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API > API/Runtime > API/Runtime/Chaos > API/Runtime/Chaos/FTaperedCylinderSpecializeSampli-
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void ComputeGoldenSpiralPoints
(
TArray< FVec3 >& Points, |
Chaos/TaperedCylinder.h | ||
static void ComputeGoldenSpiralPoints
(
TArray< FVec3 >& Points, |
Use the golden spiral method to generate evenly spaced points on a tapered cylinder (truncated cone). | Chaos/TaperedCylinder.h |
ComputeGoldenSpiralPoints(TArray< FVec3 > &, const FTaperedCylinder &, const int32, const bool)
| Name | ComputeGoldenSpiralPoints |
| Type | function |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/TaperedCylinder.h |
| Include Path | #include "Chaos/TaperedCylinder.h" |
static void ComputeGoldenSpiralPoints
(
TArray < FVec3 > & Points,
const FTaperedCylinder & Cylinder,
const int32 NumPoints,
const bool IncludeEndCaps
)
ComputeGoldenSpiralPoints(TArray< FVec3 > &, const FVec3 &, const FVec3 &, const FReal, const FReal, const FReal, const int32, const bool, int32)
Description
Use the golden spiral method to generate evenly spaced points on a tapered cylinder (truncated cone).
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 tapered cylinder. Axis_ is the orientation of the tapered cylinder. Radius1 is the first radius of the tapered cylinder. Radius2_ is the second radius of the tapered cylinder. Height is the height of the tapered cylinder. NumPoints_ is the number of points to generate. IncludeEndCaps_ determines whether or not points are generated on the end caps of the tapered 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.
| Name | ComputeGoldenSpiralPoints |
| Type | function |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/TaperedCylinder.h |
| Include Path | #include "Chaos/TaperedCylinder.h" |
static void ComputeGoldenSpiralPoints
(
TArray < FVec3 > & Points,
const FVec3 & Origin,
const FVec3 & Axis,
const FReal Radius1,
const FReal Radius2,
const FReal Height,
const int32 NumPoints,
const bool IncludeEndCaps,
int32 SpiralSeed
)