Пример #1
0
        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));
        }
Пример #2
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        public static Vector3 Volume(ref NPack.MersenneTwister _rand)
        {
            Vector3 pos = new Vector3(_rand.NextSingle(true), _rand.NextSingle(true), _rand.NextSingle(true));

            // 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));
        }
Пример #3
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        public static Vector3 Surface(ref NPack.MersenneTwister _rand)
        {
            // Move to -1, 1 space as for CIRCLE and SPHERE
            Vector3 pos = GetPointOnCubeSurface(_rand.NextSingle(true), _rand.NextSingle(true), _rand.Next(5));

            return(new Vector3((2 * pos.x) - 1, (2 * pos.y) - 1, (2 * pos.z) - 1));
        }
Пример #4
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        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));
        }
Пример #5
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        private static Vector3 PickCubePoints(ref NPack.MersenneTwister _rand)
        {
            float x = SpecialFunctions.ScaleFloatToRange(_rand.NextSingle(true), -1, 1, 0, 1);
            float y = SpecialFunctions.ScaleFloatToRange(_rand.NextSingle(true), -1, 1, 0, 1);
            float z = SpecialFunctions.ScaleFloatToRange(_rand.NextSingle(true), -1, 1, 0, 1);

            return(new Vector3(x, y, z));
        }
Пример #6
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 // CONSTRUCTOR
 public DiceRoll(int size, DiceType type, ref NPack.MersenneTwister _rand)
 {
     if (size < 1)
     {
         throw new ArgumentOutOfRangeException("Number of dices shlud be > 0");
     }
     init(size, type, ref _rand);
 }
Пример #7
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        // CIRCLE with R=1
        public static Vector2 Circle(ref NPack.MersenneTwister _rand)
        {
            float t    = (float)_rand.Next();
            float _2pi = (float)Math.PI * 2;
            float a    = SpecialFunctions.ScaleFloatToRange(t, 0, _2pi, 0, Int32.MaxValue);

            return(new Vector2((float)Math.Cos(a), (float)Math.Sin(a)));
        }
Пример #8
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        public static Vector2 Disk(ref NPack.MersenneTwister _rand)
        {
            // t [0,1] , Theta [0,2pi)
            double t = _rand.NextSingle(true);
            // in range [0,1) then multiply this number by k to get a random number in the range [0,k)
            double theta = _rand.NextSingle(false) * 2 * Math.PI;

            return(new Vector2((float)(Math.Sqrt(t) * Math.Cos(theta)), (float)(Math.Sqrt(t) * Math.Sin(theta))));
        }
Пример #9
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        public static Vector3 Volume(ref NPack.MersenneTwister _rand)
        {
            Vector3 pos = PickCubePoints(ref _rand);

            while (isNotInsideSphere(pos))
            {
                pos = PickCubePoints(ref _rand);
            }
            return(pos);
        }
Пример #10
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        // RADIUS = 1

        // Marsaglia Method (1972) I use for Surface and Volume
        // FROM http://stackoverflow.com/questions/5531827/random-point-on-a-given-sphere
        // ALSO: http://mathworld.wolfram.com/SpherePointPicking.html
        // 1. Pick a random point inside the [-1,1]x[-1,1]x[-1,1] cube
        // 2. If x*x + y*y + z*z > 1 repeat from 1
        // 3. Normalize dividing x, y and z by Math.sqrt(x*x + y*y + z*z)

        public static Vector3 Surface(ref NPack.MersenneTwister _rand)
        {
            Vector3 pos = PickCubePoints(ref _rand);

            while (IsNotOnSurface(pos))
            {
                pos = PickCubePoints(ref _rand);
            }
            return(Normalize(pos));
        }
Пример #11
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        /// FROM: http://unifycommunity.com/wiki/index.php?title=UnitSphere
        /// <summary>
        /// Returns a point on the unit sphere that is within a cone along the z-axis
        /// </summary>
        /// <param name="spotAngle">[0..180] specifies the angle of the cone. </param>
        public static Vector3 GetPointOnCap(float spotAngle, ref NPack.MersenneTwister _rand)
        {
            float   angle1 = SpecialFunctions.ScaleFloatToRange(_rand.NextSingle(true), 0.0f, Mathf.PI * 2, 0, 1);
            float   angle2 = SpecialFunctions.ScaleFloatToRange(_rand.NextSingle(true), 0.0f, spotAngle * Mathf.Deg2Rad, 0, 1);
            Vector3 V      = new Vector3(Mathf.Sin(angle1), Mathf.Cos(angle1), 0);

            V  *= Mathf.Sin(angle2);
            V.z = Mathf.Cos(angle2);
            return(V);
        }
Пример #12
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        // INIT
        private void init(int size, DiceType type, ref NPack.MersenneTwister _rand)
        {
            _result    = new int[size];
            _dice_type = type;
            _size      = size;

            for (int i = 0; i < _size; i++)
            {
                // Cast enum to int to get the value
                _result[i] = _rand.Next(1, (int)type);
            }
        }
Пример #13
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        // return as a floating point number an integer value that is a random deviate drawn
        // from a Possion Distribution of mean xm using randx as a source of uniform deviates
        public static float Normalize(ref NPack.MersenneTwister _rand, float xm)
        {
            // Davide Rambaldi: all moved to double precision
            double sq, alxm, g, oldm;             // oldm is a flag for wheter xm has changed or not sincle last call

            sq = alxm = g = oldm = (-1.0);
            double em, t, y;

            if (xm < 12.0f)                    // Use direct method
            {
                if (xm != oldm)
                {
                    oldm = xm;
                    g    = Math.Exp(-xm);                  // if x is new, compute the exponential
                }
                em = -1;
                t  = 1.0f;
                // Instead of adding exponential deviates it is equivalent to multiply unifomr deviates
                // We never actually take the log, we compare the precomupted exponential
                do
                {
                    ++em;
                    t *= _rand.NextSingle(true);
                } while (t > g);
            }
            else
            {
                // Use REJECTION method
                // xm has changed?
                if (xm != oldm)
                {
                    oldm = xm;
                    sq   = Math.Sqrt(2.0 * xm);
                    alxm = Math.Log(xm);

                    // Gammln is the natural log of a gamma function
                    g = xm * alxm - SpecialFunctions.gammln(xm + 1.0f);
                }
                do
                {
                    do
                    {
                        // y is the deviate from a Lorentzian comparison function
                        y  = Math.Tan(Math.PI * _rand.NextSingle(true));
                        em = sq * y + xm;
                    } while (em < 0.0);
                    em = Math.Floor(em);
                    t  = 0.9 * (1.0 + y * y) * Math.Exp(em * alxm - SpecialFunctions.gammln(em + 1.0f) - g);
                } while (_rand.NextSingle(true) > t);
            }
            return((float)em);
        }
Пример #14
0
        public static float Normalize(ref NPack.MersenneTwister _rand, int ia)
        {
            int   j;
            float am, e, s, v1, v2, x, y;

            if (ia < 1)
            {
                throw new ArgumentException("Error in Gamma Distribution. Argument ia should be an integer > 1");
            }

            if (ia < 6)
            {
                // use direct method, addin waiting times
                x = 1.0f;
                for (j = 1; j <= ia; j++)
                {
                    x *= _rand.NextSingle(true);
                }
                x = (float)-(Math.Log(x));
            }
            else
            {
                do
                {
                    do
                    {
                        // This four lines generate the tanget of random angle
                        // Equivalent to y = tan( pi * rand())
                        do
                        {
                            v1 = _rand.NextSingle(true);
                            v2 = 2.0f * _rand.NextSingle(true) - 1.0f;
                        } while (v1 * v1 + v2 * v2 > 1.0f);
                        y  = v2 / v1;
                        am = ia - 1;
                        s  = (float)Math.Sqrt(2.0 * am + 1.0f);
                        x  = s * y + am;
                        // We decide wheter to reject x, Reject in 0 probability region
                    } while (x <= 0.0f);
                    e = (float)((1.0f + y * y) * Math.Exp(am * Math.Log(x / am) - s * y));
                } while (_rand.NextSingle(true) > e);
            }
            return(x);
        }
Пример #15
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        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)));
        }
Пример #16
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        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))));
        }
Пример #17
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 // FIXME: NOT YET IMPLEMENTED IN UNITYRANDOM
 public static Vector3 GetPointOnRing(float innerSpotAngle, float outerSpotAngle, ref NPack.MersenneTwister _rand, Transform relativeTo, float radius)
 {
     return(relativeTo.TransformPoint(GetPointOnRing(innerSpotAngle, outerSpotAngle, ref _rand) * radius));
 }
Пример #18
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 public static Vector2 Area(ref NPack.MersenneTwister _rand)
 {
     // Move to -1, 1 space as for CIRCLE and SPHERE
     return(new Vector2((2 * _rand.NextSingle(true) - 1), (2 * _rand.NextSingle(true) - 1)));
 }
Пример #19
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 // FIXME: NOT YET IMPLEMENTED IN UNITYRANDOM
 public static Vector3 GetPointOnRing(float innerSpotAngle, float outerSpotAngle, ref NPack.MersenneTwister _rand, Quaternion orientation)
 {
     return(orientation * GetPointOnRing(innerSpotAngle, outerSpotAngle, ref _rand));
 }
Пример #20
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 // FIXME: NOT YET IMPLEMENTED IN UNITYRANDOM
 public static Vector3 GetPointOnCap(float spotAngle, ref NPack.MersenneTwister _rand, Transform relativeTo, float radius)
 {
     return(relativeTo.TransformPoint(GetPointOnCap(spotAngle, ref _rand) * radius));
 }
Пример #21
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 // FIXME: NOT YET IMPLEMENTED IN UNITYRANDOM
 public static Vector3 GetPointOnCap(float spotAngle, ref NPack.MersenneTwister _rand, Quaternion orientation)
 {
     return(orientation * GetPointOnCap(spotAngle, ref _rand));
 }