public void TestUint32ToFloat()
 {
     Assert.AreNotEqual(1f, StatelessRng.kLargestFloatLessThanOne);
     Assert.AreNotEqual(1f, StatelessRng.UInt32ToFloat01(0xffffffffu));
     Assert.AreEqual(StatelessRng.kLargestFloatLessThanOne,
                     StatelessRng.UInt32ToFloat01(0xffffffffu));
 }
        public void TestUniformity_InIntRangeSmall()
        {
            var rng = new StatelessRng(kSeed);
            int kMin = -10, kMax = 40;

            S.CheckUniformity("u", Gen(i => (rng.InIntRange(i, kMin, kMax) - kMin + .5f) / (kMax - kMin)));
        }
        public void TestUniformity_InUnitCircle()
        {
            var rng = new StatelessRng(kSeed);

            // Parametrization based on polar coords
            Func <Vector2, Vector2?> Parametrize = cartesian => {
                float radius = cartesian.magnitude;
                if (radius == 0)
                {
                    return(null);
                }
                // cdf = cumulative distribution function ~= "area under"
                // area of cirle of radius "mag" relative to area of entire circle
                // to make uniform, compute cdf(var) / cdf (total) = mag^2 / 1^2
                float radiusUniform = radius * radius;

                // area increases linearly with angle01, so just need to rescale to [0,1)
                float angle        = Mathf.Atan2(cartesian.y, cartesian.x);
                float angleUniform = ToAngle01(angle);
                return(new Vector2(angleUniform, radiusUniform));
            };

            S.CheckUniformity(new[] { "theta", "rr" },
                              Gen(i => Parametrize(rng.InUnitCircle(i))));
        }
Beispiel #4
0
        /// Don't necessarily have to use the master's information to update the mesh.
        override public void ApplyChangesToVisuals()
        {
            if (!m_geometry.VerifySizes())
            {
                return;
            }

            if (m_FirstChangedControlPoint != null)
            {
                try
                {
                    StatelessRng.BeginSaltReuseCheck();
                    ControlPointsChanged(m_FirstChangedControlPoint.Value);
                }
                finally
                {
                    StatelessRng.EndSaltReuseCheck();
                }
                m_FirstChangedControlPoint = null;
            }

            var mesh = GetComponent <MeshFilter>().mesh;

            m_geometry.CopyToMesh(mesh);
            mesh.RecalculateBounds();
        }
        public void TestCorrelation_In01()
        {
            // Checks correlation between successive values of the generator.
            // This is kind of a wonky test, but it's what detected our terrible RNG in the first place.
            var rng        = new StatelessRng(kSeed);
            var rStateless = S.GetCorrelation(Gen(i => new Vector2(rng.In01(2 * i), rng.In01(2 * i + 1))));

            Assert.Less(Mathf.Abs(rStateless), .01f);
        }
        public void TestCheckUniformity()
        {
            var rng = new StatelessRng(kSeed);
            Func <Vector2, Vector2?> Parametrize = v => new Vector2((v.x + 1) / 2, (v.y + 1) / 2);

            Assert.Throws <AssertionException>(() =>
                                               S.CheckUniformity(new[] { "x", "y" },
                                                                 Gen(i => Parametrize(rng.InUnitCircle(i)))));
        }
Beispiel #7
0
        // Passed transform is relative to the stroke
        protected virtual void InitBrush(BrushDescriptor desc, TrTransform localPointerXf)
        {
            Debug.Assert(m_BaseSize_PS != 0, "Set size and color first");
            m_Desc = desc;
            GetComponent <Renderer>().material = m_Desc.Material;
            m_EnableBackfaces = desc.m_RenderBackfaces;
            m_rng             = new StatelessRng(MathUtils.RandomInt());

            m_LastSpawnXf = localPointerXf;
        }
        public void TestUniformity_OnUnitCircle()
        {
            var rng = new StatelessRng(kSeed);

            Func <int, float?> distribution = i => {
                Vector2 v = rng.OnUnitCircle(i);
                return(ToAngle01(Mathf.Atan2(v.y, v.x)));
            };

            S.CheckUniformity("theta", Gen(distribution));
        }
        public void TestUniformity_OnUnitSphere()
        {
            var rng = new StatelessRng(kSeed);

            Vector3[] vals = Gen(i => rng.OnUnitSphere(i)).ToArray();

            S.CheckUniformity(new[] { "theta", "z" }, vals.Select(ParametrizeSphereSurfaceThetaZ));
            // Try along another axis
            S.CheckUniformity(
                new[] { "theta", "y" },
                vals.Select(v => new Vector3(v.x, v.z, v.y))
                .Select(ParametrizeSphereSurfaceThetaZ));
        }
        public void TestForSaltReuse()
        {
            var seen = new HashSet <int>();
            var rng  = new StatelessRng(kSeed);

            StatelessRng.SaltUsed = (salt) => {
                Assert.IsTrue(seen.Add(salt), "Salt {0} is unused", salt);
            };
            try {
                rng.OnUnitCircle(0); seen.Clear();
                rng.InUnitCircle(0); seen.Clear();
                rng.OnUnitSphere(0); seen.Clear();
                rng.InUnitSphere(0); seen.Clear();
                rng.Rotation(0); seen.Clear();
            } finally {
                StatelessRng.SaltUsed = null;
            }
        }
        public void TestUniformity_InUnitSphere()
        {
            var rng = new StatelessRng(kSeed);

            Vector3[] vals = Gen(i => rng.InUnitSphere(i)).ToArray();

            Func <Vector3, Vector3> ThetaRrrZr = v3 => {
                float r = v3.magnitude;
                if (r == 0)
                {
                    return(Vector3.zero);
                }
                float angle01 = ToAngle01(Mathf.Atan2(v3.y, v3.x));
                return(new Vector3(angle01, r * r * r, ((v3.z / r) + 1f) / 2f));
            };

            S.CheckUniformity(new[] { "theta", "rrr", "z/r" }, vals.Select(ThetaRrrZr));
        }
        public void TestUniformity_Rotation()
        {
            var rng = new StatelessRng(kSeed);

            Quaternion[] vals = Gen(i => rng.Rotation(i)).ToArray();

            Func <Quaternion, Vector2> ParametrizeAxisAndAngle = q => {
                Vector3 axis;   // a unit vector
                float   angleRad;
                q.ToAngleAxis(out angleRad, out axis);
                Vector2 param01 = ParametrizeSphereSurfaceThetaZ(axis);
                float   param2  = ToAngle01(angleRad);
                return(new Vector3(param01.x, param01.y, param2));
            };

            S.CheckUniformity(
                new[] { "axis theta", "axis z", "angle" },
                vals.Select(ParametrizeAxisAndAngle));
        }
        public void TestUniformity_InRange()
        {
            var rng = new StatelessRng(kSeed);

            S.CheckUniformity("u", Gen(i => (rng.InRange(i, -10, 20) + 10f) / 30f));
        }
        public void TestUniformity_In01()
        {
            var rng = new StatelessRng(kSeed);

            S.CheckUniformity("u", Gen(i => rng.In01(i)));
        }