Dali::Vector2 textureCoord;
};
+
/**
- * Return a random value between the given interval.
- * @param[in] f0 The low bound
- * @param[in] f1 The up bound
- * @param[in] seed The seed to genergate random number
- * @return A random value between the given interval
- */
+* Return a random value between the given interval.
+* @param[in] f0 The low bound
+* @param[in] f1 The up bound
+* @param[in] seed The seed to genergate random number
+* @return A random value between the given interval
+*/
float RandomRange(float f0, float f1, unsigned int& seed)
{
- return f0 + (rand_r( &seed ) & 0xfff) * (f1-f0) * (1.0f/4095.0f);
+ return f0 + (rand_r(&seed) & 0xfff) * (f1 - f0) * (1.0f / 4095.0f);
}
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
mNumRenderer = 1;
}
- mRandomSeed = time( NULL );
+ mRandomSeed = time(NULL);
}
BubbleEmitter::~BubbleEmitter()
int halfRange = displacement.x / 2;
// for the y coordinate, always negative, so bubbles always go upwards
- Vector2 randomVec( rand_r( &mRandomSeed ) % static_cast<int>(displacement.x) - halfRange, -rand_r( &mRandomSeed ) % static_cast<int>(displacement.y) );
+ Vector2 randomVec(rand_r(&mRandomSeed) % static_cast<int>(displacement.x) - halfRange, -rand_r(&mRandomSeed) % static_cast<int>(displacement.y));
dir.Normalize();
randomVec.x -= dir.x*halfRange;
randomVec.y *= 1.0f - fabsf(dir.x)*0.33f;