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ドーナツ状の座標を流れていくParticleを実装しました。数学の分野ではトーラスと呼ばれているらしく、方程式がwikiにも書いてあったので、拝借して実装してみました。
トーラス
https://ja.wikipedia.org/wiki/%E3%83%88%E3%83%BC%E3%83%A9%E3%82%B9
[ Source ]
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						#include "ofMain.h" #include "Particle.h" class ofApp : public ofBaseApp { public: 	void setup(); 	void update(); 	void draw(); 	void keyPressed(int key) {}; 	void keyReleased(int key) {}; 	void mouseMoved(int x, int y) {}; 	void mouseDragged(int x, int y, int button) {}; 	void mousePressed(int x, int y, int button) {}; 	void mouseReleased(int x, int y, int button) {}; 	void mouseEntered(int x, int y) {}; 	void mouseExited(int x, int y) {}; 	void windowResized(int w, int h) {}; 	void dragEvent(ofDragInfo dragInfo) {}; 	void gotMessage(ofMessage msg) {}; 	ofEasyCam cam; 	std::vector<std::unique_ptr<Particle>> particles; };  | 
					
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						#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofBackground(0); 	ofSetWindowTitle("Insta"); 	ofEnableBlendMode(ofBlendMode::OF_BLENDMODE_ADD); 	ofEnableDepthTest(); 	ofSetLineWidth(1.2); 	for (int i = 0; i < 255; i++) { 		std::unique_ptr<Particle> particle(new Particle(i)); 		this->particles.push_back(std::move(particle)); 	} } //-------------------------------------------------------------- void ofApp::update() { 	for (int i = 0; i < this->particles.size(); i++) { 		this->particles[i]->update(); 	} } //-------------------------------------------------------------- void ofApp::draw() { 	this->cam.begin(); 	ofRotateY(ofGetFrameNum() * 0.5); 	for (int i = 0; i < this->particles.size(); i++) { 		this->particles[i]->draw(); 	} 	this->cam.end(); } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); }  | 
					
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						#pragma once #include "ofMain.h" class Particle { public: 	Particle(float value); 	~Particle(); 	void update(); 	void draw(); 	ofPoint make_point(float radius, float small_radius, float deg, float small_deg); private: 	float radius; 	float small_radius; 	float deg; 	float small_deg; 	float deg_span; 	float small_deg_span; 	ofColor body_color; };  | 
					
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						#include "Particle.h" //-------------------------------------------------------------- Particle::Particle(float value) { 	this->radius = 230; 	this->small_radius = 70; 	this->deg = value / 255.f * 360.f; 	this->small_deg = ofRandom(0, 360); 	this->deg_span = 1; 	this->small_deg_span = 10; 	this->body_color.setHsb(value, 255, 255); } //-------------------------------------------------------------- Particle::~Particle() { } //-------------------------------------------------------------- void Particle::update() { 	this->deg += this->deg_span; 	this->small_deg += this->small_deg_span; } //-------------------------------------------------------------- void Particle::draw() { 	ofSetColor(this->body_color, 255); 	ofVec3f point = make_point(this->radius, this->small_radius, this->deg, this->small_deg); 	ofDrawSphere(point, 1.5); 	for (int i = 0; i < 12; i++) { 		ofSetColor(this->body_color, 255 - i * 25); 		ofVec3f point_1 = make_point(this->radius, this->small_radius, this->deg - this->deg_span * i, this->small_deg - this->small_deg_span * i); 		ofVec3f point_2 = make_point(this->radius, this->small_radius, this->deg - this->deg_span * (i + 1), this->small_deg - this->small_deg_span * (i + 1)); 		ofDrawLine(point_1, point_2); 	} } //-------------------------------------------------------------- ofPoint Particle::make_point(float radius, float small_radius, float deg, float small_deg) { 	float x_1 = radius * cos(deg * DEG_TO_RAD); 	float y_1 = radius * sin(deg * DEG_TO_RAD); 	float x_2 = small_radius * cos(small_deg * DEG_TO_RAD) * cos(deg * DEG_TO_RAD); 	float y_2 = small_radius * cos(small_deg * DEG_TO_RAD) * sin(deg * DEG_TO_RAD); 	float x = x_1 + x_2; 	float y = y_1 + y_2; 	float z = small_radius * sin(small_deg * DEG_TO_RAD); 	return ofVec3f(x, y, z); }  |