public static Vector3 Volume(ref NPack.MersenneTwister _rand, UnityRandom.Normalization n, float t) { float x, y, z; x = y = z = 0; switch (n) { case UnityRandom.Normalization.STDNORMAL: x = (float)NormalDistribution.Normalize(_rand.NextSingle(true), t); y = (float)NormalDistribution.Normalize(_rand.NextSingle(true), t); z = (float)NormalDistribution.Normalize(_rand.NextSingle(true), t); break; case UnityRandom.Normalization.POWERLAW: x = (float)PowerLaw.Normalize(_rand.NextSingle(true), t, 0, 1); y = (float)PowerLaw.Normalize(_rand.NextSingle(true), t, 0, 1); z = (float)PowerLaw.Normalize(_rand.NextSingle(true), t, 0, 1); break; default: x = _rand.NextSingle(true); y = _rand.NextSingle(true); z = _rand.NextSingle(true); break; } // Move to -1, 1 space as for CIRCLE and SPHERE return(new Vector3((2 * x) - 1, (2 * y) - 1, (2 * z) - 1)); }
public static Vector3 Surface(ref NPack.MersenneTwister _rand, UnityRandom.Normalization n, float t) { Vector3 pos = new Vector3(); switch (n) { case UnityRandom.Normalization.STDNORMAL: pos = GetPointOnCubeSurface( (float)NormalDistribution.Normalize(_rand.NextSingle(true), t), (float)NormalDistribution.Normalize(_rand.NextSingle(true), t), _rand.Next(5)); break; case UnityRandom.Normalization.POWERLAW: pos = GetPointOnCubeSurface( (float)PowerLaw.Normalize(_rand.NextSingle(true), t, 0, 1), (float)PowerLaw.Normalize(_rand.NextSingle(true), t, 0, 1), _rand.Next(5)); break; default: pos = GetPointOnCubeSurface(_rand.NextSingle(true), _rand.NextSingle(true), _rand.Next(5)); break; } // Move to -1, 1 space as for CIRCLE and SPHERE return(new Vector3((2 * pos.x) - 1, (2 * pos.y) - 1, (2 * pos.z) - 1)); }
public static Vector2 Circle(ref NPack.MersenneTwister _rand, UnityRandom.Normalization n, float t) { float r; switch (n) { case UnityRandom.Normalization.STDNORMAL: r = SpecialFunctions.ScaleFloatToRange((float)NormalDistribution.Normalize(_rand.NextSingle(true), t), 0, Int32.MaxValue, 0, 1); break; case UnityRandom.Normalization.POWERLAW: r = (float)PowerLaw.Normalize(_rand.NextSingle(true), t, 0, Int32.MaxValue); break; default: r = (float)_rand.Next(); break; } float _2pi = (float)Math.PI * 2; float a = SpecialFunctions.ScaleFloatToRange(r, 0, _2pi, 0, Int32.MaxValue); return(new Vector2((float)Math.Cos(a), (float)Math.Sin(a))); }
public static Vector2 Disk(ref NPack.MersenneTwister _rand, UnityRandom.Normalization n, float temp) { double t, theta; switch (n) { case UnityRandom.Normalization.STDNORMAL: t = NormalDistribution.Normalize(_rand.NextSingle(true), temp); theta = NormalDistribution.Normalize(_rand.NextSingle(true), temp) * 2 * Math.PI; break; case UnityRandom.Normalization.POWERLAW: t = PowerLaw.Normalize(_rand.NextSingle(true), temp, 0, 1); theta = PowerLaw.Normalize(_rand.NextSingle(true), temp, 0, 1) * 2 * Math.PI; break; default: t = (float)_rand.NextSingle(true); theta = _rand.NextSingle(false) * 2 * Math.PI; break; } return(new Vector2((float)(Math.Sqrt(t) * Math.Cos(theta)), (float)(Math.Sqrt(t) * Math.Sin(theta)))); }