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G4RandomDirection.hh
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27 // $Id: G4RandomDirection.hh 106707 2017-10-20 08:30:31Z gcosmo $
28 //
29 //
30 // ------------------------------------------------------------
31 // GEANT 4 class header file
32 // ------------------------------------------------------------
33 // Class description:
34 //
35 // Function returning a unit 3-vector homogeneously randomised over 4pi
36 // solid angle. It can be used in any particle scattering methods
37 // instead of:
38 // z=R1, x=SQRT(1-R1*R1)*SIN(2*pi*R2), y=SQRT(1-R1*R1)*COS(2*pi*R2)
39 // providing more performant results.
40 
41 // History:
42 // 19.10.17 E. Tcherniaev, use of G.Marsaglia (1972) method
43 // 06.04.17 E. Tcherniaev, added G4RandomDirection(cosTheta)
44 // 15.03.16 E. Tcherniaev, removed unnecessary if and unit()
45 // 18.03.08 V. Grichine, unit radius sphere surface based algorithm
46 // ~ 2007 M. Kossov, algorithm based on 8 Quadrants technique
47 //
48 // ------------------------------------------------------------
49 #ifndef G4RANDOMDIR_HH
50 #define G4RANDOMDIR_HH
51 
53 
54 #include "globals.hh"
55 #include "Randomize.hh"
56 #include "G4ThreeVector.hh"
57 
58 // G.Marsaglia (1972) method
60 {
61  G4double u, v, b;
62  do {
63  u = 2.*G4UniformRand() - 1.;
64  v = 2.*G4UniformRand() - 1.;
65  b = u*u + v*v;
66  } while (b > 1.);
67  G4double a = 2.*std::sqrt(1. - b);
68  return G4ThreeVector(a*u, a*v, 2.*b - 1.);
69 }
70 
72 {
73  G4double z = (1. - cosTheta)*G4UniformRand() + cosTheta;
74  G4double rho = std::sqrt((1.+z)*(1.-z));
76  return G4ThreeVector(rho*std::cos(phi), rho*std::sin(phi), z);
77 }
78 
79 #endif /* G4RANDOMDIR_HH */
CLHEP::Hep3Vector G4ThreeVector
std::vector< ExP01TrackerHit * > a
Definition: ExP01Classes.hh:33
Double_t z
G4ThreeVector G4RandomDirection()
double G4double
Definition: G4Types.hh:76
#define G4UniformRand()
Definition: Randomize.hh:53
static constexpr double twopi
Definition: SystemOfUnits.h:55