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「数学デッサン教室 描いて楽しむ数学のかたち」にある、りんご局面の数式を元にプログラミングでリンゴを描写
Lines on apple surface.
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#pragma once #include "ofMain.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 windowResized(int w, int h) {}; void dragEvent(ofDragInfo dragInfo) {}; void gotMessage(ofMessage msg) {}; glm::vec3 make_apple_point(float u, float v); ofEasyCam cam; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(39); ofSetLineWidth(2); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { int scale = 30; this->cam.begin(); ofRotateX(-90); for (int v = 0; v < 360; v += 10) { int u_start = v * 5 + ofGetFrameNum(); for (int u = u_start; u <= u_start + 330; u += 5) { int tmp_u = u % 360 - 180; if (tmp_u > -170 && tmp_u < 170) { ofDrawLine(this->make_apple_point(tmp_u * DEG_TO_RAD, v * DEG_TO_RAD) * scale, this->make_apple_point((tmp_u + 10) * DEG_TO_RAD, v * DEG_TO_RAD) * scale); } } ofDrawLine(this->make_apple_point(-180 * DEG_TO_RAD, v * DEG_TO_RAD) * scale, this->make_apple_point(-160 * DEG_TO_RAD, v * DEG_TO_RAD) * scale); ofDrawLine(this->make_apple_point(170 * DEG_TO_RAD, v * DEG_TO_RAD) * scale, this->make_apple_point(180 * DEG_TO_RAD, v * DEG_TO_RAD) * scale); int tmp_u = (u_start + 350) % 360 - 180; if (tmp_u > -170 && tmp_u < 170) { ofDrawSphere(this->make_apple_point(tmp_u * DEG_TO_RAD, v * DEG_TO_RAD) * scale, 5); } } this->cam.end(); } //-------------------------------------------------------------- glm::vec3 ofApp::make_apple_point(float u, float v) { // 数学デッサン教室 描いて楽しむ数学たち リンゴ局面 apple surface P.33 float x = (4 + 3.8 * cos(u)) * cos(v); float y = (4 + 3.8 * cos(u)) * sin(v); float z = -5 * log10(1 - 0.315 * u) + 5 * sin(u) + 2 * cos(u); return glm::vec3(x, y, z); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |