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Searched refs:m_ParticleRandom (Results 1 – 5 of 5) sorted by relevance

/NW4C-1.2.23/include/nw/gfx/
Dgfx_ParticleContext.h135 m_ParticleRandom.Srand(seed); in Srand()
141 return m_ParticleRandom.Next(0xffff); in GetRandom()
163 ParticleRandom m_ParticleRandom; variable
Dgfx_ParticleSet.h289 m_ParticleRandom.Srand(seed); in Srand()
399 ParticleRandom m_ParticleRandom; variable
Dgfx_ParticleEmitter.h266 m_ParticleRandom.Srand(seed); in Srand()
446 ParticleRandom m_ParticleRandom; variable
/NW4C-1.2.23/sources/libraries/gfx/
Dgfx_ParticleEmitter.cpp318 c *= 1.0f + resource.GetEmissionRatioRandom() * this->m_ParticleRandom.NextFloatSignedOne(); in GetEmissionCount()
327 …t = (int)(t * (1.0f + resource.GetEmissionIntervalRandom() * this->m_ParticleRandom.NextFloatSigne… in GetEmissionCount()
381 c *= 1.0f + resource.GetEmissionRatioRandom() * this->m_ParticleRandom.NextFloatSignedOne(); in GetEmissionCount()
390 …t = (int)(t * (1.0f + resource.GetEmissionIntervalRandom() * this->m_ParticleRandom.NextFloatSigne… in GetEmissionCount()
475 this->CalcCubeForm(cubeForm, emissionCount, &this->m_ParticleRandom, positions); in Emission()
477 this->CalcCubeForm(cubeForm, emissionCount, &this->m_ParticleRandom, in Emission()
486 this->CalcCylinderForm(cylinderForm, emissionCount, &this->m_ParticleRandom, positions); in Emission()
488 this->CalcCylinderForm(cylinderForm, emissionCount, &this->m_ParticleRandom, in Emission()
497 this->CalcDiscForm(discForm, emissionCount, &this->m_ParticleRandom, positions); in Emission()
499 this->CalcDiscForm(discForm, emissionCount, &this->m_ParticleRandom, in Emission()
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Dgfx_ParticleSet.cpp1065 value += value * this->m_ParticleRandom.NextFloatSignedOne() * random; in InitializeParticles()
1158 …nn::math::SinCosRad(&sin, &cos, nw::math::F_PI/2.f - (angle * this->m_ParticleRandom.NextFloatSign… in InitializeParticles()
1164 …nn::math::SinCosRad(&sin, &cos, 2.0f * nw::math::F_PI * this->m_ParticleRandom.NextFloatSignedOne(… in InitializeParticles()
1246 f32 yaw = this->m_ParticleRandom.NextFloat() * 2.0f * nw::math::F_PI; in InitializeParticles()
1247 f32 pitch = this->m_ParticleRandom.NextFloatSignedHalf() * nw::math::F_PI; in InitializeParticles()
1328 f32 floatRandom = this->m_ParticleRandom.NextFloatSignedOne(); in InitializeParticles()
1365 f32 floatRandom = this->m_ParticleRandom.NextFloatSignedOne(); in InitializeParticles()
1372 f32 floatRandom = this->m_ParticleRandom.NextFloatSignedOne(); in InitializeParticles()
1379 f32 floatRandom = this->m_ParticleRandom.NextFloatSignedOne(); in InitializeParticles()
1408 f32 floatRandom = this->m_ParticleRandom.NextFloatSignedOne(); in InitializeParticles()
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