made name more descriptive
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Daniel 2024-01-08 13:00:09 +01:00
parent ea60034a00
commit 8f1fadd473

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@ -85,7 +85,7 @@ namespace Engine_silk.NET
Vector2D<float> percent = new Vector2D<float>(x, y) / (_resolution - 1); Vector2D<float> percent = new Vector2D<float>(x, y) / (_resolution - 1);
// place vertex on correct position of the plane to easily calculate indices // place vertex on correct position of the plane to easily calculate indices
Vector3D<float> vertexPosition = _localUp + (percent.X - 0.5f) * 2 * _localX + (percent.Y - 0.5f) * 2 * _localY; Vector3D<float> vertexPosition = _localUp + (percent.X - 0.5f) * 2 * _localX + (percent.Y - 0.5f) * 2 * _localY;
vertices[i] = ConvertToPointOnSphere(vertexPosition); vertices[i] = PointOnCubeToPointOnSphere(vertexPosition);
if (x != _resolution - 1 && y != _resolution - 1) // we didn't reach the bottom right point yet if (x != _resolution - 1 && y != _resolution - 1) // we didn't reach the bottom right point yet
{ {
@ -110,7 +110,7 @@ namespace Engine_silk.NET
// Smooth mapping so that the points are not clumped on the former corners of the cube // Smooth mapping so that the points are not clumped on the former corners of the cube
// http://mathproofs.blogspot.com/2005/07/mapping-cube-to-sphere.html // http://mathproofs.blogspot.com/2005/07/mapping-cube-to-sphere.html
private Vector3D<float> ConvertToPointOnSphere(Vector3D<float> point) private Vector3D<float> PointOnCubeToPointOnSphere(Vector3D<float> point)
{ {
float x2 = point.X * point.X; float x2 = point.X * point.X;
float y2 = point.Y * point.Y; float y2 = point.Y * point.Y;