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MayaFlux 0.4.0
Digital-First Multimedia Processing Framework
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inline |
Cylindrical projection around a world axis.
| axis | Cylinder axis direction (normalised by caller) |
| origin | Point on the cylinder axis closest to world origin |
| radius | Cylinder radius used to normalise the radial component |
| height | Full height of one UV tile along the axis |
u = azimuth angle in [0, 1], wraps at the seam behind the axis. v = axial distance / height, unbounded — tiles vertically.
Vertices straddling the seam (angle wraps π to -π) will show a UV discontinuity. Orient geometry or rotate axis to push the seam to a non-visible region.
Definition at line 57 of file UVProjection.hpp.
References radius.