Use constructors for random generation methods

This commit is contained in:
Wojtek Figat
2021-02-18 22:43:46 +01:00
parent 915ac0122f
commit 4aabb81c1f

View File

@@ -70,15 +70,9 @@ namespace FlaxEngine.Utilities
public static void AddRange<T>(this ICollection<T> destination, IEnumerable<T> collection) public static void AddRange<T>(this ICollection<T> destination, IEnumerable<T> collection)
{ {
if (destination == null) if (destination == null)
{
throw new ArgumentNullException(nameof(destination)); throw new ArgumentNullException(nameof(destination));
}
if (collection == null) if (collection == null)
{
throw new ArgumentNullException(nameof(collection)); throw new ArgumentNullException(nameof(collection));
}
foreach (var item in collection) foreach (var item in collection)
{ {
destination.Add(item); destination.Add(item);
@@ -95,15 +89,9 @@ namespace FlaxEngine.Utilities
public static void EnqueueRange<T>(this Queue<T> queue, IEnumerable<T> collection) public static void EnqueueRange<T>(this Queue<T> queue, IEnumerable<T> collection)
{ {
if (queue == null) if (queue == null)
{
throw new ArgumentNullException(nameof(queue)); throw new ArgumentNullException(nameof(queue));
}
if (collection == null) if (collection == null)
{
throw new ArgumentNullException(nameof(collection)); throw new ArgumentNullException(nameof(collection));
}
foreach (var item in collection) foreach (var item in collection)
{ {
queue.Enqueue(item); queue.Enqueue(item);
@@ -120,15 +108,9 @@ namespace FlaxEngine.Utilities
public static void PushRange<T>(this Stack<T> stack, IEnumerable<T> collection) public static void PushRange<T>(this Stack<T> stack, IEnumerable<T> collection)
{ {
if (stack == null) if (stack == null)
{
throw new ArgumentNullException(nameof(stack)); throw new ArgumentNullException(nameof(stack));
}
if (collection == null) if (collection == null)
{
throw new ArgumentNullException(nameof(collection)); throw new ArgumentNullException(nameof(collection));
}
foreach (var item in collection) foreach (var item in collection)
{ {
stack.Push(item); stack.Push(item);
@@ -145,15 +127,9 @@ namespace FlaxEngine.Utilities
public static void ForEach<T>(this IEnumerable<T> source, Action<T> action) public static void ForEach<T>(this IEnumerable<T> source, Action<T> action)
{ {
if (source == null) if (source == null)
{
throw new ArgumentNullException(nameof(source)); throw new ArgumentNullException(nameof(source));
}
if (action == null) if (action == null)
{
throw new ArgumentNullException(nameof(action)); throw new ArgumentNullException(nameof(action));
}
foreach (var item in source) foreach (var item in source)
{ {
action(item); action(item);
@@ -172,15 +148,9 @@ namespace FlaxEngine.Utilities
public static T Choose<T>(this Random random, IList<T> collection) public static T Choose<T>(this Random random, IList<T> collection)
{ {
if (random == null) if (random == null)
{
throw new ArgumentNullException(nameof(random)); throw new ArgumentNullException(nameof(random));
}
if (collection == null) if (collection == null)
{
throw new ArgumentNullException(nameof(collection)); throw new ArgumentNullException(nameof(collection));
}
return collection[random.Next(collection.Count)]; return collection[random.Next(collection.Count)];
} }
@@ -196,15 +166,9 @@ namespace FlaxEngine.Utilities
public static T Choose<T>(this Random random, params T[] collection) public static T Choose<T>(this Random random, params T[] collection)
{ {
if (random == null) if (random == null)
{
throw new ArgumentNullException(nameof(random)); throw new ArgumentNullException(nameof(random));
}
if (collection == null) if (collection == null)
{
throw new ArgumentNullException(nameof(collection)); throw new ArgumentNullException(nameof(collection));
}
return collection[random.Next(collection.Length)]; return collection[random.Next(collection.Length)];
} }
@@ -290,10 +254,7 @@ namespace FlaxEngine.Utilities
/// <returns>A random <see cref="Quaternion"/>.</returns> /// <returns>A random <see cref="Quaternion"/>.</returns>
public static Quaternion NextQuaternion(this Random random, bool randomRoll = false) public static Quaternion NextQuaternion(this Random random, bool randomRoll = false)
{ {
return Quaternion.Euler( return Quaternion.Euler(NextFloat(random, -180.0f, 180.0f), NextFloat(random, -180.0f, 180.0f), randomRoll ? NextFloat(random, -180.0f, 180.0f) : 0.0f);
NextFloat(random, -180.0f, 180.0f),
NextFloat(random, -180.0f, 180.0f),
randomRoll ? NextFloat(random, -180.0f, 180.0f) : 0.0f);
} }
/// <summary> /// <summary>
@@ -305,12 +266,7 @@ namespace FlaxEngine.Utilities
public static Vector2 NextUnitVector2(this Random random, float radius = 1.0f) public static Vector2 NextUnitVector2(this Random random, float radius = 1.0f)
{ {
var randomRadius = (float)random.NextDouble() * radius; var randomRadius = (float)random.NextDouble() * radius;
return new Vector2((float)Math.Cos(random.NextDouble()) * randomRadius, (float)Math.Sin(random.NextDouble()) * randomRadius);
return new Vector2
{
X = (float)Math.Cos(random.NextDouble()) * randomRadius,
Y = (float)Math.Sin(random.NextDouble()) * randomRadius,
};
} }
/// <summary> /// <summary>
@@ -331,7 +287,6 @@ namespace FlaxEngine.Utilities
output.Z = NextFloat(random) * 2.0f - 1.0f; output.Z = NextFloat(random) * 2.0f - 1.0f;
l = output.LengthSquared; l = output.LengthSquared;
} while (l > 1 || l < Mathf.Epsilon); } while (l > 1 || l < Mathf.Epsilon);
output.Normalize(); output.Normalize();
@@ -348,11 +303,7 @@ namespace FlaxEngine.Utilities
/// <returns>A random <see cref="Vector2"/>.</returns> /// <returns>A random <see cref="Vector2"/>.</returns>
public static Vector2 NextVector2(this Random random, float min = 0.0f, float max = 1.0f) public static Vector2 NextVector2(this Random random, float min = 0.0f, float max = 1.0f)
{ {
return new Vector2 return new Vector2(NextFloat(random, min, max), NextFloat(random, min, max));
{
X = NextFloat(random, min, max),
Y = NextFloat(random, min, max)
};
} }
/// <summary> /// <summary>
@@ -364,12 +315,7 @@ namespace FlaxEngine.Utilities
/// <returns>A random <see cref="Vector3"/>.</returns> /// <returns>A random <see cref="Vector3"/>.</returns>
public static Vector3 NextVector3(this Random random, float min = 0.0f, float max = 1.0f) public static Vector3 NextVector3(this Random random, float min = 0.0f, float max = 1.0f)
{ {
return new Vector3 return new Vector3(NextFloat(random, min, max), NextFloat(random, min, max), NextFloat(random, min, max));
{
X = NextFloat(random, min, max),
Y = NextFloat(random, min, max),
Z = NextFloat(random, min, max)
};
} }
/// <summary> /// <summary>
@@ -381,13 +327,7 @@ namespace FlaxEngine.Utilities
/// <returns>A random <see cref="Vector4"/>.</returns> /// <returns>A random <see cref="Vector4"/>.</returns>
public static Vector4 NextVector4(this Random random, float min = 0.0f, float max = 1.0f) public static Vector4 NextVector4(this Random random, float min = 0.0f, float max = 1.0f)
{ {
return new Vector4 return new Vector4(NextFloat(random, min, max), NextFloat(random, min, max), NextFloat(random, min, max), NextFloat(random, min, max));
{
X = NextFloat(random, min, max),
Y = NextFloat(random, min, max),
Z = NextFloat(random, min, max),
W = NextFloat(random, min, max)
};
} }
/// <summary> /// <summary>
@@ -398,13 +338,7 @@ namespace FlaxEngine.Utilities
/// <returns>A nice random <see cref="Color"/>.</returns> /// <returns>A nice random <see cref="Color"/>.</returns>
public static Color NextColor(this Random random, bool randomAlpha = false) public static Color NextColor(this Random random, bool randomAlpha = false)
{ {
return new Color return new Color(NextFloat(random), NextFloat(random), NextFloat(random), randomAlpha ? NextFloat(random) : 1.0f);
{
R = NextFloat(random),
G = NextFloat(random),
B = NextFloat(random),
A = randomAlpha ? NextFloat(random) : 1.0f
};
} }
/// <summary> /// <summary>
@@ -415,13 +349,7 @@ namespace FlaxEngine.Utilities
/// <returns>A nice random <see cref="ColorHSV"/>.</returns> /// <returns>A nice random <see cref="ColorHSV"/>.</returns>
public static ColorHSV NextColorHSV(this Random random, bool randomAlpha = false) public static ColorHSV NextColorHSV(this Random random, bool randomAlpha = false)
{ {
return new ColorHSV return new ColorHSV(NextFloat(random, 0.0f, 360.0f), 1.0f, 1.0f, randomAlpha ? NextFloat(random) : 1.0f);
{
H = NextFloat(random, 0.0f, 360.0f),
S = 1.0f,
V = 1.0f,
A = randomAlpha ? NextFloat(random) : 1.0f
};
} }
/// <summary> /// <summary>