734 lines
		
	
	
		
			36 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
		
		
			
		
	
	
			734 lines
		
	
	
		
			36 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
|  | using System; | ||
|  | using System.Runtime.CompilerServices; | ||
|  | using static Unity.Mathematics.math; | ||
|  | using System.Diagnostics; | ||
|  | using Unity.IL2CPP.CompilerServices; | ||
|  | 
 | ||
|  | namespace Unity.Mathematics | ||
|  | { | ||
|  |     /// <summary> | ||
|  |     /// Random Number Generator based on xorshift. | ||
|  |     /// Designed for minimal state (32bits) to be easily embeddable into components. | ||
|  |     /// Core functionality is integer multiplication free to improve vectorization | ||
|  |     /// on less capable SIMD instruction sets. | ||
|  |     /// </summary> | ||
|  |     [Il2CppEagerStaticClassConstruction] | ||
|  |     [Serializable] | ||
|  |     public partial struct Random | ||
|  |     { | ||
|  |         /// <summary> | ||
|  |         /// The random number generator state. It should not be zero. | ||
|  |         /// </summary> | ||
|  |         public uint state; | ||
|  | 
 | ||
|  |         /// <summary> | ||
|  |         /// Constructs a Random instance with a given seed value. The seed must be non-zero. | ||
|  |         /// </summary> | ||
|  |         /// <param name="seed">The seed to initialize with.</param> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public Random(uint seed) | ||
|  |         { | ||
|  |             state = seed; | ||
|  |             CheckInitState(); | ||
|  |             NextState(); | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary> | ||
|  |         /// Constructs a <see cref="Random"/> instance with an index that gets hashed.  The index must not be uint.MaxValue. | ||
|  |         /// </summary> | ||
|  |         /// <remarks> | ||
|  |         /// Use this function when you expect to create several Random instances in a loop. | ||
|  |         /// </remarks> | ||
|  |         /// <example> | ||
|  |         /// <code> | ||
|  |         /// for (uint i = 0; i < 4096; ++i) | ||
|  |         /// { | ||
|  |         ///     Random rand = Random.CreateFromIndex(i); | ||
|  |         /// | ||
|  |         ///     // Random numbers drawn from loop iteration j will be very different | ||
|  |         ///     // from every other loop iteration k. | ||
|  |         ///     rand.NextUInt(); | ||
|  |         /// } | ||
|  |         /// </code> | ||
|  |         /// </example> | ||
|  |         /// <param name="index">An index that will be hashed for Random creation.  Must not be uint.MaxValue.</param> | ||
|  |         /// <returns><see cref="Random"/> created from an index.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public static Random CreateFromIndex(uint index) | ||
|  |         { | ||
|  |             CheckIndexForHash(index); | ||
|  | 
 | ||
|  |             // Wang hash will hash 61 to zero but we want uint.MaxValue to hash to zero.  To make this happen | ||
|  |             // we must offset by 62. | ||
|  |             return new Random(WangHash(index + 62u)); | ||
|  |         } | ||
|  | 
 | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         internal static uint WangHash(uint n) | ||
|  |         { | ||
|  |             // https://gist.github.com/badboy/6267743#hash-function-construction-principles | ||
|  |             // Wang hash: this has the property that none of the outputs will | ||
|  |             // collide with each other, which is important for the purposes of | ||
|  |             // seeding a random number generator.  This was verified empirically | ||
|  |             // by checking all 2^32 uints. | ||
|  |             n = (n ^ 61u) ^ (n >> 16); | ||
|  |             n *= 9u; | ||
|  |             n = n ^ (n >> 4); | ||
|  |             n *= 0x27d4eb2du; | ||
|  |             n = n ^ (n >> 15); | ||
|  | 
 | ||
|  |             return n; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary> | ||
|  |         /// Initialized the state of the Random instance with a given seed value. The seed must be non-zero. | ||
|  |         /// </summary> | ||
|  |         /// <param name="seed">The seed to initialize with.</param> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public void InitState(uint seed = 0x6E624EB7u) | ||
|  |         { | ||
|  |             state = seed; | ||
|  |             NextState(); | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random bool value.</summary> | ||
|  |         /// <returns>A uniformly random boolean value.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public bool NextBool() | ||
|  |         { | ||
|  |             return (NextState() & 1) == 1; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random bool2 value.</summary> | ||
|  |         /// <returns>A uniformly random bool2 value.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public bool2 NextBool2() | ||
|  |         { | ||
|  |             uint v = NextState(); | ||
|  |             return (uint2(v) & uint2(1, 2)) == 0; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random bool3 value.</summary> | ||
|  |         /// <returns>A uniformly random bool3 value.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public bool3 NextBool3() | ||
|  |         { | ||
|  |             uint v = NextState(); | ||
|  |             return (uint3(v) & uint3(1, 2, 4)) == 0; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random bool4 value.</summary> | ||
|  |         /// <returns>A uniformly random bool4 value.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public bool4 NextBool4() | ||
|  |         { | ||
|  |             uint v = NextState(); | ||
|  |             return (uint4(v) & uint4(1, 2, 4, 8)) == 0; | ||
|  |         } | ||
|  | 
 | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random int value in the interval [-2147483647, 2147483647].</summary> | ||
|  |         /// <returns>A uniformly random integer value.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public int NextInt() | ||
|  |         { | ||
|  |             return (int)NextState() ^ -2147483648; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random int2 value with all components in the interval [-2147483647, 2147483647].</summary> | ||
|  |         /// <returns>A uniformly random int2 value.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public int2 NextInt2() | ||
|  |         { | ||
|  |             return int2((int)NextState(), (int)NextState()) ^ -2147483648; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random int3 value with all components in the interval [-2147483647, 2147483647].</summary> | ||
|  |         /// <returns>A uniformly random int3 value.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public int3 NextInt3() | ||
|  |         { | ||
|  |             return int3((int)NextState(), (int)NextState(), (int)NextState()) ^ -2147483648; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random int4 value with all components in the interval [-2147483647, 2147483647].</summary> | ||
|  |         /// <returns>A uniformly random int4 value.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public int4 NextInt4() | ||
|  |         { | ||
|  |             return int4((int)NextState(), (int)NextState(), (int)NextState(), (int)NextState()) ^ -2147483648; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random int value in the interval [0, max).</summary> | ||
|  |         /// <param name="max">The maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random int value in the range [0, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public int NextInt(int max) | ||
|  |         { | ||
|  |             CheckNextIntMax(max); | ||
|  |             return (int)((NextState() * (ulong)max) >> 32); | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random int2 value with all components in the interval [0, max).</summary> | ||
|  |         /// <param name="max">The componentwise maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random int2 value with all components in the range [0, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public int2 NextInt2(int2 max) | ||
|  |         { | ||
|  |             CheckNextIntMax(max.x); | ||
|  |             CheckNextIntMax(max.y); | ||
|  |             return int2((int)(NextState() * (ulong)max.x >> 32), | ||
|  |                         (int)(NextState() * (ulong)max.y >> 32)); | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random int3 value with all components in the interval [0, max).</summary> | ||
|  |         /// <param name="max">The componentwise maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random int3 value with all components in the range [0, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public int3 NextInt3(int3 max) | ||
|  |         { | ||
|  |             CheckNextIntMax(max.x); | ||
|  |             CheckNextIntMax(max.y); | ||
|  |             CheckNextIntMax(max.z); | ||
|  |             return int3((int)(NextState() * (ulong)max.x >> 32), | ||
|  |                         (int)(NextState() * (ulong)max.y >> 32), | ||
|  |                         (int)(NextState() * (ulong)max.z >> 32)); | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random int4 value with all components in the interval [0, max).</summary> | ||
|  |         /// <param name="max">The componentwise maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random int4 value with all components in the range [0, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public int4 NextInt4(int4 max) | ||
|  |         { | ||
|  |             CheckNextIntMax(max.x); | ||
|  |             CheckNextIntMax(max.y); | ||
|  |             CheckNextIntMax(max.z); | ||
|  |             CheckNextIntMax(max.w); | ||
|  |             return int4((int)(NextState() * (ulong)max.x >> 32), | ||
|  |                         (int)(NextState() * (ulong)max.y >> 32), | ||
|  |                         (int)(NextState() * (ulong)max.z >> 32), | ||
|  |                         (int)(NextState() * (ulong)max.w >> 32)); | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random int value in the interval [min, max).</summary> | ||
|  |         /// <param name="min">The minimum value to generate, inclusive.</param> | ||
|  |         /// <param name="max">The maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random integer between [min, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public int NextInt(int min, int max) | ||
|  |         { | ||
|  |             CheckNextIntMinMax(min, max); | ||
|  |             uint range = (uint)(max - min); | ||
|  |             return (int)(NextState() * (ulong)range >> 32) + min; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random int2 value with all components in the interval [min, max).</summary> | ||
|  |         /// <param name="min">The componentwise minimum value to generate, inclusive.</param> | ||
|  |         /// <param name="max">The componentwise maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random int2 between [min, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public int2 NextInt2(int2 min, int2 max) | ||
|  |         { | ||
|  |             CheckNextIntMinMax(min.x, max.x); | ||
|  |             CheckNextIntMinMax(min.y, max.y); | ||
|  |             uint2 range = (uint2)(max - min); | ||
|  |             return int2((int)(NextState() * (ulong)range.x >> 32), | ||
|  |                         (int)(NextState() * (ulong)range.y >> 32)) + min; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random int3 value with all components in the interval [min, max).</summary> | ||
|  |         /// <param name="min">The componentwise minimum value to generate, inclusive.</param> | ||
|  |         /// <param name="max">The componentwise maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random int3 between [min, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public int3 NextInt3(int3 min, int3 max) | ||
|  |         { | ||
|  |             CheckNextIntMinMax(min.x, max.x); | ||
|  |             CheckNextIntMinMax(min.y, max.y); | ||
|  |             CheckNextIntMinMax(min.z, max.z); | ||
|  |             uint3 range = (uint3)(max - min); | ||
|  |             return int3((int)(NextState() * (ulong)range.x >> 32), | ||
|  |                         (int)(NextState() * (ulong)range.y >> 32), | ||
|  |                         (int)(NextState() * (ulong)range.z >> 32)) + min; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random int4 value with all components in the interval [min, max).</summary> | ||
|  |         /// <param name="min">The componentwise minimum value to generate, inclusive.</param> | ||
|  |         /// <param name="max">The componentwise maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random int4 between [min, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public int4 NextInt4(int4 min, int4 max) | ||
|  |         { | ||
|  |             CheckNextIntMinMax(min.x, max.x); | ||
|  |             CheckNextIntMinMax(min.y, max.y); | ||
|  |             CheckNextIntMinMax(min.z, max.z); | ||
|  |             CheckNextIntMinMax(min.w, max.w); | ||
|  |             uint4 range = (uint4)(max - min); | ||
|  |             return int4((int)(NextState() * (ulong)range.x >> 32), | ||
|  |                         (int)(NextState() * (ulong)range.y >> 32), | ||
|  |                         (int)(NextState() * (ulong)range.z >> 32), | ||
|  |                         (int)(NextState() * (ulong)range.w >> 32)) + min; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random uint value in the interval [0, 4294967294].</summary> | ||
|  |         /// <returns>A uniformly random unsigned integer.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public uint NextUInt() | ||
|  |         { | ||
|  |             return NextState() - 1u; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random uint2 value with all components in the interval [0, 4294967294].</summary> | ||
|  |         /// <returns>A uniformly random uint2.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public uint2 NextUInt2() | ||
|  |         { | ||
|  |             return uint2(NextState(), NextState()) - 1u; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random uint3 value with all components in the interval [0, 4294967294].</summary> | ||
|  |         /// <returns>A uniformly random uint3.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public uint3 NextUInt3() | ||
|  |         { | ||
|  |             return uint3(NextState(), NextState(), NextState()) - 1u; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random uint4 value with all components in the interval [0, 4294967294].</summary> | ||
|  |         /// <returns>A uniformly random uint4.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public uint4 NextUInt4() | ||
|  |         { | ||
|  |             return uint4(NextState(), NextState(), NextState(), NextState()) - 1u; | ||
|  |         } | ||
|  | 
 | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random uint value in the interval [0, max).</summary> | ||
|  |         /// <param name="max">The maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random unsigned integer in the range [0, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public uint NextUInt(uint max) | ||
|  |         { | ||
|  |             return (uint)((NextState() * (ulong)max) >> 32); | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random uint2 value with all components in the interval [0, max).</summary> | ||
|  |         /// <param name="max">The componentwise maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random uint2 in the range [0, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public uint2 NextUInt2(uint2 max) | ||
|  |         { | ||
|  |             return uint2(   (uint)(NextState() * (ulong)max.x >> 32), | ||
|  |                             (uint)(NextState() * (ulong)max.y >> 32)); | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random uint3 value with all components in the interval [0, max).</summary> | ||
|  |         /// <param name="max">The componentwise maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random uint3 in the range [0, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public uint3 NextUInt3(uint3 max) | ||
|  |         { | ||
|  |             return uint3(   (uint)(NextState() * (ulong)max.x >> 32), | ||
|  |                             (uint)(NextState() * (ulong)max.y >> 32), | ||
|  |                             (uint)(NextState() * (ulong)max.z >> 32)); | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random uint4 value with all components in the interval [0, max).</summary> | ||
|  |         /// <param name="max">The componentwise maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random uint4 in the range [0, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public uint4 NextUInt4(uint4 max) | ||
|  |         { | ||
|  |             return uint4(   (uint)(NextState() * (ulong)max.x >> 32), | ||
|  |                             (uint)(NextState() * (ulong)max.y >> 32), | ||
|  |                             (uint)(NextState() * (ulong)max.z >> 32), | ||
|  |                             (uint)(NextState() * (ulong)max.w >> 32)); | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random uint value in the interval [min, max).</summary> | ||
|  |         /// <param name="min">The minimum value to generate, inclusive.</param> | ||
|  |         /// <param name="max">The maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random unsigned integer in the range [min, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public uint NextUInt(uint min, uint max) | ||
|  |         { | ||
|  |             CheckNextUIntMinMax(min, max); | ||
|  |             uint range = max - min; | ||
|  |             return (uint)(NextState() * (ulong)range >> 32) + min; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random uint2 value with all components in the interval [min, max).</summary> | ||
|  |         /// <param name="min">The componentwise minimum value to generate, inclusive.</param> | ||
|  |         /// <param name="max">The componentwise maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random uint2 in the range [min, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public uint2 NextUInt2(uint2 min, uint2 max) | ||
|  |         { | ||
|  |             CheckNextUIntMinMax(min.x, max.x); | ||
|  |             CheckNextUIntMinMax(min.y, max.y); | ||
|  |             uint2 range = max - min; | ||
|  |             return uint2((uint)(NextState() * (ulong)range.x >> 32), | ||
|  |                          (uint)(NextState() * (ulong)range.y >> 32)) + min; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random uint3 value with all components in the interval [min, max).</summary> | ||
|  |         /// <param name="min">The componentwise minimum value to generate, inclusive.</param> | ||
|  |         /// <param name="max">The componentwise maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random uint3 in the range [min, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public uint3 NextUInt3(uint3 min, uint3 max) | ||
|  |         { | ||
|  |             CheckNextUIntMinMax(min.x, max.x); | ||
|  |             CheckNextUIntMinMax(min.y, max.y); | ||
|  |             CheckNextUIntMinMax(min.z, max.z); | ||
|  |             uint3 range = max - min; | ||
|  |             return uint3((uint)(NextState() * (ulong)range.x >> 32), | ||
|  |                          (uint)(NextState() * (ulong)range.y >> 32), | ||
|  |                          (uint)(NextState() * (ulong)range.z >> 32)) + min; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random uint4 value with all components in the interval [min, max).</summary> | ||
|  |         /// <param name="min">The componentwise minimum value to generate, inclusive.</param> | ||
|  |         /// <param name="max">The componentwise maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random uint4 in the range [min, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public uint4 NextUInt4(uint4 min, uint4 max) | ||
|  |         { | ||
|  |             CheckNextUIntMinMax(min.x, max.x); | ||
|  |             CheckNextUIntMinMax(min.y, max.y); | ||
|  |             CheckNextUIntMinMax(min.z, max.z); | ||
|  |             CheckNextUIntMinMax(min.w, max.w); | ||
|  |             uint4 range = (uint4)(max - min); | ||
|  |             return uint4((uint)(NextState() * (ulong)range.x >> 32), | ||
|  |                          (uint)(NextState() * (ulong)range.y >> 32), | ||
|  |                          (uint)(NextState() * (ulong)range.z >> 32), | ||
|  |                          (uint)(NextState() * (ulong)range.w >> 32)) + min; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random float value in the interval [0, 1).</summary> | ||
|  |         /// <returns>A uniformly random float value in the range [0, 1).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public float NextFloat() | ||
|  |         { | ||
|  |             return asfloat(0x3f800000 | (NextState() >> 9)) - 1.0f; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random float2 value with all components in the interval [0, 1).</summary> | ||
|  |         /// <returns>A uniformly random float2 value in the range [0, 1).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public float2 NextFloat2() | ||
|  |         { | ||
|  |             return asfloat(0x3f800000 | (uint2(NextState(), NextState()) >> 9)) - 1.0f; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random float3 value with all components in the interval [0, 1).</summary> | ||
|  |         /// <returns>A uniformly random float3 value in the range [0, 1).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public float3 NextFloat3() | ||
|  |         { | ||
|  |             return asfloat(0x3f800000 | (uint3(NextState(), NextState(), NextState()) >> 9)) - 1.0f; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random float4 value with all components in the interval [0, 1).</summary> | ||
|  |         /// <returns>A uniformly random float4 value in the range [0, 1).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public float4 NextFloat4() | ||
|  |         { | ||
|  |             return asfloat(0x3f800000 | (uint4(NextState(), NextState(), NextState(), NextState()) >> 9)) - 1.0f; | ||
|  |         } | ||
|  | 
 | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random float value in the interval [0, max).</summary> | ||
|  |         /// <param name="max">The maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random float value in the range [0, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public float NextFloat(float max) { return NextFloat() * max; } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random float2 value with all components in the interval [0, max).</summary> | ||
|  |         /// <param name="max">The componentwise maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random float2 value in the range [0, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public float2 NextFloat2(float2 max) { return NextFloat2() * max; } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random float3 value with all components in the interval [0, max).</summary> | ||
|  |         /// <param name="max">The componentwise maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random float3 value in the range [0, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public float3 NextFloat3(float3 max) { return NextFloat3() * max; } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random float4 value with all components in the interval [0, max).</summary> | ||
|  |         /// <param name="max">The componentwise maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random float4 value in the range [0, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public float4 NextFloat4(float4 max) { return NextFloat4() * max; } | ||
|  | 
 | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random float value in the interval [min, max).</summary> | ||
|  |         /// <param name="min">The minimum value to generate, inclusive.</param> | ||
|  |         /// <param name="max">The maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random float value in the range [min, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public float NextFloat(float min, float max) { return NextFloat() * (max - min) + min; } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random float2 value with all components in the interval [min, max).</summary> | ||
|  |         /// <param name="min">The componentwise minimum value to generate, inclusive.</param> | ||
|  |         /// <param name="max">The componentwise maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random float2 value in the range [min, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public float2 NextFloat2(float2 min, float2 max) { return NextFloat2() * (max - min) + min; } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random float3 value with all components in the interval [min, max).</summary> | ||
|  |         /// <param name="min">The componentwise minimum value to generate, inclusive.</param> | ||
|  |         /// <param name="max">The componentwise maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random float3 value in the range [min, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public float3 NextFloat3(float3 min, float3 max) { return NextFloat3() * (max - min) + min; } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random float4 value with all components in the interval [min, max).</summary> | ||
|  |         /// <param name="min">The componentwise minimum value to generate, inclusive.</param> | ||
|  |         /// <param name="max">The componentwise maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random float4 value in the range [min, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public float4 NextFloat4(float4 min, float4 max) { return NextFloat4() * (max - min) + min; } | ||
|  | 
 | ||
|  | 
 | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random double value in the interval [0, 1).</summary> | ||
|  |         /// <returns>A uniformly random double value in the range [0, 1).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public double NextDouble() | ||
|  |         { | ||
|  |             ulong sx = ((ulong)NextState() << 20) ^ NextState(); | ||
|  |             return asdouble(0x3ff0000000000000 | sx) - 1.0; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random double2 value with all components in the interval [0, 1).</summary> | ||
|  |         /// <returns>A uniformly random double2 value in the range [0, 1).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public double2 NextDouble2() | ||
|  |         { | ||
|  |             ulong sx = ((ulong)NextState() << 20) ^ NextState(); | ||
|  |             ulong sy = ((ulong)NextState() << 20) ^ NextState(); | ||
|  |             return double2(asdouble(0x3ff0000000000000 | sx), | ||
|  |                            asdouble(0x3ff0000000000000 | sy)) - 1.0; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random double3 value with all components in the interval [0, 1).</summary> | ||
|  |         /// <returns>A uniformly random double3 value in the range [0, 1).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public double3 NextDouble3() | ||
|  |         { | ||
|  |             ulong sx = ((ulong)NextState() << 20) ^ NextState(); | ||
|  |             ulong sy = ((ulong)NextState() << 20) ^ NextState(); | ||
|  |             ulong sz = ((ulong)NextState() << 20) ^ NextState(); | ||
|  |             return double3(asdouble(0x3ff0000000000000 | sx), | ||
|  |                            asdouble(0x3ff0000000000000 | sy), | ||
|  |                            asdouble(0x3ff0000000000000 | sz)) - 1.0; | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random double4 value with all components in the interval [0, 1).</summary> | ||
|  |         /// <returns>A uniformly random double4 value in the range [0, 1).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public double4 NextDouble4() | ||
|  |         { | ||
|  |             ulong sx = ((ulong)NextState() << 20) ^ NextState(); | ||
|  |             ulong sy = ((ulong)NextState() << 20) ^ NextState(); | ||
|  |             ulong sz = ((ulong)NextState() << 20) ^ NextState(); | ||
|  |             ulong sw = ((ulong)NextState() << 20) ^ NextState(); | ||
|  |             return double4(asdouble(0x3ff0000000000000 | sx), | ||
|  |                            asdouble(0x3ff0000000000000 | sy), | ||
|  |                            asdouble(0x3ff0000000000000 | sz), | ||
|  |                            asdouble(0x3ff0000000000000 | sw)) - 1.0; | ||
|  |         } | ||
|  | 
 | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random double value in the interval [0, max).</summary> | ||
|  |         /// <param name="max">The maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random double value in the range [0, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public double NextDouble(double max) { return NextDouble() * max; } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random double2 value with all components in the interval [0, max).</summary> | ||
|  |         /// <param name="max">The componentwise maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random double2 value in the range [0, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public double2 NextDouble2(double2 max) { return NextDouble2() * max; } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random double3 value with all components in the interval [0, max).</summary> | ||
|  |         /// <param name="max">The componentwise maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random double3 value in the range [0, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public double3 NextDouble3(double3 max) { return NextDouble3() * max; } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random double4 value with all components in the interval [0, max).</summary> | ||
|  |         /// <param name="max">The componentwise maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random double4 value in the range [0, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public double4 NextDouble4(double4 max) { return NextDouble4() * max; } | ||
|  | 
 | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random double value in the interval [min, max).</summary> | ||
|  |         /// <param name="min">The minimum value to generate, inclusive.</param> | ||
|  |         /// <param name="max">The maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random double value in the range [min, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public double NextDouble(double min, double max) { return NextDouble() * (max - min) + min; } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random double2 value with all components in the interval [min, max).</summary> | ||
|  |         /// <param name="min">The componentwise minimum value to generate, inclusive.</param> | ||
|  |         /// <param name="max">The componentwise maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random double2 value in the range [min, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public double2 NextDouble2(double2 min, double2 max) { return NextDouble2() * (max - min) + min; } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random double3 value with all components in the interval [min, max).</summary> | ||
|  |         /// <param name="min">The componentwise minimum value to generate, inclusive.</param> | ||
|  |         /// <param name="max">The componentwise maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random double3 value in the range [min, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public double3 NextDouble3(double3 min, double3 max) { return NextDouble3() * (max - min) + min; } | ||
|  | 
 | ||
|  |         /// <summary>Returns a uniformly random double4 value with all components in the interval [min, max).</summary> | ||
|  |         /// <param name="min">The componentwise minimum value to generate, inclusive.</param> | ||
|  |         /// <param name="max">The componentwise maximum value to generate, exclusive.</param> | ||
|  |         /// <returns>A uniformly random double4 value in the range [min, max).</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public double4 NextDouble4(double4 min, double4 max) { return NextDouble4() * (max - min) + min; } | ||
|  | 
 | ||
|  |         /// <summary>Returns a unit length float2 vector representing a uniformly random 2D direction.</summary> | ||
|  |         /// <returns>A uniformly random unit length float2 vector.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public float2 NextFloat2Direction() | ||
|  |         { | ||
|  |             float angle = NextFloat() * PI * 2.0f; | ||
|  |             float s, c; | ||
|  |             sincos(angle, out s, out c); | ||
|  |             return float2(c, s); | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a unit length double2 vector representing a uniformly random 2D direction.</summary> | ||
|  |         /// <returns>A uniformly random unit length double2 vector.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public double2 NextDouble2Direction() | ||
|  |         { | ||
|  |             double angle = NextDouble() * PI_DBL * 2.0; | ||
|  |             double s, c; | ||
|  |             sincos(angle, out s, out c); | ||
|  |             return double2(c, s); | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a unit length float3 vector representing a uniformly random 3D direction.</summary> | ||
|  |         /// <returns>A uniformly random unit length float3 vector.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public float3 NextFloat3Direction() | ||
|  |         { | ||
|  |             float2 rnd = NextFloat2(); | ||
|  |             float z = rnd.x * 2.0f - 1.0f; | ||
|  |             float r = sqrt(max(1.0f - z * z, 0.0f)); | ||
|  |             float angle = rnd.y * PI * 2.0f; | ||
|  |             float s, c; | ||
|  |             sincos(angle, out s, out c); | ||
|  |             return float3(c*r, s*r, z); | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a unit length double3 vector representing a uniformly random 3D direction.</summary> | ||
|  |         /// <returns>A uniformly random unit length double3 vector.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public double3 NextDouble3Direction() | ||
|  |         { | ||
|  |             double2 rnd = NextDouble2(); | ||
|  |             double z = rnd.x * 2.0 - 1.0; | ||
|  |             double r = sqrt(max(1.0 - z * z, 0.0)); | ||
|  |             double angle = rnd.y * PI_DBL * 2.0; | ||
|  |             double s, c; | ||
|  |             sincos(angle, out s, out c); | ||
|  |             return double3(c * r, s * r, z); | ||
|  |         } | ||
|  | 
 | ||
|  |         /// <summary>Returns a unit length quaternion representing a uniformly 3D rotation.</summary> | ||
|  |         /// <returns>A uniformly random unit length quaternion.</returns> | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         public quaternion NextQuaternionRotation() | ||
|  |         { | ||
|  |             float3 rnd = NextFloat3(float3(2.0f * PI, 2.0f * PI, 1.0f)); | ||
|  |             float u1 = rnd.z; | ||
|  |             float2 theta_rho = rnd.xy; | ||
|  | 
 | ||
|  |             float i = sqrt(1.0f - u1); | ||
|  |             float j = sqrt(u1); | ||
|  | 
 | ||
|  |             float2 sin_theta_rho; | ||
|  |             float2 cos_theta_rho; | ||
|  |             sincos(theta_rho, out sin_theta_rho, out cos_theta_rho); | ||
|  | 
 | ||
|  |             quaternion q = quaternion(i * sin_theta_rho.x, i * cos_theta_rho.x, j * sin_theta_rho.y, j * cos_theta_rho.y); | ||
|  |             return quaternion(select(q.value, -q.value, q.value.w < 0.0f)); | ||
|  |         } | ||
|  | 
 | ||
|  |         [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
|  |         private uint NextState() | ||
|  |         { | ||
|  |             CheckState(); | ||
|  |             uint t = state; | ||
|  |             state ^= state << 13; | ||
|  |             state ^= state >> 17; | ||
|  |             state ^= state << 5; | ||
|  |             return t; | ||
|  |         } | ||
|  | 
 | ||
|  |         [Conditional("ENABLE_UNITY_COLLECTIONS_CHECKS")] | ||
|  |         private void CheckInitState() | ||
|  |         { | ||
|  | #if ENABLE_UNITY_COLLECTIONS_CHECKS | ||
|  |             if (state == 0) | ||
|  |                 throw new System.ArgumentException("Seed must be non-zero"); | ||
|  | #endif | ||
|  |         } | ||
|  | 
 | ||
|  |         [Conditional("ENABLE_UNITY_COLLECTIONS_CHECKS")] | ||
|  |         static void CheckIndexForHash(uint index) | ||
|  |         { | ||
|  |             if (index == uint.MaxValue) | ||
|  |                 throw new System.ArgumentException("Index must not be uint.MaxValue"); | ||
|  |         } | ||
|  | 
 | ||
|  |         [Conditional("ENABLE_UNITY_COLLECTIONS_CHECKS")] | ||
|  |         private void CheckState() | ||
|  |         { | ||
|  | #if ENABLE_UNITY_COLLECTIONS_CHECKS | ||
|  |             if(state == 0) | ||
|  |                 throw new System.ArgumentException("Invalid state 0. Random object has not been properly initialized"); | ||
|  | #endif | ||
|  |         } | ||
|  | 
 | ||
|  |         [Conditional("ENABLE_UNITY_COLLECTIONS_CHECKS")] | ||
|  |         private void CheckNextIntMax(int max) | ||
|  |         { | ||
|  | #if ENABLE_UNITY_COLLECTIONS_CHECKS | ||
|  |             if (max < 0) | ||
|  |                 throw new System.ArgumentException("max must be positive"); | ||
|  | #endif | ||
|  |         } | ||
|  | 
 | ||
|  |         [Conditional("ENABLE_UNITY_COLLECTIONS_CHECKS")] | ||
|  |         private void CheckNextIntMinMax(int min, int max) | ||
|  |         { | ||
|  | #if ENABLE_UNITY_COLLECTIONS_CHECKS | ||
|  |             if (min > max) | ||
|  |                 throw new System.ArgumentException("min must be less than or equal to max"); | ||
|  | #endif | ||
|  |         } | ||
|  | 
 | ||
|  |         [Conditional("ENABLE_UNITY_COLLECTIONS_CHECKS")] | ||
|  |         private void CheckNextUIntMinMax(uint min, uint max) | ||
|  |         { | ||
|  | #if ENABLE_UNITY_COLLECTIONS_CHECKS | ||
|  |             if (min > max) | ||
|  |                 throw new System.ArgumentException("min must be less than or equal to max"); | ||
|  | #endif | ||
|  |         } | ||
|  | 
 | ||
|  |     } | ||
|  | } |