Ejemplo n.º 1
0
        static void GetUnitQuaternion(Random random, out Quaternion orientation)
        {
            //Not much cleverness involved here. This does not produce a uniform distribution over the the unit sphere.
            float length;

            do
            {
                orientation = new Quaternion(
                    (float)random.NextDouble() * 2 - 1,
                    (float)random.NextDouble() * 2 - 1,
                    (float)random.NextDouble() * 2 - 1,
                    (float)random.NextDouble() * 2 - 1);
                length = orientation.Length();
            } while (length < 1e-7f);
            Unsafe.As <Quaternion, Vector4>(ref orientation) /= length;
        }