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geant4/source/global/HEPRandom/include/G4RandomDirection.hh
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2020-06-26 10:23:25 +02:00

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//
// ********************************************************************
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//
//
// ------------------------------------------------------------
// 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 <CLHEP/Units/PhysicalConstants.h>
#include "G4ThreeVector.hh"
#include "Randomize.hh"
#include "globals.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 */