using System.Collections; using System.Collections.Generic; using UnityEngine; public class Logarithmic : MonoBehaviour { Mesh mesh; public int maxX; public float factor; public float a; // Start is called before the first frame update void Start() { mesh = new Mesh { name = "Logarithmic" }; } // Update is called once per frame void Update() { } public void DrawLogarithmic() { mesh.Clear(); float step = 0.01f; Vector3[] vectors = new Vector3[100 * maxX]; int k = 0; float down = Mathf.Log(a); for (float i = step; i <= maxX; i = i + step) { float y = Mathf.Log(i) / down; y *= factor; vectors[k] = new Vector3(i, y, 0); k++; } vectors[100 * maxX - 1] = new Vector3(maxX, Mathf.Log(maxX) / down * factor, 0); mesh.vertices = vectors; int[] triangle = new int[100 * maxX * 2 - 2]; for (int i = 0; i < vectors.Length - 1; ++i) { triangle[2 * i] = i; triangle[2 * i + 1] = i + 1; } mesh.SetIndices(triangle, MeshTopology.Lines, 0); GetComponent().mesh = mesh; } public void DrawLogarithmic3D() { mesh.Clear(); float step = 0.01f; Vector3[] vectors = new Vector3[200 * maxX]; int k = 0; float down = Mathf.Log(a); for (float i = step; i <= maxX; i = i + step) { float y = Mathf.Log(i) / down; y *= factor; vectors[k] = new Vector3(i, y, -5); k++; vectors[k] = new Vector3(i, y, 5); k++; } vectors[200 * maxX - 2] = new Vector3(maxX, Mathf.Log(maxX) / down * factor, -5); vectors[200 * maxX - 1] = new Vector3(maxX, Mathf.Log(maxX) / down * factor, 5); 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 / 100); } mesh.uv = uvs; int[] triangle = new int[100 * maxX * 6 - 6]; for (int i = 0; i < 100 * maxX - 1; ++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; } mesh.SetIndices(triangle, MeshTopology.Triangles, 0); GetComponent().mesh = mesh; } public void MeshClear() { mesh.Clear(); GetComponent().mesh = mesh; } }