G4double phi = CLHEP::twopi*G4UniformRand();
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return G4ThreeVector(rho*std::cos(phi), rho*std::sin(phi), z);
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G4double u, v, b;
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do {
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u = 2.*G4UniformRand() - 1.;
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v = 2.*G4UniformRand() - 1.;
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b = u*u + v*v;
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} while (b > 1.);
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G4double a = 2.*std::sqrt(1. - b);
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return G4ThreeVector(a*u, a*v, 2.*b - 1.);
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}
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inline G4ThreeVector G4RandomDirection(G4double cosTheta)
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