// // ******************************************************************** // * 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,v 1.5 2008/03/19 17:00:20 gcosmo Exp $ // GEANT4 tag $Name: geant4-09-04-beta-01 $ // // // ------------------------------------------------------------ // 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: // 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 "globals.hh" #include "Randomize.hh" #include "G4ThreeVector.hh" inline G4ThreeVector G4RandomDirection() { G4double cosTheta = 2.*G4UniformRand()-1.; G4double sinTheta2 = 1. - cosTheta*cosTheta; if( sinTheta2 < 0.) sinTheta2 = 0.; G4double sinTheta = std::sqrt(sinTheta2); G4double phi = twopi*G4UniformRand(); return G4ThreeVector(sinTheta*std::cos(phi), sinTheta*std::sin(phi), cosTheta).unit(); } #endif /* G4RANDOMDIR_HH */