public UniformVector2SquareDistribution(float min, float max) { _dX = new UniformFloatDistribution(min, max); _dY = new UniformFloatDistribution(min, max); }
public UniformVector2SquareDistribution(float minX, float maxX, float minY, float maxY) { _dX = new UniformFloatDistribution(minX, maxX); _dY = new UniformFloatDistribution(minY, maxY); }
public UniformVector2SquareDistribution() { _dX = new UniformFloatDistribution(0, 1); _dY = new UniformFloatDistribution(0, 1); }
public DiscreteDistribution(List <float> weights) { _weights = weights.ToList(); _distrib = new UniformFloatDistribution(weights.Sum()); }
public UniformVector3BoxDistribution(float minX, float maxX, float minY, float maxY, float minZ, float maxZ) { _dX = new UniformFloatDistribution(minX, maxX); _dY = new UniformFloatDistribution(minY, maxY); _dZ = new UniformFloatDistribution(minZ, maxZ); }
public UniformVector3BoxDistribution(float min, float max) { _dX = new UniformFloatDistribution(min, max); _dY = new UniformFloatDistribution(min, max); _dZ = new UniformFloatDistribution(min, max); }
public UniformVector3BoxDistribution() { _dX = new UniformFloatDistribution(0, 1); _dY = new UniformFloatDistribution(0, 1); _dZ = new UniformFloatDistribution(0, 1); }