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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <Sphere.h>
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| static FORCEINLINE void | ComputeSamplePoints (TArray< TVec3< T > > &Points, const TSphere< T, 3 > &Sphere, const int32 NumPoints) |
| static FORCEINLINE void | ComputeGoldenSpiralPoints (TArray< TVec3< T > > &Points, const TSphere< T, 3 > &Sphere, const int32 NumPoints, const bool FirstHalf=true, const bool SecondHalf=true, const int32 SpiralSeed=0) |
| static FORCEINLINE void | ComputeGoldenSpiralPoints (TArray< TVec3< T > > &Points, const TVec3< T > &Center, const T Radius, const int32 NumPoints, const bool BottomHalf=true, const bool TopHalf=true, const int32 SpiralSeed=0) |
| static FORCEINLINE void | ComputeBottomHalfSemiSphere (TArray< TVec3< T > > &Points, const TSphere< T, 3 > &Sphere, const int32 NumPoints, const int32 SpiralSeed=0) |
| static FORCEINLINE void | ComputeTopHalfSemiSphere (TArray< TVec3< T > > &Points, const TSphere< T, 3 > &Sphere, const int32 NumPoints, const int32 SpiralSeed=0) |
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Returns NumPoints points evenly distributed on a 3D Sphere.
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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.
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