public List <Vector3> Generate(float rx, float ry, Vector3 pos, Quaternion rot, int segments) { var verts = new List <Vector2>(); float stepSize = 2 * Mathf.PI / segments; for (int i = 0; i < segments; i++) { float x = rx * Mathf.Cos(i * stepSize); float y = ry * Mathf.Sin(i * stepSize); verts.Add(new Vector2(x, y)); } return(GeomUtil.GetTFVerts(verts.ToArray(), pos, rot)); }
public List <Vector3> Generate(float multiplier, float length, Vector3 pos, Quaternion rot, int segments) { var verts = new List <Vector2>(); float stepSize = length / segments; for (int i = 0; i < segments; i++) { float x = i * stepSize; float y = amplitude * Mathf.Sin(2 * multiplier * i * stepSize * Mathf.PI); verts.Add(new Vector2(x, y)); } return(GeomUtil.GetTFVerts(verts.ToArray(), pos, rot)); }