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Unreal Engine C++ API Reference > Runtime > Chaos > Chaos > FCylinderSpecializeSamplingHelper > ComputeGoldenSpiralPoints
References
Module | Chaos |
Header | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/Cylinder.h |
Include | #include "Chaos/Cylinder.h" |
static void ComputeGoldenSpiralPoints
(
TArray < FVec3 > & Points,
const FVec3 & Origin,
const FVec3 & Axis,
const FReal Radius,
const FReal Height,
const int32 NumPoints,
const bool IncludeEndCaps,
int32 SpiralSeed
)
Remarks
Use the golden spiral method to generate evenly spaced points on a cylinder.
The "golden" part is derived from the golden ratio; stand at the center, turn a golden ratio of whole turns, then emit a point in that direction.
Points are generated starting from the bottom of the cylinder, ending at the top. Contiguous entries in `Points_ generally will not be spatially adjacent.
Points_ to append to.
Origin_ is the bottom-most point of the cylinder. Axis_ is the orientation of the cylinder.
Radius_ is the radius of the cylinder. Height_ is the height of the cylinder.
NumPoints_ is the number of points to generate. IncludeEndCaps_ determines whether or not points are generated on the end caps of the cylinder.
SpiralSeed_ is the starting index for golden spiral generation. When using this method to continue a spiral started elsewhere, `SpiralSeed_ should equal the number of particles already created.