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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. * // ******************************************************************** // // // // // --------------------------------------------------------------------------- // GEANT 4 class header file // --------------------------------------------------------------------------- // Class description: // // Utility functions // History: // // 24.08.17 - E.Tcherniaev, added G4RandomRadiusInRing, G4RandomPointInEllipse // G4RandomPointOnEllipse, G4RandomPointOnEllipsoid // 07.11.08 - P.Gumplinger, based on implementation in G4OpBoundaryProcess // // --------------------------------------------------------------------------- #ifndef G4RANDOMTOOLS_HH #define G4RANDOMTOOLS_HH #include #include "G4RandomDirection.hh" #include "G4ThreeVector.hh" #include "G4TwoVector.hh" #include "Randomize.hh" #include "globals.hh" // --------------------------------------------------------------------------- // Returns a random lambertian unit vector (rejection sampling) // inline G4ThreeVector G4LambertianRand(const G4ThreeVector& normal) { G4ThreeVector vect; G4double ndotv; G4int count = 0; const G4int max_trials = 1024; do { ++count; vect = G4RandomDirection(); ndotv = normal * vect; if(ndotv < 0.0) { vect = -vect; ndotv = -ndotv; } } while(!(G4UniformRand() < ndotv) && (count < max_trials)); return vect; } // --------------------------------------------------------------------------- // Chooses a random vector within a plane given by the unit normal // inline G4ThreeVector G4PlaneVectorRand(const G4ThreeVector& normal) { G4ThreeVector vec1 = normal.orthogonal(); G4ThreeVector vec2 = vec1.cross(normal); G4double phi = CLHEP::twopi * G4UniformRand(); G4double cosphi = std::cos(phi); G4double sinphi = std::sin(phi); return cosphi * vec1 + sinphi * vec2; } // --------------------------------------------------------------------------- // Returns a random radius in annular ring // inline G4double G4RandomRadiusInRing(G4double rmin, G4double rmax) { if(rmin == rmax) { return rmin; } G4double k = G4UniformRand(); return (rmin <= 0) ? rmax * std::sqrt(k) : std::sqrt(k * rmax * rmax + (1. - k) * rmin * rmin); } // --------------------------------------------------------------------------- // Returns a random point in ellipse (x/a)^2 + (y/b)^2 = 1 // (rejection sampling) // inline G4TwoVector G4RandomPointInEllipse(G4double a, G4double b) { G4double aa = (a * a == 0) ? 0 : 1 / (a * a); G4double bb = (b * b == 0) ? 0 : 1 / (b * b); for(G4int i = 0; i < 1000; ++i) { G4double x = a * (2 * G4UniformRand() - 1); G4double y = b * (2 * G4UniformRand() - 1); if(x * x * aa + y * y * bb <= 1) return G4TwoVector(x, y); } return G4TwoVector(0, 0); } // --------------------------------------------------------------------------- // Returns a random point on ellipse (x/a)^2 + (y/b)^2 = 1 // (rejection sampling) // inline G4TwoVector G4RandomPointOnEllipse(G4double a, G4double b) { G4double A = std::abs(a); G4double B = std::abs(b); G4double mu_max = std::max(A, B); G4double x, y; for(G4int i = 0; i < 1000; ++i) { G4double phi = CLHEP::twopi * G4UniformRand(); x = std::cos(phi); y = std::sin(phi); G4double mu = std::sqrt((B * x) * (B * x) + (A * y) * (A * y)); if(mu_max * G4UniformRand() <= mu) break; } return G4TwoVector(A * x, B * y); } // --------------------------------------------------------------------------- // Returns a random point on ellipsoid (x/a)^2 + (y/b)^2 + (z/c)^2 = 1 // (rejection sampling) // inline G4ThreeVector G4RandomPointOnEllipsoid(G4double a, G4double b, G4double c) { G4double A = std::abs(a); G4double B = std::abs(b); G4double C = std::abs(c); G4double mu_max = std::max(std::max(A * B, A * C), B * C); G4ThreeVector p; for(G4int i = 0; i < 1000; ++i) { p = G4RandomDirection(); G4double xbc = p.x() * B * C; G4double yac = p.y() * A * C; G4double zab = p.z() * A * B; G4double mu = std::sqrt(xbc * xbc + yac * yac + zab * zab); if(mu_max * G4UniformRand() <= mu) break; } return G4ThreeVector(A * p.x(), B * p.y(), C * p.z()); } #endif /* G4RANDOMTOOLS_HH */