Get Random Vector3
////////////////////////////////////////////////////////////////////// // Copyright (C) 2010 by Conquera Team // Part of the Conquera Project // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 2 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see <http://www.gnu.org/licenses/>. //////////////////////////////////////////////////////////////////////// using System; using System.Collections.Generic; using System.Text; using Microsoft.Xna.Framework; namespace Ale.Tools { /// <summary> /// /// </summary> public static class AleMathUtils { public static Random Random = new Random(); /// <summary> /// Gets the perpendicular vector to a specified vector /// </summary> /// <param name="vec"></param> /// <returns></returns> public static Vector2 GetPerpVector(Vector2 vec) { Vector2 perp; GetPerpVector(ref vec, out perp); return perp; } public static Vector3 GetRandomVector3(ref Vector3 vec, ref Vector3 variation) { Vector3 outVec; GetRandomVector3(ref vec, ref variation, out outVec); return outVec; } public static void GetRandomVector3(ref Vector3 vec, ref Vector3 variation, out Vector3 outVec) { outVec = new Vector3( GetRandomFloat(vec.X, variation.X), GetRandomFloat(vec.Y, variation.Y), GetRandomFloat(vec.Z, variation.Z)); } public static Vector3 GetRandomVector3(ref Vector3 vec, float variation) { Vector3 outVec; GetRandomVector3(ref vec, variation, out outVec); return outVec; } public static void GetRandomVector3(ref Vector3 vec, float variation, out Vector3 outVec) { outVec = new Vector3( GetRandomFloat(vec.X, variation), GetRandomFloat(vec.Y, variation), GetRandomFloat(vec.Z, variation)); } public static float GetRandomFloat(float value, float variation) { return ((float)Random.NextDouble() - 0.5f) * variation + value; } /// <summary> /// Get a random number arround 0 /// </summary> /// <param name="variation"></param> /// <returns></returns> public static float GetRandomFloat(float variation) { return ((float)Random.NextDouble() - 0.5f) * variation; } } }