MayaFlux 0.4.0
Digital-First Multimedia Processing Framework
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◆ generate_ellipse()

MAYAFLUX_API std::vector< glm::vec3 > MayaFlux::Kinesis::generate_ellipse ( const glm::vec3 &  center,
float  semi_major,
float  semi_minor,
size_t  segments,
const glm::vec3 &  normal = glm::vec3(0, 0, 1) 
)

Generate vertices along an elliptical path.

Parameters
centerEllipse center
semi_majorSemi-major axis length
semi_minorSemi-minor axis length
segmentsNumber of subdivisions
normalEllipse plane normal
Returns
Vertices generated by eccentric anomaly

Definition at line 61 of file GeometryPrimitives.cpp.

67{
68 if (segments < 3) {
69 segments = 3;
70 }
71
72 std::vector<glm::vec3> vertices;
73 vertices.reserve(segments + 1);
74
75 glm::vec3 n = glm::normalize(normal);
76 glm::vec3 u;
77
78 if (std::abs(n.z) < 0.9F) {
79 u = glm::normalize(glm::cross(n, glm::vec3(0, 0, 1)));
80 } else {
81 u = glm::normalize(glm::cross(n, glm::vec3(1, 0, 0)));
82 }
83
84 glm::vec3 v = glm::cross(n, u);
85
86 float angle_step = glm::two_pi<float>() / static_cast<float>(segments);
87
88 for (size_t i = 0; i <= segments; ++i) {
89 float angle = static_cast<float>(i) * angle_step;
90 float cos_a = std::cos(angle);
91 float sin_a = std::sin(angle);
92
93 glm::vec3 position = center + semi_major * cos_a * u + semi_minor * sin_a * v;
94
95 vertices.push_back(position);
96 }
97
98 return vertices;
99}