// DO SAMPLE // // // Does the actual sampling. override public void ManageSampling(int particleIndex) { if (particleIndex < 0 && ShouldSample()) { vector.Randomize(); vectors[0] = vector.GetValue(); } else if (particleIndex >= 0 && ShouldSample(particleIndex)) { vector.Randomize(); vectors[particleIndex] = vector.GetValue(particleIndex); } }
// MANAGE SAMPLING // // // Does the actual sampling. override public void ManageSampling(int particleIndex) { if (particleIndex < 0 && ShouldSample()) { point.Randomize(); points[0] = point.GetValue(); } else if (particleIndex >= 0 && ShouldSample(particleIndex)) { point.Randomize(); points[particleIndex] = point.GetValue(particleIndex); } }