Searched refs:nextRandomFloat (Results 1 – 12 of 12) sorted by relevance
67 v.setX(FastMath.nextRandomFloat()); in simpleUpdate()68 v.setY(FastMath.nextRandomFloat()); in simpleUpdate()69 v.setZ(FastMath.nextRandomFloat()); in simpleUpdate()76 nextTime = FastMath.nextRandomFloat() * 2 + 0.5f; in simpleUpdate()
77 store.x = (FastMath.nextRandomFloat() * 2f - 1f) * radius; in getRandomPoint()78 store.y = (FastMath.nextRandomFloat() * 2f - 1f) * radius; in getRandomPoint()79 store.z = (FastMath.nextRandomFloat() * 2f - 1f) * radius; in getRandomPoint()
61 store.x = min.x + len.x * FastMath.nextRandomFloat(); in getRandomPoint()62 store.y = min.y + len.y * FastMath.nextRandomFloat(); in getRandomPoint()63 store.z = min.z + len.z * FastMath.nextRandomFloat(); in getRandomPoint()
64 float moveFactor = FastMath.nextRandomFloat(); in getRandomPoint()69 moveFactor = FastMath.nextRandomFloat(); in getRandomPoint()88 float moveFactor = FastMath.nextRandomFloat(); in getRandomPointAndNormal()93 moveFactor = FastMath.nextRandomFloat(); in getRandomPointAndNormal()
43 store.multLocal(FastMath.nextRandomFloat()); in getRandomPoint()61 store.multLocal(FastMath.nextRandomFloat()); in getRandomPointAndNormal()
41 … temp.set(FastMath.nextRandomFloat(), FastMath.nextRandomFloat(), FastMath.nextRandomFloat()); in applyVelocityVariation()
110 …temp.set(FastMath.nextRandomFloat() * velocityVariation, FastMath.nextRandomFloat() * velocityVari… in applyVelocityVariation()
163 float s = FastMath.nextRandomFloat(); in random()164 float t = FastMath.nextRandomFloat(); in random()
190 + FastMath.nextRandomFloat() * (outer2 - inner2)), theta = FastMath in random()191 .nextRandomFloat() in random()
318 rVal.r = FastMath.nextRandomFloat(); in randomColor()319 rVal.g = FastMath.nextRandomFloat(); in randomColor()320 rVal.b = FastMath.nextRandomFloat(); in randomColor()
782 public static float nextRandomFloat() { in nextRandomFloat() method in FastMath793 return (int) (nextRandomFloat() * (max - min + 1)) + min; in nextRandomInt()
836 p.startlife = lowLife + FastMath.nextRandomFloat() * (highLife - lowLife); in emitParticle()848 p.angle = FastMath.nextRandomFloat() * FastMath.TWO_PI; in emitParticle()851 p.rotateSpeed = rotateSpeed * (0.2f + (FastMath.nextRandomFloat() * 2f - 1f) * .8f); in emitParticle()