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- Vector3[] CreateEllipse(float semiMajor, float semiMinor, float theta2DRotation, int resolutionHere) {
- Vector3[] positions = new Vector3[resolutionHere + 1];
- Quaternion q = Quaternion.AngleAxis(theta2DRotation, Vector3.forward);
- for (int i = 0; i <= resolutionHere; i++) {
- float angle = i / (float)resolutionHere * 2.0f * Mathf.PI;
- positions[i] = new Vector3(semiMajor * Mathf.Cos(angle), semiMinor * Mathf.Sin(angle), 0.0f);
- positions[i] = q * positions[i];
- }
- return positions;
- }
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