Ellipse.cs 3.04 KB
Newer Older
BlackAngle233's avatar
BlackAngle233 committed
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Ellipse : MonoBehaviour
{
    Mesh mesh;
    public Vector3 center;
    public float a;
    public float b;
    // Start is called before the first frame update
    void Start()
    {
        mesh = new Mesh
        {
            name = "Ellipse"
        };
    }

    // Update is called once per frame
    void Update()
    {
        
    }

    public void DrawEllipse()
    {
        mesh.Clear();

        Vector3[] vectors = new Vector3[200];
        int k = 0;
        float step = a / 50;
        for (float i = -a; i <= a; i += step)
        {
            float y = 1 - i * i / (a * a);
            y *= (b * b);
            y = Mathf.Sqrt(y);
            vectors[k] = new Vector3(i, y, 0);
            if (y != 0)
            {
                vectors[200 - k] = new Vector3(i, -y, 0);
            }
            k++;
        }
        mesh.vertices = vectors;

        int[] triangle = new int[400];
        for (int i = 0; i < vectors.Length - 1; ++i)
        {
            triangle[2 * i] = i;
            triangle[2 * i + 1] = i + 1;
        }
        triangle[398] = 199;
        triangle[399] = 0;

        mesh.SetIndices(triangle, MeshTopology.Lines, 0);

        GetComponent<MeshFilter>().mesh = mesh;
    }
BlackAngle233's avatar
BlackAngle233 committed
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124

    public void DrawEllipse3D()
    {
        mesh.Clear();

        Vector3[] vectors = new Vector3[400];
        int k = 0;
        float step = a / 50;
        for (float i = -a; i <= a; i += step)
        {
            float y = 1 - i * i / (a * a);
            y *= (b * b);
            y = Mathf.Sqrt(y);
            vectors[k] = new Vector3(i, y, -5);
            if (y != 0)
            {
                vectors[400 - k] = new Vector3(i, -y, -5);
            }
            k++;
            vectors[k] = new Vector3(i, y, 5);
            if (y != 0)
            {
                if(k % 2 == 0)
                    vectors[400 - k] = new Vector3(i, -y, 5);
                else
                    vectors[402 - k] = new Vector3(i, -y, 5);
            }
            k++;
        }
        mesh.vertices = vectors;

        Vector2[] uvs = new Vector2[vectors.Length];
        for (int i = 0; i < uvs.Length; i++)
        {
            uvs[i] = new Vector2(0, (vectors[i].y + 4) / 8);
        }
        mesh.uv = uvs;

        int[] triangle = new int[1200];
        for (int i = 0; i < 199; ++i)
        {
            triangle[6 * i] = 2 * i;
            triangle[6 * i + 1] = 2 * i + 1;
            triangle[6 * i + 2] = 2 * i + 2;
            triangle[6 * i + 3] = 2 * i + 1;
            triangle[6 * i + 4] = 2 * i + 3;
            triangle[6 * i + 5] = 2 * i + 2;
        }
        triangle[1194] = 398;
        triangle[1195] = 399;
        triangle[1196] = 0;
        triangle[1197] = 399;
        triangle[1198] = 1;
        triangle[1199] = 0;

        mesh.SetIndices(triangle, MeshTopology.Triangles, 0);

        GetComponent<MeshFilter>().mesh = mesh;
    }

    public void MeshClear()
    {
        mesh.Clear();
        GetComponent<MeshFilter>().mesh = mesh;
    }
BlackAngle233's avatar
BlackAngle233 committed
125
}