using System; using System.Runtime.CompilerServices; using static Unity.Mathematics.math; using System.Diagnostics; using Unity.IL2CPP.CompilerServices; namespace Unity.Mathematics { /// /// 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. /// [Il2CppEagerStaticClassConstruction] [Serializable] public partial struct Random { /// /// The random number generator state. It should not be zero. /// public uint state; /// /// Constructs a Random instance with a given seed value. The seed must be non-zero. /// /// The seed to initialize with. [MethodImpl(MethodImplOptions.AggressiveInlining)] public Random(uint seed) { state = seed; CheckInitState(); NextState(); } /// /// Constructs a instance with an index that gets hashed. The index must not be uint.MaxValue. /// /// /// Use this function when you expect to create several Random instances in a loop. /// /// /// /// 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(); /// } /// /// /// An index that will be hashed for Random creation. Must not be uint.MaxValue. /// created from an index. [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; } /// /// Initialized the state of the Random instance with a given seed value. The seed must be non-zero. /// /// The seed to initialize with. [MethodImpl(MethodImplOptions.AggressiveInlining)] public void InitState(uint seed = 0x6E624EB7u) { state = seed; NextState(); } /// Returns a uniformly random bool value. /// A uniformly random boolean value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool NextBool() { return (NextState() & 1) == 1; } /// Returns a uniformly random bool2 value. /// A uniformly random bool2 value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool2 NextBool2() { uint v = NextState(); return (uint2(v) & uint2(1, 2)) == 0; } /// Returns a uniformly random bool3 value. /// A uniformly random bool3 value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool3 NextBool3() { uint v = NextState(); return (uint3(v) & uint3(1, 2, 4)) == 0; } /// Returns a uniformly random bool4 value. /// A uniformly random bool4 value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool4 NextBool4() { uint v = NextState(); return (uint4(v) & uint4(1, 2, 4, 8)) == 0; } /// Returns a uniformly random int value in the interval [-2147483647, 2147483647]. /// A uniformly random integer value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public int NextInt() { return (int)NextState() ^ -2147483648; } /// Returns a uniformly random int2 value with all components in the interval [-2147483647, 2147483647]. /// A uniformly random int2 value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public int2 NextInt2() { return int2((int)NextState(), (int)NextState()) ^ -2147483648; } /// Returns a uniformly random int3 value with all components in the interval [-2147483647, 2147483647]. /// A uniformly random int3 value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public int3 NextInt3() { return int3((int)NextState(), (int)NextState(), (int)NextState()) ^ -2147483648; } /// Returns a uniformly random int4 value with all components in the interval [-2147483647, 2147483647]. /// A uniformly random int4 value. [MethodImpl(MethodImplOptions.AggressiveInlining)] public int4 NextInt4() { return int4((int)NextState(), (int)NextState(), (int)NextState(), (int)NextState()) ^ -2147483648; } /// Returns a uniformly random int value in the interval [0, max). /// The maximum value to generate, exclusive. /// A uniformly random int value in the range [0, max). [MethodImpl(MethodImplOptions.AggressiveInlining)] public int NextInt(int max) { CheckNextIntMax(max); return (int)((NextState() * (ulong)max) >> 32); } /// Returns a uniformly random int2 value with all components in the interval [0, max). /// The componentwise maximum value to generate, exclusive. /// A uniformly random int2 value with all components in the range [0, max). [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)); } /// Returns a uniformly random int3 value with all components in the interval [0, max). /// The componentwise maximum value to generate, exclusive. /// A uniformly random int3 value with all components in the range [0, max). [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)); } /// Returns a uniformly random int4 value with all components in the interval [0, max). /// The componentwise maximum value to generate, exclusive. /// A uniformly random int4 value with all components in the range [0, max). [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)); } /// Returns a uniformly random int value in the interval [min, max). /// The minimum value to generate, inclusive. /// The maximum value to generate, exclusive. /// A uniformly random integer between [min, max). [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; } /// Returns a uniformly random int2 value with all components in the interval [min, max). /// The componentwise minimum value to generate, inclusive. /// The componentwise maximum value to generate, exclusive. /// A uniformly random int2 between [min, max). [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; } /// Returns a uniformly random int3 value with all components in the interval [min, max). /// The componentwise minimum value to generate, inclusive. /// The componentwise maximum value to generate, exclusive. /// A uniformly random int3 between [min, max). [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; } /// Returns a uniformly random int4 value with all components in the interval [min, max). /// The componentwise minimum value to generate, inclusive. /// The componentwise maximum value to generate, exclusive. /// A uniformly random int4 between [min, max). [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; } /// Returns a uniformly random uint value in the interval [0, 4294967294]. /// A uniformly random unsigned integer. [MethodImpl(MethodImplOptions.AggressiveInlining)] public uint NextUInt() { return NextState() - 1u; } /// Returns a uniformly random uint2 value with all components in the interval [0, 4294967294]. /// A uniformly random uint2. [MethodImpl(MethodImplOptions.AggressiveInlining)] public uint2 NextUInt2() { return uint2(NextState(), NextState()) - 1u; } /// Returns a uniformly random uint3 value with all components in the interval [0, 4294967294]. /// A uniformly random uint3. [MethodImpl(MethodImplOptions.AggressiveInlining)] public uint3 NextUInt3() { return uint3(NextState(), NextState(), NextState()) - 1u; } /// Returns a uniformly random uint4 value with all components in the interval [0, 4294967294]. /// A uniformly random uint4. [MethodImpl(MethodImplOptions.AggressiveInlining)] public uint4 NextUInt4() { return uint4(NextState(), NextState(), NextState(), NextState()) - 1u; } /// Returns a uniformly random uint value in the interval [0, max). /// The maximum value to generate, exclusive. /// A uniformly random unsigned integer in the range [0, max). [MethodImpl(MethodImplOptions.AggressiveInlining)] public uint NextUInt(uint max) { return (uint)((NextState() * (ulong)max) >> 32); } /// Returns a uniformly random uint2 value with all components in the interval [0, max). /// The componentwise maximum value to generate, exclusive. /// A uniformly random uint2 in the range [0, max). [MethodImpl(MethodImplOptions.AggressiveInlining)] public uint2 NextUInt2(uint2 max) { return uint2( (uint)(NextState() * (ulong)max.x >> 32), (uint)(NextState() * (ulong)max.y >> 32)); } /// Returns a uniformly random uint3 value with all components in the interval [0, max). /// The componentwise maximum value to generate, exclusive. /// A uniformly random uint3 in the range [0, max). [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)); } /// Returns a uniformly random uint4 value with all components in the interval [0, max). /// The componentwise maximum value to generate, exclusive. /// A uniformly random uint4 in the range [0, max). [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)); } /// Returns a uniformly random uint value in the interval [min, max). /// The minimum value to generate, inclusive. /// The maximum value to generate, exclusive. /// A uniformly random unsigned integer in the range [min, max). [MethodImpl(MethodImplOptions.AggressiveInlining)] public uint NextUInt(uint min, uint max) { CheckNextUIntMinMax(min, max); uint range = max - min; return (uint)(NextState() * (ulong)range >> 32) + min; } /// Returns a uniformly random uint2 value with all components in the interval [min, max). /// The componentwise minimum value to generate, inclusive. /// The componentwise maximum value to generate, exclusive. /// A uniformly random uint2 in the range [min, max). [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; } /// Returns a uniformly random uint3 value with all components in the interval [min, max). /// The componentwise minimum value to generate, inclusive. /// The componentwise maximum value to generate, exclusive. /// A uniformly random uint3 in the range [min, max). [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; } /// Returns a uniformly random uint4 value with all components in the interval [min, max). /// The componentwise minimum value to generate, inclusive. /// The componentwise maximum value to generate, exclusive. /// A uniformly random uint4 in the range [min, max). [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; } /// Returns a uniformly random float value in the interval [0, 1). /// A uniformly random float value in the range [0, 1). [MethodImpl(MethodImplOptions.AggressiveInlining)] public float NextFloat() { return asfloat(0x3f800000 | (NextState() >> 9)) - 1.0f; } /// Returns a uniformly random float2 value with all components in the interval [0, 1). /// A uniformly random float2 value in the range [0, 1). [MethodImpl(MethodImplOptions.AggressiveInlining)] public float2 NextFloat2() { return asfloat(0x3f800000 | (uint2(NextState(), NextState()) >> 9)) - 1.0f; } /// Returns a uniformly random float3 value with all components in the interval [0, 1). /// A uniformly random float3 value in the range [0, 1). [MethodImpl(MethodImplOptions.AggressiveInlining)] public float3 NextFloat3() { return asfloat(0x3f800000 | (uint3(NextState(), NextState(), NextState()) >> 9)) - 1.0f; } /// Returns a uniformly random float4 value with all components in the interval [0, 1). /// A uniformly random float4 value in the range [0, 1). [MethodImpl(MethodImplOptions.AggressiveInlining)] public float4 NextFloat4() { return asfloat(0x3f800000 | (uint4(NextState(), NextState(), NextState(), NextState()) >> 9)) - 1.0f; } /// Returns a uniformly random float value in the interval [0, max). /// The maximum value to generate, exclusive. /// A uniformly random float value in the range [0, max). [MethodImpl(MethodImplOptions.AggressiveInlining)] public float NextFloat(float max) { return NextFloat() * max; } /// Returns a uniformly random float2 value with all components in the interval [0, max). /// The componentwise maximum value to generate, exclusive. /// A uniformly random float2 value in the range [0, max). [MethodImpl(MethodImplOptions.AggressiveInlining)] public float2 NextFloat2(float2 max) { return NextFloat2() * max; } /// Returns a uniformly random float3 value with all components in the interval [0, max). /// The componentwise maximum value to generate, exclusive. /// A uniformly random float3 value in the range [0, max). [MethodImpl(MethodImplOptions.AggressiveInlining)] public float3 NextFloat3(float3 max) { return NextFloat3() * max; } /// Returns a uniformly random float4 value with all components in the interval [0, max). /// The componentwise maximum value to generate, exclusive. /// A uniformly random float4 value in the range [0, max). [MethodImpl(MethodImplOptions.AggressiveInlining)] public float4 NextFloat4(float4 max) { return NextFloat4() * max; } /// Returns a uniformly random float value in the interval [min, max). /// The minimum value to generate, inclusive. /// The maximum value to generate, exclusive. /// A uniformly random float value in the range [min, max). [MethodImpl(MethodImplOptions.AggressiveInlining)] public float NextFloat(float min, float max) { return NextFloat() * (max - min) + min; } /// Returns a uniformly random float2 value with all components in the interval [min, max). /// The componentwise minimum value to generate, inclusive. /// The componentwise maximum value to generate, exclusive. /// A uniformly random float2 value in the range [min, max). [MethodImpl(MethodImplOptions.AggressiveInlining)] public float2 NextFloat2(float2 min, float2 max) { return NextFloat2() * (max - min) + min; } /// Returns a uniformly random float3 value with all components in the interval [min, max). /// The componentwise minimum value to generate, inclusive. /// The componentwise maximum value to generate, exclusive. /// A uniformly random float3 value in the range [min, max). [MethodImpl(MethodImplOptions.AggressiveInlining)] public float3 NextFloat3(float3 min, float3 max) { return NextFloat3() * (max - min) + min; } /// Returns a uniformly random float4 value with all components in the interval [min, max). /// The componentwise minimum value to generate, inclusive. /// The componentwise maximum value to generate, exclusive. /// A uniformly random float4 value in the range [min, max). [MethodImpl(MethodImplOptions.AggressiveInlining)] public float4 NextFloat4(float4 min, float4 max) { return NextFloat4() * (max - min) + min; } /// Returns a uniformly random double value in the interval [0, 1). /// A uniformly random double value in the range [0, 1). [MethodImpl(MethodImplOptions.AggressiveInlining)] public double NextDouble() { ulong sx = ((ulong)NextState() << 20) ^ NextState(); return asdouble(0x3ff0000000000000 | sx) - 1.0; } /// Returns a uniformly random double2 value with all components in the interval [0, 1). /// A uniformly random double2 value in the range [0, 1). [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; } /// Returns a uniformly random double3 value with all components in the interval [0, 1). /// A uniformly random double3 value in the range [0, 1). [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; } /// Returns a uniformly random double4 value with all components in the interval [0, 1). /// A uniformly random double4 value in the range [0, 1). [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; } /// Returns a uniformly random double value in the interval [0, max). /// The maximum value to generate, exclusive. /// A uniformly random double value in the range [0, max). [MethodImpl(MethodImplOptions.AggressiveInlining)] public double NextDouble(double max) { return NextDouble() * max; } /// Returns a uniformly random double2 value with all components in the interval [0, max). /// The componentwise maximum value to generate, exclusive. /// A uniformly random double2 value in the range [0, max). [MethodImpl(MethodImplOptions.AggressiveInlining)] public double2 NextDouble2(double2 max) { return NextDouble2() * max; } /// Returns a uniformly random double3 value with all components in the interval [0, max). /// The componentwise maximum value to generate, exclusive. /// A uniformly random double3 value in the range [0, max). [MethodImpl(MethodImplOptions.AggressiveInlining)] public double3 NextDouble3(double3 max) { return NextDouble3() * max; } /// Returns a uniformly random double4 value with all components in the interval [0, max). /// The componentwise maximum value to generate, exclusive. /// A uniformly random double4 value in the range [0, max). [MethodImpl(MethodImplOptions.AggressiveInlining)] public double4 NextDouble4(double4 max) { return NextDouble4() * max; } /// Returns a uniformly random double value in the interval [min, max). /// The minimum value to generate, inclusive. /// The maximum value to generate, exclusive. /// A uniformly random double value in the range [min, max). [MethodImpl(MethodImplOptions.AggressiveInlining)] public double NextDouble(double min, double max) { return NextDouble() * (max - min) + min; } /// Returns a uniformly random double2 value with all components in the interval [min, max). /// The componentwise minimum value to generate, inclusive. /// The componentwise maximum value to generate, exclusive. /// A uniformly random double2 value in the range [min, max). [MethodImpl(MethodImplOptions.AggressiveInlining)] public double2 NextDouble2(double2 min, double2 max) { return NextDouble2() * (max - min) + min; } /// Returns a uniformly random double3 value with all components in the interval [min, max). /// The componentwise minimum value to generate, inclusive. /// The componentwise maximum value to generate, exclusive. /// A uniformly random double3 value in the range [min, max). [MethodImpl(MethodImplOptions.AggressiveInlining)] public double3 NextDouble3(double3 min, double3 max) { return NextDouble3() * (max - min) + min; } /// Returns a uniformly random double4 value with all components in the interval [min, max). /// The componentwise minimum value to generate, inclusive. /// The componentwise maximum value to generate, exclusive. /// A uniformly random double4 value in the range [min, max). [MethodImpl(MethodImplOptions.AggressiveInlining)] public double4 NextDouble4(double4 min, double4 max) { return NextDouble4() * (max - min) + min; } /// Returns a unit length float2 vector representing a uniformly random 2D direction. /// A uniformly random unit length float2 vector. [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); } /// Returns a unit length double2 vector representing a uniformly random 2D direction. /// A uniformly random unit length double2 vector. [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); } /// Returns a unit length float3 vector representing a uniformly random 3D direction. /// A uniformly random unit length float3 vector. [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); } /// Returns a unit length double3 vector representing a uniformly random 3D direction. /// A uniformly random unit length double3 vector. [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); } /// Returns a unit length quaternion representing a uniformly 3D rotation. /// A uniformly random unit length quaternion. [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 } } }