using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Dreamteck.Splines.Primitives { public class Ellipse : SplinePrimitive { public float xRadius = 1f; public float yRadius = 1f; public override Spline.Type GetSplineType() { return Spline.Type.Bezier; } protected override void Generate() { base.Generate(); closed = true; CreatePoints(4, SplinePoint.Type.SmoothMirrored); points[0].position = Vector3.up * yRadius; points[0].SetTangentPosition(points[0].position + Vector3.right * 2 * (Mathf.Sqrt(2f) - 1f) / 1.5f * xRadius); points[1].position = Vector3.left * xRadius; points[1].SetTangentPosition(points[1].position + Vector3.up * 2 * (Mathf.Sqrt(2f) - 1f) / 1.5f * yRadius); points[2].position = Vector3.down * yRadius; points[2].SetTangentPosition(points[2].position + Vector3.left * 2 * (Mathf.Sqrt(2f) - 1f) / 1.5f * xRadius); points[3].position = Vector3.right * xRadius; points[3].SetTangentPosition(points[3].position + Vector3.down * 2 * (Mathf.Sqrt(2f) - 1f) / 1.5f * yRadius); } } }