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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <TaperedCapsule.h>
Static Public Member Functions | |
| static FORCEINLINE void | ComputeSamplePoints (TArray< FVec3 > &Points, const FTaperedCapsule &Capsule, const int32 NumPoints) |
| static FORCEINLINE void | ComputeGoldenSpiralPoints (TArray< FVec3 > &Points, const FTaperedCapsule &Capsule, const int32 NumPoints) |
| 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 int32 SpiralSeed=0) |
| static void | ComputeGoldenSpiralPointsUnoriented (TArray< FVec3 > &Points, const FReal Radius1, const FReal Radius2, const FReal Height, const int32 NumPoints, int32 SpiralSeed=0) |
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inlinestatic |
Use the golden spiral method to generate evenly spaced points on a tapered capsule (truncated cone with two hemispherical ends).
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 tapered capsule part, 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 capsule. Axis is the orientation of the tapered capsule. Radius1 is the first radius of the tapered capsule. Radius2 is the second radius of the tapered capsule. Height is the height of the tapered capsule. NumPoints is the number of points to generate. 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 points on a tapered capsule (truncated cone), oriented about the Z axis, varying from [-Height/2, Height/2].
TODO: Note that this method does not produce evenly spaced points! It'll bunch points together on the side of the capsule with the smaller radius, and spread them apart on the larger. We need a routine that operates in conical space, rather than cylindrical. That said, points are distributed evenly between the two end caps, proportional to their respective areas.
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 capsule, ending at the top. Contiguous entries in Points generally will not be spatially adjacent.
Points to append to. Radius1 is the first radius of the tapered capsule. Radius2 is the second radius of the tapered capsule. Height is the height of the capsule. NumPoints is the number of points to generate. 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 |