├── .gitignore
├── Assets
├── Voxus.meta
└── Voxus
│ ├── Random.meta
│ └── Random
│ ├── AbstractRandom.cs
│ ├── AbstractRandom.cs.meta
│ ├── Examples.meta
│ ├── Examples
│ ├── Example1.cs
│ ├── Example1.cs.meta
│ ├── Example1.unity
│ └── Example1.unity.meta
│ ├── RandomExponential.cs
│ ├── RandomExponential.cs.meta
│ ├── RandomGaussian.cs
│ ├── RandomGaussian.cs.meta
│ ├── RandomGeneratorInterface.cs
│ ├── RandomGeneratorInterface.cs.meta
│ ├── RandomHelpers.cs
│ ├── RandomHelpers.cs.meta
│ ├── RandomLinear.cs
│ └── RandomLinear.cs.meta
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
└── UnityConnectSettings.asset
└── README.md
/.gitignore:
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/Assets/Voxus/Random/AbstractRandom.cs:
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1 | using UnityEngine;
2 | using UnityEngine.Assertions;
3 |
4 | namespace Voxus.Random
5 | {
6 | public abstract class AbstractRandom : RandomGeneratorInterface
7 | {
8 | ///
9 | /// The base random number generator
10 | ///
11 | protected System.Random random = new System.Random();
12 |
13 | ///
14 | /// Set the base random number generator's seed value (0 - 1)
15 | ///
16 | /// The seed value (0 - 1)
17 | public void SetSeed(float seed)
18 | {
19 | Assert.IsTrue((seed >= 0) && (seed <= 1), "Seed must be between 0 and 1");
20 |
21 | // -64 is a hack to account for floating-point inaccuracy
22 | var intSeed = Mathf.FloorToInt(seed * (System.Int32.MaxValue - 64));
23 |
24 | random = new System.Random(intSeed);
25 | }
26 |
27 | ///
28 | /// Get a random number
29 | ///
30 | /// A random number
31 | public abstract float Get();
32 | }
33 | }
34 |
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/Assets/Voxus/Random/Examples/Example1.cs:
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1 | using System.Collections.Generic;
2 | using System.Linq;
3 | using UnityEngine;
4 |
5 | namespace Voxus.Random.Examples
6 | {
7 | public class Example1 : MonoBehaviour
8 | {
9 | [Header("Graph Settings")]
10 | [SerializeField, Range(0.01f, 1)]
11 | private float graphPrecision = 0.1f;
12 | [SerializeField, Range(1000, 500000)]
13 | private int graphIterations = 100000;
14 |
15 | [Header("Linear Distribution")]
16 | [SerializeField, Range(-10, 10)]
17 | private float linearMin = 0;
18 | [SerializeField, Range(-10, 10)]
19 | private float linearMax = 10;
20 |
21 | [Header("Exponential Distribution")]
22 | [SerializeField, Range(-10, 10)]
23 | private float exponentialMin = 0;
24 | [SerializeField, Range(0.01f, 10)]
25 | private float exponentialLambda = 0.5f;
26 |
27 | [Header("Gaussian Distribution")]
28 | [SerializeField, Range(0, 10)]
29 | private float gaussianSigma = 1;
30 | [SerializeField, Range(-10, 10)]
31 | private float gaussianMu = 0;
32 |
33 | private float lastGraphPrecision;
34 | private float lastGraphIterations;
35 |
36 | private float lastLinearMin;
37 | private float lastLinearMax;
38 |
39 | private float lastExponentialMin;
40 | private float lastExponentialLambda;
41 |
42 | private float lastGaussianSigma;
43 | private float lastGaussianMu;
44 |
45 | private LineRenderer linearRenderer;
46 | private LineRenderer exponentialRenderer;
47 | private LineRenderer gaussianRenderer;
48 |
49 | private void Start()
50 | {
51 | linearRenderer = CreateGraph("Linear", Color.red);
52 | exponentialRenderer = CreateGraph("Exponential", Color.green);
53 | gaussianRenderer = CreateGraph("Gaussian", Color.blue);
54 | }
55 |
56 | private LineRenderer CreateGraph(string name, Color color)
57 | {
58 | var container = new GameObject(name);
59 | var lineRenderer = container.AddComponent();
60 | var material = new Material(Shader.Find("Transparent/Diffuse"));
61 |
62 | material.color = color;
63 | lineRenderer.widthMultiplier = 0.05f;
64 | lineRenderer.material = material;
65 |
66 | return lineRenderer;
67 | }
68 |
69 | private void Update()
70 | {
71 | var graphHasChanged = (lastGraphPrecision != graphPrecision) || (lastGraphIterations != graphIterations);
72 | var linearHasChanged = (lastLinearMin != linearMin) || (lastLinearMax != linearMax) || graphHasChanged;
73 | var exponentialHasChanged = (lastExponentialMin != exponentialMin) || (lastExponentialLambda != exponentialLambda) || graphHasChanged;
74 | var gaussianHasChanged = (lastGaussianSigma != gaussianSigma) || (lastGaussianMu != gaussianMu) || graphHasChanged;
75 |
76 | if (graphHasChanged)
77 | {
78 | lastGraphPrecision = graphPrecision;
79 | lastGraphIterations = graphIterations;
80 | }
81 |
82 | if (linearHasChanged)
83 | {
84 | DrawDistribution(new RandomLinear(linearMin, linearMax), linearRenderer);
85 |
86 | lastLinearMin = linearMin;
87 | lastLinearMax = linearMax;
88 | }
89 |
90 | if (exponentialHasChanged)
91 | {
92 | DrawDistribution(new RandomExponential(exponentialMin, exponentialLambda), exponentialRenderer);
93 |
94 | lastExponentialMin = exponentialMin;
95 | lastExponentialLambda = exponentialLambda;
96 | }
97 |
98 | if (gaussianHasChanged)
99 | {
100 | DrawDistribution(new RandomGaussian(gaussianSigma, gaussianMu), gaussianRenderer);
101 |
102 | lastGaussianSigma = gaussianSigma;
103 | lastGaussianMu = gaussianMu;
104 | }
105 | }
106 |
107 | private void DrawDistribution(RandomGeneratorInterface generator, LineRenderer lineRenderer)
108 | {
109 | var buckets = GetDistribution(generator);
110 | var positions = new List();
111 | var numBuckets = buckets.Count;
112 | var minX = buckets.Keys.Min() + 1;
113 | var maxX = buckets.Keys.Max() - 1;
114 | var maxY = (float)buckets.Values.Max();
115 |
116 | for (var i = minX; i < maxX; i++)
117 | {
118 | var y = buckets.ContainsKey(i) ? buckets[i] : 0f;
119 |
120 | positions.Add(new Vector3(i * graphPrecision, 10 * y / maxY, 0));
121 | }
122 |
123 | lineRenderer.positionCount = positions.Count;
124 | lineRenderer.SetPositions(positions.ToArray());
125 | }
126 |
127 | private Dictionary GetDistribution(RandomGeneratorInterface generator)
128 | {
129 | var buckets = new Dictionary();
130 |
131 | for (var i = 0; i < graphIterations; i++)
132 | {
133 | var bucket = Mathf.FloorToInt(generator.Get() / graphPrecision);
134 |
135 | if (!buckets.ContainsKey(bucket))
136 | {
137 | buckets[bucket] = 0;
138 | }
139 |
140 | buckets[bucket]++;
141 | }
142 |
143 | return buckets;
144 | }
145 | }
146 | }
147 |
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/Assets/Voxus/Random/RandomExponential.cs:
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1 | using UnityEngine;
2 |
3 | namespace Voxus.Random
4 | {
5 | ///
6 | /// Get a random number with an exponential distribution
7 | ///
8 | public class RandomExponential : AbstractRandom
9 | {
10 | ///
11 | /// The minimum value
12 | ///
13 | private float min;
14 |
15 | ///
16 | /// The rate parameter (1 / expectation)
17 | ///
18 | private float lambda;
19 |
20 | ///
21 | /// Get a random number with an exponential distribution
22 | /// See https://en.wikipedia.org/wiki/Exponential_distribution
23 | ///
24 | /// The minimum value
25 | /// Rate paramter (1 / expectation)
26 | public RandomExponential(float min = 0, float lambda = 1)
27 | {
28 | this.min = min;
29 | this.lambda = lambda;
30 | }
31 |
32 | ///
33 | /// Get a random number with an exponential distribution
34 | ///
35 | /// A value between 0 and 1 to fit to the distribution
36 | /// A random number
37 | public override float Get()
38 | {
39 | return min + (Mathf.Log(1 - (float)random.NextDouble()) / -lambda);
40 | }
41 | }
42 | }
43 |
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/Assets/Voxus/Random/RandomGaussian.cs:
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1 | using UnityEngine;
2 |
3 | namespace Voxus.Random
4 | {
5 | ///
6 | /// Get a random number with a Gaussian distribution
7 | ///
8 | public class RandomGaussian : AbstractRandom
9 | {
10 | ///
11 | /// Standard deviation
12 | ///
13 | private float sigma;
14 |
15 | ///
16 | /// Mean (expectation) value
17 | ///
18 | private float mu;
19 |
20 | ///
21 | /// Generate random numbers with a Gaussian distribution
22 | /// See https://en.wikipedia.org/wiki/Normal_distribution
23 | ///
24 | /// The standard deviation
25 | /// The mean (expectation) value
26 | public RandomGaussian(float sigma = 1, float mu = 0)
27 | {
28 | this.sigma = sigma;
29 | this.mu = mu;
30 | }
31 |
32 | ///
33 | /// Get a random number with a Gaussian distribution
34 | ///
35 | /// A random number
36 | public override float Get()
37 | {
38 | float x1, x2, w, y1; //, y2;
39 |
40 | do
41 | {
42 | x1 = 2f * (float)random.NextDouble() - 1f;
43 | x2 = 2f * (float)random.NextDouble() - 1f;
44 | w = x1 * x1 + x2 * x2;
45 | } while (w >= 1f);
46 |
47 | w = Mathf.Sqrt((-2f * Mathf.Log(w)) / w);
48 | y1 = x1 * w;
49 | // y2 = x2 * w;
50 |
51 | return (y1 * sigma) + mu;
52 | }
53 | }
54 | }
55 |
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/Assets/Voxus/Random/RandomGeneratorInterface.cs:
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1 | namespace Voxus.Random
2 | {
3 | ///
4 | /// Interface for random number generators
5 | ///
6 | interface RandomGeneratorInterface
7 | {
8 | ///
9 | /// Get a random number
10 | ///
11 | /// A random number
12 | float Get();
13 |
14 | ///
15 | /// Set the base random number generator's seed value
16 | ///
17 | /// The seed value (0 - 1)
18 | void SetSeed(float seed);
19 | }
20 | }
21 |
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/Assets/Voxus/Random/RandomHelpers.cs:
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1 | using UnityEngine;
2 |
3 | namespace Voxus.Random
4 | {
5 | ///
6 | /// Random helpers
7 | ///
8 | public static class RandomHelpers
9 | {
10 | ///
11 | /// Return a number between min (inclusive) and max (exclusive)
12 | ///
13 | /// A random number between 0 and 1 (exclusive)
14 | /// The inclusive minimum of the range
15 | /// The exclusive maximum of the range
16 | /// A random number between min (inclusive) and max (exclusive)
17 | public static int Range(float random, int min, int max)
18 | {
19 | return (int)(random * (max - min)) + min;
20 | }
21 |
22 | ///
23 | /// Convert two linearly distributed numbers between 0 and 1 to a point on a unit sphere (radius = 1)
24 | ///
25 | /// Linearly distributed random number between 0 and 1
26 | /// Linearly distributed random number between 0 and 1
27 | /// A cartesian point on the unit sphere
28 | public static Vector3 OnUnitSphere(float random1, float random2)
29 | {
30 | var theta = random1 * 2 * Mathf.PI;
31 | var phi = Mathf.Acos((2 * random2) - 1);
32 |
33 | // Convert from spherical coordinates to Cartesian
34 | var sinPhi = Mathf.Sin(phi);
35 |
36 | var x = sinPhi * Mathf.Cos(theta);
37 | var y = sinPhi * Mathf.Sin(theta);
38 | var z = Mathf.Cos(phi);
39 |
40 | return new Vector3(x, y, z);
41 | }
42 |
43 | ///
44 | /// Get a random point on a unit sphere (radius = 1)
45 | ///
46 | /// Linearl random number generator
47 | /// A cartesian point on the unit sphere
48 | public static Vector3 OnUnitSphere(RandomLinear randomGenerator)
49 | {
50 | var random1 = randomGenerator.Get();
51 | var random2 = randomGenerator.Get();
52 |
53 | return OnUnitSphere(random1, random2);
54 | }
55 | }
56 | }
57 |
--------------------------------------------------------------------------------
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/Assets/Voxus/Random/RandomLinear.cs:
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1 | namespace Voxus.Random
2 | {
3 | ///
4 | /// Get a random number with a linear distribution
5 | ///
6 | public class RandomLinear : AbstractRandom
7 | {
8 | ///
9 | /// The minimum value
10 | ///
11 | private float min;
12 |
13 | ///
14 | /// The maximum value
15 | ///
16 | private float max;
17 |
18 | ///
19 | /// Constructor
20 | ///
21 | /// The minimum value
22 | /// The maximum value
23 | public RandomLinear(float min, float max)
24 | {
25 | this.min = min;
26 | this.max = max;
27 | }
28 |
29 | ///
30 | /// Get a random number in the range specified in the constructor
31 | ///
32 | /// A random number
33 | public override float Get()
34 | {
35 | return ((float)random.NextDouble() * (max - min)) + min;
36 | }
37 | }
38 | }
39 |
--------------------------------------------------------------------------------
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/README.md:
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1 | # Random Distributions for Unity
2 |
3 | * [Overview](#overview)
4 | * [Usage](#usage)
5 | * [Seeding](#seeding)
6 | * [Helpers](#helpers)
7 |
8 | 
9 |
10 | ## Overview
11 | This asset is designed to make it easy to produce random numbers with a given distribution.
12 | It allows you to create independent, seedable generators.
13 |
14 | ## Usage
15 |
16 | The available classes are:
17 |
18 | 1. `RandomLinear(min, max)` - Use a linear distribution, i.e. all values are equally likely
19 | `min`: The minimum value
20 | `max`: The maximum value
21 |
22 | 2. `RandomExponential(min, lambda)` - Use an [exponential distribution](https://en.wikipedia.org/wiki/Exponential_distribution) - higher values are exponentially less likely
23 | `min`: The minimum value
24 | `lambda`: The rate parameter (1 / expectation)
25 |
26 | 3. `RandomGaussian(sigma, mu)` - Use a [Gaussian or Normal distribution](https://en.wikipedia.org/wiki/Normal_distribution) - values' probabability drops off with distance from the centre
27 | `sigma`: The standard deviation; a measure of the width of the peak
28 | `mu`: The mean (expectation) value; the centre of the peak
29 |
30 | ```c#
31 | using Voxus.Random;
32 |
33 | var myGenerator = new RandomLinear(0, 100);
34 |
35 | // Get a random float between 1 and 100
36 | var randomNumber = myGenerator.Get();
37 | ```
38 |
39 | ## Seeding
40 | All the supplied generators have a `SetSeed()` method that can be used to seed each generator independently.
41 | This is especially useful for something like procedural generation.
42 |
43 | ## Helpers
44 | There's also a `RandomHelpers` class which provides `Range()` to convert a `float` between 0 - 1 to an `int` in a range (for example, to get a random element from an array) and `OnUnitSphere()` to get a point on a unit sphere using `RandomLinear` (which allows seeding, unlike Unity's built-in method).
45 |
46 | ```c#
47 | using Voxus.Random;
48 |
49 | var myGenerator = new RandomLinear(0, 1);
50 |
51 | // Set a seed (optional)
52 | myGenerator.SetSeed(0.12345f);
53 |
54 | // Get a random element from an array
55 | var randomEntry = myArray[RandomHelpers.Range(myGenerator.Get(), 0, myArray.Length)];
56 |
57 | // Get a random point on a unit sphere
58 | var randomPoint = Helpers.OnUnitSphere(myGenerator);
59 | ```
60 |
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