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API > API/Runtime > API/Runtime/Chaos > API/Runtime/Chaos/TSphereSpecializeSamplingHelper_-_1
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void ComputeGoldenSpiralPoints
(
TArray< TVec3< T > >& Points, |
Returns NumPoints_ points evenly distributed on a 3D Sphere_. |
Chaos/Sphere.h | |
static void ComputeGoldenSpiralPoints
(
TArray< TVec3< T > >& Points, |
Use the golden spiral method to evenly distribute points on a sphere. | Chaos/Sphere.h |
ComputeGoldenSpiralPoints(TArray< TVec3< T > > &, const TSphere< T, 3 > &, const int32, const bool, const bool, const int32)
Description
Returns NumPoints_ points evenly distributed on a 3D Sphere_.
| Name | ComputeGoldenSpiralPoints |
| Type | function |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/Sphere.h |
| Include Path | #include "Chaos/Sphere.h" |
static void ComputeGoldenSpiralPoints
(
TArray < TVec3< T > > & Points,
const TSphere < T, 3 > & Sphere,
const int32 NumPoints,
const bool FirstHalf,
const bool SecondHalf,
const int32 SpiralSeed
)
ComputeGoldenSpiralPoints(TArray< TVec3< T > > &, const TVec3< T > &, const T, const int32, const bool, const bool, const int32)
Description
Use the golden spiral method to evenly distribute points on a sphere.
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 sphere, ending at the top. Contiguous entries in `Points_ generally will not be spatially adjacent.
Points_ to append to. Center_ is the center of the sphere. Radius_ is the radius of the sphere. NumPoints_ is the number of points to generate. BottomHalf_ causes the bottom half of the sphere to be generated, starting at Center_ - (0, 0, Radius_). TopHalf_ causes the top half of the sphere to be generated, starting at Center_. 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/Sphere.h |
| Include Path | #include "Chaos/Sphere.h" |
static void ComputeGoldenSpiralPoints
(
TArray < TVec3< T > > & Points,
const TVec3< T > & Center,
const T Radius,
const int32 NumPoints,
const bool BottomHalf,
const bool TopHalf,
const int32 SpiralSeed
)