docs: 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;
      }