Merge branch 'RandomFuncs' of git://github.com/W2Wizard/FlaxEngine into W2Wizard-RandomFuncs
This commit is contained in:
@@ -60,172 +60,6 @@ namespace FlaxEngine.Utilities
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}, removeEmptyLines ? StringSplitOptions.RemoveEmptyEntries : StringSplitOptions.None);
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}
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/// <summary>
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/// Gets a random double.
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/// </summary>
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/// <param name="random">The random.</param>
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/// <param name="maxValue">The maximum value</param>
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/// <returns>A random double</returns>
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public static double NextDouble(this Random random, double maxValue)
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{
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return random.NextDouble() * maxValue;
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}
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/// <summary>
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/// Gets a random double.
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/// </summary>
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/// <param name="random">The random.</param>
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/// <param name="minValue">The minimum value</param>
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/// <param name="maxValue">The maximum value</param>
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/// <returns>A random double</returns>
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public static double NextDouble(this Random random, double minValue, double maxValue)
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{
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return random.NextDouble() * (maxValue - minValue) + minValue;
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}
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/// <summary>
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/// Gets a random float.
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/// </summary>
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/// <param name="random">The random.</param>
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/// <returns>A random float</returns>
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public static float NextFloat(this Random random)
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{
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return (float)random.NextDouble();
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}
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/// <summary>
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/// Gets a random float.
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/// </summary>
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/// <param name="random">The random.</param>
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/// <param name="maxValue">The maximum value</param>
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/// <returns>A random float</returns>
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public static float NextFloat(this Random random, float maxValue)
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{
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return (float)random.NextDouble() * maxValue;
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}
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/// <summary>
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/// Gets a random float.
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/// </summary>
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/// <param name="random">The random.</param>
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/// <param name="minValue">The minimum value</param>
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/// <param name="maxValue">The maximum value</param>
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/// <returns></returns>
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public static float NextFloat(this Random random, float minValue, float maxValue)
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{
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return (float)random.NextDouble() * (maxValue - minValue) + minValue;
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}
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/// <summary>
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/// Gets a random Color.
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/// </summary>
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/// <param name="random">The random.</param>
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/// <returns></returns>
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public static Color NextColor(this Random random)
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{
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return new Color(NextFloat(random, 1.0f),
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NextFloat(random, 1.0f),
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NextFloat(random, 1.0f),
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NextFloat(random, 1.0f));
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}
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/// <summary>
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/// Gets a random Vector2 with components in range [0;1].
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/// </summary>
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/// <param name="random">The random.</param>
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/// <returns></returns>
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public static Vector2 NextVector2(this Random random)
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{
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return new Vector2(NextFloat(random, 1.0f),
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NextFloat(random, 1.0f));
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}
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/// <summary>
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/// Gets a random Vector3 with components in range [0;1].
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/// </summary>
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/// <param name="random">The random.</param>
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/// <returns></returns>
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public static Vector3 NextVector3(this Random random)
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{
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return new Vector3(NextFloat(random, 1.0f),
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NextFloat(random, 1.0f),
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NextFloat(random, 1.0f));
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}
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/// <summary>
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/// Gets a random Vector4 with components in range [0;1].
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/// </summary>
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/// <param name="random">The random.</param>
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/// <returns></returns>
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public static Vector4 NextVector4(this Random random)
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{
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return new Vector4(NextFloat(random, 1.0f),
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NextFloat(random, 1.0f),
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NextFloat(random, 1.0f),
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NextFloat(random, 1.0f));
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}
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/// <summary>
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/// Gets a random Quaternion.
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/// </summary>
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/// <param name="random">The random.</param>
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/// <returns></returns>
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public static Quaternion NextQuaternion(this Random random)
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{
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return Quaternion.Euler(NextFloat(random, -180, 180),
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NextFloat(random, -180, 180),
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NextFloat(random, -180, 180));
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}
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/// <summary>
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/// Gets a random 64-bit signed integer value.
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/// </summary>
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/// <param name="random">The random.</param>
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/// <returns></returns>
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internal static long NextLong(this Random random)
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{
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var numArray = new byte[8];
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random.NextBytes(numArray);
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return (long)(BitConverter.ToUInt64(numArray, 0) & 9223372036854775807L);
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}
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/// <summary>
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/// Generates a random normalized 2D direction vector.
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/// </summary>
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/// <param name="random">An instance of <see cref="Random"/>.</param>
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/// <returns>A random normalized 2D direction vector.</returns>
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public static Vector2 NextDirection2D(this Random random)
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{
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return Vector2.Normalize(new Vector2((float)random.NextDouble(), (float)random.NextDouble()));
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}
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/// <summary>
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/// Generates a random normalized 3D direction vector.
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/// </summary>
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/// <param name="random">An instance of <see cref="Random"/>.</param>
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/// <returns>A random normalized 3D direction vector.</returns>
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public static Vector3 NextDirection3D(this Random random)
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{
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return Vector3.Normalize(new Vector3((float)random.NextDouble(), (float)random.NextDouble(), (float)random.NextDouble()));
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}
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/// <summary>
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/// Generates a random point in a circle of a given radius.
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/// </summary>
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/// <param name="random">An instance of <see cref="Random"/>.</param>
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/// <param name="radius">Radius of circle. Default 1.0f.</param>
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/// <returns>A random point in a circle of a given radius.</returns>
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public static Vector2 PointInACircle(this Random random, float radius = 1.0f)
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{
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var randomRadius = (float)random.NextDouble() * radius;
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return new Vector2
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{
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X = (float)Math.Cos(random.NextDouble()) * randomRadius,
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Y = (float)Math.Sin(random.NextDouble()) * randomRadius,
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};
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}
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/// <summary>
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/// Adds the elements of the specified collection to the end of the <see cref="ICollection{T}"/>.
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/// </summary>
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@@ -404,5 +238,237 @@ namespace FlaxEngine.Utilities
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collection[n] = value;
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}
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}
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/// <summary>
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/// Generates a random <see cref="bool"/>.
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/// </summary>
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/// <param name="random">An instance of <see cref="Random"/>.</param>
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/// <param name="weight">Normalized value that determines the chance to return true.</param>
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/// <returns>A <see cref="bool"/> thats either true or false.</returns>
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public static bool NextBool(this Random random, float weight = 0.5f) => random.NextDouble() < weight;
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/// <summary>
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/// Generates a random <see cref="byte"/> value between min and max.
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/// </summary>
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/// <param name="random">An instance of <see cref="Random"/>.</param>
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/// <param name="min">The minimum value.</param>
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/// <param name="max">The maximum value.</param>
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/// <returns>A random <see cref="byte"/> between min and max.</returns>
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public static byte NextByte(this Random random, byte min = 0, byte max = byte.MaxValue)
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{
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return (byte)random.Next(min, max == byte.MaxValue ? byte.MaxValue + 1 : max);
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}
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/// <summary>
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/// Generates a random <see cref="float"/> value between min and max.
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/// </summary>
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/// <param name="random">An instance of <see cref="Random"/>.</param>
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/// <param name="min">The minimum value.</param>
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/// <param name="max">The maximum value.</param>
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/// <returns>A random <see cref="float"/> between min and max.</returns>
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public static float NextFloat(this Random random, float min = 0.0f, float max = 1.0f)
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{
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return (float)random.NextDouble() * (max - min) + min;
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}
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/// <summary>
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/// Generates a random <see cref="float"/> value between 0 and max.
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/// </summary>
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/// <param name="random">An instance of <see cref="Random"/>.</param>
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/// <param name="max">The maximum value.</param>
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/// <returns>A random <see cref="float"/> between min and max.</returns>
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public static float NextFloat(this Random random, float max)
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{
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return (float)random.NextDouble() * max;
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}
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/// <summary>
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/// Generates a random <see cref="Quaternion"/>.
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/// </summary>
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/// <param name="random">An instance of <see cref="Random"/>.</param>
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/// <param name="randomRoll">Should the roll value be randomized.</param>
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/// <returns>A random <see cref="Quaternion"/>.</returns>
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public static Quaternion NextQuaternion(this Random random, bool randomRoll = false)
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{
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return Quaternion.Euler(
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NextFloat(random, -180.0f, 180.0f),
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NextFloat(random, -180.0f, 180.0f),
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randomRoll ? NextFloat(random, -180.0f, 180.0f) : 0.0f);
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}
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/// <summary>
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/// Generates a random <see cref="Vector2"/> point in a circle of a given radius.
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/// </summary>
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/// <param name="random">An instance of <see cref="Random"/>.</param>
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/// <param name="radius">Radius of circle. Default 1.0f./>.</param>
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/// <returns>A random <see cref="Vector2"/>.</returns>
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public static Vector2 NextUnitVector2(this Random random, float radius = 1.0f)
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{
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var randomRadius = (float)random.NextDouble() * radius;
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return new Vector2
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{
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X = (float)Math.Cos(random.NextDouble()) * randomRadius,
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Y = (float)Math.Sin(random.NextDouble()) * randomRadius,
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};
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}
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/// <summary>
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/// Generates a uniformly distributed random unit length vector point on a unit sphere.
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/// </summary>
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/// <param name="random">An instance of <see cref="Random"/>.</param>
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/// <returns>A random <see cref="Vector3"/>.</returns>
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public static Vector3 NextUnitVector3(this Random random)
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{
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Vector3 output;
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float l;
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do
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{
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// Create random float with a mean of 0 and deviation of ±1
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output.X = NextFloat(random) * 2.0f - 1.0f;
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output.Y = NextFloat(random) * 2.0f - 1.0f;
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output.Z = NextFloat(random) * 2.0f - 1.0f;
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l = output.LengthSquared;
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} while (l > 1 || l < Mathf.Epsilon);
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output.Normalize();
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return output;
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}
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/// <summary>
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/// Gets a random <see cref="Vector2"/> with components in a given range.
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/// </summary>
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/// <param name="random">An instance of <see cref="Random"/>.</param>
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/// <param name="min">The minimum value.</param>
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/// <param name="max">The maximum value.</param>
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/// <returns>A random <see cref="Vector2"/>.</returns>
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public static Vector2 NextVector2(this Random random, float min = 0.0f, float max = 1.0f)
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{
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return new Vector2
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{
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X = NextFloat(random, min, max),
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Y = NextFloat(random, min, max)
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};
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}
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/// <summary>
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/// Gets a random <see cref="Vector3"/> with components in a given range.
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/// </summary>
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/// <param name="random">An instance of <see cref="Random"/>.</param>
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/// <param name="min">The minimum value.</param>
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/// <param name="max">The maximum value.</param>
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/// <returns>A random <see cref="Vector3"/>.</returns>
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public static Vector3 NextVector3(this Random random, float min = 0.0f, float max = 1.0f)
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{
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return new Vector3
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{
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X = NextFloat(random, min, max),
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Y = NextFloat(random, min, max),
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Z = NextFloat(random, min, max)
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};
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}
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/// <summary>
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/// Gets a random <see cref="Vector4"/> with components in a given range.
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/// </summary>
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/// <param name="random">An instance of <see cref="Random"/>.</param>
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/// <param name="min">The minimum value.</param>
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/// <param name="max">The maximum value.</param>
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/// <returns>A random <see cref="Vector4"/>.</returns>
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public static Vector4 NextVector4(this Random random, float min = 0.0f, float max = 1.0f)
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{
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return new Vector4
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{
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X = NextFloat(random, min, max),
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Y = NextFloat(random, min, max),
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Z = NextFloat(random, min, max),
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W = NextFloat(random, min, max)
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};
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}
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/// <summary>
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/// Generates a random <see cref="Color"/>.
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/// </summary>
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/// <param name="random">An instance of <see cref="Random"/>.</param>
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/// <param name="randomAlpha">Randomize the alpha value.</param>
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/// <returns>A nice random <see cref="Color"/>.</returns>
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public static Color NextColor(this Random random, bool randomAlpha = false)
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{
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return new Color
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{
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R = NextFloat(random),
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G = NextFloat(random),
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B = NextFloat(random),
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A = randomAlpha ? NextFloat(random) : 1.0f
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};
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}
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/// <summary>
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/// Generates a random <see cref="ColorHSV"/>.
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/// </summary>
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/// <param name="random">An instance of <see cref="Random"/>.</param>
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/// <param name="randomAlpha">Randomize the alpha value.</param>
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/// <returns>A nice random <see cref="ColorHSV"/>.</returns>
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public static ColorHSV NextColorHSV(this Random random, bool randomAlpha = false)
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{
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return new ColorHSV
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{
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H = NextFloat(random, 0.0f, 360.0f),
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S = 1.0f,
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V = 1.0f,
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A = randomAlpha ? NextFloat(random) : 1.0f
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};
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}
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/// <summary>
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/// Gets a random <see cref="double"/>.
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/// </summary>
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/// <param name="random">An instance of <see cref="Random"/>.</param>
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/// <param name="min">The minimum value.</param>
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/// <param name="max">The maximum value.</param>
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/// <returns>A random <see cref="double"/>.</returns>
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public static double NextDouble(this Random random, double min = 0.0d, double max = 1.0d)
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{
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return random.NextDouble() * (max - min) + min;
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}
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/// <summary>
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/// Gets a random <see cref="double"/>.
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/// </summary>
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/// <param name="random">An instance of <see cref="Random"/>.</param>
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/// <param name="max">The maximum value.</param>
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/// <returns>A random <see cref="double"/>.</returns>
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public static double NextDouble(this Random random, double max = 1.0d)
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{
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return random.NextDouble() * max;
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}
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/// <summary>
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/// Gets a random <see cref="long"/>.
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/// </summary>
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/// <param name="random">An instance of <see cref="Random"/>.</param>
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/// <returns>A random <see cref="long"/>.</returns>
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internal static long NextLong(this Random random)
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{
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var numArray = new byte[8];
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random.NextBytes(numArray);
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return (long)(BitConverter.ToUInt64(numArray, 0) & long.MaxValue);
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}
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/// <summary>
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/// Returns a random value of the given enum.
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/// </summary>
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/// <typeparam name="TEnum">The enum to get the value from.</typeparam>
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/// <param name="random">An instance of <see cref="Random"/>.</param>
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/// <returns>A random enum value.</returns>
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public static TEnum NextEnum<TEnum>(this Random random)
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{
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Array values = Enum.GetValues(typeof(TEnum));
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return (TEnum)values.GetValue(random.Next(values.Length));
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}
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}
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}
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