private float newRandomIndividualParticleRadius ( @ NonNull final SceneConfiguration scene ) { return scene . getParticleRadiusMin ( ) == scene . getParticleRadiusMax ( ) ? scene . getParticleRadiusMin ( ) : scene . getParticleRadiusMin ( ) + ( random . nextInt ( ( int ) ( ( scene . getParticleRadiusMax ( ) - scene . getParticleRadiusMin ( ) ) * 100f ) ) ) / 100f ; }
Generates new individual particle radius based on min and max radius setting .