184 lines
6.8 KiB
C#
184 lines
6.8 KiB
C#
// 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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//TODO: Implement some form of generic method for numerics?
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/// <summary>
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/// Sets the seed of the random number generator.
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/// Constructs 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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/// <summary>
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/// Generates a random <see cref="bool"/>.
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/// </summary>
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/// <returns>A <see cref="bool"/> thats either true or false.</returns>
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public static bool RandomBool() => RandomInt() == 1;
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/// <summary>
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/// Generates a random <see cref="bool"/> with a weight value to adjust preference.
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/// </summary>
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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 RandomBoolWithWeight(float weight = 0) => weight >= RandomFloat();
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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="min">The lower boundary.</param>
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/// <param name="max">The upper boundary.</param>
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/// <returns>A <see cref="byte"/> between min and max.</returns>
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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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/// <summary>
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/// Generates a random <see cref="byte"/> by using a single value as both upper and lower boundary.
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/// </summary>
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/// <param name="value">Defines both upper and lower boundary.</param>
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/// <returns>A that is <see cref="byte"/> between +value and -value.</returns>
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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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/// <summary>
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/// Generates a random <see cref="int"/> value between min and max.
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/// </summary>
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/// <param name="min">The lower boundary.</param>
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/// <param name="max">The upper boundary.</param>
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/// <returns>A random <see cref="int"/> between min and max.</returns>
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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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/// <summary>
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/// Generates a random <see cref="int"/> by using a single value as both upper and lower boundary.
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/// </summary>
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/// <param name="value">Defines both upper and lower boundary.</param>
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/// <returns>A random <see cref="int"/> between +value and -value.</returns>
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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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/// <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="min">The lower boundary.</param>
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/// <param name="max">The upper boundary.</param>
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/// <returns>A random <see cref="float"/> between min and max.</returns>
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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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/// <summary>
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/// Generates a random <see cref="float"/> by using a single value as both upper and lower boundary.
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/// </summary>
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/// <param name="value">Defines both upper and lower boundary.</param>
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/// <returns>A random <see cref="float"/> between +value and -value.</returns>
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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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/// <summary>
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/// Generates a random <see cref="Quaternion"/>.
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/// </summary>
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/// <returns>A random <see cref="Quaternion"/>.</returns>
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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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/// <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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/// <returns>A random <see cref="Vector3"/>.</returns>
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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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/// <summary>
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/// Generates a uniformly distributed random unit length vector point on a unit sphere in 2D.
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/// </summary>
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/// <returns>A random <see cref="Vector2"./></returns>
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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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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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/// <summary>
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/// Generates a random color.
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/// </summary>
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/// <param name="trueRandom">Should the color be generated from a single random Hue value or separate values for each channel.</param>
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/// <param name="randomAlpha">Randomize the alpha value.</param>
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/// <returns>A nice random color.</returns>
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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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