// Give random unit vector public static Vector2 RandomUnitVector() { Vector2 randomVector = new Vector2(SRandom.Double(1.0) - 0.5, SRandom.Double(1.0) - 0.5); if (randomVector.IsZero()) { randomVector.x = 1.0; } return(randomVector.Normalize()); }
// Give random unit vector public static Vector3 RandomUnitVector() { Vector3 randomVector = new Vector3(SRandom.Double(1.0) - 1.0, SRandom.Double(1.0) - 1.0, SRandom.Double(1.0) - 1.0); if (randomVector.IsZero()) { randomVector.x = 1.0; } return(randomVector.GetNormalized()); }
public static Color32 Random() { return(new Color32(SRandom.Double(1), SRandom.Double(1), SRandom.Double(1), 1)); }
// Give vector with random x, y components that are between 0..inMaxX, 0..inMaxY public static Vector2 Random(double inMaxX, double inMaxY) { return(new Vector2(SRandom.Double(inMaxX), SRandom.Double(inMaxY))); }
public static Vector3 Random(double inMaxX, double inMaxY, double inMaxZ) { return(new Vector3(SRandom.Double(inMaxX), SRandom.Double(inMaxY), SRandom.Double(inMaxZ))); }