com.wallstop-studios.unity-helpers 2.0.0-rc06 → 2.0.0-rc08

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (28) hide show
  1. package/Runtime/Core/Extension/DirectionExtensions.cs +5 -2
  2. package/Runtime/Core/Extension/IEnumerableExtensions.cs +19 -6
  3. package/Runtime/Core/Extension/RandomExtensions.cs +9 -87
  4. package/Runtime/Core/Extension/UnityExtensions.cs +2 -2
  5. package/Runtime/Core/Helper/Helpers.cs +1 -556
  6. package/Runtime/Core/Helper/Partials/LogHelpers.cs +13 -0
  7. package/Runtime/Core/Helper/Partials/LogHelpers.cs.meta +3 -0
  8. package/Runtime/Core/Helper/Partials/MathHelpers.cs +30 -0
  9. package/Runtime/Core/Helper/Partials/MathHelpers.cs.meta +3 -0
  10. package/Runtime/Core/Helper/Partials/ObjectHelpers.cs +388 -0
  11. package/Runtime/Core/Helper/Partials/ObjectHelpers.cs.meta +3 -0
  12. package/Runtime/Core/Helper/Partials/TransformHelpers.cs +167 -0
  13. package/Runtime/Core/Helper/Partials/TransformHelpers.cs.meta +3 -0
  14. package/Runtime/Core/Helper/Partials.meta +3 -0
  15. package/Runtime/Core/Random/AbstractRandom.cs +140 -154
  16. package/Runtime/Core/Random/IRandom.cs +26 -7
  17. package/Runtime/Core/Random/PerlinNoise.cs +369 -0
  18. package/Runtime/Core/Random/PerlinNoise.cs.meta +3 -0
  19. package/Runtime/Core/Random/SquirrelRandom.cs +9 -10
  20. package/Runtime/Core/Random/SystemRandom.cs +78 -41
  21. package/Tests/Runtime/Extensions/RandomExtensionTests.cs +27 -0
  22. package/Tests/Runtime/Extensions/RandomExtensionTests.cs.meta +3 -0
  23. package/Tests/Runtime/Helper/ObjectHelperTests.cs +402 -0
  24. package/Tests/Runtime/Helper/ObjectHelperTests.cs.meta +3 -0
  25. package/Tests/Runtime/Performance/RandomPerformanceTests.cs +58 -3
  26. package/Tests/Runtime/Random/RandomTestBase.cs +557 -6
  27. package/Tests/Runtime/Random/SquirrelRandomTests.cs +5 -0
  28. package/package.json +1 -1
@@ -0,0 +1,369 @@
1
+ namespace UnityHelpers.Core.Random
2
+ {
3
+ using System;
4
+ using Extension;
5
+ using UnityEngine;
6
+
7
+ public sealed class PerlinNoise
8
+ {
9
+ // Permutation array. This is a standard permutation of numbers from 0 to 255.
10
+ private static readonly int[] DefaultPermutations =
11
+ {
12
+ 151,
13
+ 160,
14
+ 137,
15
+ 91,
16
+ 90,
17
+ 15,
18
+ 131,
19
+ 13,
20
+ 201,
21
+ 95,
22
+ 96,
23
+ 53,
24
+ 194,
25
+ 233,
26
+ 7,
27
+ 225,
28
+ 140,
29
+ 36,
30
+ 103,
31
+ 30,
32
+ 69,
33
+ 142,
34
+ 8,
35
+ 99,
36
+ 37,
37
+ 240,
38
+ 21,
39
+ 10,
40
+ 23,
41
+ 190,
42
+ 6,
43
+ 148,
44
+ 247,
45
+ 120,
46
+ 234,
47
+ 75,
48
+ 0,
49
+ 26,
50
+ 197,
51
+ 62,
52
+ 94,
53
+ 252,
54
+ 219,
55
+ 203,
56
+ 117,
57
+ 35,
58
+ 11,
59
+ 32,
60
+ 57,
61
+ 177,
62
+ 33,
63
+ 88,
64
+ 237,
65
+ 149,
66
+ 56,
67
+ 87,
68
+ 174,
69
+ 20,
70
+ 125,
71
+ 136,
72
+ 171,
73
+ 168,
74
+ 68,
75
+ 175,
76
+ 74,
77
+ 165,
78
+ 71,
79
+ 134,
80
+ 139,
81
+ 48,
82
+ 27,
83
+ 166,
84
+ 77,
85
+ 146,
86
+ 158,
87
+ 231,
88
+ 83,
89
+ 111,
90
+ 229,
91
+ 122,
92
+ 60,
93
+ 211,
94
+ 133,
95
+ 230,
96
+ 220,
97
+ 105,
98
+ 92,
99
+ 41,
100
+ 55,
101
+ 46,
102
+ 245,
103
+ 40,
104
+ 244,
105
+ 102,
106
+ 143,
107
+ 54,
108
+ 65,
109
+ 25,
110
+ 63,
111
+ 161,
112
+ 1,
113
+ 216,
114
+ 80,
115
+ 73,
116
+ 209,
117
+ 76,
118
+ 132,
119
+ 187,
120
+ 208,
121
+ 89,
122
+ 18,
123
+ 169,
124
+ 200,
125
+ 196,
126
+ 135,
127
+ 130,
128
+ 116,
129
+ 188,
130
+ 159,
131
+ 86,
132
+ 164,
133
+ 100,
134
+ 109,
135
+ 198,
136
+ 173,
137
+ 186,
138
+ 3,
139
+ 64,
140
+ 52,
141
+ 217,
142
+ 226,
143
+ 250,
144
+ 124,
145
+ 123,
146
+ 5,
147
+ 202,
148
+ 38,
149
+ 147,
150
+ 118,
151
+ 126,
152
+ 255,
153
+ 82,
154
+ 85,
155
+ 212,
156
+ 207,
157
+ 206,
158
+ 59,
159
+ 227,
160
+ 47,
161
+ 16,
162
+ 58,
163
+ 17,
164
+ 182,
165
+ 189,
166
+ 28,
167
+ 42,
168
+ 223,
169
+ 183,
170
+ 170,
171
+ 213,
172
+ 119,
173
+ 248,
174
+ 152,
175
+ 2,
176
+ 44,
177
+ 154,
178
+ 163,
179
+ 70,
180
+ 221,
181
+ 153,
182
+ 101,
183
+ 155,
184
+ 167,
185
+ 43,
186
+ 172,
187
+ 9,
188
+ 129,
189
+ 22,
190
+ 39,
191
+ 253,
192
+ 19,
193
+ 98,
194
+ 108,
195
+ 110,
196
+ 79,
197
+ 113,
198
+ 224,
199
+ 232,
200
+ 178,
201
+ 185,
202
+ 112,
203
+ 104,
204
+ 218,
205
+ 246,
206
+ 97,
207
+ 228,
208
+ 251,
209
+ 34,
210
+ 242,
211
+ 193,
212
+ 238,
213
+ 210,
214
+ 144,
215
+ 12,
216
+ 191,
217
+ 179,
218
+ 162,
219
+ 241,
220
+ 81,
221
+ 51,
222
+ 145,
223
+ 235,
224
+ 249,
225
+ 14,
226
+ 239,
227
+ 107,
228
+ 49,
229
+ 192,
230
+ 214,
231
+ 31,
232
+ 181,
233
+ 199,
234
+ 106,
235
+ 157,
236
+ 184,
237
+ 84,
238
+ 204,
239
+ 176,
240
+ 115,
241
+ 121,
242
+ 50,
243
+ 45,
244
+ 127,
245
+ 4,
246
+ 150,
247
+ 254,
248
+ 138,
249
+ 236,
250
+ 205,
251
+ 93,
252
+ 222,
253
+ 114,
254
+ 67,
255
+ 29,
256
+ 24,
257
+ 72,
258
+ 243,
259
+ 141,
260
+ 128,
261
+ 195,
262
+ 78,
263
+ 66,
264
+ 215,
265
+ 61,
266
+ 156,
267
+ 180,
268
+ };
269
+
270
+ public static readonly PerlinNoise Instance = new();
271
+
272
+ private readonly int[] _permutations = new int[DefaultPermutations.Length];
273
+
274
+ // Doubled permutation to avoid overflow
275
+ private readonly int[] _doubledPermutations = new int[DefaultPermutations.Length * 2];
276
+
277
+ public PerlinNoise()
278
+ : this(null) { }
279
+
280
+ // Static constructor to initialize the doubled permutation array
281
+ public PerlinNoise(IRandom random)
282
+ {
283
+ Array.Copy(DefaultPermutations, 0, _permutations, 0, DefaultPermutations.Length);
284
+ if (random != null)
285
+ {
286
+ _permutations.Shuffle(random);
287
+ }
288
+ for (int i = 0; i < _doubledPermutations.Length; ++i)
289
+ {
290
+ _doubledPermutations[i] = _permutations[i % _permutations.Length];
291
+ }
292
+ }
293
+
294
+ // Fade function as defined by Ken Perlin. This eases coordinate values
295
+ // so that they will "ease" towards integral values. This ends up smoothing the final output.
296
+ public static float Fade(float t)
297
+ {
298
+ return t * t * t * (t * (t * 6 - 15) + 10);
299
+ }
300
+
301
+ // Linear interpolation function
302
+ public static float Lerp(float t, float a, float b)
303
+ {
304
+ return a + t * (b - a);
305
+ }
306
+
307
+ // Gradient function calculates the dot product between a pseudorandom gradient vector and the vector from the input coordinate to the grid coordinate
308
+ public static float Grad(int hash, float x, float y)
309
+ {
310
+ int h = hash & 7; // Convert low 3 bits of hash code
311
+ float u = h < 4 ? x : y; // If h < 4, use x, else use y
312
+ float v = h < 4 ? y : x; // If h < 4, use y, else use x
313
+ return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
314
+ }
315
+
316
+ // The Perlin noise function
317
+ public float Noise(float x, float y)
318
+ {
319
+ // Find unit grid cell containing point
320
+ int clampedX = (int)Mathf.Floor(x) & 255;
321
+ int clampedY = (int)Mathf.Floor(y) & 255;
322
+
323
+ // Get relative xy coordinates inside the cell
324
+ x -= Mathf.Floor(x);
325
+ y -= Mathf.Floor(y);
326
+
327
+ // Compute fade curves for x and y
328
+ float u = Fade(x);
329
+ float v = Fade(y);
330
+
331
+ // Hash coordinates of the square's corners
332
+ int aa = _doubledPermutations[_doubledPermutations[clampedX] + clampedY];
333
+ int ab = _doubledPermutations[_doubledPermutations[clampedX] + clampedY + 1];
334
+ int ba = _doubledPermutations[_doubledPermutations[clampedX + 1] + clampedY];
335
+ int bb = _doubledPermutations[_doubledPermutations[clampedX + 1] + clampedY + 1];
336
+
337
+ // Add blended results from the corners
338
+ float res = Lerp(
339
+ v,
340
+ Lerp(u, Grad(aa, x, y), Grad(ba, x - 1, y)),
341
+ Lerp(u, Grad(ab, x, y - 1), Grad(bb, x - 1, y - 1))
342
+ );
343
+
344
+ // Optional: Scale result to [0,1]
345
+ return (res + 1.0f) / 2.0f;
346
+ }
347
+
348
+ // Optional: Generate noise with multiple octaves for more complexity
349
+ public float OctaveNoise(float x, float y, int octaves, float persistence)
350
+ {
351
+ float total = 0;
352
+ float frequency = 1;
353
+ float amplitude = 1;
354
+ float maxValue = 0; // Used for normalizing result to [0,1]
355
+
356
+ for (int i = 0; i < octaves; ++i)
357
+ {
358
+ total += Noise(x * frequency, y * frequency) * amplitude;
359
+
360
+ maxValue += amplitude;
361
+
362
+ amplitude *= persistence;
363
+ frequency *= 2;
364
+ }
365
+
366
+ return total / maxValue;
367
+ }
368
+ }
369
+ }
@@ -0,0 +1,3 @@
1
+ fileFormatVersion: 2
2
+ guid: 9798fa1ddadd48958dacd90cfa254962
3
+ timeCreated: 1732743633
@@ -37,7 +37,7 @@
37
37
 
38
38
  public override uint NextUint()
39
39
  {
40
- return _position = NextUintInternal(_position);
40
+ return NextUintInternal(ref _position);
41
41
  }
42
42
 
43
43
  // Does not advance the RNG
@@ -51,16 +51,15 @@
51
51
  return new SquirrelRandom(InternalState);
52
52
  }
53
53
 
54
- private static uint NextUintInternal(uint seed)
54
+ private static uint NextUintInternal(ref uint seed)
55
55
  {
56
- uint result = seed;
57
- result *= BitNoise1;
58
- result ^= (result >> 8);
59
- result += BitNoise2;
60
- result ^= (result << 8);
61
- result *= BitNoise3;
62
- result ^= (result >> 8);
63
- return result;
56
+ seed *= BitNoise1;
57
+ seed ^= (seed >> 8);
58
+ seed += BitNoise2;
59
+ seed ^= (seed << 8);
60
+ seed *= BitNoise3;
61
+ seed ^= (seed >> 8);
62
+ return seed;
64
63
  }
65
64
 
66
65
  // https://youtu.be/LWFzPP8ZbdU?t=2906
@@ -12,14 +12,18 @@
12
12
  [DataContract]
13
13
  public sealed class SystemRandom : AbstractRandom
14
14
  {
15
+ private const int HalfwayInt = int.MaxValue / 2;
16
+ private const int SeedArraySize = 56;
17
+ private const int LastSeedIndex = SeedArraySize - 1;
18
+
15
19
  public static IRandom Instance => ThreadLocalRandom<SystemRandom>.Instance;
16
20
 
17
21
  public override RandomState InternalState =>
18
22
  new(
19
- unchecked((ulong)inext),
20
- unchecked((ulong)inextp),
23
+ unchecked((ulong)_inext),
24
+ unchecked((ulong)_inextp),
21
25
  _cachedGaussian,
22
- ArrayConverter.IntArrayToByteArrayBlockCopy(SeedArray)
26
+ ArrayConverter.IntArrayToByteArrayBlockCopy(_seedArray)
23
27
  );
24
28
 
25
29
  /*
@@ -27,9 +31,9 @@
27
31
  same across platforms, a fact which defeats the purpose of these serializable
28
32
  randoms.
29
33
  */
30
- private int inext;
31
- private int inextp;
32
- private readonly int[] SeedArray = new int[56];
34
+ private int _inext;
35
+ private int _inextp;
36
+ private readonly int[] _seedArray = new int[SeedArraySize];
33
37
 
34
38
  public SystemRandom()
35
39
  : this(Guid.NewGuid().GetHashCode()) { }
@@ -37,28 +41,34 @@
37
41
  public SystemRandom(int seed)
38
42
  {
39
43
  int num1 = 161803398 - (seed == int.MinValue ? int.MaxValue : Math.Abs(seed));
40
- this.SeedArray[55] = num1;
44
+ _seedArray[LastSeedIndex] = num1;
41
45
  int num2 = 1;
42
- for (int index1 = 1; index1 < 55; ++index1)
46
+ for (int index1 = 1; index1 < LastSeedIndex; ++index1)
43
47
  {
44
- int index2 = 21 * index1 % 55;
45
- this.SeedArray[index2] = num2;
48
+ int index2 = 21 * index1 % LastSeedIndex;
49
+ _seedArray[index2] = num2;
46
50
  num2 = num1 - num2;
47
51
  if (num2 < 0)
52
+ {
48
53
  num2 += int.MaxValue;
49
- num1 = this.SeedArray[index2];
54
+ }
55
+
56
+ num1 = _seedArray[index2];
50
57
  }
51
58
  for (int index3 = 1; index3 < 5; ++index3)
52
59
  {
53
- for (int index4 = 1; index4 < 56; ++index4)
60
+ for (int index4 = 1; index4 < SeedArraySize; ++index4)
54
61
  {
55
- this.SeedArray[index4] -= this.SeedArray[1 + (index4 + 30) % 55];
56
- if (this.SeedArray[index4] < 0)
57
- this.SeedArray[index4] += int.MaxValue;
62
+ int value = _seedArray[index4] -= _seedArray[1 + (index4 + 30) % LastSeedIndex];
63
+ if (value < 0)
64
+ {
65
+ _seedArray[index4] += int.MaxValue;
66
+ }
58
67
  }
59
68
  }
60
- this.inext = 0;
61
- this.inextp = 21;
69
+
70
+ _inext = 0;
71
+ _inextp = 21;
62
72
  }
63
73
 
64
74
  [JsonConstructor]
@@ -66,59 +76,86 @@
66
76
  {
67
77
  unchecked
68
78
  {
69
- inext = (int)internalState.State1;
70
- inextp = (int)internalState.State2;
79
+ _inext = (int)internalState.State1;
80
+ _inextp = (int)internalState.State2;
71
81
  }
72
82
  _cachedGaussian = internalState.Gaussian;
73
- SeedArray = ArrayConverter.ByteArrayToIntArrayBlockCopy(internalState.Payload);
83
+ _seedArray = ArrayConverter.ByteArrayToIntArrayBlockCopy(internalState.Payload);
74
84
  }
75
85
 
76
- public override uint NextUint()
86
+ public override int Next()
77
87
  {
78
- int inext = this.inext;
79
- int inextp = this.inextp;
88
+ int localINext = _inext;
89
+ int localINextP = _inextp;
80
90
  int index1;
81
- if ((index1 = inext + 1) >= 56)
91
+ if ((index1 = localINext + 1) >= SeedArraySize)
92
+ {
82
93
  index1 = 1;
94
+ }
95
+
83
96
  int index2;
84
- if ((index2 = inextp + 1) >= 56)
97
+ if ((index2 = localINextP + 1) >= SeedArraySize)
98
+ {
85
99
  index2 = 1;
86
- int num = this.SeedArray[index1] - this.SeedArray[index2];
100
+ }
101
+
102
+ int num = _seedArray[index1] - _seedArray[index2];
87
103
  if (num == int.MaxValue)
104
+ {
88
105
  --num;
106
+ }
107
+
89
108
  if (num < 0)
109
+ {
90
110
  num += int.MaxValue;
91
- this.SeedArray[index1] = num;
92
- this.inext = index1;
93
- this.inextp = index2;
94
- return unchecked((uint)num);
111
+ }
112
+
113
+ _seedArray[index1] = num;
114
+ _inext = index1;
115
+ _inextp = index2;
116
+ return num;
117
+ }
118
+
119
+ public override uint NextUint()
120
+ {
121
+ if (NextBool())
122
+ {
123
+ return unchecked((uint)(Next() ^ 0x80000000));
124
+ }
125
+ return unchecked((uint)Next());
126
+ }
127
+
128
+ public override bool NextBool()
129
+ {
130
+ return Next() < HalfwayInt;
95
131
  }
96
132
 
97
133
  public override double NextDouble()
98
134
  {
99
- double generated;
135
+ double random;
100
136
  do
101
137
  {
102
- generated = unchecked((int)NextUint()) * 4.6566128752458E-10;
103
- } while (generated < 0 || 1 <= generated);
138
+ random = Next() / (1.0 * int.MaxValue);
139
+ } while (1.0 <= random);
104
140
 
105
- return generated;
141
+ return random;
106
142
  }
107
143
 
108
144
  public override float NextFloat()
109
145
  {
110
- return (float)NextDouble();
146
+ float random;
147
+ do
148
+ {
149
+ random = Next() * (1f / int.MaxValue);
150
+ } while (1f <= random);
151
+
152
+ return random;
111
153
  }
112
154
 
113
155
  public override IRandom Copy()
114
156
  {
115
157
  SystemRandom copy = new(InternalState);
116
-
117
- for (int i = 0; i < SeedArray.Length; ++i)
118
- {
119
- copy.SeedArray[i] = SeedArray[i];
120
- }
121
-
158
+ Array.Copy(_seedArray, copy._seedArray, _seedArray.Length);
122
159
  return copy;
123
160
  }
124
161
  }
@@ -0,0 +1,27 @@
1
+ namespace UnityHelpers.Tests.Extensions
2
+ {
3
+ using System.Collections.Generic;
4
+ using Core.Extension;
5
+ using Core.Random;
6
+ using NUnit.Framework;
7
+ using UnityEngine;
8
+
9
+ public sealed class RandomExtensionTests
10
+ {
11
+ [Test]
12
+ public void NextVector2InRange()
13
+ {
14
+ HashSet<float> seenAngles = new();
15
+ for (int i = 0; i < 1_000; ++i)
16
+ {
17
+ Vector2 vector = PRNG.Instance.NextVector2(-100, 100);
18
+ float range = PRNG.Instance.NextFloat(100f);
19
+ Vector2 inRange = PRNG.Instance.NextVector2InRange(range, vector);
20
+ Assert.LessOrEqual(Vector2.Distance(vector, inRange), range);
21
+ seenAngles.Add(Vector2.SignedAngle(vector, inRange));
22
+ }
23
+
24
+ Assert.LessOrEqual(3, seenAngles.Count);
25
+ }
26
+ }
27
+ }
@@ -0,0 +1,3 @@
1
+ fileFormatVersion: 2
2
+ guid: 610d56fdeadc4caf9d50c75574db4204
3
+ timeCreated: 1732732306