Initial Random class
First Commit Static class that inhabits basic and common random functions, allows it to be used in visual scripting as well.
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143
Source/Engine/Core/Math/Randomf.cs
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143
Source/Engine/Core/Math/Randomf.cs
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// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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using System;
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namespace FlaxEngine
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{
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/// <summary>
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/// A collection of common random functions which supports various types.
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/// </summary>
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public static class Randomf
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{
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// Single instance for random
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private static Random _rand = new Random(0);
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/// <summary>
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/// Sets the seed of the random number generator.
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/// Causes to construct a new <see cref="Random"/> instance.
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/// </summary>
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/// <param name="newSeed">The new seed</param>
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public static void SetSeed(int newSeed) => _rand = new Random(newSeed);
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// Bool
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public static bool RandomBool()
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{
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return RandomInt() == 1 ? true : false;
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}
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public static bool RandomBoolWithWeight(float weight = 0)
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{
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return weight >= RandomInt() ? true : false;
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}
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// Byte
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public static byte RandomByte(byte min = 0, byte max = 1)
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{
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return (byte)_rand.Next(min, max+1);
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}
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public static byte RandomUniformByte(byte value = 1)
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{
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int max = Math.Abs(value);
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int min = max * -1;
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return (byte)_rand.Next(min, max);
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}
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// Int
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public static int RandomInt(int min = 0, int max = 1)
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{
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return _rand.Next(min, max+1);
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}
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public static int RandomUniformInt(int value = 1)
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{
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int max = Math.Abs(value);
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int min = max * -1;
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return _rand.Next(min, max);
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}
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// Float
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public static float RandomFloat(float min = 0.0f, float max = 1.0f)
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{
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return (float)_rand.NextDouble() * (max - min) + min;
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}
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public static float RandomUniformFloat(float value = 1.0f)
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{
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// Ensure that in case of negative values we still return a value between + value and - value.
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float max = Math.Abs(value);
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float min = max * -1;
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return (float)_rand.NextDouble() * (max - min) + min;
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}
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// Quaternion
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public static Quaternion RandomQuaternion()
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{
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return Quaternion.Euler(
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RandomUniformFloat(180),
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RandomUniformFloat(180),
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RandomUniformFloat(180)
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);
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}
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// Vector
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public static Vector3 RandomVector3()
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{
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Vector3 output;
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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 = RandomFloat() * 2.0f - 1.0f;
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output.Y = RandomFloat() * 2.0f - 1.0f;
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output.Z = RandomFloat() * 2.0f - 1.0f;
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} while (output.LengthSquared > 1 || output.LengthSquared < 1e-6f);
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output *= (1.0f / (float)Math.Sqrt(output.LengthSquared));
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return output;
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}
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public static Vector2 RandomVector2()
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{
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Vector2 output;
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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 = RandomFloat() * 2.0f - 1.0f;
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output.Y = RandomFloat() * 2.0f - 1.0f;
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} while (output.LengthSquared > 1 || output.LengthSquared< 1e-6f);
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output *= (1.0f / (float)Math.Sqrt(output.LengthSquared));
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return output;
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}
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// Color
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public static Color RandomColor(bool trueRandom, bool randomAlpha)
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{
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float alpha = randomAlpha ? RandomFloat() : 1f;
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if (!trueRandom)
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return Color.FromHSV(RandomFloat(0f, 360f), 1f, 1f, alpha);
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return new Color(
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RandomFloat(0f, 255f),
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RandomFloat(0f, 255f),
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RandomFloat(0f, 255f), alpha);
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}
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}
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}
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