public static UnityEngine.Vector3 AroundAxis(this IRandom rng, Vector3 axis)
        {
            var a = rng.Angle();

            if (VectorUtil.NearSameAxis(axis, Vector3.forward))
            {
                return(Quaternion.AngleAxis(a, axis) * VectorUtil.GetForwardTangent(Vector3.up, axis));
            }
            else
            {
                return(Quaternion.AngleAxis(a, axis) * VectorUtil.GetForwardTangent(Vector3.forward, axis));
            }
        }
 public static UnityEngine.Quaternion Rotation(this IRandom rng)
 {
     return(UnityEngine.Quaternion.AngleAxis(rng.Angle(), rng.OnUnitSphere()));
 }