Lines Matching refs:m_ParticleRandom
1097 value += value * this->m_ParticleRandom.NextFloatSignedOne() * random; in InitializeParticles()
1198 …nn::math::SinCosRad(&sin, &cos, nw::math::F_PI/2.f - (angle * this->m_ParticleRandom.NextFloatSign… in InitializeParticles()
1204 …nn::math::SinCosRad(&sin, &cos, 2.0f * nw::math::F_PI * this->m_ParticleRandom.NextFloatSignedOne(… in InitializeParticles()
1286 f32 yaw = this->m_ParticleRandom.NextFloat() * 2.0f * nw::math::F_PI; in InitializeParticles()
1287 f32 pitch = this->m_ParticleRandom.NextFloatSignedHalf() * nw::math::F_PI; in InitializeParticles()
1368 f32 floatRandom = this->m_ParticleRandom.NextFloatSignedOne(); in InitializeParticles()
1405 f32 floatRandom = this->m_ParticleRandom.NextFloatSignedOne(); in InitializeParticles()
1412 f32 floatRandom = this->m_ParticleRandom.NextFloatSignedOne(); in InitializeParticles()
1419 f32 floatRandom = this->m_ParticleRandom.NextFloatSignedOne(); in InitializeParticles()
1448 f32 floatRandom = this->m_ParticleRandom.NextFloatSignedOne(); in InitializeParticles()
1495 f32 value = minValue + this->m_ParticleRandom.Next((int)(diff + 1)); in InitializeParticles()
3046 … ParticleRandomUpdater(updater.ptr(), collection, time, prevTime, this->m_ParticleRandom); in UpdateParticles()
3146 …ncrIndex, count, time, prevTime, workUpdater.work, this, particleContext, &this->m_ParticleRandom); in UpdateParticles()
3148 …ex, startIndex, incrIndex, count, time, prevTime, workUpdater.work, this, &this->m_ParticleRandom); in UpdateParticles()