This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
专业(SIM)
UnigineEditor
界面概述
资源工作流程
版本控制
设置和首选项
项目开发
调整节点参数
Setting Up Materials
设置属性
照明
Sandworm
使用编辑器工具执行特定任务
如何擴展編輯器功能
嵌入式节点类型
Nodes
Objects
Effects
Decals
光源
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
使用范例
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
材质和着色器
Rebuilding the Engine Tools
GUI
VR Development
双精度坐标
应用程序接口
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
创建内容
内容优化
材质
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

Unigine.Random Struct

Notice
The functions listed below are the members of the Unigine.MathLib namespace.

This class implements pseudo-random number generation functions for various purposes. A 32-bit seed value is used, upon creation an instance is initialized with a seed value equal to the current time. In case two instances of Random are created with the same seed, and the same sequence of method calls is made for each, they will generate and return identical sequences of numbers. Therefore, if you have a component using its own internal Random member (e.g., to move a node in a random direction, see code below), the sequence of numbers generated for different nodes having this component assigned will likely be the same resulting in all nodes moving together in one direction.

RandomMovement.cs (C#)
public class RandomMovement : Component
{
	public float speed = 2.0f;	// movement speed
	private Unigine.Random rnd;	// internal random generator
	
	private void Init()
	{
		// initializing a random generator
		rnd = new Unigine.Random();
	}
	
	private void Update()
	{
		// getting x and y random values (same for different nodes having the component assigned)
		float x = rnd.Int(-1, 2);
		float y = rnd.Int(-1, 2);
		vec3 dir = new vec3(x, y, 0);
		
		// moving the node along the obtained direction vector with the given speed
		node.WorldPosition = node.WorldPosition + dir * speed * Game.IFps;
	}
}

To avoid such behavior you can use similar methods of the Game class as in this case there is a single Random generator (internal Game class member) and each call to Game.GetRandom*() method returns the next element of the pseudo-random number sequence.

RandomMovement.cs (C#)
public class RandomMovement : Component
{
	public float speed = 2.0f;	// movement speed

	private void Update()
	{
		// getting x and y random values (vary for different nodes having the component assigned)
		float x = Game.GetRandomInt(-1, 2);
		float y = Game.GetRandomInt(-1, 2);
		vec3 dir = new vec3(x, y, 0);

		// moving the node along the obtained direction vector with the given speed
		node.WorldPosition = node.WorldPosition + dir * speed * Game.IFps;
	}
}

Random Class

Members


uint CalcRandomSeed ( ) #

Returns the randomizer seed.

Return value

Resulting uint value.

ref Random Get ( ) #

Returns a random value.

Return value

Return value.

uint UInt ( ) #

Returns a random uint value.

Return value

Resulting uint value.

int Int ( ) #

Returns a random int value.

Return value

Resulting int value.

ulong ULong ( ) #

Returns a random ulong value.

Return value

Resulting ulong value.

long Long ( ) #

Returns a random long value.

Return value

Resulting long value.

float Float ( ) #

Returns a random float value.

Return value

Resulting float value.

double Double ( ) #

Returns a random double value.

Return value

Resulting double value.

vec4 Color ( ) #

Returns a random color vector. X, Y, Z values of the color vector are random values, W value is equal to 1.0f.

Return value

Random color vector.

vec3 Direction ( ) #

Returns a random normalized direction vector.

Return value

Random direction vector.

int Int ( int from, int to ) #

Generate a random value in range [to,from).

Arguments

  • int from - From value (beginning of the range).
  • int to - To value (end of the range).

Return value

Resulting int value.

float Float ( float from, float to ) #

Generate a random value in range [to,from).

Arguments

  • float from - From value (beginning of the range).
  • float to - To value (end of the range).

Return value

Resulting float value.

double Double ( double from, double to ) #

Generate a random value in range [to,from).

Arguments

  • double from - From value (beginning of the range).
  • double to - To value (end of the range).

Return value

Resulting double value.

vec2 Vec2 ( vec2 from, vec2 to ) #

Generate a random value in range [to,from). For vectors values are obtained per component.

Arguments

  • vec2 from - From value (beginning of the range).
  • vec2 to - To value (end of the range).

Return value

Return value.

vec3 Vec3 ( vec3 from, vec3 to ) #

Generate a random value in range [to,from). For vectors values are obtained per component.

Arguments

  • vec3 from - From value (beginning of the range).
  • vec3 to - To value (end of the range).

Return value

Return value.

vec4 Vec4 ( vec4 from, vec4 to ) #

Generate a random value in range [to,from). For vectors values are obtained per component.

Arguments

  • vec4 from - From value (beginning of the range).
  • vec4 to - To value (end of the range).

Return value

Return value.
Last update: 2023-12-19
Build: ()