Searched refs:m_ParticleRandom (Results 1 – 5 of 5) sorted by relevance
| /NW4C-2.0.3/include/nw/gfx/ |
| D | gfx_ParticleContext.h | 196 m_ParticleRandom.Srand(seed); in Srand() 202 return m_ParticleRandom.Next(0xffff); in GetRandom() 227 ParticleRandom m_ParticleRandom; variable
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| D | gfx_ParticleEmitter.h | 277 m_ParticleRandom.Srand(seed); in Srand() 458 ParticleRandom m_ParticleRandom; variable
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| D | gfx_ParticleSet.h | 309 m_ParticleRandom.Srand(seed); in Srand() 465 ParticleRandom m_ParticleRandom; variable
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| /NW4C-2.0.3/sources/libraries/gfx/ |
| D | gfx_ParticleEmitter.cpp | 320 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() [all …]
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| D | gfx_ParticleSet.cpp | 1111 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() [all …]
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