// // ******************************************************************** // * License and Disclaimer * // * * // * The Geant4 software is copyright of the Copyright Holders of * // * the Geant4 Collaboration. It is provided under the terms and * // * conditions of the Geant4 Software License, included in the file * // * LICENSE and available at http://cern.ch/geant4/license . These * // * include a list of copyright holders. * // * * // * Neither the authors of this software system, nor their employing * // * institutes,nor the agencies providing financial support for this * // * work make any representation or warranty, express or implied, * // * regarding this software system or assume any liability for its * // * use. Please see the license in the file LICENSE and URL above * // * for the full disclaimer and the limitation of liability. * // * * // * This code implementation is the result of the scientific and * // * technical work of the GEANT4 collaboration. * // * By using, copying, modifying or distributing the software (or * // * any work based on the software) you agree to acknowledge its * // * use in resulting scientific publications, and indicate your * // * acceptance of all terms of the Geant4 Software license. * // ******************************************************************** // // // $Id: G4RandomDirection.hh 106707 2017-10-20 08:30:31Z gcosmo $ // // // ------------------------------------------------------------ // GEANT 4 class header file // ------------------------------------------------------------ // Class description: // // Function returning a unit 3-vector homogeneously randomised over 4pi // solid angle. It can be used in any particle scattering methods // instead of: // z=R1, x=SQRT(1-R1*R1)*SIN(2*pi*R2), y=SQRT(1-R1*R1)*COS(2*pi*R2) // providing more performant results. // History: // 19.10.17 E. Tcherniaev, use of G.Marsaglia (1972) method // 06.04.17 E. Tcherniaev, added G4RandomDirection(cosTheta) // 15.03.16 E. Tcherniaev, removed unnecessary if and unit() // 18.03.08 V. Grichine, unit radius sphere surface based algorithm // ~ 2007 M. Kossov, algorithm based on 8 Quadrants technique // // ------------------------------------------------------------ #ifndef G4RANDOMDIR_HH #define G4RANDOMDIR_HH #include #include "globals.hh" #include "Randomize.hh" #include "G4ThreeVector.hh" // G.Marsaglia (1972) method inline G4ThreeVector G4RandomDirection() { G4double u, v, b; do { u = 2.*G4UniformRand() - 1.; v = 2.*G4UniformRand() - 1.; b = u*u + v*v; } while (b > 1.); G4double a = 2.*std::sqrt(1. - b); return G4ThreeVector(a*u, a*v, 2.*b - 1.); } inline G4ThreeVector G4RandomDirection(G4double cosTheta) { G4double z = (1. - cosTheta)*G4UniformRand() + cosTheta; G4double rho = std::sqrt((1.+z)*(1.-z)); G4double phi = CLHEP::twopi*G4UniformRand(); return G4ThreeVector(rho*std::cos(phi), rho*std::sin(phi), z); } #endif /* G4RANDOMDIR_HH */