// // ******************************************************************** // * 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 1.3 2006/06/29 19:00:47 gunter Exp $ // GEANT4 tag $Name: geant4-09-01-patch-02 $ // // // ------------------------------------------------------------ // GEANT 4 class header file // ------------------------------------------------------------ // Class description: // // Funtion 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. // ------------------------------------------------------------ #ifndef G4RANDOMDIR_HH #define G4RANDOMDIR_HH #include "globals.hh" #include "Randomize.hh" #include "G4ThreeVector.hh" inline G4ThreeVector G4RandomDirection() { // Randomization in one of 8 Quadrants (x>0, y>0, z>0) // G4double x=G4UniformRand(), y=G4UniformRand(), z=G4UniformRand(); G4double r2= x*x+y*y+z*z; while(r2>1.||r2<.000001) { x = G4UniformRand(); y = G4UniformRand(); z = G4UniformRand(); r2=x*x+y*y+z*z; } G4double r=std::sqrt(r2), quad=G4UniformRand(); if(quad>0.5) { if(quad>0.75) { if(quad>0.875) return G4ThreeVector(-x/r,-y/r,-z/r); else return G4ThreeVector(-x/r,-y/r, z/r); } else { if(quad>0.625) return G4ThreeVector(-x/r, y/r,-z/r); else return G4ThreeVector(-x/r, y/r, z/r); } } else { if(quad>0.25) { if(quad>0.375) return G4ThreeVector( x/r,-y/r,-z/r); else return G4ThreeVector( x/r,-y/r, z/r); } else if(quad>0.125) return G4ThreeVector( x/r, y/r,-z/r); } return G4ThreeVector( x/r, y/r, z/r); } #endif /* G4RANDOMDIR_HH */