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geant4/source/global/HEPRandom/include/G4RandomTools.hh
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2020-06-26 10:23:25 +02:00

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//
// ********************************************************************
// * License and Disclaimer *
// * *
// * The Geant4 software is copyright of the Copyright Holders of *
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// * conditions of the Geant4 Software License, included in the file *
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// * 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. *
// ********************************************************************
//
//
//
//
// ---------------------------------------------------------------------------
// 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 <CLHEP/Units/PhysicalConstants.h>
#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 */