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

/NW4C-2.0.3/include/nw/gfx/
Dgfx_ParticleContext.h196 m_ParticleRandom.Srand(seed); in Srand()
202 return m_ParticleRandom.Next(0xffff); in GetRandom()
227 ParticleRandom m_ParticleRandom; variable
Dgfx_ParticleEmitter.h277 m_ParticleRandom.Srand(seed); in Srand()
458 ParticleRandom m_ParticleRandom; variable
Dgfx_ParticleSet.h309 m_ParticleRandom.Srand(seed); in Srand()
465 ParticleRandom m_ParticleRandom; variable
/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_ParticleEmitter.cpp320 c *= 1.0f + resource.GetEmissionRatioRandom() * this->m_ParticleRandom.NextFloatSignedOne(); in GetEmissionCount()
329 …t = (int)(t * (1.0f + resource.GetEmissionIntervalRandom() * this->m_ParticleRandom.NextFloatSigne… in GetEmissionCount()
383 c *= 1.0f + resource.GetEmissionRatioRandom() * this->m_ParticleRandom.NextFloatSignedOne(); in GetEmissionCount()
392 …t = (int)(t * (1.0f + resource.GetEmissionIntervalRandom() * this->m_ParticleRandom.NextFloatSigne… in GetEmissionCount()
477 this->CalcCubeForm(cubeForm, emissionCount, &this->m_ParticleRandom, positions); in Emission()
479 this->CalcCubeForm(cubeForm, emissionCount, &this->m_ParticleRandom, in Emission()
488 this->CalcCylinderForm(cylinderForm, emissionCount, &this->m_ParticleRandom, positions); in Emission()
490 this->CalcCylinderForm(cylinderForm, emissionCount, &this->m_ParticleRandom, in Emission()
499 this->CalcDiscForm(discForm, emissionCount, &this->m_ParticleRandom, positions); in Emission()
501 this->CalcDiscForm(discForm, emissionCount, &this->m_ParticleRandom, in Emission()
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Dgfx_ParticleSet.cpp1111 value += value * this->m_ParticleRandom.NextFloatSignedOne() * random; in InitializeParticles()
1212 …nn::math::SinCosRad(&sin, &cos, nw::math::F_PI/2.f - (angle * this->m_ParticleRandom.NextFloatSign… in InitializeParticles()
1218 …nn::math::SinCosRad(&sin, &cos, 2.0f * nw::math::F_PI * this->m_ParticleRandom.NextFloatSignedOne(… in InitializeParticles()
1300 f32 yaw = this->m_ParticleRandom.NextFloat() * 2.0f * nw::math::F_PI; in InitializeParticles()
1301 f32 pitch = this->m_ParticleRandom.NextFloatSignedHalf() * nw::math::F_PI; in InitializeParticles()
1382 f32 floatRandom = this->m_ParticleRandom.NextFloatSignedOne(); in InitializeParticles()
1419 f32 floatRandom = this->m_ParticleRandom.NextFloatSignedOne(); in InitializeParticles()
1426 f32 floatRandom = this->m_ParticleRandom.NextFloatSignedOne(); in InitializeParticles()
1433 f32 floatRandom = this->m_ParticleRandom.NextFloatSignedOne(); in InitializeParticles()
1462 f32 floatRandom = this->m_ParticleRandom.NextFloatSignedOne(); in InitializeParticles()
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