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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <Cylinder.h>
Static Public Member Functions | |
| static FORCEINLINE void | ComputeSamplePoints (TArray< FVec3 > &Points, const FCylinder &Cylinder, const int32 NumPoints, const bool IncludeEndCaps=true) |
| static FORCEINLINE void | ComputeGoldenSpiralPoints (TArray< FVec3 > &Points, const FCylinder &Cylinder, const int32 NumPoints, const bool IncludeEndCaps=true) |
| static FORCEINLINE void | ComputeGoldenSpiralPoints (TArray< FVec3 > &Points, const FVec3 &Origin, const FVec3 &Axis, const FReal Radius, const FReal Height, const int32 NumPoints, const bool IncludeEndCaps=true, int32 SpiralSeed=0) |
| static FORCEINLINE void | ComputeGoldenSpiralPointsUnoriented (TArray< FVec3 > &Points, const FReal Radius, const FReal Height, const int32 NumPoints, const bool IncludeEndCaps=true, int32 SpiralSeed=0) |
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inlinestatic |
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.
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inlinestatic |
Generates evenly spaced points on a cylinder, oriented about the Z axis, varying from [-Height/2, Height/2].
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. 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.
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inlinestatic |